Power Rangers: Battle For the Grid |OT| Make My Roster GROW!

Best Launch Ranger who's not Tommy

  • MMPR Red

    Votes: 128 33.4%
  • Megaforce Yellow

    Votes: 21 5.5%
  • Magna Defender

    Votes: 61 15.9%
  • Kat Ranger

    Votes: 48 12.5%
  • Ranger Slayer

    Votes: 96 25.1%
  • Goldar

    Votes: 29 7.6%

  • Total voters
    383
OP
OP
Mandos

Mandos

Member
Nov 27, 2017
5,863
Now I’m wondering if we’ll get another three free characters alongside the first season pass one
 

BackwardCap

Avenger
Oct 28, 2017
942
I'm more interrsted in the fact that they used the original music track from the show in that clip. If they manage to get some added into the game it'd be way more exciting.
 

TheMoon

|OT|
Member
Oct 25, 2017
8,203
Video Games
Yooooooooooooooooooooo! :O

full update notes:

SAN FRANCISCO July 10, 2019Power Rangers: Battle for the Grid, the fan favorite fighting game by developer nWay in partnership with Hasbro, Inc. (NASDAQ: HAS) and Lionsgate available on PlayStation 4, Nintendo Switch, and Xbox One, today released its first two Season One characters: Trey of Triforia and Jen Scotts, to be followed by Lord Zedd in a future update. Players can purchase each individual character digitally for $6.99 or the full Season One Pass for $14.99, which includes all three characters along with a bonus character skin.​
Trey of Triforia: The original Gold Zeo Ranger, Trey was an alien from the planet Triforia who came to earth to help the Zeo Rangers battle the Machine Empire. There, he was attacked and split into three separate beings, forcing him to temporarily transfer his Gold Ranger powers to veteran ex-Ranger Jason Lee Scott.​
Jen Scotts: Jen Scotts assumed the role of leader of the Time Force when her fiancé, the Red Time Force Ranger, was killed by an escaping criminal named Ransik. Fearless, determined and compassionate, Jen and her team did everything they could to track down Ransik and bring him to justice.​
Lord Zedd (Coming Soon): The self-proclaimed "Emperor of Evil," Lord Zedd has conquered and enslaved much 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.​
Jason Lee Scott - Red Dragon Shield (skin): After Tommy Oliver, the Green Mighty Morphin Power Ranger, was killed by Lord Drakkon, an evil version of Tommy from an alternate dimension, Jason inherited the Dragon Shield and Dragon Dagger. With their added strength and the ability to summon the Dragonzord, Jason was able to lead the other Rangers in the fight against Lord Drakkon.​
Also available today for Power Rangers: Battle for the Grid is the second free update (v1.3) that introduces several previously unreleased features.​
The v1.3 update vastly improves the game’s social play and matchmaking, including Direct Match, which lets friends or any two specific players match up against each other.​
The game now also enables crossplay between Nintendo Switch and Xbox One, where players across the two gaming platforms can battle against each other in Ranked, Casual, or Direct Matches.​
Crossplay helps players find matches faster against similarly skilled players and opens up a larger matchmaking pool, making the game more competitive.​
Crossplay is enabled by nWayPlay, nWay’s recently announced game development platform, which offers a player ID and social system, allowing friends to find each other across platforms.​
nWayPlay also enables cross-progression between Nintendo Switch and Xbox One, so players can carry progress made on one platform to another.​
Both the Season One Pass and the free update are available for digital download via the PlayStation Store, Nintendo eShop and Microsoft Store. More information is at https://battleforthegrid.com/.​
 
TF Pink and Zeo Gold breakdown

shaowebb

Member
Oct 25, 2017
2,911
Just played as Gold Zeo and Pink Time Force. Also did it always have an icon beside each character showing the show they were from? It does now. Emergency maintenance on the online for switch at the moment though.
Notes:

