Power Rangers: Battle for the Grid/Lord Zedd

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Lord Zedd

Introduction

Health: 1100
Walk Speed: - forward, - back

After Rita Repulsa cited irreconcilable differences when divorcing Lord Zedd and getting sole custody of Thrax, he lived as a single bachelor in the Vica Galaxy, playing a bunch of UNIB. Realizing how top tier Gordeau was in that game, he ripped him the hell off to compensate for having lost his teleports from The Fighting Edition.

Overview

Zedd can be best summed up as an all-rounder. He possess very long-ranged normals, allowing him to control space, in addition to delayed projectiles such as Z Putties. Yet, when it comes to close range combat, he's no slouch either, having deceptively strong normals suited for that purpose. His unique dashes allow him to cross up opponents, mostly compensating for his otherwise slow mobility.

Normal Moves

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

Lightning zap. Deceptively powerful due to its range and frame advantage, though it can only be canceled into 5LL or a Special.

5LL
5LL
BFTG ZED 5LL.png
E V I L
Damage Guard Startup Active Recovery Frame Adv
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
60 High/Low/Air - - - -

Knee. Advances forward, making its range deceptive.

5MM
5MM
BFTG ZED 5MM.png
Fisherman's Slam vibes
BFTG ZED 5MM (2).png
Damage Guard Startup Active Recovery Frame Adv
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
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
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!
Damage Guard Startup Active Recovery Frame Adv
90 High/Air - - - -

Zedd slams the Z Staff in front of him. An overhead with massive range that groundbounces and also has OTG properties.

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

Crouching lightning zap. Similar to 5L.

2M
2M
BFTG ZED 2M.png
Damage Guard Startup Active Recovery Frame Adv
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
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
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
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
30x2 High/Low/Air, High/Air - - - -

Swings the Z Staff upwards. First hit is NOT an overhead. Cancels all of Zedd's momentum.


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
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!
Version Damage Guard Startup Active Recovery Frame Adv
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!"
BFTG ZED 6S (2).png
*garbled underwater noises*
Damage Guard Startup Active Recovery Frame Adv
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
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
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.

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
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
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*
BFTG ZED Super (4).png
BFTG ZED Super (5).png
Delicious combo ahead.
Damage Guard Startup Active Recovery Frame Adv
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
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
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

Combos

Solo

*all combos tested as of version 2.1

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

2M > 5HH(1) > 6S > dash > (putty hits) 5M > 2H > j.M > 5M > 2H > 6S > 2M > (putty hits) 5S > 2M > 4S > (daggerz hit) 5M > c.4S > 2M > 5HH > EX

Midscreen bnb. Can optionally end with 2H > 6S instead of 5HH > EX for meaty putty oki. video example

2M > 5HH(1) > 5S > 2M > 4S > (daggerz hit) 2M > c.4S > [2M > 2H > 6S > 2M > (putty hits) 5S > 2M > 4S > (daggerz hit) 2M > c.4S]*2 > EX

Damaging (but fairly tricky) corner loop. video example

2M > 5HH(1) > 6S > (5LL)(putty hits) > 5M > 2L > 2L > 5MM > 5M > 5HH > 5S > EX > (daggerz hit) 5HH > 5S > 6H > (daggerz hit) [2H > 6S > 4S > (putty hits) 5H(1) > c.4S]*2 > 5H(1) > EX

Pretty well optimised TOD combo. 5LL is used early on for extra meter if you need to build that first bar (time it so that the putty hits in between both hits of the target combo). The 5M > 2L link can be made slightly easier by chaining into a kara throw whiff. If you want a more meter-positive combo, replace the [5HH > 5S > EX] portion of the combo with [5HH > 6S > 5M] and then continue as normal.

Assist combos

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

Example combo

Videos

Colors

Color 1
Color 2

External Links


General
Controls
Patch Notes
FAQ
HUD
System
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