Power Rangers: Battle for the Grid/Green Ranger

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Tommy Oliver
Mighty Morphin' Green Ranger

Introduction

Health: 1000
Walk Speed: 850 forward, 375 back
Chain Rules: Magic Series

When Rita's evil spell on Tommy was broken, he joined the Power Rangers team as the Green Ranger. Stoic and-good hearted, Tommy Oliver is now always there to lend a helping hand when things get tough.

Overview

Tommy has pretty good normal tools, he has very fast dashes and a great run. He's got a well-rounded kit with his 5S, 4M, 5L, and 2M. His assist is kind of slow and awkward, but it crosses through opponents, leading to cheap character swap cross-ups as well as mid-air switching into overheads leading to frequent hard to blockables. A beginner-friendly character with lots of tools in his arsenal for those that invest the time into learning his finer tricks.

Playstyle
Tommy Oliver is a shoto clone with solid mix, strong neutral, and great movement
Pros Cons
  • PF Flyers - Tommy has great grounded movement due to his fast dash and plinkdash
  • Neutral Toolbox - Tommy is strong in the neutral game. His buttons are great overall and his specials cover a lot of space
  • Pressure Cooker - Tommy's excels at pressuring opponents due to his plinkdash, long kara throw, and fast high/low mix with 4M and 2M
  • Super Blender - Tommy's super sets up strong mixups on incoming when used correctly
  • Subway Eat Fresh - Tommy's jS dive can punish zoning, skip neutral, easily set up sandwiches when combined with assists, and provide strong solo mix in the corner
  • Unblockables - Tommy's standing overhead, 4M, gives him access to high/low unblockable resets when paired with an assist
  • Solo Damage - Tommy's solo damage is below average unless he has meter saved. He relies on resets to kill most characters
  • Inconsistent Routes - Tommy doesn't have clear universal routes. Tommy players often need to come up with new routes on the fly
  • One at a Time - Tommy can only have one fireball on screen at a time which lowers his zoning potential
  • Limited Assist - While Tommy's assist can be useful for mix and combo extension, it is outclassed by many other assists in the game. Tommy is forced to be the point character on most teams
  • Matchup Spread - Tommy does well in many matchups, but can struggle against the best characters in the game

Normal Moves

5L
5L
BFTG GRN 5L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35 High/Low/Air 5f - - -1 -

Typical jab. Good range. The blockstun is long enough off of a plink canceled jab to enforce a high low mixup with 4M or 2M.

  • Forced Flipout
5LL
5LL
BFTG GRN 5LL.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
26* High/Low/Air - - - - -
5LLL
5LLL
BFTG GRN 5LLL.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
49* High/Low/Air - - - - -
  • Lightly launches opponents
5M
5M
BFTG GRN 5M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
40 High/Low/Air 7f - - - -

An advancing spin kick.


Whiff Cancels

This move on whiff can cancel into EX.

5MM
5MM
BFTG GRN 5MM.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
80 High/Low/Air - - - - -

A second advancing spin kick. Knocks down, but has room to combo into another 5M at close ranges.

4M
4M
Axe Kick
BFTG GRN 4M (1).png
BFTG GRN 4M (2).png
The do-it-all normal
The do-it-all normal
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
45x2 High - - - - -

Two-hit overhead kick that also works as an air-unblockable anti-air and, if that wasn't enough, OTGs. Can link 5L afterwards to combo off it meterlessly at close range, or use assist to combo at any range.

6M
6M
Putty Masher
BFTG GRN 6M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
60 High/Low/Air - - - - -

Advancing kick. Formerly caused a hard knockdown, but now causes a wall bounce.

5H
5H
BFTG GRN 5H.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
50 High/Low/Air 12f - - - -

Advancing slice with a generous hitbox.

5HH
5HH
BFTG GRN 5HH.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
50 High/Low/Air - - - - -
5HHH
5HHH
BFTG GRN 5HHH.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
90 High/Low/Air - - - - -
2L
2L
BFTG GRN 2L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35 High/Low/Air 6f - - - -

Despite appearances, this move does not hit low.

