Power Rangers: Battle for the Grid/Lord Zedd

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Lord Zedd

Introduction

Health: 1100
Walk Speed: - forward, - back

The self proclaimed "Emperor of Evil", Lord Zedd has conquered and enslaved most of the galaxy. Initially leaving the "insignificant" Earth for Rita Repulsa to conquer, he returns to punish her for her failure and finish what she started.

Overview

Lord Zedd is an incredibly versatile character, offering a strong point on round start due to his far reaching normals and scary options to mixup opponents when backed with assists. His reach with staff normals allows him to pressure opponents effectively at midrange, while his light buttons let him pressure extremely effectively with +frames and throws up close. He also allows for a lot of effective uses of Grid's tag system thanks to great tagout options like 5S or 5H. His main drawback tends to lie with his limited movement, so be careful against characters who can exploit him at longer ranges!

Playstyle
Lord Zedd is a medium-long range character with giant buttons, scary tagout options, and a unique teleport dash
Pros Cons
  • Support Value - Zedd's pseudo-DP assist and tag out options give him great support value on any team
  • Don't Dead Open Inside - Zedd has no trouble opening up opponents as the active character due to his teleport dash and kara throw
  • Damage - Zedd has ToDs off of all of his common starter and can set up unblockables
  • OnE tOuCh GaMe - Zedd has incredible incoming mix with his putties and tag outs
  • Backup Plan - In the few cases where Zedd can't kill a character, he has very strong setups off of any flipout reset
  • Unique Super - Zedd is a major threat with two bars due to his command-grab putty super. It can punish full screen zoning and Zord Counter on reaction
  • Giant Buttons - Zedd has great physical range due to his Z-staff normals
  • How's the Weather Up There? - Zedd is a big boy, so he has trouble dealing with more options than the smaller characters in the game
  • Movement - While Zedd's teleport dash gives him consistent sandwich setups, he is unable to dash block, wavedash, or plinkdash
  • Brought a Staff to a Gunfight - Zedd can easily get zoned out by non-committal zoning options unless he has the meter for Super

Normal Moves

5L
5L
BFTG ZED 5L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
40 High/Low/Air - - - - -

Lightning zap. Deceptively powerful due to its range and frame advantage, and leads to strong 50/50 mixups on block, but it whiffs on some crouching opponents. Can combo into itself infinitely with the correct timing.

- Whiffs on crouch: RJ, Tommy, Slayer, CBR, Gia, Udonna, Lauren, Eric, Jen, Sentry, Kat
- Hits on crouch: Zedd, Goldar, Trini, Jason (But not close-up), Doggie, Trey, Dai Shi, Drakkon, Magna
5LL
5LL
BFTG ZED 5LL.png
E V I L
E V I L
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
70 High/Air - - - - -

Overhead punch. Actually an overhead, and an extremely fast one at that. Special-cancelable.

5M
5M
BFTG ZED 5M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
60 High/Low/Air - - - - -

Knee. Advances forward, making its range deceptive.

5MM
5MM
BFTG ZED 5MM.png
Fisherman's Slam vibes
Fisherman's Slam vibes
BFTG ZED 5MM (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
80, 108 High/Low/Air - - - - -

Zedd grabs the opponent, then slams the opponent behind him. Groundbounces.

5H
5H
BFTG ZED 5H.png
BFTG ZED 5H (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35, 40 High/Low/Air - - - - -

Zedd attacks the opponent with the Z Staff, then pulls it back. Pulls the opponent slightly closer to Zedd both on hit or block.

5HH
5HH
BFTG ZED 5HH.png
BFTG ZED 5HH (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
45, 80 High/Low/Air - - - - -

Zedd attacks twice with the Z Staff. Causes a hard knockdown.

6H
6H
BFTG ZED 6H.png
Near-full-screen overhead HYPE!
Near-full-screen overhead HYPE!
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
90 High/Air - - - - -

Zedd slams the Z Staff in front of him. An overhead with massive range that groundbounces and also has OTG properties. Excellent for setting up tagout unblockables with Assists

2L
2L
BFTG ZED 2L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
40 High/Low/Air - - - - -

Crouching lightning zap. Similar to 5L. Plus on block, so tends to be Zedd's go to button for pokes, and can go into 5M~L Kara throw to catch an opponent unawares

2M
2M
BFTG ZED 2M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
70 Low/Air - - - - -

Zedd attack with the Z Staff's rear end. Zedd's only low, vital for opening up opponents.

2H
2H
BFTG ZED 2H.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
90 High/Low - - - - -

Zedd swings the Z Staff upwards. Dedicated anti-air and, thus, air-unblockable. Huge recovery and not cancelable on block.

