Power Rangers: Battle for the Grid/Kat Manx

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Katherine 'Kat' Manx
SPD Kat Ranger


Health: 1000
Walk Speed: 1050 Forward, 580 Back
Chain Rules: Magic Series

Kat Manx is the tech support for the Earth branch of the Space Patrol Delta. She got fed up with SPD constantly kicking the ethernet out of the wall and calling her so she became the SPD Kat Ranger.


Kat is a rushdown character with some of the best mobility in the game. Sporting a rekka for extended blockstrings, a cartwheel attack for establishing pressure (and even setting up tricky cross-up situations), and a divekick to help mix up her approach, Kat is a very sticky character that can be hard to keep away, but she can also be very slippery, weaving in and out of the opponent's range with her mobility and her backflip special move, which can be used similarly to Slayer's Dandy Step in Guilty Gear. Combined with great combo potential from any starter and an excellent lockdown assist, Kat is sure to justify any spot on your team.

Normal Moves

Damage Guard Startup Active Recovery Frame Adv
35 High/Low/Air 4f - - +4

Standard jab. Can be used during juggles to flip the opponent out and set up a crossunder with 6S + assist or with dash 2M, if your combo will not kill.

Damage Guard Startup Active Recovery Frame Adv
60 High/Low/Air - - - -7
  • Knocks down
Low #1: A New Low
Damage Guard Startup Active Recovery Frame Adv
35 Low/Air 4f - - -3

Nice to start pressure with at close range because it chains into itself and will catch an opponent trying to jump out. Easy way to continue a juggle combo after a 2H 5S starter.

Damage Guard Startup Active Recovery Frame Adv
45 High/Low/Air 7f - - -6

Hits at an upward angle. Good for juggle combos. Can be used to pick up for juggles directly after 2H 5S juggle starter, but 2L 5M is much easier for just a little wasted juggle time.

Damage Guard Startup Active Recovery Frame Adv
65 High/Low/Air - - - -8
  • Knocks down
Low #2: The Lows Strike Back
Damage Guard Startup Active Recovery Frame Adv
55 Low/Air 9f - - -4

Moves forward very far. Reaches nearly halfscreen if you cancel dash into 2M: very good approach and long range punish. Also hits behind Kat: can be used for crossunders on incoming or after a jab reset. Followup moves will turn Kat around to face the opponent. If you have time, you can dash under and 2M back to the original side for a double crossunder.

Sky High
Damage Guard Startup Active Recovery Frame Adv
70 High/Low 12f - - -12

Standard launcher and dedicated anti-air. Like most launchers, it is air-unblockable except on incoming.

Damage Guard Startup Active Recovery Frame Adv
65 High/Low/Air 17f - - -8

Advancing double swipe.

Damage Guard Startup Active Recovery Frame Adv
70 High/Low/Air - - - -10
  • Knocks down.
Low #3: Revenge of the Lows
Damage Guard Startup Active Recovery Frame Adv
80 Low/Air 9f - - -11

Cancellable sweep. 2H 5S is a great way to start a juggle combo after a grounded hit confirm.

Pulling double duty
Damage Guard Startup Active Recovery Frame Adv
80 High/Low/Air 16f - - -6
  • Animation is identical to 5HH but has different properties.

Against airborne opponents, this move causes an OTGable knockdown, which can be comboed off of in the corner (after wallbounce and side switch) with divekick. Can juggle off 5H.

BFTG KAT j.L.png
Damage Guard Startup Active Recovery Frame Adv
50 High/Air 5f - - -

Primarily an air-to-air.

BFTG KAT j.M.png
Damage Guard Startup Active Recovery Frame Adv
60 High/Air 7f - - -

Good for crossups.

BFTG KAT j.H.png
Damage Guard Startup Active Recovery Frame Adv
65 High/Air 7f - - -

Groundbounces on air hit, good hitstun on grounded hit.

Special Moves

Kat Scratch
Shades of Wolf Fang Fist
Version Damage Guard Startup Active Recovery Frame Adv
Kat Scratch
20, 10x2 High/Low/Air 9f - - -19
Kat Scratch 2
20, 10x2 High/Low/Air - - - -16
Kat Scratch 3
90 High/Low/Air - - - -24

Rekka type move. Can cancel first and second hits into 4S or 6S. Can plink 6S~L to cancel first or second hit into EX. Very little blockstun on all three rekkas, so you should cancel this move into something if you don't want to get jabbed. Third rekka launches grounded opponents.

Version Damage Guard Startup Active Recovery Frame Adv
0 High/Low/Air 8 - - -
  • Invincible to strikes and projectiles between frames 8-27.

This backflip is one of the few meterless moves in the game with some invincibility. Invincibility starts around the time Kat's hands touch the ground, and ends around the time her feet touch the ground again. It can still be punished, but it can get you away from someone trying to jab punish a rekka.