2M
2M
BFTG GRN 2M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
60 Low/Air 8f - - - -

Knocks down.

2H
2H
Dragon Dagger Launch
BFTG GRN 2H.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
75 High/Low 11f - - - -

Dedicated anti-air and, thus, air-unblockable.

j.L
j.L
BFTG GRN j.L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35 High/Air - - - - -
j.M
j.M
BFTG GRN j.M.png
Version Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
j.M 35 High/Air - - - - -
j.MM
j.MM
Double Thrust
BFTG GRN j.MM.png
Version Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
j.MM 35 High/Air - - - - -

Pressing M once again after connecting with a regular j.M makes Tommy do a move that lifts the opponent up slightly, enabling a ground conversion or even do another j.M.

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

Groundbounces.

Special Moves

5S
Dragon Fire
5S
BFTG GRN 5S.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
20x3 High/Low/Air 29f - - - -

A multi-hitting projectile that covers a good distance. Can be done during a backdash, increasing its versatility. This can be used in specific combos as well.

It's no Hadouken, but it does service as a good projectile on top of Tommy's already versatile moveset.

4S
Dragon Wave
4S
BFTG GRN 4S.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
100 High/Low/Air 29f - - - -

Creates a small ground shockwave in front of Tommy that launches opponents backwards if it connects. The best use for this move is in corner combos, where it will launch the opponent up high enough to extend the combo, along with its OTG properties. Midscreen, its use is rather limited and not that recommended, though it can clash with other projectiles. But hey, give it a try in neutral?

6S
Dragon Drop
6S
BFTG GRN 6S.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
55 High/Low/Air 23f - - - -

Tommy performs a shotgun-style dropkick that staggers the opponent. You can call an assist before the move hits, and then Takeover into it to get Tommy out if you need to. A nice combo starter. Pressing S again in the air will have Tommy perform his j.S.

6[S]
Dragon Drill
6[S]
BFTG GRN 6S2.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
22x2, 36x3 High/Air - - - - -

If S is held down instead, Tommy squats for a little before unleashing a twirly green spiral kick of sorts. A combo extender, should you wish to do so, due to its groundbounce properties.

j.S
Dragon Dive
j.S
BFTG GRN j.S.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
55 High/Low/Air 21f - - - -
  • Can also be used by pressing S after 6S connects

Tommy dives to the ground with the Dragon Dagger in hand. Its effect on hit changes depending on whether your opponent is grounded or in the air:

  • On the ground, it launches them for a combo.
  • In the air, it knocks them straight down.

Possesses OTG properties.

EX Attack

5S+L
Dagger Combination
5S+L
BFTG GRN 5S+L (1).png
BFTG GRN 5S+L (2).png
BFTG GRN 5S+L (3).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
60, 40x3, 80 High/Low/Air 12f - - - -
  • If the first hit is blocked, the rest of the move will not come out.

the first hit of EX Attack grounds the opponent, making it easier to combo into, but making it harder to combo off of outside of Super, Zord Call or an assist. Still, it's a nice move that has slight invincibility.

Throws

Forward Throw
Forward Throw
5M+H/6M+H
BFTG GRN FT.png
BFTG GRN FT2.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
161 Throw 6 - - - -
Back Throw
Back Throw
4M+H
BFTG GRN BT.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
81 Throw 6 - - - -

Super

Dragonzord Missile Assault
H+S
BFTG GRN Super.png
BFTG GRN Super (2).png
The Gentlemen's Handshake.
The Gentlemen's Handshake.
BFTG GRN Super (3).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
20x2, 40x3, 80x2 - - - - - -

Fires a series of missiles that rain down from the sky. These missiles can OTG, and they cause a juggle state upon hitting an airborne opponent. Even if they block it, it's an excellent lockdown tool. Furthermore, the missiles will still come out even if Tommy is hit. A very fun super.

