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Best Launch Ranger who's not Tommy

  • MMPR Red

    Votes: 131 33.4%
  • Megaforce Yellow

    Votes: 24 6.1%
  • Magna Defender

    Votes: 61 15.6%
  • Kat Ranger

    Votes: 48 12.2%
  • Ranger Slayer

    Votes: 97 24.7%
  • Goldar

    Votes: 31 7.9%

  • Total voters
    392
  • Poll closed .

FatPuppy

Member
Jun 18, 2018
518
Only console logos at the end of the Zedd trailer, hope that's not bad news for the Steam port that's supposed to be out during "Summer."
 

Garlador

Banned
Oct 30, 2017
14,131
I just grabbed a Zedd Lightning Collection figure. He's definitely one of my favorite villains and his gameplay looks insane!
 

Garlador

Banned
Oct 30, 2017
14,131
Bump: It looks like Lord Zedd is available and they've added Part Three of the Story Mode.

Story Act III is included in the free v1.4 update.

● Gameplay Enhancements: The new update includes:

○ Combat improvements to make the battles even more fun and engaging

○ Ability for players to preset their favorite teams

○ Improved PlayStation 4 online play

○ Online matchmaking improvements
 

TheMoon

|OT|
Member
Oct 25, 2017
18,774
Video Games
Bump: It looks like Lord Zedd is available and they've added Part Three of the Story Mode.

Story Act III is included in the free v1.4 update.

● Gameplay Enhancements: The new update includes:

○ Combat improvements to make the battles even more fun and engaging

○ Ability for players to preset their favorite teams

○ Improved PlayStation 4 online play

○ Online matchmaking improvements
indeed





August 13, 2019 Patch 1.4 Notes

Bug Fixes
  • Fixed an issue of characters being able to snap beneath the floor during low-altitude juggle combos.
  • Various attack cancel windows fixed (e.g., EX attacks not being cancelable with Zord activation).
  • Fixed an issue where Swap Strikes would fling the victim the opposite direction.
  • Fixed an issue that prevented Playstation players with over 100 platform friends from queuing into online matches.
  • Fixed an issue preventing Lord Drakkon's Arcade mode from being completed.
Known Issues
  • Megazord attacks failing to produce impact sound effects. This will be fixed in an upcoming update.
  • Nintendo Switch is unable to remap buttons. This will be fixed in an upcoming update.
New Features and Improvements
  • Lord Zedd has arrived! Lord Zedd can be purchased separately and is also included in the Season One DLC pass.
  • Act III of Story Mode has been added.
  • Players can now create up to 3 preset teams that can be selected in the Create Team screen. Creating and editing your preset teams can be done in your Profile.
  • Show Damage info display in Training Mode now displays a juggle limiter gauge, giving training players a visual indicator on how the infinite prevention system works, making it much easier to practice optimized combos.
  • Impact sound effects now play sounds in a more consistent manner. E.g., Jason's Super generates the same sound impact effects regardless of whether the attack connects as a juggle or a grounded hit.
  • Block sound effects have been improved, with lighter attacks making softer impact sounds than heavy attacks.
  • EX and Swap Strikes: character visual effect timing more accurately represents when the character is invulnerable to give players a better sense of their invincibility windows.
  • Swap Strikes have been universally sped up, each having a startup of 6 frames.
Mobility and Physics
  • Pushblock now only affects the object/character whose hitbox/projectile inflicted the pushblocker's blockstun. For instance, if you're blocking a multi-hit assist, you're no longer able to get out of jail for free with one pushblock, since the pushblock won't affect the leader.
    • This is a significant adjustment, making assist and Megazord blockstun mix-ups much more difficult to get out of as the defender.
  • Normal jump attacks now cause four frames of landing recovery (AKA "trip guard"). E.g., a player performing Jason's jumping light will not be able to block during the first four frames of their landing animation. However, they can still cancel their landing frames with an attack.
  • Dashing can now be performed by pressing Light + Medium, or assigned as a single button press through the Button Configuration menu.
    • There's a built-in leniency ("kara" / "plink") buffer for most normal standing light and standing medium attacks. Naturally, this means you can "plink" and "wavedash" quickly, if you know what you're doing.
  • It's no longer possible to block instantly while dashing.
  • Most characters have their dashes tuned according to their size and play style.
    • For example, Goldar and Dragon Armor Trini's dashes are more restrictive with how and when they can cancel out of them, compared to the more agile rangers who can more loosely cancel out of their dashes early and with almost anything.
  • Crouch-canceling from a dash now inherits some of the character's momentum.
  • Jump height from launcher jump cancels ("super-jumping") are now generally higher than the character's normal jump height, making their air combos slightly easier to perform.
  • Projectiles now apply pushback appropriately, depending on the projectile's trajectory and direction. For instance, if you summon a forward-moving projectile on one side of the enemy and then swap sides right before the projectile makes contact with the enemy, they should be pushed toward you after being struck by the projectile.
  • Air physics boxes have been overhauled and improved dramatically.
    • Victims flipping from an air reset (such as from an attack like Tommy's standing light) are much easier to dash under, making "jab resets" more viable (especially with plink dash-canceling).
    • Corner juggles are now much more lenient -- performing juggle combos against a cornered juggle victim now all but guarantees that the victim stays cornered, with the juggler's attacks connecting.
  • Hurtbox improvements across the board. Character hurtboxes more closely resemble their model builds, reducing the odd "phantom shoulder" hits.
    • Most characters have had the widths of their hurtboxes reduced in size. Thin Rangers like Gia Moran and Jen Scotts have thinner hurtboxes than Jason and Tommy, for example.
  • Improved character knockdowns for "sliding knockdowns", like Magna Defender's neutral Special attack. Additionally, these sliding knockdowns are triggered when the wall bounce combo limit has been reached and the victim suffers an additional wall bounce attack.
    • e.g., Gia neutral Special > neutral Special will cause a flying sliding knockdown that can be picked up with an OTG Super or Swap Strike.
  • Incoming characters come into the arena in a more consistent manner when dropping in after a KO or from a Swap Strike.
Combo System
  • The ground chain-canceling system has been reworked for most characters.
    • Several characters now have traditional "magic series" cancel rules. E.g., Tommy can perform s.L > cr.L > st.M > cr.M > st.H > cr.H
    • Secondary, non-final, hits of target combos can be chained into higher-strength normals. Lord Drakkon can chain st.L > st.L2 > st.M > st.M2, for instance. But he can't chain st.M2 into an additional normal attack.
    • Larger characters and characters with ranged fighting styles have their own unique cancel rules.
    • Generally, these rules make characters who can cancel standing light into crouching light more effective at keeping enemies grounded and punishing defensive "up-backing".
  • Spike hit reactions now cause a combo-able ground bounce, dramatically expanding the overall combo system.