Cunning Charge
90 High/Low/Air 31 - - -3

Tap S again to do a dash attack. This dash attack staggers, restands, and is plus on block in almost all situations. The dash attack has a pretty big hitbox and can out-prioritize or trade with a lot of moves. Because cat can only do this move by first springing back, she's usually not close enough for the first active frame to hit, the listed startup and advantage are the startup and advantage for doing this point blank, which basically only happens if you're cornered. When done without Kat's back to the wall the startup is longer and the advantage is better, generally being plus

Damage Guard Startup Active Recovery Frame Adv
30x2 High/Low/Air 15f - - -2

This wheel kick is safe on block, links to light attacks on hit for a full combo, has OTG properties and is projectile-invincible from frames 7-24. Excellent approach against zoning characters. Two excellent uses in pressure: the first is that you can cancel a pressure string into this move if you think your opponent will pushblock, and get right back in. 6S also crosses the opponent up without hitting when you are close enough: call an assist or Zord and then do 6S to hit from the back. Tag to your assist to hit from the front after all! Good in juggles for corner carry.

Kat Dive
BFTG KAT j.S.png
Damage Guard Startup Active Recovery Frame Adv
60 High/Low/Air 12f - - -

Divekick. Being able to alter your air trajectory is a great thing to be able to do. You can combo off this divekick on grounded hit if it hits low enough (around most characters' stomachs). Causes a comboable spiral knockdown on air hit. Safe on block. Can cross up even in the corner: if you divekick someone who is completely cornered, it will hit in front and then Kat will land behind the opponent. You can use this to set up some tricky left/rights with assists or Zord. Hits OTG. You have to wait until you reach about head height after a jump before you can hit the button: it will not come out if you hit S too early.

EX Attack

Kat Frenzy
BFTG KAT 5S+L (2).png
BFTG KAT 5S+L (3).png
BFTG KAT 5S+L (4).png
Damage Guard Startup Active Recovery Frame Adv
35x3, 40x2, 70 High/Low/Air 8+5f - - -16
  • If the first hits are blocked, the rest of the move will not come out.

As of version 1.3, Kat's EX Attack has her perform 6S, then proceeds to perform the entire 5S chain. Has some invincibility.

Can cancel from first or second rekka with 6S~L (6H hold and quickly hit L). Can combo super after.


Forward Throw
Forward Throw
Damage Guard Startup Active Recovery Frame Adv
61 Throw 6 - - -

Can jump-cancel early in the animation for a huge combo, though the throw scales significantly.

Back Throw
Back Throw
BFTG KAT BT (2).png
Damage Guard Startup Active Recovery Frame Adv
121 Throw 6 - - -

No combo solo, but can combo with an assist.


Kat Stunners
BFTG KAT Super.png
BFTG KAT Super (2).png
Damage Guard Startup Active Recovery Frame Adv
15x17, 120 High/Low/Air 10+1f - - -32

Good damage and good chip. Extremely unsafe on block and whiff. Hard knockdown. If the opponent is a little too high up, only some of the rockets will connect and the move will sometimes become unsafe on hit.

Tag Actions

Kat Scratch
BFTG KAT Assist.png
Damage Guard Startup Active Recovery Frame Adv
10x3, 9x3, 50 High/Low/Air - - - -
  • Based on the 5S chain.

Pretty much identical to Yamcha's assist in Dragon Ball FighterZ. Amazing assist for combo-building. Last hit launches on ground hit. Pretty good lockdown assist to keep the opponent still for mixups, but each swipe does not have a lot of blockstun, so careful planning is needed to not leave gaps. Pushes back farther than any other assist in the game, so it has some utility for zoning teams, but she's not that helpful for that purpose until the opponent is right in your face.

Swap Strike
Swap Strike
BFTG KAT Swap Strike.png
Damage Guard Startup Active Recovery Frame Adv
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 5MM.


In neutral, you want to play patiently and wait for an opening to start your offense. Kat is most effective at close range, so you want to stay outside of your opponent's effective range and use movement to trick your opponent into creating an opening, and then move in to start your pressure. Kat has a good wavedash ([M~L]xN or [L+M > down]xN), but if you are not comfortable wavedashing then her run is also quite fast. Pretend to move in and then back out with backdash or 4S. This may bait your opponent to use a slow move or put their assist on cooldown: being patient in your approach will give you openings. Similarly, you can pretend to back away with 4S or jump back, and then come back forward with 4SS or divekick. Kat is a very mobile character, so you want to take advantage of that to become unpredictable and make it hard for your opponent to know how to attack you.

