Power Rangers: Battle for the Grid/Magna Defender

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Michael 'Mike' Corbett
Magna Defender

Introduction

Health: 1100
Walk Speed: 525 Forward, 375 Back

Mike Corbett was the Lost Galaxy Red Ranger but he fell into a pit and died. He's fine though because he got revived by Magna Defender powers and now he fights for truth and justice while taking caution when near pits.

Overview

Magna Defender is an extremely hard-hitting character with rather decent reach. Some of his moves possess super armor, allowing him to plow through enemy attacks. He also has extremely high chip damage on his 5S, which means his mix-up is less about the traditional high/low/throw and more about baiting pushblock, then punishing his opponent's reaction to his pressure.

Normal Moves

5L
5L
BFTG MAG 5L.png
Damage Guard Startup Active Recovery Frame Adv
40 High/Low/Air 7f - - +11

Jab. Quick poke for when you need one. Useful for comboing off of overhead as well. Causes flipout if it hits an airborne opponent. Doesn't cancel into 5M but can link.

5LL
5LL
BFTG MAG 5LL.png
Damage Guard Startup Active Recovery Frame Adv
50 High/Low/Air - - - +7

Second hit of jab auto combo.

5LLL
5LLL
BFTG MAG 5LLL.png
Damage Guard Startup Active Recovery Frame Adv
90 High/Low/Air - - - -16

Third hit of jab auto combo. Pops up.

2L
2L
BFTG MAG 2L.png
Damage Guard Startup Active Recovery Frame Adv
40 Low/Air 6f - - +6

Low kick. Magna's fastest normal. Cancels into 5L for confirms.

5M
5M
BFTG MAG 5M.png
Damage Guard Startup Active Recovery Frame Adv
60 High/Low/Air 10f - - +0

Swipe with pretty decent range. Very useful footsies tool and useful for juggling.

5MM
5MM
BFTG MAG 5MM.png
Damage Guard Startup Active Recovery Frame Adv
70 High/Low/Air - - - -8

Launch from 5M. Generally, 2H is preferable, but Magna Defender get combos from this as well.

4M
4M
Galactic Kick
BFTG MAG 4M.png
Damage Guard Startup Active Recovery Frame Adv
90 High/Low/Air 25f - - -6

Magna Defender performs a pushkick. 5 hits of armor make this a good tool for punishing approach options. Very slow, however, so it's easy to get grabbed if you get predictable. Staggers grounded opponents, restands vs airborne opponents.

2M
2M
BFTG MAG 2M.png
Damage Guard Startup Active Recovery Frame Adv
65 High/Low/Air 8f - - +0

Crouching punch. Not a low, unlike most 2Ms. Has worse range than 2L, so it's mostly useful when you're already very close and doing a blockstring.

5H
5H
BFTG MAG 5H.png
Damage Guard Startup Active Recovery Frame Adv
80 High/Low/Air 16f - - -1

Big sword slash. Cancels to 6S and groundbounces airborne opponents.

5HH
5HH
BFTG MAG 5HH.png
Damage Guard Startup Active Recovery Frame Adv
100 High/Low/Air - - - -17

Second slash. Groundbounces.

2H
2H
Defending Cut
BFTG MAG 2H.png
Damage Guard Startup Active Recovery Frame Adv
80 High/Low 16f - - -17

Anti-air slash. Air-unblockable and launches. Good hitbox for an anti-air but kind of slow.

4H
4H
Moon Splitter
BFTG MAG 4H.png
Damage Guard Startup Active Recovery Frame Adv
80 High/Air 23f - - +1

Overhead. Can link into 2L or 5L after this hits. Groundbounces airborne opponents and OTGs.

j.L
j.L
BFTG MAG j.L.png
Damage Guard Startup Active Recovery Frame Adv
40 High/Air 9f - - -

Jump kick. A pretty standard j.L although kind of slow.

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

Jump punch. Has rather short range for a j.M, but delaying j.L into j.M can lead to rejumps.

j.H
j.H
BFTG MAG j.H.png
Damage Guard Startup Active Recovery Frame Adv
80 High/Air 13f - - -

Sir slash. Good hitbox, covers a lot of space, but kind of slow. Groundbounces on air hit.