  • Ground bounces from the air ("spike bounces") are limited to one per combo. If a second air-to-ground ground bounce is used, the victim suffers a hard knockdown (spike) instead.
  • Launchers now have a limit of two per combo. The third launch in a combo puts the victim into an invincible launch state. This ends the combo, but grants enough advantage for a mix-up as the victim recovers.
  • Wall bounces are limited to one per combo, with the second wall bounce putting the victim in an invulnerable state after they bound from the wall. This is to minimize Goldar's back Special loop and other potential wall bounce infinites.
  • Certain attacks that used to cause a splat knockdown now cause a ground bounce. Grounded ground bounce has a limit of 1 per combo (separate from spike bounce, its aerial counterpart), but theoretically, you shouldn't be able to use more than one grounded ground bounce per combo anyway…
  • Staggers are limited to one per combo, with the second stagger causing a sliding knockdown effect. However, most stagger attacks no longer contribute to the juggle limiter gauge.
  • Most special attacks now no longer trigger the juggle limiter system, while all normal attacks do. Players can expect their special attacks to play out fully at the end of their max limit combos.
  • Spinning knockdown reactions (such as from connecting with Jason's forward Special against airborne), now behave much more naturally, and less "teleporty".
Combo System Pt. 2
  • Most crouching attacks no longer cause an air reset reaction.
    • Juggling with crouching light attacks is limited to three per combo, to prevent repetitive corner loops.
  • Most attacks have had their juggle limiter penalty reduced significantly. Ideally, the new launcher and wall bounce limitations mitigate most repetitive loops while giving players more room to create longer and more intricate combos.
  • Dragonzord's overhead tail slam (heavy attack) now causes a ground bounce.
  • Mega Goldar's triple sword attack (light attack) now tracks the enemy leader.
  • Mega Goldar's double foot stomp (medium attack) now causes ground bounce.
  • Dino Megazord's sword drag (light attack) now covers the full vertical space and causes a hard knockdown on hit.
Damage and Super Gauge
  • Super gauge gain has been decreased across the board. Defending and taking damage from an attack now grant less meter (50% of attacker meter gain, down from 75%).
  • In conjunction with the new ground bounce juggle systems, damage scaling has been adjusted significantly. Combos are longer, but deal less damage at high scaling values.
    • Damage scales more aggressively when light attacks are used in combos. While jump loops remain intact, damage scaling is harsher for combos using jumping light and jumping medium attacks. Essentially, "optimal" combos should feel and look cooler and less repetitive.
    • EX attacks and Supers deal much more damage, with EX attacks ranging from 170 to 250, and Supers ranging from 350-500. EX attacks and Supers now only do partial unscaled ("true") damage. They're still generally the best way to end combos, but you should no longer be able to one-shot full-health characters off of a throw or light attack combo starter. Hitting raw Supers and raw EX attacks deals much more damage than before.
    • EX attacks scale follow-up damage considerably, although raw EX into Super deals a significant chunk.
  • Megazord attacks now ignore the combo damage scaling system, rewarding players who can pull off intricate Megazord combos. Dragonzord's unblockable stomp and Drill attack do still scale to a degree, however.
Assists and Assist Takeover
  • Assist taunt-out animations have been extended by thirty frames. This makes assists much more vulnerable, but also extends the Assist Takeover window, allowing players to create stronger AT mix-ups in the heat of battle.
  • Assists take an additional 50% damage, making assist calling much more risky. E.g., blasting an assist with Dragon Armor Trini's Super or Magna Defender's Super can nearly obliterate over half ot the assist's health pool.
  • Assists now leave the arena immediately after the combo being received by them ends (combos against each character are tracked separately).
    • For instance, if Drakkon is called as an assist and eats a full Magna Defender Super, he'll take massive damage, but will become immediately invulnerable once he begins recovering from the attack.
    • Hitting an assist with a light attack without a follow-up attack will have the same effect -- the assist will take the hit and immediately become invulnerable and leave the arena.
  • Assists now consistently enter the screen from a fixed height, instead of relative to character positioning.
Tommy Oliver
  • Normal attack cancel rules changed to "magic series".
  • Charged forward Special and assist attack now cause ground bounce (descending hits).
  • Back Special now behaves more like a traditional projectile, with the ability to collide with other incoming projectiles.
Jason Lee Scott
  • Normal attack cancel rules changed to "magic series".
  • Frame data for standing heavy, standing heavy 2, crouching heavy, and crouching medium improved (significantly startup on these attacks).
  • EX attack transition improved.
  • Forward Special (Triple Slice) can now only be canceled into its second and third follow-up on a successful leader hit. Striking an assist with the leader blocking prevents Jason from performing the follow-ups.
Gia Moran
  • Normal attack cancel rules adjusted.
  • Neutral Special animation reworked, with Gia lunging forward for the second whip swing (overhead).
  • Frame data for crouching light, crouching medium, standing medium, standing medium 2, crouching heavy improved (significantly startup on these attacks).
  • EX attack starts up much faster and has a cleaner follow-up transition.
  • Back heavy (anti-air launcher) starts up much faster and lunges forward less distance.
Ranger Slayer
  • Normal attack cancel rules adjusted.
  • Most arrow projectiles now fall with some gravity applied to them, giving them slightly better screen presence and utility.
  • Back Special and forward Special arrows now spawn in a staggered array.
