Power Rangers: Battle for the Grid/Lord Drakkon

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Tommy Oliver
Lord Drakkon

Introduction

Health: 1000
Walk Speed: 950 Forward, 325 Back
Chain Rules: Magic Series

Lord Drakkon is Tommy Oliver from a world where he never strayed from the path of evil, even when Rita's spell was broken. His ambition unsated by conquering his own world, he turns his gaze toward the entirety of the Morphin' Grid.

Overview

Lord Drakkon has strong mix-up potential thanks to his command dash special and his ability to combo after throw solo. His assist is invincible until one frame before active and comes out fairly quickly with a good anti-air hitbox.

Playstyle
Lord Drakkon is a tricky mixup character centered around his teleport options
Pros Cons
  • Watch Your Toes - Drakkon's 2M is longer than the visuals might suggest. It can easily punish backdashes and bad spacing
  • Stop Breathing My Air - Both of Drakkon's anti-airs, 2H and 4S, are strong and easily accessible from crouch block
  • Wawa Hoagiefest - Drakkon's 6S teleport options allow him to easily set up sandwich situations
  • Multifaceted Assist - Drakkon's assist can be used as a defensive tool, set up tricky incoming mixups, and can be tagged into for unblockable resets
  • Long-Lasting Specials - Drakkon's 5S and 6S can be used as solo pressure tools or as strong tagout tools
  • Matchup Spread - Drakkon struggles against the best characters in the game, and some consider him to be a worse Adam
  • Neutral - Drakkon is relatively weak in neutral as the active character. He requires good neutral assists as he has few tools by himself
  • Respect is Earned - While Drakkon's 2M is long, it is jab punishable and unsafe on block when chained into 5H. Many characters can mash out of Drakkon's pressure with light attacks or EXs
  • Inconsistent Super - Drakkon's super is minus on hit and easily punishable when used on cornered characters
  • Low Damage - Drakkon's damage is low compared to much of the cast. He cannot kill many characters from full HP and his unblockable setups are often impractical

Normal Moves

5L
5L
BFTG LRD 5L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35 High/Low/Air 5 - - +4 -

Dagger jab. Good vertical reach.

5LL
5LL
BFTG LRD 5LL.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35 High/Low/Air - - - -5 -
5LLL
5LLL
BFTG LRD 5LLL.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
75 High/Low/Air - - - -13 -
  • Knocks down
5M
5M
BFTG LRD 5M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
50 High/Low/Air 7 - - -2 -

A bit short-ranged. Drakkon's best karathrow move.

5MM
5MM
BFTG LRD 5MM.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
50 - - - - -11 -
  • Knocks down.
5H
5H
BFTG LRD 5H.png
BFTG LRD 5H (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
30x2 High/Low/Air 14 - - +1 -

Two advancing slashes, one with Saba and another with the Dragon Dagger.

The first hit ignores juggle limit so it'll never cause an air reset, making it reliable in long combos. The second hit will cause a groundbounce on airborne opponents.

5HH
5HH
BFTG LRD 5HH.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
100 High/Low/Air - - - -18 -
  • Inflicts a hard knockdown.
2L
2L
BFTG LRD 2L.png
A truly regrettable loss.
A truly regrettable loss.
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35 High/Low/Air 6 - - +5 -

Crouching stab with the Dragon Dagger.


Whiff Cancels

Cancels into the following moves on whiff:

  • 5S
  • [S]~L (EX)
2M
2M
BFTG LRD 2M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
50 Low/Air 7 - - -12 -

Drakkon's only low.

2H
2H
Cross Cut
BFTG LRD 2H.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
75 High/Low 11 - - -11 -

Dedicated launcher and anti-air. Air-unblockable.

j.L
j.L
BFTG LRD j.L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35 High/Air - - - - -

As of version 1.3, this now causes a juggle state when it hits on an airborne opponent. Has some uses, and it's a nice, quick poke against overly aggressive jumpers.

j.M
j.M
BFTG LRD j.M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
55 High/Air - - - - -

Has the longest horizontal range out of Drakkon's aerials.