When you see an opening and are ready to make your approach, you can move in with a plain run or dash, 6S, j.M, j.H, j.S, 4SS, or a dash quickly cancelled into 2M. When you do decide to approach, you can strike from several different angles and timings, so be sure to vary your approach and it will be difficult to keep you out, even for dedicated zoning characters. Some characters have difficulty dealing with j.S, and projectile characters have an extremely difficult time dealing with 6S. You may favor one approach or another depending on your opponent. Some assists, like Cenozoic Blue and Jen, can help to lock your opponent down and allow you to run in without fear of running into a big button. If your opponent is jumping a lot, you can either try to challenge them air to air with j.M or j.S, or you can run up to them on the ground and try to tag them with an air unblockable 4M (risky) or a grounded string when they land. If you are feeling fancy, you can use 2M to cross under them and make them block wrong. Some characters are difficult to challenge in the air, but almost nobody can challenge Kat divekick from the air if you can get above them. It is also difficult to stop Kat from getting very close ("almost in") on the ground while they are stuck in their jump arc.

As soon as you make your opponent block something on the ground, you want to call an assist to keep them locked in place. Most good players will pushblock you immediately, so get right back in with 6S, another approach tool listed earlier, or tagging to your assist that you already called in their face. You want to stick on top of the opponent and then open them up with staggered pressure, a throw, or a crossup. If you leave small gaps in your pressure strings, you may catch opponents trying to jab out, jump out, or use an unsafe invincible move. Kat's crossup tools are 6S + assist, j.M, j.S, and 2M on an airborne opponent. Ideally, you want to make the opponent worried about defending one option and then hit them with another. If they are hitting buttons trying to stop a throw attempt, you can use small gaps to counterhit them. If they are scared of staggers and are blocking everything, you can throw them or set up a crossup. Good pushblocking will force you to get back in all over again, if you fail to keep them locked down or re-approach immediately, but that's alright.

When you get a hit, it will either be death or good damage into corner pressure. On a knockdown or on the opponent's incoming, you can use your crossup tools and assists to make setups that are very difficult to block and will let you continue pressuring if they are blocked. If your combo will not kill and you want to be tricky, you can 5L the opponent to flip them out and perform a mixup on them when they are not expecting it: you have just enough time to dash 2M to the other side, or you can do same side, or throw.

On defense, you can sometimes use 4S to get out of weak pressure, but you should rely on good blocking and pushblock. Like most characters, EX is a high reward reversal: Swap Strike is lower reward but is safe. On your incoming, you can use divekick to call out bad setups, but it's generally better to block and then pushblock. When you have space, you can reset to neutral.

If Kat is bleeding, you want to tag her out so she can recover life. Her assist is only good if you are already close to the opponent or have them in a combo, but it is great in those cases. Just be aware that you will need to cover the gaps in her rekkas if you want your pressure to be airtight, but with some labbing you can use these gaps to trap your opponent, or set up crossups with things like Jen airdash or Blue/Quantum teleports.

Team Synergy

Kat is a good point character, since she has so many ways to cross an opponent up and make her assist hit on either side, she benefits from an assist who can help her get in to start her pressure, and she is good at building meter. She can do great things with Zord in a pinch. Her favorite assists will either help her get in or will lock the opponent down for a long time, but she can set up 6S crossups with almost any assist. Her own assist helps other characters rush down and is great in combos, but is not that great in neutral.



2L > 2M > 2H > 5S > 2L > [5M > 6S]x3 > 5M > 5H > 6H > j.S > [5M > 6S]x3 > 5SSS > super

Easy bnb. Builds 2 bars. Does 500 damage meterlessly and about 650 with super. Do fewer reps of 5M > 6S at the beginning if you are close to the opponent's corner or started with a longer confirm. Can replace [5M > 6S]x3 with [5M > 5H > 6S]x2. Do super a little late to avoid the weak hit.

5L > 2M > 2H > 5S > 2L > [5M > 5H > 6S]x2 > 5M > 5H > 6H > j.S > [5M > 5H > 6S]x2 > 4M > j.H > j.S > 4M > 4SS > j.H > 5M > 6S > 5L > 2L > 5M > 6S > 5L > 2L > 5M > 2M > 2H > 5SS > 6S~A > super

Optimized touch of death combo. Builds 3 bars. As above, do fewer loops if you start close to the opponent's corner or have a long confirm. Works as of patch 1.6.1 video example

Forward throw > j.M > j.H > j.S > walk > 5M > 2M > 5H > 6S > 5M > 5H > 6S > 5M > 2M > [2L > 5M > 2M]x3 > 5H > 6H > j.S > walk > 5M > 2M > 5H > 6S > 4M > 6S > 4M > 4SS > j.H > 5M > 6S > 5L > 2L > 5M > 2M > 2H > 5SS > 6S~A > super

Optimized touch of death combo off throw. Works as of patch 1.6.1 video example

Assist combos

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

Example combo



Color 1
Color 2

External Links

Patch Notes
Anubis "Doggie" Cruger
Kat Manx
Gia Moran
Jason Lee Scott
Tommy Oliver
Lord Drakkon
Mastodon Sentry
Magna Defender
Trey of Triforia
Eric Myers
Jen Scotts
Cenozoic Blue Ranger
Dragon Armor Trini
Ranger Slayer
Lord Zedd
Dai Shi
Robert "RJ" James
Lauren Shiba
Dino Megazord
Mega Goldar
Delta Squad Megazord