Trey of Triforia
Gold Zeo Ranger
Introduction
Health: 1000
Walk Speed: - forward, - back
Chain Rules: Magic Series
The original Gold Zeo Ranger, Trey was an alien from the planet Triforia who came to Earth to help the Zeo Rangers battle the Machine Empire. There, he was attacked and split into three separate beings, forcing him to temporarily transfer his Gold Ranger powers to ex-Ranger Jason Lee Scott.
Overview
Trey is a rushdown-based character with a penchant for loops and fancy conversions. His neutral game is based on tricky movement and a much-farther-than-average kara throw with 5M~L. He has fast, but high committal, air movement options with 6s8s6s or 6s8s4s to mix up his movement options. Trey is a brawler-type character who commands respect with his 6M (which is +5 on block) and kara throw with elements of air mobility and rushdown. He's got a solid assist that can be used as a poke or as a crossunder for airborne opponents. His shining role is as a support, however, as tagging to Trey nets some of the highest damage in the game, and his super move sets up on of the best tag out situations possible.
Playstyle
Trey is a high damage rushdown character with a projectile invulnerable command dash |
Pros |
Cons |
- Zoop Zoop - Trey's command dashes are fast and projectile invulnerable. They let him avoid zoning and set up sandwich situations
- Give Me a Hug - Trey can threaten a throw from 3/4s screen with his dash -> kara throw
- Damage - Trey can ToD off of any clean hit, including his throw
- Pyramid Scheme - Trey can tagout of his super to set up strong incoming mix
|
- Bad Buttons - Trey's normals are subpar and very committal. They are beat by most other normals and weak against pushblock
- Jump On Him - Trey's 2H anti-air has poor range and is very committal
- Weak Neutral - While Trey's command dashes let him avoid zoning, he is weak in the netural game and struggles to get in against most of the roster
- You Call That a Fireball? - Trey's 5S projectiles are arguably the weakest in the game and have little use outside of combos
- Weak Pressure - Trey's solo pressure and mixup game are reliant on strike/throw mix. He struggle's to capitalize on the few times he wins neutral
- Bad Matchups - While Trey can deal with zoners, has mediocre to bad matchups against much of the roster due to his lack of neutral and mixup tools
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Normal Moves
5L
5L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
35
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High/Low/Air
|
5
|
-
|
-
|
1
|
-
|
|
5LL"
5LL
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Frame Adv (Block)
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Frame Adv (Hit)
|
26*
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High/Low/Air
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-
|
-
|
-
|
-
|
-
|
|
5LLL
5LLL
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Damage
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Guard
|
Startup
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Active
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Recovery
|
Frame Adv (Block)
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Frame Adv (Hit)
|
49*
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High/Low/Air
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-
|
-
|
-
|
-
|
-
|
|
5M
5M
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Damage
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Guard
|
Startup
|
Active
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Recovery
|
Frame Adv (Block)
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Frame Adv (Hit)
|
45
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High/Low/Air
|
8
|
-
|
-
|
-2
|
-
|
|
5MM
5MM
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
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Frame Adv (Hit)
|
45
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
|
5MMM
5MMM
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Damage
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Guard
|
Startup
|
Active
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Recovery
|
Frame Adv (Block)
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Frame Adv (Hit)
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70
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High/Low/Air
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-
|
-
|
-
|
-
|
-
|
|
|
6M
6M Triforia Drive Oh hey, a reused normal. No sparks on this one, though. Oh hey, a reused normal. No sparks on this one, though.
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Damage
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Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
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Frame Adv (Hit)
|
80
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High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
|
|
5H
5H
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Damage
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Guard
|
Startup
|
Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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55
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High/Low/Air
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-
|
-
|
-
|
-
|
-
|
|
5HH
5HH
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Damage
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Guard
|
Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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60
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High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
|
5HHH
5HHH
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Damage
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Guard
|
Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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65
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High/Low/Air
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-
|
-
|
-
|
-
|
-
|
|
2L
2L
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Damage
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Guard
|
Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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35
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Low/Air
|
5
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-
|
-
|
-12
|
-
|
|
2M
2M
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
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55
|
Low/Air
|
-
|
-
|
-
|
-
|
-
|
Has OTG properties as of version 1.6.