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

Groundbounces on air hit.

Special Moves

5S
Dragon Wave
5S
BFTG LRD 5S.png
Version Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
Dagger 40 High/Low/Air 28 - - +3 -
Projectile 35x2 High/Low/Air - - - - -

This move has Drakkon stab the ground with the Draggon Dagger, creating two projectiles that travel along the ground. If hit close enough, this will put the opponent in a juggle state.

However, as of version 1.3, this can't be juggled into from a ground string anymore, limiting it as a combo starter, but it can work in the middle of a combo after a 2H.

4S
Surging Kick
4S
BFTG LRD 4S.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
70 - 8 - - -23 -
  • Uses Launcher

Drakkon kicks high. Air-unblockable anti-air.

A very reliable anti-air. Knocks the opponent further backwards, making it difficult to combo off of midscreen, but easy to confirm off of in the corner. If you catch the oppoenent high in their jump arc, you have enough time to dash in for a full combo.

6S
Drakkon Dash
6S
BFTG LRD 6S.png
BFTG LRD 6SL.png
BFTG LRD 6SM.png
BFTG LRD 6SH.png
BFTG LRD 6SS.png
Version Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
Drakkon Dash
6S
0 - - - - - -

6S has Drakkon teleport a short distance forward. Drakkon does not have collisions during the move, so he can go through opponents. Not invincible.

Drakkon has four followups out of his teleport.

Dash Feint
6S-L
0 - - - - - -

Pressing L cancels your teleport early, which is useful if you perform a basic LMH ground string: do your 6S, press L immediately after, and then immediately press L again to hit them for an extended ground combo. This may take some time, but it's one of Drakkon's best options to get people in the corner, which is where his most damaging stuff comes from.

Slide
6S-M
70 Low/Air - - - - -

A low slide that's also your combo extender. As of version 1.3, they made this move add more to the combo penalty, so you can't do this move in combos as much anymore, but it's still your best extender both midscreen and in the corner.

Gained OTG properties in version 1.6.

Wrath
6S-H
100 High/Low/Air - - - - -

Depending on if your opponent is in the ground or in the air, the effects this move has changes:

  • If on the ground, the move inflicts a hard knockdown.
  • If in the air, the move launches.
Teleport
6S-S
- - - - - - -

Will teleport Drakkon to the air. Considered a normal falling state, so Drakkon can attack out of it.

j.S
Ruthless Spike
j.S
BFTG LRD j.S.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
60 High/Low/Air - - - - -

Drakkon descends, stomping along the way. Not an overhead, despite appearances.

A fun thing you can do is a dash-jump M, then immediately press S while still in the air. What does it do? Start a combo with decent damage. A little trick up Drakkon's sleeves.

OTG properties

EX Attack

Crescent Cutter Combination
5S+L
BFTG LRD 5S+L.png
BFTG LRD 5S+L (2).png
BFTG LRD 5S+L (3).png
Pardon the name
Pardon the name
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
45x4, 55 High/Low/Air - - - -37 -
  • If the first hits are blocked, the rest of the move will not come out.

This move has Drakkon perform his 4S move twice, and ending it with an altered version of his 5S move. As of version 1.3, this move leaves the opponent in a state where you can pick them up with his Super afterwards.

In the corner, this move puts the opponent behind Drakkon, which is where this becomes most useful. It's not bad midscreen, but to extend on this, you'll need to use an assist.

Throws

Forward Throw
Forward Throw
5M+H/6M+H
BFTG LRD FT.png
BFTG LRD FT (2).png
BFTG LRD FT (3).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
61 Throw 8 - - - -

Drakkon performs a series of attacks. Launches. Can be cancelled into 5S or 6S.

