Power Rangers: Battle for the Grid/Goldar

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Goldar

Introduction

Health: 1100
Walk Speed: 400 Forward, 280 Back

Goldar is the most fearsome general of Rita Repulsa who has never once succeeded at anything in life. He does his best though.

Overview

Goldar is a highly unga character who excels at getting in close and making the opponent's situation a living nightmare. His air normals are among some of the best in the game, and his jS swoop cancels make his air movement unorthodox enough that he's one of the harder characters to punish in the air. His close range normals all net him excellent frame advantage, allowing him to keep up the pressure when close, especially when coupled with his ridiculous Kara Throw.

He can function quite a lot like a typical grappler in other fighting games, with a very threatening grab game alongside an anti-air grab to catch an opponent if they try to jump out of his pressure.

Generally he'll struggle more at the long range, so you'll want to use assists and his air movement well to close in on the opponent and make use of his tools.

His assist also numbers among the best in the game, allowing you to no-sell a lot of options the opponent can throw out, and is amazing at setting up sandwich mixups.

Normal Moves

5L
BFTG GDR 5L.png
Damage Guard Startup Active Recovery Frame Adv
40 High/Low/Air 7 - - 6
  • Forces flipout on airborne opponents
5LL
BFTG GDR 5LL.png
Damage Guard Startup Active Recovery Frame Adv
60 High/Low/Air - - - 6
5LLL
BFTG GDR 5LLL.png
Damage Guard Startup Active Recovery Frame Adv
40 + 40 High/Low/Air - - - 2

Used to link into 4M from 5L

5M
BFTG GDR 5M.png
Damage Guard Startup Active Recovery Frame Adv
65 High/Low/Air 8 - - 3

Great poke. use 5M~H for an above-average ranged kara grab.

5MM
BFTG GDR 5MM.png
Damage Guard Startup Active Recovery Frame Adv
80 High/Low/Air - - - -27
4M
BFTG GDR 4M.png
Damage Guard Startup Active Recovery Frame Adv
75 High/Low - - - 0

Great Anti-Air - recovery is fast enough to get a jab reset afterwards

  • Air Unblockable
6M
BFTG GDR 6M.png
Damage Guard Startup Active Recovery Frame Adv
40 + 60 High/Air 21 - - -1

Standing overhead, which allows you to set up unblockable resets, or just excellent mixups. Has OTG properties, so you'll be using this a lot mid combo - you'll want to practice hitting this after EX and 6S to continue combos.

  • Overhead
  • OTG
5H
BFTG GDR 5H.png
Damage Guard Startup Active Recovery Frame Adv
65 High/Low/Air 13 - - -4
5HH
BFTG GDR 5HH.png
Damage Guard Startup Active Recovery Frame Adv
90 High/Low/Air - - - +2
4H
BFTG GDR 4H.png
Damage Guard Startup Active Recovery Frame Adv
1 + 1 High/Low/Air - - - -

Goldar flaps his wings to send out a gust of wind - pushes enemies back and reflects projectiles. Has a long recovery, so very punishable if spaced poorly.

2L
BFTG GDR 2L.png
Damage Guard Startup Active Recovery Frame Adv
35 Low/Air 6 35 - +4

Goldar's fastest normal

2M
BFTG GDR 2M.png
Damage Guard Startup Active Recovery Frame Adv
65 High/Low/Air 8 - - -4
2H
BFTG GDR 2H.png
Damage Guard Startup Active Recovery Frame Adv
70 Low/Air 10 - -18 -

Combos into 4S, though it's not consistent on a few female characters

j.L
BFTG GDR j.L.png
Damage Guard Startup Active Recovery Frame Adv
40 High/Air 4 - - -

One of Goldar's fastest normals, with a really good hitbox, rising jL allows you to immediately open up the opponent with an overhead, which you can convert into a combo with the right assist.

j.M
BFTG GDR j.M.png
Damage Guard Startup Active Recovery Frame Adv
65 High/Air 7 - - -

This move has a pretty large hitbox, making it fantastic to throw out on incoming

j.H
BFTG GDR j.H.png
Damage Guard Startup Active Recovery Frame Adv
70 High/Air 12 - - -

Special Moves

5S
BFTG GDR 5S.png
Damage Guard Startup Active Recovery Frame Adv
40 + 70 High/Low/Air 25 - - -10

Goldar stabs his sword into the ground, creating a shockwave a small distance away - the distance can be extended if you input 5S twice. Can OTG. You can plink cancel it into EX with 6S~L

4S
BFTG GDR 4S.png
Damage Guard Startup Active Recovery Frame Adv
130 - - - - -

Anti-Air Grab, can be used to catch fleeing opponents, but finds most of it's use in combos, comboing from 2H, 4M and Throw, and from 5M/5H if the opponent is already in an air juggle. Causes a wallbounce.