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

Punches upwards.

j.M
j.M
BFTG ZED j.M.png
BFTG ZED j.M (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35x2 High/Air - - - - -

Swings the Z Staff twice.

j.H
j.H
BFTG ZED j.H.png
BFTG ZED j.H (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
30x2 High/Low/Air, High/Air - - - - -

Swings the Z Staff upwards. First hit is NOT an overhead. Cancels all of Zedd's momentum. Second hit uses up a launch if used on a juggled opponent, and reverse launches if on a grounded opponent.

Special Moves

5S
5S
BFTG ZED 5S.png
BFTG ZED 5S (2).png
BFTG ZED 5S (3).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
23x4 High/Low/Air - - - - -

(DaggerZ)

Zedd raises his staff, summoning a Z-shaped lightning bolt. After a moment, 4 projectiles come from the lightning bolt. The projectiles have slight homing properties, but if Zedd is hit before they are deployed, the move is canceled.

4S
4S
BFTG ZED 4S.png
BFTG ZED 4S (Charged).png
BFTG ZED 4S (Charged, 2).png
Captain Corridor!
Captain Corridor!
Version Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
4S 60 High/Low/Air - - - - -
Charged 45x2 High/Low/Air - - - - -

(Catalytic Jolt)

Zedd surrounds himself with electricity. This is one of the few meterless moves in the game with some invincibility.

If this move succesfully connects, Zedd will be enveloped in a red aura. This aura persists even if he is tagged out.

(Fulmination)

Attemping to use (Catalytic Jolt) again while enveloped in the red aura results in Zedd summoning a red lightning column in his current location. This move, as of version 1.6.2, does not contribute to the juggle limiter, meaning Zedd can net strong combos from it.

Using this move expends the aura, so Zedd needs to hit with (Catalytic Jolt) to use it again.

6S
6S
BFTG ZED 6S.png
"Prepare the Palace for my return!"
"Prepare the Palace for my return!"
BFTG ZED 6S (2).png
*garbled underwater noises*
*garbled underwater noises*
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
50 High/Low/Air - - - - -

(Prepare the Palace)

Zedd points forward, which causes a Z Putty Patroller to run towards the opponent, eventually falling flat. Though it can be used as a combo filler, its main use is to reduce the recovery of Zedd's normals.

j.S
j.S
BFTG ZED j.S.png
BFTG ZED j.S (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
90 High/Low/Air - - - - -

(Seismic Crush)

Zedd dives to the ground Z-Staff-first. Not an overhead. Groundbounces and has OTG properties.

EX Attack

5L+S
5S+L
BFTG ZED 5S+L.png
BFTG ZED 5S+L (2).png
BFTG ZED 5S+L (3).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
150, 50x5 High/Low/Air - - - - -

(Hail of Ire)

Upon use, Zedd stabs the ground with the Z Staff, creating a red lightning bolt. Later, 5 lightning balls fall from the sky. Both the stab and the Lightning balls have OTG properties

An unique EX Attack in that it only has one phase, with its entirety coming out even on block or whiff. The lightning bolts cause a groundbounce against airborne opponents.

Throws

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

Zedd backhands the opponent, then zaps them lightning, stunning them.

Back Throw
Back Throw
4M+H
BFTG ZED BT.png
BFTG ZED BT (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
121 Throw 6 - - - -

Zedd slams the opponent behind him. Groundbounces.

Super

Super
Super
H+S
BFTG ZED Super.png
BFTG ZED Super (2).png
BFTG ZED Super (3).png
"DESTROY!" *garbled underwater noises*
"DESTROY!" *garbled underwater noises*
BFTG ZED Super (4).png
BFTG ZED Super (5).png
Delicious combo ahead.
Delicious combo ahead.
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
1, 10x30, 50x2 Unblockable - - - - -

Zedd snaps his fingers, summoning a Z Putty Patroller who tries to hit the opponent from behind. If successful, Zedd then command 2 additional Z Putty Patrollers to beat upon the helpless opponent.

This super is considered a grab and, as such, it cannot hit aerial opponents. Although it can be combo'd into, the opponent cannot be knocked down, making routes into Super quite limited. Instead, this Super provides massive reward on its own, dealing an extreme amount of damage and causing a groundbounce, meaning Zedd can combo from this Super.

Tag Actions

Assist
Assist
A1/A2
BFTG ZED Assist.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
45x2 High/Low/Air - - - - -

Based on the Charged version of 4S. Has 7 frames of invincibility. Much like with the original, as of version 1.6.2, this move does not contribute to the juggle limiter.

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

Unlike most Swap Strikes, Zedd's has a unique animation: a backhanded fist.

Team Synergy

Characters with a fast dash and OTGs that lead to a combo work very well with Zedd, as they can pick up a combo after he catches an opponent at range. Notable characters would be RJ, Trey, Drakkon, Dai Shi and Quantum. If spaced properly, Trey's assist can pick up a combo after Zedd's 6H from nearly full range.