GOLD ZEO RANGER
  • his light, medium, and heavy auto combos are all really good. medium's ends in wallbounce
  • command normal forward medium is a dashup kick that has wallbounce
  • Jumping special IS NOT a divekick. It has the animation of one but is in fact a teleport that ends in a slide forward. This means you can cancel a jump overhead into a dive go behind mixup!
  • Forward special is two part. Either hit it once to dash forward into opponent for a hit or hit it again to dash through them really far and leave them stunned. STUN VERSION IS HIS ASSIST AND ITS FULL SCREEN. His EX special has him dash through a stunned opponent several times
  • Launcher is just an uppercut. nothing too big in hitbox so up close or AA
  • has a dashup jumping kick special that is full screen
  • neutral special is mashable but slow startup. Powers up and fires up to 3 projectile fireballs depending on how many times you mash
  • has incredible jumping M hitbox that has a great crossup potential. Get folks used to this then instead do the air special and you now have a character who can either hit infront overhead, crossup overhead, fake overhead teleport behind you on ground, or fake crossup and teleport back in front of you on EVERY jump in.
  • SUPER IS AMAZING! Slow startup but has 3 energy columns cover the screen moving left and right. However it delays and then comes out AGAIN and lifts opponent into an airborne state stunned for juggles. Enormous mixup potential here as you trap them between columns and start porting/summoning assists
  • VERY MIXUP/CROSSUP HEAVY COMBO PRESSURE CHARACTER
PINK TIME FORCE RANGER
  • sweet fuck this character has crazy combo extensions. Possibly the most combo potential in the game from what I'm seeing
  • many attacks hit several times
  • awesome range on all attacks
  • has a dashup command normal with forward heavy to close gaps
  • has a familiar tool from some DMC folks in UMVC3. Her neutral special has her throw her blades forward and boomerang them back toward her and YES it does in deed hit multiple times and pull opponents toward her for combo extensions
  • down M and standing M have huge hitboxes and can AA wonderfully.
  • Great launcher
  • air special is an airdash looks to have some invulnerability like a teleport
  • forward special is mashable. One press is not an attack but is a super jump that can cancel into air attacks and her airdash. Mashable is a kick that launches folks and her EX special is this kick into several gunshots that juggle them meaning you can easily go for relaunch extensions into assists and beyond
  • HER BACK SPECIAL IS ALSO HER ASSIST AND FIRES UP TO 4 OVERHEAD HOMING PROJECTILES AND IS A MASHABLE! WE GOT DR. DOOM HIDDEN MISSILES!!!!!!!
  • fantastic super for combos can hit from just about anything. is half screen range
  • VERY COMBO ORIENTED CHARACTER WITH TONS OF EXTENSIONS. NOT MIXUP HEAVY BUT VERY SAFE.




It begins.



EDIT:
Lol. Already got a nice unblockable off of the hidden missile stuff from Pink Time Force Ranger paired with Dragon Armor Trini


Also working on a juggle concept since Trini assist already holds someone in the air a LONG time. If I do something with huge recovery then do this in the corner I can potentially keep a combo going after something you never should. Gonna lab this concept with Magna Defender tools since he gets sketchy on combos at time. Possibly some Goldar too for similar reasons.
 
Last edited:

shaowebb

Member
Oct 25, 2017
2,911
Full Patch notes for Power Rangers Battle for the Grid 1.3
Absolute ton of shit here. From system wide changes to OTG-able states, to visuals on tags and sparks, to character specific stuff like Ranger Slayer having a new air special of planting 2 bombs when charged.

Check out the awesome folks.

