Power Rangers: Battle for the Grid/Gold Zeo Ranger

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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

Normal Moves

5L
5L
BFTG GZR 5L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35 High/Low/Air 5 - - 1 -
5LL"
5LL
BFTG GZR 5LL.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
26* High/Low/Air - - - - -
5LLL
5LLL
BFTG GZR 5LLL.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
49* High/Low/Air - - - - -
5M
5M
BFTG GZR 5M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
45 High/Low/Air 8 - - -2 -
5MM
5MM
BFTG GZR 5MM.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
45 High/Low/Air - - - - -
5MMM
5MMM
BFTG GZR 5MMM.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
70 High/Low/Air - - - - -

Wallbounces.

6M
6M
Triforia Drive
BFTG GZR 6M.png
Oh hey, a reused normal. No sparks on this one, though.
Oh hey, a reused normal. No sparks on this one, though.
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
80 High/Low/Air - - - - -

Wallbounces.

5H
5H
BFTG GZR 5H.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
55 High/Low/Air - - - - -
5HH
5HH
BFTG GZR 5HH.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
60 High/Low/Air - - - - -
5HHH
5HHH
BFTG GZR 5HHH.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
65 High/Low/Air - - - - -
2L
2L
BFTG GZR 2L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35 Low/Air 5 - - -12 -
2M
2M
BFTG GZR 2M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
55 Low/Air - - - - -

Has OTG properties as of version 1.6.

2H
2H
24K
BFTG GZR 2H.png
Yes that is its name
Yes that is its name
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
70 High/Low - - - - -

Dedicated launcher and anti-air. Air-unblockable.

j.L
j.L
BFTG GZR j.L.png
Damage Guard Startup Active 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.

j.M
j.M
BFTG GZR j.M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
60 High/Air - - - - -

Has the longest horizontal range out of Trey's aerials.

j.H
j.H
BFTG GZR j.H.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
70 High/Air - - - - -

A deep jump-in that groundbounces on air hit.

Special Moves

5S
Zeo Power Up Blast
5S
BFTG GZR 5S.png
"Power Up!"
"Power Up!"
BFTG GZR 5S (2).png
Version Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
Staff 30 High/Low/Air - - - - -
Projectile 30x3 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.

4S
Gold Dust
4S
BFTG GZR 4S.png
BFTG GZR 4S (2).png
BFTG GZR 4S (3).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
40, 50 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

  • Juggle decay immune

Another very welcome move in his arsenal.

6S
Gold Rush
6S
BFTG GZR 6S.png
ZOOM
ZOOM
BFTG GZR 6S (2).png
Beast Cannon but more limited and it's shiny
Beast Cannon but more limited and it's shiny
BFTG GZR 6SS.png
"It's time for a Gold Rush!"
"It's time for a Gold Rush!"
Version Damage Guard Startup Active 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.

j.S
Counterfeit
j.S
BFTG GZR j.S.png
BFTG GZR j.S (2).png
Damage Guard Startup Active 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.

EX Attack

5L+S
Zeo Shuffle
5S+L
BFTG GZR 5S+L.png
BFTG GZR 5S+L (2).png
Damage Guard Startup Active 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.

Throws

Forward Throw
Forward Throw
5M+H/6M+H
BFTG GZR FT.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
101 Throw 6 - - - -

Trey bashes the opponent with his staff, leaving them airborne. Cancels into 6S.

Back Throw
Back Throw
4M+H
BFTG GZR BT.png
BFTG GZR BT (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
171 Throw 6 - - - -
  • Switches sides

Trey throws the opponent behind him, then stomps them. Must use assist or tag to pick up.

Super

Super
Wrath of Pyramidas
H+S
BFTG GZR Super.png
"I call upon the power of Pyramidas!"
"I call upon the power of Pyramidas!"
BFTG GZR Super (2).png
Oooooh, shiny
Oooooh, shiny
BFTG GZR Super (3).png
Lockdown City
Lockdown City
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.

Tag Actions

Assist
Assist
Gold Rush Dash
A1/A2
BFTG GZR Assist.png
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.
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
BFTG GZR Swap Strike.png
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.

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

Color 1
Color 2

External Links


General
Controls
Patch Notes
FAQ
HUD
System
Characters
Anubis "Doggie" Cruger
Kat Manx
Gia Moran
Jason Lee Scott
Tommy Oliver
Lord Drakkon
Mastodon Sentry
Udonna
Magna Defender
Trey of Triforia
Eric Myers
Jen Scotts
Cenozoic Blue Ranger
Dragon Armor Trini
Ranger Slayer
Goldar
Lord Zedd
Dai Shi
Robert "RJ" James
Lauren Shiba
Scorpina
Ryu
Chun-Li
Adam Park
Poisandra
Rita Repulsa
Zords
Dino Megazord
Mega Goldar
Dragonzord
Delta Squad Megazord
Samurai Megazord
Gravezord