Back Throw
Back Throw
4M+H
BFTG LRD BT.png
BFTG LRD BT (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
161 Throw 8 - - - -
  • Switches sides.

Drakkon tears through the opponent. Crumples.

Super

Tide of Darkness
H+S
BFTG LRD Super.png
"You have been warned!"
"You have been warned!"
BFTG LRD Super (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
55x2, 65x3, 100 High/Low/Air - - - - -

Drakkon summons a wave of dark energy that moves across the stage. Best used at full/mid-screen.

Tag Actions

Assist
Assist
Surging Kick
A1/A2
BFTG LRD Assist.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
70 High/Low/Air - - - - -

Drakkon performs his 4S move. An excellent mid-combo launcher. Unique among assists in that it's invincible for almost all of its startup. It does what it needs to do, and what it does, it does well.

Swap Strike
Swap Strike
A1/A2+S
BFTG LRD 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 5M.

Team Synergy

Combos

Solo

Combos listed all end in 5M > 5H for a hard knockdown to set up oki, but you can also substitute that ender for 5M > EX > Super for damage

5M > 2M > 5H > 2H > 5S > walk 6S~M > 5M > 5M > 2M > 6S~M > 5M > 5M > 2M > 5HH > OTG j.S > 5M > 5M > 2M > 2H > j.L > j.M > 5M > 5M > 5H

Midscreen corner carry BnB. Also works from 2L starter.

5M > 2M > 5H > 2H > 5S > double dash 5M > 5HH > OTG j.S > [5M > 5M > 2M > 6S~M]x2 > 5M > 2M > 2H > j.L > j.M > 5M > 5H

Slightly harder combo that only does a few points less damage. Do it for loop swag, or to show off how crispy your plink dashes are.

5M > 2M > 5H > 4S > 5M > 5HH > OTG j.S > 5M > [5M > 5M > 2M > 6S~M]x2 > 5M > 2M > 2H > j.L > j.M > 5M > 5H

Corner BnB. You may notice that it's just the harder midscreen combo but without the need for plink dashing.


These combos are from old versions and don't work any more, but are kept for the sake of completeness.
5LL > 5M > 5H > 5S > 66 > M > 2H > delay 5S > 66 > 5M > 5H > 4S > 5M > 2H > 6S > call assist for oki

2M > 5H > 5S > 6SxM > 5M > 6SxM > 5M > 6SxM > 6SxM > 5MM > Super

(The Delay S is a little tricky its all height dependent and depending on which side you want to call the assist on during the teleport depends on how fast you need to press the assist button)

5MH > 5S > 5M > 2H > 5M > 2H > Delayed S > 5M > (4S/6S/EX Attack/H)

Assist combos

5LL > RS Assist > 5M > 5H(2) > 4S > Super

(Works best at full/mid-screen)

2M > 5H > 4S > RS and Sentry Assists > j.M > 5M > 2H > 6SxL > 5M > 2S > 4S > Super

2M > 5H > 4S > 5M > 2H > 6SxL > 5M > 2H > 6SxL > 5M > 2H > Sentry Assist > Super

2M > 5H > RS Assist > 4S > 6SxM >5M > 6SxM > 5M > 6SxM > 6SxM > 5M > 2H > Super

2M > 5H > RS Assist > 6SxM > 5M > 2H > 6SxL > 5M > 2H > 4S > Super

2M > 5H > RS Assist > 6SxM > 5M > 2H >6SxL > 5M > 2H > EX > Super

2M > 5H > RS Assist > 4S > 6SxM > 5M > 6SxM > 5M > 2H > 6SxM > 5M > 2H > 4S > Super

2M > 5H > RS Assist > 4S > 6SxM > 5M > 2H > 6SxL > 5M > 2H > EX > Super

Videos

Lord Drakkon combo video by Star 55 (2020)

Colors

Color 1
Color 2

Drakkon Evo 2 skin

Color 1
Color 2

External Links


General
Controls
Patch Notes
FAQ
HUD
System
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