Tommy Oliver
Mighty Morphin' Green Ranger
Introduction
Health: 1000
Walk Speed: 850 forward, 375 back
Chain Rules: Magic Series
Tommy sold his soul to Rita in exchange for the dark power of TODs. Joke's on him though 'cause she got a sweet candle out of the deal.
Overview
Tommy has pretty 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.
Normal Moves
5L
5L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
35
|
High/Low/Air
|
5f
|
-
|
-
|
-1
|
-
|
|
|
5LL
5LL
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
26*
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
|
5LLL
5LLL
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
49*
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
- Lightly launches opponents
|
|
5M
5M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
40
|
High/Low/Air
|
7f
|
-
|
-
|
-
|
-
|
|
|
5MM
5MM
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
80
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
A second advancing spin kick. Knocks down.
|
|
4M
4M Axe Kick 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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
60
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Advancing kick. Causes a hard knockdown.
|
|
5H
5H
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
50
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High/Low/Air
|
12f
|
-
|
-
|
-
|
-
|
Advancing slice with a generous hitbox.
|
|
5HH
5HH
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
50
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
|
5HHH
5HHH
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
90
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
|
2L
2L
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
60
|
Low/Air
|
8f
|
-
|
-
|
-
|
-
|
|
|
2H
2H Dragon Dagger Launch
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
35
|
High/Air
|
-
|
-
|
-
|
-
|
-
|
|
j.M
j.M
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
j.M
|
35
|
High/Air
|
-
|
-
|
-
|
-
|
-
|
|
j.MM
j.MM Double Thrust
|
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
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
65
|
High/Air
|
-
|
-
|
-
|
-
|
-
|
|
|
Special Moves
5S
Dragon Fire 5S
|
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
|
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?
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|
6S
Dragon Drop 6S
|
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]
|
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
|
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
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
161
|
Throw
|
6
|
-
|
-
|
-
|
-
|
|
Back Throw
Back Throw 4M+H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
81
|
Throw
|
6
|
-
|
-
|
-
|
-
|
|
Super
Dragonzord Missile Assault H+S The Gentlemen's Handshake.
|
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
|
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
|
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
Solo
2M > 5H > 2H > [6S] > 5M > 5H > 4S > [6S] > 5M > 2M > 5H > 2L > 5M > 2L > 5M > 6M > 4M > 5M > 5HHH > super > 5M > super hits (3) > ex
Corner to Corner 3 bar, 981 damage
2L > 5M > 5HH > 6S > j.S > 5M > 6M > 4M > 5M > 5H > 5S > 5M > 5H > [2L > 5M > delay 2M > 5H]x2 > 2L > 5M > 6M > 4S > 6[S] > 6M > 4S > super > 5L
Ends with a reset in order to set up an unblockable with 4M plus a takeover low attack with the missiles covering you. You can alternatively end the combo at the 6M for a hard knockdown, or combo EX after the super if you wanted to cash out more damage. video example
Assist combos
Videos
Colors
V2 skin
White Ranger skin
External Links