If Tommy is using the White Ranger skin, he will summon the Tigerzord in Warrior Mode. This is simply aesthetic.

Tag Actions

Assist
Assist
Dragon Drill
A1/A2
BFTG GRN Assist.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
20, 28x2, 27 High/Low/Air - - - - -

The charged version of 6S. As with the normal version, it groundbounces.

A pretty nasty tool in Tommy's arsenal, and crossup central. If this lands on the other side of the opponent, well... I'll let your imagination TAKEOVER from there.

Swap Strike
Swap Strike
A1/A2+S
BFTG GRN 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.

Same animation and range as 5H.

Team Synergy

Combos

Theory

Tommy super is an OTG that is usually followed by a corner 6M in combos and after juggle limit is maxed. If used mid combo, any move can be used to hit the opponent. Post juggle limit, the super will let you combo with his moves that ignore juggle limit. This includes 6M, jH (groundbounce), specials, and EX. Video Examble

Saving move states for post juggle limit is key to maximizing damage and meter gain in the grid. Tommy wants to save as many of the following as possible for post super: 4S launcher, 6(S) spin and groundbounce, or 4M or jS OTG bounce. These enders can potentially end in a plink EX, or a jab reset. Tommy can also use his 5M to reset at max juggle as it sets up a high (6M) or low (2M) afterward. Video Examples

From a jab reset in the corner, Tommy can get a high/low/left/right mixup. With an assist available, he can even setup actual unblockables. Video Example Unblockable/Jab reset guide by Pat

If opting to tag in for more damage, Tommy can corner carry while building decent meter all while leaving enough states for the next character. Tagging into more damaging characters, or tagging out of Tommy EX is a valid option because of the low damage of Dragonzord Missile Assault. Video Examples

Tommy has multiple moves for certain combo properties. Opting for j.S OTG actually yields better meter gain and frame advantage than 4M. 5MM spins also gain more meter vs 6S spins. Video Examples

The best way to build meter while conserving states requires the opponent to be in or near the corner. The goal is to loop 5HH 5S, which requires your opponent to be at a certain height. Using 5M, 2M, and even 2L can help achieve this. Video Example

Tommy has a few options to sideswitch to the corner. 2H neutral jump jS, or 2H jMM dash under. One uses ground bounce and the other uses more juggle limit. Video Example

Tommy 1 bar enders depend on the states available. Launch: 4S plink EX (4S 6S~L), OTG bounce: jS plink EX (jS M~L+S). jS OTG will sideswap if done in the corner. OTG swap after 6M or swap after 6(S) are also worth noting. Video Example

6(S) can actually ground bounce if it hits the opponent from above mid combo. Can be done after a 4S or 2H with a slight delay. Video Example

Solo

Updated Combos by Rizu, 11/28/2022

Simplified BnB

2M5H2H jL jMM jL jM 2M5H2H jL jMM jL jM 2M5H 2L5M2M5H 2L5M2M5H 2L5M6M 4S6[S] 6M Super 66 66 66 6M jS 5M Video Example

2M 0 bar starter

2M5H2H jL jM 2M5H2H jL jM 2M5H 2L 2M5HH5S 2M5H 2L 2M5HH5S 2M5H 2L5M6M Super [9] 6M 4S6[S] 6M jS 5M Video Example

2M 1 bar starter

2M5H2H jL jM 2M5H2H jL jM 2M5H 2L 2M5HH5S 2M5H 2L 2M5HH5S 2M5H 2L5M6M Super [9] 6M 4S6[S] 6M jS 5M~EX Video Example

2M 2 bar starter

2M5H2H Super 2M 66 66 2M5H2H jL jM 2M5H 2L 2M5HH5S 2M5H 2L 2M5HH5S 2M5H 2L5M6M Super [9] 6M 4S6[S] 6M jS 5M Video Example

4M 0 bar starter

4M 5L2H jL jM 2M5H2H jL jM 2M5H 2L 2M5HH5S 2M5H 2L 2M5HH5S 2M5H 2L5M6M Super [9] 6M 4S6[S] 6M jS 5M Video Example