battle for the grid 1.3 notes said:
System-Wide

  • When a player can attack during their landing frames has been dramatically improved. Upon landing, you can now attack on the second frame (down from the fifth frame). Moves that can be performed upon landing include all ground-based attacks, forward dash, and back dash. I.e., you can now properly execute “empty jump lows”.
  • Adjusted how and where characters fall to when coming in from Swap Strike and KO, preventing literal edge cases where the incoming character would pass through the screen edge.
  • Weapon attacks now cause spark effects, Power Rangers style!
  • Assist Takeover effects have been added.
  • Camera shake effects improved for all attacks and hit reactions.
  • KO visual effects have been added.
  • Crouching hit reactions added, with certain attacks having explicit “force standing” properties.
  • Pushblock slightly reworked: startup increased to 3 frames, up from 1. Pushblock hitpause against attacker decreased from 7 frames to 3. Hitpause inflicted on the pushblocker during air pushblock has been completely removed (was 7 frames). Air pushblock now allows the pushblocker to attack on the way down after blockstun ends. Overall, pushblocking should feel better to use in most cases. Pushblock sound effect has been changed to a more distinct "pew!" sound, differentiating it from the normal blocking "thk!" sound.
  • Throw range has been normalized across the board. Generally, range has been decreased for characters with strong "kara throws" and "slidey throws".
  • The knockdown state at the end of wall bounces is now an OTG-able state. Supers and Swap Strikes can pick up characters knocked down by wall bounces.
  • Splat knockdowns are OTG-able. Dragon Armor Trini and Gia Moran have splat knockdown attacks with their jump medium attacks.
  • Dragonzord's heavy attack (Tail Slam) now causes a splat knockdown when hitting a grounded opponent.
  • Assists now ignore the juggle limiter system, allowing players to extend their combos to the fullest. E.g., a max limit combo extended with Gia's whip assist, then finished off with the point character's Super attack should work.
  • Removed assist physics box during their incoming descent to prevent them from getting in the way of certain extension combos.
  • Removed assist physics box during the tauntout phase so that assists don't get in the way as they teleport out of the arena.
  • Assists are now only vulnerable for the first 12 frames of their taunt-out animation, making it less likely for them to have their teleport out effect interrupted.
  • Removed the physics from point characters leaving the arena (i.e., the swapped out point character no longer obstructs opponent’s movement).
  • Most Supers now crush and bypass armor. E.g., Cenozoic Blue Ranger's Super will beat Dragon Armor Trini's Back Special (Jetrush).
  • All Megazord attacks crush and beat armored moves.
  • Certain attack visual effects (like slash swooshes and muzzle flashes) dissipate appropriately and no longer linger (e.g., hitting Gia out of her air Special).
  • Fixed an issue where hitting an incoming character would continue to progress the combo counter.
  • Fixed an issue where hitstun decayed to absolute zero too early, causing certain Super and EX attacks to drop at the end of a combo.
  • Fixed an issue where jumping attacks would snap lower than their character model (like Gia’s jumping light).
  • Forward dashing: normalized cancel windows for all characters. Dash mobility within character classes should feel similar. E.g., Rangers can attack and block out of forward dash at similar timings, while big body characters have less lenient forward dash cancels.
Tommy Oliver (MMPR Green)

  • Forward Special (Charged): descending hits are now considered jumping attacks, and must be blocked standing. Hitboxes have been improved as well. However, his assist is not considered an overhead and can be blocked crouching. Blockstun has been improved.
  • Airborne Special: physics box adjusted, preventing Green Ranger from crossing up and causing the opponent to run into it unexpectedly.
  • EX Attack: startup reduced to 15F, down from 16F, with the first hit now causing a stagger, making it more reliable. All hitboxes have been improved.
  • Back medium (Axe Kick): frame 11 upper hitbox is now an AntiAir type, giving Tommy a way to punish airborne opponents directly above him. The overhead hit (second hitbox), grants more frame advantage on hit, making it easier to link into standing and crouching light. First few frames of back medium are invulnerable to jumping attacks, as well.
  • Back dash is now cancelable with special attacks, making it feel more responsive.
  • Pre-Super flash physics box has been fixed.
  • Fixed an issue where Tommy would transition into his forward Special automatically after a back throw.
  • Swap Strike hitbox has been significantly improved.
  • Fixed an issue where attacks out of crouching heavy caused Tommy to slide backwards.
Jason Lee Scott (MMPR Red)

  • EX Attack startup increased to 12 frames, up from 10. First and second hit now causes stagger, making it more reliable in combos as a juggle. EX Attack recovery increased significantly.
  • Neutral Special (Counterstrike): counter portion is now projectile invincible.
  • Fixed an issue where Red Ranger could cancel the third hit of his forward Special (Triple Slice) with standing heavy.
  • Reduced hitstun and blockstun for roll shots considerably.
  • Reduced hitstun and blockstun for air shot slightly.
Gia Moran (S21 Yellow)