  • Improved forward Special > medium projectile positioning, making it much easier to use both the normal and nocked versions in juggle combos.
  • EX attack reworked. Ranger Slayer now performs a forward combat roll into a low-hitting attack.
  • Crouching medium travel speed reduced significantly.
  • Crouching medium can now be canceled into standing heavy (heavy input now activates the first standing heavy instead of standing heavy 2).
  • Forward Special hitbox improved and now hits some standing characters.
Kat Manx
  • Normal attack cancel rules changed to "magic series".
  • Standing heavy 2 is now considered a low attack.
  • Back Special > Special (stagger) no longer contributes excessive juggle limiter gauge.
Magna Defender
  • Crouching light is now a low attack, with crouching medium changed to a mid attack, giving Magna Defender a true 50/50 mix-ups in conjunction with his command normal overhead (back Heavy).
  • Improved neutral Special hitbox height dramatically.
  • Neutral Special hits much more consistently, dealing more damage at close range, with damage falling off at farther range.
  • Back medium (unblockable boot stagger) no longer contributes excessive juggle limiter gauge.
Lord Drakkon
  • Normal attack cancel rules changed to "magic series".
  • Back Special now launches when hit as an anti-air or juggle attack.
  • Airborne Special (Foot Dive) now hits once, with more hitstun, making it more predictable for both Lord Drakkon and the defender.
  • Assist attack invulnerability reduced, with an active hurtbox appearing one frame before the first active hitbox. Lord Drakkon's assist is unique with its large invincibility window, but is now vulnerable to meaty hitboxes.
Goldar
  • Normal attack cancel rules adjusted.
    • Goldar can cancel standing light to crouching light to standing medium, but cannot cancel standing medium into crouching medium.
  • Back Special (Air Throw) now has a limit of 2 per combo, but inflicts much less juggle limiter penalty, deals more damage, and contributes less to damage scaling, making it a super powerful combo starter or ender, while keeping it from being used in obnoxious loops.
  • Goldar's Super now tracks the enemy leader before descending from the air.
  • Goldar's Super hits combo much more reliably.
  • Forward Special (stagger) no longer contributes excessive juggle limiter gauge.
  • Fixed an issue with back Special causing weird positioning issues when hit close to the corner. Goldar's air throw should be much more consistent in terms of where he and his victim land.
  • Fixed an issue with back Special physics box colliding with assists.
Mastodon Sentry
  • Normal attack cancel rules changed to "magic series".
  • Added on-block pushback to neutral Special, airborne Special, and forward Special attacks.
Cenozoic Blue Ranger
  • Normal attack cancel rules changed to "magic series".
  • Back Special (Normal and Empowered): on hit, now causes a "reverse launch" hit reaction, launching the opponent toward Cenozoic Blue Ranger, opening up combo opportunities from a distance.
  • Back Special (Empowered): projectile positions have been swapped, with the first bolt firing from a distance and the second closeby, so that both bolts combo with the new "reverse launcher" hits.
  • Fixed an issue where Cenozoic Blue Ranger could consume his level 2 charge status but keep the electrified visual effect on.
Udonna
  • Normal attack cancel rules changed to "magic series".
  • Forward Special now behaves more like a traditional projectile, with the ability to collide with other incoming projectiles.
  • Fixed an issue where Udonna could have more than one neutral Special ice ball out at once.
  • Fixed a graphical animation issue when connecting with Super.
Dragon Armor Trini
  • Can no longer cancel crouching light into standing light.
  • Standing medium hitbox size increased significantly, guaranteeing a juggle off of standing light 3 target combo from any range.
  • Standing heavy 2 no longer contributes excessive juggle limiter gauge.
  • Back Special (Jetrush command throw): reduced recovery of successful hit, making it less devastating as a solo combo starter. Can still be canceled into Super.
  • Forward Special hurtbox size increased, giving the attack much less priority against enemy melee attacks.
  • Fixed an issue with back Special physics box colliding with assists.
Jen Scotts
  • Normal attack cancel rules changed to "magic series".
  • Forward and back dash acceleration time reduced (improved dash speeds).
  • Back Special (Hidden Missiles) and assist version now track as they fall from the sky. As leader, the missiles are destroyed if their owner (Jen Scotts) is successfully hit.
  • EX attack phase two hitboxes improved, almost always guaranteeing the gun blast hits.
  • Standing heavy hitboxes improved, making it easier to use in juggle combos.
  • Crouching heavy hitboxes improved, making it easier to use in juggle combos.
  • Consecutive air dash attacks now "auto-correct"; i.e., in a sequence like cross-up air dash j.M > j.H, the j.H will now force Jen to turn around to face her target.
  • Forward Special > Special (Flashback Kick) now causes a reverse launch, making it easier to follow up with an air combo.
  • Airborne Special (air dash) can now be performed with dash input (light + medium OR forward, forward).
Trey of Triforia
  • Normal attack cancel rules changed to "magic series".
  • EX attack hitbox improved, making it much easier to land in juggle combos.
  • Assist hurtbox size increased dramatically, beyond Trey's hitbox, giving it much less priority against incoming attacks.
  • Super attack hits and timing reworked.
    • Each set of lightning bolts have unique knockback effects.
    • Lightning sets appear much earlier and with less of a time gap between sets.
    • The second and third sets of lightning will no longer trigger if their owner (Trey) is successfully hit.
    • Lightning bolt sets now track.
    • Hits deal scalable damage.
    • Overall, Trey's Super is easier to combo in its entirety and does not cause as much of a "game-stopper" for the opponent.
  • Fixed an issue where Trey could not call assists during his neutral Special attack.
 