4M 1 bar starter

4M 5L2H jL jM 2M5H2H jL jM 2M5H 2L 2M5HH5S 2M5H 2L 2M5HH5S 2M5H 2L5M6M Super [9] 6M 4S6[S] 6M jS 5M~EX Video Example

4M 2 bar starter

4M 5L2H Super 2M 66 66 2M5H2H jL jM 2M5H 2L 2M5HH5S 2M5H 2L 2M5HH5S 2M5H 2L5M6M Super [9] 6M 4S6[S] 6M jS 5M Video Example

Back Throw 0 bar starter

Bthrow 6SjS 5M2H jL jM 2M2H jL jM 2M5H 2L 2M5HH5S 2M5H 2L 2M5HH5S 2L5M6M Super [9] 6M 4S6[S] Video Example

Back Throw 1 bar starter

Bthrow 6SjS 5M2H jL jM 2M2H jL jM 2M5H 2L 2M5HH5S 2M5H 2L 2M5HH5S 2L5M6M Super [9] 6M 4S6S~L Video Example

Back Throw 2 bar starter

Bthrow 6SjS 2M2H Super 2M6[S] 2M2H jL jM 2M5H 2L 2M5HH5S 2M5H 2L 2M5HH5S 2L5M6M Super [9] 6M 4S6[S] Video Example

4S 0 bar starter

4S 66 2L5M2H jL jM 2M5H2H jL jM 2M5H 2L 2M5HH5S 2M5H 2L 2M5HH5S 2M5H 5M6M Super [9] 6M jS 5M Video Example

4S 1 bar starter

4S 66 2L5M2H jL jM 2M5H2H jL jM 2M5H 2L 2M5HH5S 2M5H 2L 2M5HH5S 2M5H 5M6M Super [9] 6M jS 5M~EX Video Example

4S 2 bar Starter

4S Super 66 2L6[S] 2M5H2H jL jM 2M5H2H jL jM 2M5H 2L 2M5HH5S 2M5H 2L 2M5HH5S 2M5H 5M6M Super [9] 6M jS 5M Video Example

Zord combos

5M into 6M while calling zord moves that OTG such as Mega Goldar L and Dino Megazord M, or using 4M to stump OTG into other zord moves are the commonly used prejuggle routes. Post juggle usually requires 6M, 4M stumps, and the juggle properties of 5S. Restanding with EX (1), and Dragonzord M are also options to consider. ]L/M/H[ means releasing the button, as Zord works via letting go of a button, rather than pressing it


Dino Megazord prejuggle example: 6MxxA1+A2 ]M[ (5M 5H, 5M 6M)x2-3 Video Example


Dino Megazord post juggle example: 6MxxA1+A2 (]H[ 4M 44 5S 6M)x3-4 Video Example


Mega Goldar prejuggle example: 6MxxA1+A2 ]L[ (5M 6M ]L[)x2-3 Video Example


Mega Goldar post juggle example: 6MxxA1+A2 (]L[ 6M 44 5S 6M)x2-3 Video Example


Dragonzord prejuggle example: 6MxxA1+A2 (]L[ 4M 5M 6M)x3-4 Video Example


Dragonzord post juggle example: 6MxxA1+A2 (]L[ 4M 44 5S 6M)x3-4 Video Example


Dragonzord restand exmaple: 6MxxA1+A2 (]M[ 4M 2L 2L 5M 6M)x2-3 Video Example


SPD incoming unblockable loop setup example: 6MxxA1+A2 ]M[ 4M Snap Video Example


SPD incoming unblockable into kill combo example: ]M[ during EX (hold L+S) Video Example


Samurai zord example: EXxxA1+A2 5M 5H 66 5M 5H (2LLL 5M 5H 66 5M 5H)x2-3 Video Example

Videos

Colors

Color 1
Color 2

V2 skin

Color 1
Color 2

White Ranger skin

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