  • Forward throw scales follow-up combo damage heavily, since it's a self-comboable throw.
  • Pistol-based attacks do not require hit to progress their target combos (Standing Medium > M > M, Back medium > M > H) . This change allows Gia to poke with several pistol attacks from past her max pistol bullet range.
  • Slightly improved hitboxes on pistol attacks.
  • Pistol bullets can now clash with incoming projectiles, with their projectile strengths rated slightly under Tommy’'s neutral Special (Greendoken).
  • Back medium: Added significant recovery. No longer dash or move-cancelable.
  • Back medium Target Combo: New gun-based target combo attack performed with B+Medium > Medium > Heavy input sequence. This opens up some of her combo routing, primarily when starting with back heavy into back medium.
  • Jumping medium attack now causes a splat knockdown on grounded opponents, preventing her from performing easy j.L > j.M > j.H loops against big-bodied characters.
  • Back Special: removed secondary hitbox type, no longer "sweet spots". Adjusted frame data to limit loop combos, while keeping it advantaged on block. Overall, the attack has been made more effective in the neutral game, but still punishable if jumped over.
  • Back Special Follow-up (Grapple): can now be canceled with low attacks as well as dash jump.
  • Forward special: added two rear hitboxes, giving the attack more utility while Gia activates this special attack as the team leader. Does not apply to the assist version of the attack. Last hit now causes a spinning knockdown hit reaction instead of a launcher hit reaction.
  • Airborne Special: adjusted physics box to allow Gia to jump over cornered opponents.
  • Super: increased damage to 275, up from 225.
  • EX Attack: third hit now staggers, making the follow-up more reliable on hit.
  • Standing light 2: second hit of light target combo now has a slight pull-in effect.
  • Removed forward-canceling from standing medium attack.
  • Slightly reduced overall "slideyness" of attacks when canceled from dash and backdash.
  • Increased jump and dash jump height ever so slightly.
  • Forward heavy (Overhead): Slightly easier to link into standing light on hit.
  • Crouching light can no longer be rapid-fire chained.
  • Crouching medium startup increased to 11 frames, up from 8.
  • Fixed an issue where Gia's back throw couldn't KO.
Ranger Slayer

  • New airborne Special: while buffed with Arrow Nock (neutral Special buff), Ranger Slayer throws out two bombs at once.
  • Neutral Special: slightly reduced recovery.
  • Forward Special, M (Forward Arrows): reduced hitstun to normal projectile amounts.
  • Forward Special follow-ups: reduced landing recovery.
  • Super is now much more punishable on block.
  • Super now deals 285 damage, up from 260.
  • Forward throw: much easier to juggle off of a forward throw in the corner. E.g., forward throw into crouching medium.
  • Crouching light: removed "rapid fire" property and it can no longer cancel into standing light attack. It can now be blocked standing.
  • Increased hitstun and blockstun of assist attack arrows.
  • Airborne Special (Timebomb): limited to one on screen at a time, unless canceled from jumping light or jumping heavy attack. Bomb is instantly deploy-able as soon as the first one detonates.
  • EX Attack: removed air Megazord activation cancel. EX Attack can only be canceled with Super and Megazord activation while Ranger Slayer is grounded.
  • Slightly reduced "slideyness" of attacks when canceled from dash, backdash, and crouching medium attack.
  • Forward Special and Airborne Special: physics box adjusted, allowing Ranger Slayer to cross up cornered opponents.
  • Forward heavy (Spartan Kick): can now be canceled with meter-based attacks (EX, Swap Strike, Super).
  • Improved dash cancel responsiveness.
  • Improved hitboxes of light attacks.
Kat Manx

  • All hits of her Super now ignore damage scaling. Ending hit generally causes a "spike" hit reaction.
  • Forward throw scales follow-up combo damage heavily, since it's a self-comboable throw.
  • Multi-hit attacks, like neutral Special (Catscratches), have been adjusted so that they're more reliable in juggle combos.
  • EX attack phase 1 causes stagger on successful hit, making it much more reliable when hitting airborne opponents.
  • Reworked EX Attack: phase two follows up with a full Catscratch combo, providing more potential for extended follow-up assist takeover combos.
  • Slightly reduced the sliding effect on many of her ground attacks and throws, reducing some of her dash cancel into attack range (although it's still a bit nutty). Added a sliding effect to crouching heavy.
  • Back Special (Backspring): Added invincibility frames from frames 8 to 27 (invulnerable to most attacks, but can be thrown). Gives Kat incentive to back off from the enemy with an evasive maneuver into a surprise stagger attack, while not being abuse-able as a wake-up or cornered option.
  • Air Special (Divekick): initial pause effect is more pronounced, making it easier to use when canceled from her other airborne attacks. Divekick can cross up cornered opponents.
  • Forward Special (Cartwheel) is now +2 on block and its hitbox sizes have been slightly increased.
  • Fixed an issue where Kat could cancel her crouching light with back medium.
Magna Defender