yap

Avenger
Oct 25, 2017
8,870
is anyone else having weird issues with changing button inputs?

edit: oh, nvm
 
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AxkilAvenger

Banned
Apr 8, 2018
1,641
The Zedd update is Live! Run You Fools! also story mode chapter 3 is out
Edit: oh you already knew. Frame rate seems smoother on Switch now
 

Garlador

Banned
Oct 30, 2017
14,131
While not a guarantee, the fact certain characters are front and center in Part 3 gives me major hope.

dui58y7fj9g31.jpg

Phantom Ranger, Shadow Ranger, Zhane, Wes, Lauren, and Koda would all be very solid editions to the roster, if they manage to get another season of characters out.

They'd all be great reps for their seasons, though it would be odd to have SPD and Time Force get two reps before seasons like Jungle Fury, Ninja Storm, Dino Thunder, and others get even one. Not that I don't consider both Wes and Cruger two of my favorite Rangers ever...

Granted, those are all heroes. The villain roster definitely got a boost with Zedd, but I'm curious what other villains would be seen as major additions to the roster. I'd personally root for Mesogog, Ecliptor, Psycho Rangers (probably Pink), and Dai Shi. Anyone from that pool would be a solid addition to the darker side of the roster.
 
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SeanShards

Member
Oct 25, 2017
2,303
Ecliptor would be my choice for another villain, with Dai Shi second. I think they'd be both cool to have in the game, and have a fun moveset.
 
OP
OP
Mandos

Mandos

Member
Nov 27, 2017
30,831
While not a guarantee, the fact certain characters are front and center in Part 3 gives me major hope.

dui58y7fj9g31.jpg

Phantom Ranger, Shadow Ranger, Zhane, Wes, Lauren, and Koda would all be very solid editions to the roster, if they manage to get another season of characters out.

They'd all be great reps for their seasons, though it would be odd to have SPD and Time Force get two reps before seasons like Jungle Fury, Ninja Storm, Dino Thunder, and others get even one. Not that I don't consider both Wes and Cruger two of my favorite Rangers ever...

Granted, those are all heroes. The villain roster definitely got a boost with Zedd, but I'm curious what other villains would be seen as major additions to the roster. I'd personally root for Mesogog, Ecliptor, Psycho Rangers (probably Pink), and Dai Shi. Anyone from that pool would be a solid addition to the darker side of the roster.
Hey Lothor would have a ton of character and would be a great pick for a fighter that's played a joke character. Also final form Trakena is a heck of a fighter
 

Deleted member 6056

Oct 25, 2017
7,240
Y'all need to see this I think. Its beginning to evolve into something new and crazy with these new dash options.




 
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FatPuppy

Member
Jun 18, 2018
518
I'm waiting on the Steam version, but haven't preordered yet since it doesn't have a Steam page and I'm reluctant to order from their website (especially without a release date).

However, since they seem to like just dropping the new characters and updates without announcing the date ahead of time, I'm worried I'll wake up one day and they'll just go "Steam version out today! Didn't preorder from our website? Screw you, no bonus Green Ranger costume for you!"

I guess I should just bite the bullet and preorder on their website, but their complete radio silence on the Steam version for the past few months is worrying.
 
Oct 26, 2017
5,121
I guess I should just bite the bullet and preorder on their website, but their complete radio silence on the Steam version for the past few months is worrying.