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|
2H
2H 24K Yes that is its name Yes that is its name
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
|
70
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High/Low
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-
|
-
|
-
|
-
|
-
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Dedicated launcher and anti-air. Air-unblockable.
|
|
j.L
j.L
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
45
|
High/Air
|
-
|
-
|
-
|
-
|
-
|
As of version 1.3, this now causes a juggle state when it hits an airborne opponent.
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|
j.M
j.M
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Damage
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Guard
|
Startup
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Active
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Recovery
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Frame Adv (Block)
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Frame Adv (Hit)
|
60
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High/Air
|
-
|
-
|
-
|
-
|
-
|
Has the longest horizontal range out of Trey's aerials.
|
|
j.H
j.H
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Damage
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Guard
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Startup
|
Active
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Recovery
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Frame Adv (Block)
|
Frame Adv (Hit)
|
70
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High/Air
|
-
|
-
|
-
|
-
|
-
|
A deep jump-in that groundbounces on air hit.
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|
Special Moves
5S
Zeo Power Up Blast 5S "Power Up!" "Power Up!"
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
Staff
|
30
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High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Projectile
|
30x3
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High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Upon use, Trey raises his staff, then proceeds to fire a projectile. Can shoot up to three projectiles by pressing S again. You can cancel this move into 4S or 6S. Due to the extremely high startup, it's almost never worth using this move outside of a combo unless you are trying to bait something.
As of version 1.6.2, the damage of the projectiles, as well as their velocity, have been reduced. On the other hand, the projectiles now have larger hitboxes, and when raised, Trey's staff has a hitbox.
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|
4S
Gold Dust 4S
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Damage
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Guard
|
Startup
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Active
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Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
40, 50
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High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Trey's signature dropkick. As of 2.3, it travels full screen extremely quick. It's possible to use this as a full screen call out option, but more often then not, this is the move you're looking to tag out of. Due to juggle decay immunity, you will mostly see this used in combos
Another very welcome move in his arsenal.
|
|
6S
Gold Rush 6S ZOOM ZOOM Beast Cannon but more limited and it's shiny Beast Cannon but more limited and it's shiny "It's time for a Gold Rush!" "It's time for a Gold Rush!"
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
6S (All Dash Followups)
|
40
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Gold Rush Dash 6SS
|
80
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
A forward-rushing move that can be used for juggling. Unique in that it can be controlled after the initial dash:
- Pressing 6S again will make Trey perform a running cross-up attack (Gold Rush Dash). This will stun the opponent on hit.
- Pressing 4S after the initial 6S makes Trey go backwards (Gold Rush Retreat). This specific dash can be canceled into his 4S.
- Pressing 8S after the initial 6S makes Trey go upwards (Gold Rush Rise). After Trey ascends, he can either dash forward (6S), backward (4S) or cancel into j.S.
This move can be comboed into off his forward throw.
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|
j.S
Counterfeit j.S
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Damage
|
Guard
|
Startup
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Active
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Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
Trey performs a divekick that does not hit at all. Instead, it passes through the opponent, and can be cancelled with an attack or throw pretty much any time after landing. Good for cross-ups on a grounded opponent, especially with assists. It is projectile invincible, so he can get past zoning.
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|
EX Attack
5L+S
Zeo Shuffle 5S+L
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
25x4, 70
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
- If the first hit is blocked, the rest of the move will not come out.
Trey performs an altered version of his 6S. If it hits, he will performs this move 4 additional times. This move is invincible on startup and is a very effective combo ender.