  • EX Attack starts up in 15 frames and is much less likely to pass through opponents.
  • Neutral Special (Buckshot): cancel window moved to a later window to ensure Super hits properly when canceled.
  • Back Special (Counter): counter portion is now projectile invincible.
  • Super is now much more punishable on block.
  • Super damage decreased to 305, down from 325.
  • Neutral Special can hit multiple times and deals much more damage at close range.
  • Forward dash can be canceled with attacks earlier by 3 frames, improving his ground offense.
  • Standing medium: increased hitbox size.
Lord Drakkon

  • Jump light now causes a juggle hit.
  • Standing light startup reduced by 1F and can now hit crouchers.
  • Crouching light can now be blocked standing.
  • Increased recovery when landing from air Special (Foot Dive).
  • Super damage reduced to 275, down from 305.
  • Standing heavy: reduced hitstun decay penalty.
  • Forward Special > M (slide): added some juggle limiter penalty, since it's an extremely effective juggle tool for almost all juggle situations. Reduced blockstun.
  • Forward throw scales follow-up combo damage heavily, since it's a self-comboable throw.
  • Slightly reworked neutral Special projectile speed.
  • Decreased physics box at the tail end of his EX Attack, making it less likely for enemies bouncing off of the wall to collide with him.
  • Physics box while crouching fixed.
Goldar

  • Standing light attack combo and medium attack combos reworked. Medium attacks include sword attacks while light attacks include limb attacks.
  • Standing light 3 now cancels into back medium on hit.
  • Crouching heavy now has a slight knock-up effect; combos into neutral Special.
  • Back heavy is now a blockable normal attack that deals 0 damage, but inflicts 5 frames of blockstun or 10 frames of hitstun.
  • Back special (Air Throw): increased startup time and reduced active window from 15 frames to 6. Damage reduced to 110, down from 130.
  • Reduced jumping light hitstun and blockstun to make it easier to answer when blocked as an instant overhead.
  • Reduced jumping light hitbox size. Requires dash jump to cause an instant overhead attack on medium crouching characters.
  • Increased jumping heavy startup from 10 frames to 12.
  • Initial hits of Super deal increased damage and hits more reliably in juggles. Deals over 450 damage on a "sweet spot" hit.
  • Less juggle limiter penalty on most normal attacks.
  • EX Attack can now reflect projectiles and hits more reliably in juggles. Second phase animation has been improved.
  • Neutral Special (Charged/Ranged): no longer requires holding Special. New input is Special => Special (input Special during startup). The ranged portion of the attack is now considered a projectile and can clash with other projectiles.
  • Standing heavy: increased hitstun and blockstun.
  • Forward throw deals much less damage, but can be canceled into back Special. It is no longer Super-cancelable.
  • Can no longer instantly dash jump out of a forward dash, making his instant overhead sequences less oppressive, although still effective against big characters.
  • Jumping light attack hitbox size reduced significantly, but can still instant overhead most crouching characters off of dash jump. Jumping light inflicts significantly less hitstun and blockstun to give the defender a chance to respond with an antiair if Goldar uses it as an instant overhead.
  • Hurtbox size while standing has been increased. Hurtbox size during juggle state has been increased.
Mastodon Sentry

  • Jumping heavy and airborne Special shots are now more likely to combo in air juggles thanks to wider hitboxes.
  • Jumping medium juggle effect has been improved to make it easier for Sentry to continue juggle combos.
  • Crouching medium inflicts enough hitstun to combo into a point blank crouching heavy shot, opening up a low-hitting combo route.
  • EX Attack no longer causes a wall bounce, in order to prevent OTG loops. It’s now easier to follow up with an Assist Takeover combo.
  • Assist has been reworked with a new animation and new functionality. Overall, it's not as obnoxious to deal with.
Cenozoic Blue (Movie Blue)