Characters with a strong advancing assist such as Goldar or RJ can also give Zedd space to setup a 5S, or for him to teleport dash through the opponent for side switching mixups.

Characters who can put the opponent into blockstun are also excellent, such as Sentry/Trini/Jen as it allows Zedd to freely crossup the opponent with his teleport dash.

Characters with a strong zoning assist like Sentry/Lauren are great at helping Zedd get in against zoning teams.

Setups

Reset Routes

Zedd essentially has 3 places where he wants to reset you, either via a jab reset, a jM reset after using 2 jM resets, and a flipout reset with jL after juggle limit has been maxed out.

Jab Reset

Due to not being able to plink cancel his 5L into a dash, Zedd's reset options are somewhat limited. For the best mix possible, it's best to do his resets while in the corner, with 5S set up. That way, the projectiles from 5S can hit the opponent on wake-up, and you're free to dash through to keep them guessing as to which side to block. You can also bait out EXes safely during a reset, since you have the projectile to back you up. Outisde of that, corner resets give you the standard option of Throw/Left/Right/High/Low

Here's a basic setup into the reset, feel free to adjust depending on where you are on screen 2M 5HH(1) 6S Dash (Putty Hits) 5M 2H jL jM 5M 2H 6S 2L 5S 5L

Video Example

jM Reset

Zedd's full jM uses up a spin state, so when you use 3, it flips the opponent out of the combo. This leads to one of the easier unblockable resets in the game, and some dirty sideswitches midscreen.

Reset Examples

Unblockable Example

Flipout Reset

Once a character goes past the juggle limit, any air normal will flip them out. Since Zedd's jH stops his momentum in the air, it's easy to meaty with a long lasting overhead on reset, giving you plenty of time to tag in a character and go low for an unblockable. You can get this off Zedd's 2H at the end of a combo instead of going for his hard combo enders

Unblockable Example


Combos

Solo

*all combos tested as of version 2.5

Note: "c.4S" denotes the charged version of 4S.


Corner Routes


2MH 6S 2M 5S 2M 4S 2M 5HH c.4S 2M 5HH 5S EX 2L 5HH 5S 6H 2H 6S 4S 5H c.4S EX

You can substitute some of the 2Ms for 2Ls if they're giving you trouble, 2M is a finnicky link, just make sure you keep one 2L available for the EX pickup

2M 5HH(1) 5S 2M 4S 2M 5HH c.4S 2M 5HH 5S EX 2LM 5HH 5S 6H (2H 6S 4S 5H c.4S)x2 5H EX

5LL 2MH 6S 2M 5S 4S 2M 5HH c.4S 2M 5HH 5S EX 2LM 5HH 5S 6H 2H 6S 4S 5H c.4S EX


Midscreen Routes


5HH(1) (6S dash forward, then take a small step back, putty hits) 5HH 6S 4S (putty hits) 5HH c.4S 2L 2L 2LM 5HH 5S 6H 2H 6S 4S 5H c.4S EX

ToD that works from roundstart 5H. It can generally work midscreen, but the first 4S is very position dependant.

5HH(1) (6S dash forward, then take a small step back, putty hits) 5HH 6S 2L (putty hits) 5MM 2L 5MM 2M 5HH 5S 6H (2H 6S 4S 5H c.4S)x2 5H EX

Doesn't require the weird spacing of 4S, but forces you to do the hard ender since it's less damage. Both routes can kill with a 2M start.


Facing away from Corner

2LM 5HH(1) 6S Dash (Putty hits) 5M 2L 5MM 2L 5M 2L 5HH 5S EX 5HH 5S 6H (2H 6S 4S 5H c.4S)x2 5H EX

ToD out of the corner that works from a 0 bar start, you can omit some of the later 2L links if you already have the meter for it. Video Example


Throw Routes

Corner only Throw 6S 2M 5S 2M 4S 2M 5HH c.4S 5HH 5S 2LM 5HH 5S 6H (2H 6S 4S 5H c.4S)x2 5H EX

Throw route that leads into your standard corner loops

Out of corner Throw 6S Dash jLS 2L 5M (H-M) 2L 5MM 2L 5M (H-M) 2M 5HH 5S EX 5HH 5S 6H (2H 6S 4S 5H c.4S)x2 5H EX

A highly impractical route due to the difficulty of a lot of the links and the amount of Kara Grab cancels required, but a fun route to learn in order to practice some of Zedd's harder tech. Video Example


Realistically, if you land a throw outside of the corner, you're better off looking for a reset/unblockable reset out of it.

Zord

Dinozord

EX A1+A2 5H 4S (5H c.4S [H during c.4S recovery] 4S) x2 5H c.4S 5H 4S (996 Damage) Video Example

Videos

Lord Zedd combo video by Star 55 (2020, out of date, but there are some useful things to learn from)

How to Zedd 101: Corner Loops

How to Zedd 101: Combo Enders

Colors

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