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|
Throws
Forward Throw
Forward Throw 5M+H/6M+H
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
101
|
Throw
|
6
|
-
|
-
|
-
|
-
|
Trey bashes the opponent with his staff, leaving them airborne. Cancels into 6S.
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|
Back Throw
Back Throw 4M+H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
171
|
Throw
|
6
|
-
|
-
|
-
|
-
|
Trey throws the opponent behind him, then stomps them. Must use assist or tag to pick up.
|
|
Super
Super
Wrath of Pyramidas H+S "I call upon the power of Pyramidas!" "I call upon the power of Pyramidas!" Oooooh, shiny Oooooh, shiny Lockdown City Lockdown City
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Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
First Volley
|
25x4
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Second Volley
|
25x4
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Third Volley
|
30x2, 40
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Trey will call upon his zord, Pyramidas. From here, three sets of lightning will be called.
An excellent neutral tool. Can be used as a direct fullscreen punish option against most options (including attacks such as Udonna j.S). On hit, the three lightning attacks combo into each other. Last hit causes a stun state on hit that lets you do nasty stuff after. If you find that you have 2 bars as Trey, you're looking to do this super in neutral ASAP, and then tag to another character to do crazy mixups and bait zord counters. This is most of what makes Trey worth playing, so make sure to have a gameplan that factors this in.
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|
Tag Actions
Assist
Assist Gold Rush Dash A1/A2 Trey, generous like he is, shares his Gold Rush with those who fight by his side. Trey, generous like he is, shares his Gold Rush with those who fight by his side.
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
60
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Based on 6SS. Stuns like the original, so it can extend combos very easily.
|
|
Swap Strike
Swap Strike A1/A2+S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
70
|
High/Low/Air
|
6
|
-
|
-
|
-
|
-
|
Faster than EX Attack, making it a little more reliable as a reversal, but far less damaging. Forces a character switch on hit; knocks down if only one character remains.
Shares its animation and range with 5HH.
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|
Strategy
Trey is a rushdown character with very high damage. His jS is projectile invincible and he has a powerful kara throw. His super can punish attacks including some zoning. Whiffing buttons and dropping combos is death. Make a mistake in neutral, and there’s a good chance Trey will die for it. On the plus side, Trey can kill off pretty much any hit. Playing Trey as a comeback character is a bad idea because he has a lot of unsafe buttons on block. 5L, 5LL, and 5M are hit safest buttons on block. The safety of 5H is match-up dependent.
Team Synergy
Trey needs assist for neutral. Assists keep him safe and gains him space. His assist is great for confirms. His super allows for powerful mix-ups when you tag him out. His most useful purpose on a team is being a damage engine. With proper routing, Trey can kill even when some of the lowest damaging characters in the game start a combo.
Combos
Tested as of 2.0
Solo
For Trey's 4S loops, slightly delay the 5M 2M to make sure the 2M doesn't whiff while maintaining the proper height for 4S to combo.
(w) in combos means you have to whiff the button.
For 2H>5SSS corner combos, slightly delay each of the fireballs to make sure they don't whiff. Delay the 6SS after 5SSS as well.
2LM 5HHH 5M 6M dash 2M 4S 5MMH 4S 2L 5MM 6S 8S j.M 5MMM 2M 6S 8S tiny delay j.H 2H 5SSS 6SS 2H 5SSS 6SS 6M Super (See explanation) 6M 2M (6S 8S 6S j.H whiff) x2 6S 8S jH Video Example
Trey's super is weird, the lightning tracks relative to the positioning of Trey in relation to the opponent, so the movement I do for super makes it so that multiple lightning strikes hit the opponent at once, increasing the damage of the super - to do it optimally, I jump out of the corner, as soon as I land, I plink dash twice, and as soon as the opponent gets wallbounced, I dash under them, and dash back to get myself in position to continue the combo
Assist combos
5L > 5M > 5H > assist name > 5L > 5M > 5H
Example combo
Videos
Gold Zeo Ranger combo video by Star 55 (2020)
Colors
External Links