  • Empowered forward Special (Bluedoken): velocity reworked; it now launches quickly before slowing down considerably.
  • Back Special (Ride the Lightning): projectiles are no longer despawned when their owner (Cenozoic Blue Ranger) is hit.
  • Forward Special (Repulsor Blasts): hitbox size increased for the second and third shot. Reduced startup by 1 frame.
  • Crouching light can now be blocked standing.
  • Reduced juggle limiter penalty on several attacks.
  • Airborne Special (Air Charge): hitbox size increased slightly.
  • Fixed an issue where Cenozoic Blue Ranger could cancel crouching heavy into forward Special.
  • Fixed an issue where Cenozoic Blue Ranger could call an assist during the first phase of his EX Attack.
Udonna

  • Neutral Special (Ice Ball): hitbox is significantly smaller, with the bounced version reducing further in size. Blockstun has been reduced and the recovery period has been increased, making it less of a "go to" move in the neutral game and in block strings. Ice Ball is destroyed if its owner is successfully hit (Udonna) while it's in play.
  • Back Special (Snow Shield): recovery reduced by 5 frames.
  • Udonna no longer flips out of multi-hit attacks when she's being juggled. E.g., Dragon Armor Trini's Super.
  • Super damage increased to 270, up from 260.
  • Jumping light and jumping medium now correctly apply some juggle limiter penalty.
  • Standing heavy can now be canceled before its third hit so that at the end of a max juggle combo, standing heavy canceled into EX Attack or Super is guaranteed.
  • Fixed an issue where crouching light was dash cancelable.
  • Fixed an issue where Udonna's Super hitting an assist automatically triggered the cinematic against the point character.
Dragon Armor Trini

  • Fixed an issue where DAT’s back special (Jetrush) continually plays its animation while pushing up against a grounded opponent.
  • Fixed an issue where DAT is invulnerable during her back throw attempt animation.
  • Fixed an issue with DAT's juggle hurtbox size in several of her states.
  • Neutral Special (Negabeam) has been fixed so that it hits much more reliably, generally guaranteeing the final blast. Assist damage reduced and now scales combo damage a bit higher than before.
  • Fixed an issue where DAT's assist would continue to fire even after she's interrupted.
  • Fixed an issue with the direction DAT is facing after a forward throw in the corner.
  • Fixed an issue where DAT's hurtbox after whiffing her Jetrush throw was raised too high, making her invulnerable to low attacks.
  • Fixed an issue where DAT could call an assist during phase one of her EX Attack.
  • Fixed an issue where DAT could cancel her EX Attack with Megazord activation.
 

Opa-Pa

Member
Oct 25, 2017
8,113
I swear every new character they add is better than the last, damn. Gold Ranger is so great.

And man I'm so excited for Lord Zedd, he was one of my top DLC picks... However despite it saying crossplay is online, I still can't find any matches :l
 

SeanShards

Member
Oct 25, 2017
761
Apparently you have to trigger the download from the dlc page on psn
Hi, can you (or anyone else) explain to a usually-PC player like me who's dumb and doesn't understand console UIs how to do this?

My game is updated, Jen and Trey are on the character select screen, but they're locked. I own the Collector's Edition so I should have the Season Pass, right?
 

shaowebb

Member
Oct 25, 2017
2,911
Hi, can you (or anyone else) explain to a usually-PC player like me who's dumb and doesn't understand console UIs how to do this?

My game is updated, Jen and Trey are on the character select screen, but they're locked. I own the Collector's Edition so I should have the Season Pass, right?
Go to the psn store, find power rangers, look at its dlc, and it should list the characters. You'll have to click on them from there and actually tell them to download for you. I've had this on multiple fighter dlc on psn in the past. Happens on DBFZ and general ASW every time as well as on MK stuff.
 

shaowebb

Member
Oct 25, 2017
2,911
Mighty Morphin Power Rangers Battle for the Grid
FULL VERSION 1.3 STREAM WITH CL0CKWORK WHO HELPED DESIGN THESE CHARACTERS

Apparently I missed some stuff.