Special Moves

5S
Magna Blaster
5S
BFTG MAG 5S.png
Damage Guard Startup Active Recovery Frame Adv
30x4, 50x2 High/Low/Air 24f - - -6
  • Not considered a projectile.

Shotgun. Does a big amount of chip on block, and causes a hard knockdown on hit.

4S
Avenger
4S
BFTG MAG 4S.png
Cease your mashing!
BFTG MAG 4S (2).png
BFTG MAG 4S (3).png
Version Damage Guard Startup Active Recovery Frame Adv
4S 0 - - - - -
Catch 40, 100 - - - - -

Magna Defender extends his palm. If struck by a physical attack, he proceeds to polevault the opponent to his back, causing a groundbounce; he recovers in time for a 5M to juggle.

6S
Hot Steel
6S
BFTG MAG 6S.png
BFTG MAG 6S (2).png
Damage Guard Startup Active Recovery Frame Adv
90 High/Low/Air 27f - - -21

Dash swipe. Can cancel into 2H on hit. Has armor and goes pretty far; when backed by an assist, this move is a pretty solid approach.

j.S
Energy Chop
j.S
BFTG MAG j.S.png
BFTG MAG j.S (2).png
Damage Guard Startup Active Recovery Frame Adv
25x4, 80 High/Low/Air 14f - - -

Spin slash. Very huge hitbox but punishable on block, so risky if not covered. OTGs

EX Attack

Zika's Revenge
5S+L
BFTG MAG 5S+L.png
BFTG MAG 5S+L (2).png
Damage Guard Startup Active Recovery Frame Adv
40x4, 100 High/Low/Air - - - -16
  • Switches sides.
  • If the first hits are blocked, the rest of the move will not come out.

Magna Defender performs a multi-hitting version of his 6S, then performs the attack portion of his 4S. This move has some invincibilty, and Magna Defender can link 2L on hit to confirm into combos.

Throws

Forward Throw
Forward Throw
5M+H/6M+H
BFTG MAG FT.png
Damage Guard Startup Active Recovery Frame Adv
171 Throw 6 - - -

Knocks down the opponent and sends them flying away.

Back Throw
Back Throw
4M+H
BFTG MAG BT.png
BFTG MAG BT (2).png
Damage Guard Startup Active Recovery Frame Adv
101 Throw 6 - - -
  • Switches sides.

Slams the opponent behind him. Can cancel into 5S.

Super

Galactic Mega Blaster
H+S
BFTG MAG Super.png
BFTG MAG Super (2).png
Damage Guard Startup Active Recovery Frame Adv
20x13, 150 High/Low/Air - - - -43

Magna prepares the Mega Blaster, then shoots a barrage of energy blasts.

Tag Actions

Assist
Assist
Magna Blaster
A1/A2
BFTG MAG Assist.png
Damage Guard Startup Active Recovery Frame Adv
25x6 High/Low/Air - - - -
  • Based on 5S.

Shotgun assist. Does huge chip just like the regular version of the move. Because of the hard knockdown, it's hard to combo after on hit without assist.

Swap Strike
Swap Strike
A1/A2+S
BFTG MAG Swap Strike.png
Damage Guard Startup Active Recovery Frame Adv
70 High/Low/Air 6f - - -4

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.

Team Synergy

Combos

Solo

Tested in version 1.62

5M > 5H > 6S > 2H > 6S > 2H > jump cancel > j.M > delay j.H > 4M > 5M > 5H > 5S > S+H

Basic BnB, does a lot of damage, you can omit the 4M onwards if getting the delay j.H into 4M is too tricky, instead just do 5M > 5S > S+H. Either way it'll do a grip.

4H > 5L > 5M > 5H > 6S > 2H > 6S > 2H > j.M > j.H > 5M > 5S > S+H

Combo off of overhead. the overhead can link into either 5L or 2L and 5L can link into 5M. It can feel awkward at first but they're pretty easy links. You can also chain 5L into 5LL and then link into 2L which is harder but it's a sequence of moves that are entirely plus on block, or link into 2L immediately and cancel into 2H for both an easier link and an easier combo, although one that's more committed.

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
Characters
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Zords
Dino Megazord
Mega Goldar
Dragonzord
Delta Squad Megazord