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
|
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.
|
|
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
|
-
|
-
|
-
|
-
|
An advancing spin kick.
Whiff Cancels
This move on whiff can cancel into EX.
|
|
5MM
5MM
|
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 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
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
50
|
High/Low/Air
|
12f
|
-
|
-
|
-
|
-
|
Advancing slice with a generous hitbox.
|
|
5HH
5HH
|
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
|
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?
|
|
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. 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
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
V2 skin
White Ranger skin
External Links