6S
BFTG GDR 6S.png
Damage Guard Startup Active Recovery Frame Adv
90 High/Low/Air 25 - - -10

Goldar charges forward a considerable distance, with an armoured shoulder charge. Good for getting through projectiles, and is a really nice neutral option when backed with an assist. Causes a stagger.

j.S
BFTG GDR j.S.png
Damage Guard Startup Active Recovery Frame Adv
60 + 30 + 30 + 90 High/Air - - - -

Goldar swoops into the air and plunges his sword into the ground - generally not a move you want to be throwing out randomly, unless you're tagging out during it. The main benefit of jS is that you can cancel it into any of his air normals, while maintaining the momentum of the swoop, allowing Goldar some of the best air mobility in the game.

Throws

Forward Throw
5M+H/6M+H
BFTG GDR FT.png
Damage Guard Startup Active Recovery Frame Adv
40 + 40 Throw - - - -

Can combo into 4S

Back Throw
4M+H
BFTG GDR BT.png
Damage Guard Startup Active Recovery Frame Adv
190 Throw - - - -

Combos into 2L in the corner

EX Special

5S+L
BFTG GDR 5S+L.png
Damage Guard Startup Active Recovery Frame Adv
30 + 30 + 30 + 30 + 110 High/Low/Air - - - -18

Standard invincible reversal - you can continue a combo afterwards with a 6M OTG

Super

Super
H+S
BFTG GDR Super.png
Damage Guard Startup Active Recovery Frame Adv
90 + 100 + 110 + 160 High/Low/Air - - - -

Goldar jumps up and divebombs the opponent - decent at punishing the opponent for doing something unsafe at fullscreen,

Assist

Assist
A1/A2
BFTG GDR Assist.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -

Goldar's 6S - retains it's armoured properties, which make for a very powerful pressure assist, and helps to setup strong sandwich pressure due to how long he stays out

Swap Strike
A1/A2+2S
BFTG GDR Swap Strike.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -4

Setups

Jab Resets

Even though Goldar has huge damage potential, his jab resets are very good as he can go for a lot of options following the reset. Most characters in the cast have some form of this. At the end of any combo, use 5L to force a flipout that guarantees 1 frame where the opponent can't use a reversal. In other words, this guarantess a meaty without fear of getting interrupted by an EX, or some other invulnerable move. After 5L, you have the following options:

  • 6M
  • 2L
  • Crossunder 2L
  • jL, you can then use an assist to open the opponent up for a further combo

Incoming Setups

On incoming, one of Goldar's best tools is to throw out jM, and once it hits the incoming opponent's airblock, to input jS~M which will cross the opponent up as soon as they land.

Team Synergy

Combos

Solo

5M > 5H > 6S > 2L > 2H > 4S > j.M > j.S~M > j.M > j.H > 2M > 2L > 2M > 2L > 2M > 5H > 5S > 6S > 6M > 4M > 4S > dash > super

0 bar starting video example

2L > 5H > 6S, 2H > 4S, j.M > j.H, 5Mx3, (2L > 5M)x3, 5M > 2H > 4S, 66 > 6M, 4Mx2 > 4S, 66 > 5S > 6S > H+S

0 bar 2L start, 1005 dmg video example

Assist combos

5L > 5M > 5H > assist name > 5L > 5M > 5H

Example combo

Videos

Star55 - Goldar Combo Video

Colors

Color 1
Color 2

External Links


General
Controls
Patch Notes
FAQ
HUD
System
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Kat Manx
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Mastodon Sentry
Udonna
Magna Defender
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Eric Myers
Jen Scotts
Cenozoic Blue Ranger
Dragon Armor Trini
Ranger Slayer
Goldar
Lord Zedd
Dai Shi
Robert "RJ" James
Lauren Shiba
Zords
Dino Megazord
Mega Goldar
Dragonzord
Delta Squad Megazord