TIME FORCE PINK
  • can EX out of her airdash making her the only air EX in the game. Also if you falling M into cancel H it looks like she'll auto correct attack then port back in front for another air attack so double air mixups! Absolutely incredible left right mixups on this character thanks to this
  • if you airdash over someone and wait until you are falling to throw an air attack you will get an auto correct for the mixup
  • can EX out of her vault and it auto teleports her to the ground! So now they either worry about the normal vault into crossup or grounded stuff.
  • her boomerang (neutral special) has HIGH durability and can destroy projectiles
  • hidden missiles (blasts? lol) will actually disappear if you hit her unlike certain douchebags in other games lol


ZEO GOLD
  • his projectile neutral special that can be mashed for up to 3 projectiles can actually cancel into either his forward or back specials at any point
  • back special (the full screen flying kick) is SAFE ON BLOCK. So at any point you pin them down its your go to way in
  • Lords assault (the forward special dash) has more than one followup!
    • If you hit fwd+s,S you do the dash through which leaves them stunned in the air on hit
    • If you hit fwd+s, into either fwd, up, or back you can actually dash around all over and the dash has a hitbox. can do up to 3 directional cancels so fwd, up, fwd gives you a front dash, an up dash and then an air dash and each one hits. This is incredible to extend any anti air or combo and just for general pressure. Plus follow it up with the ex that dashes left and right multiple times
  • Lords descent (the air special dive teleport behind opponents) is very vulnerable in the air. It is not invulnerable. However it can crossup up even in the corner to put you behind folks meaning if you are corner pressuring just go into the Lords Assault fwd up dash, call an assist to lock down and then do lords descent to go behind them in the corner and hit em with pressure from both sides. Incredible mixup power off of the Lords assault setups and since lords assault has the dash through if you use fwd+s, S you can always get yourself back out of the corner if they manage to block the mixup and get to safety
  • the reason Gold's super has two volleys with delays is fun. before the first volley of his super comes out you can continue your combo so it combos into it. After they get hit you have the option to either continue the combo or let em drop and go for a mixup of some kind because the second volley is meant to act as a built in reset option on the super. This way you can get two seperate combos out of the super for more damage than just one. Also since it drops 4 pillars it controls space very well on either volley so its good in general for setups off a knockdown to just raw super. SUPER PERSISTS EVEN IF YOU TAG. Its not a high damage super but it gives anyone these setups.
 
Last edited:

sthef360

The Fallen
Oct 28, 2017
267
Anyone find a fix or any comment being made on the PS4 unlock issue? I also have the deluxe edition (was a pre-order customer), and when I go to the season 1 pass dlc screen it says installed but I don’t have access to Trey or Jen...
 

TheMoon

|OT|
Member
Oct 25, 2017
8,203
Video Games
Anyone find a fix or any comment being made on the PS4 unlock issue? I also have the deluxe edition (was a pre-order customer), and when I go to the season 1 pass dlc screen it says installed but I don’t have access to Trey or Jen...
earlier on this page:
Go to the psn store, find power rangers, look at its dlc, and it should list the characters. You'll have to click on them from there and actually tell them to download for you. I've had this on multiple fighter dlc on psn in the past. Happens on DBFZ and general ASW every time as well as on MK stuff.
 

SeanShards

Member
Oct 25, 2017
761
Anyone find a fix or any comment being made on the PS4 unlock issue? I also have the deluxe edition (was a pre-order customer), and when I go to the season 1 pass dlc screen it says installed but I don’t have access to Trey or Jen...
Not happening until the weekly PSN update it's looking like:


I've had a real rollercoaster with this game. Literally bought it about six hours before the DLC characters were announced, got ridiculously hyped for the update, and now....can't play the update, lol. I'm pretty eager to dive in but it seems pointless until this gets fixed.
 

sthef360

The Fallen
Oct 28, 2017
267
Not happening until the weekly PSN update it's looking like:


I've had a real rollercoaster with this game. Literally bought it about six hours before the DLC characters were announced, got ridiculously hyped for the update, and now....can't play the update, lol. I'm pretty eager to dive in but it seems pointless until this gets fixed.
For what it’s worth, I also got it on the switch and the 2 DLC characters may well be my favorites in the whole game. Will be worth the wait. But yeah, this whole thing has been frustrating.