It's for that reason that I would wait until they actually announce that the Steam version is coming out before you put any money down toward it through their website.
 

Deleted member 6056

Oct 25, 2017
7,240
Man I love the Green Ranger's character but I gotta admit I am ass at keeping that boy safe when I play him. His air to air game seems to lose out for me too often and his strings have recovery and seem like I need to end everything in assist call to keep him safe. Dude's got magic series that goes right into his heavy autocombo which Is free easy damage but its like needle in a haystack finding my hit confirm. I really gotta lab this dude more. His new wave dash is fucking great though. Drakkon too. Both feel way better with there new dashing.

That said my Ranger Slayer, even if nerfed some by the patch (goodbye slide, launch, LM slide relaunch swag), is still rad. Slide into launcher still works though the range is less and my followup has had to change. I now use a lot of launch into j. light then Special instead of her medium arrow to just drop folks into a reset position with an orb right on top of their corpse. Failing that I go into her ground neutral S which while its her power up mechanic STILL HAS A HITBOX. Folks tend to forget its an attack you can combo with it so I use this instead of the old route to keep em juggling. Plus it reloads me! I keep playing with setups and stuff and largely use her reset heavy and assist heavy to augment my mobility.

Been toying around with characters to partner with my Ranger Slayer that jive well for me. Gia Moran is always a pain with arrows and you can full screen bop folks plus she has a great super to reversal or combo with. She's also extremely useful vs big bodies with them guns and rope swords. They cant get in at all and lately Goldar due to his high damage loops and Dragon Trini due to her overall tankiness are in abundance.

So far...Ranger Slayer and Gia Moran are leading my show. May add Lord Zed, Red Ranger or Dragon Armor Trini. I know my Red is great...whose isnt? Dude is an all around machine. Keep thinking I need to retread Time Force Pink though. Her combo potential seemed gnarly. I just need to figure out how to incorporate my other stuff around her.

TLDR: Fuck this game's roster is fun. Also online is loaded with folks these days. Fuck yeah crossplay and finding matches.

EDIT:
Yay! New BNB with better utility now that I can't just slide after standing arrows all day.
L,L,crM, Launcher *jump*.jL,Jm,M, S


If you fuckup and only hit M once in air and do Jm S it ends in a mixup for a nice reset opportunity. This is as easy and consistent as I can make it. Sucks I dont have the juicy long range confirm of arrow into slide anymore and relaunch stuff seems kinda detrimental for her since her damage is so low the scaling hurts. Now though I have an easier combo and it nets me nice utility.
 
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Chackan

Member
Oct 31, 2017
5,097
So, the game is 40% discounted on the Switch eShop.

Just bought it!

Is it crossplay with PS4?

Edit: Ah, the usual Switch/PC/PC crossplay!
 
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Chackan

Member
Oct 31, 2017
5,097
Been trying to find a casual fight for about 15m and no dice :|

Is it normally this hard to find matches?
 

FatPuppy

Member
Jun 18, 2018
518
September 24? That's not Summer, that's not Summer at all.

At least we know when it's coming though.

With it saying 15 characters, is that implicitly saying "if you also buy the season pass" or are they expecting 3 more free characters to be out by then?
 

Garlador

Banned
Oct 30, 2017
14,131
September 24? That's not Summer, that's not Summer at all.

At least we know when it's coming though.

With it saying 15 characters, is that implicitly saying "if you also buy the season pass" or are they expecting 3 more free characters to be out by then?
First day of Fall officially begins September 23... So they missed the window by ONE DAY. Lol.
 
Oct 26, 2017
5,121
With it saying 15 characters, is that implicitly saying "if you also buy the season pass" or are they expecting 3 more free characters to be out by then?

The PC version is likely coming with all the DLC packed in, much like how fighting games like King of Fighter XIII/XIV came with DLC packed in, without needing to buy it separately.


We'll find out soon enough, maybe in a couple of weeks.
 

FatPuppy

Member
Jun 18, 2018
518
The PC version is likely coming with all the DLC packed in, much like how fighting games like King of Fighter XIII/XIV came with DLC packed in, without needing to buy it separately.


We'll find out soon enough, maybe in a couple of weeks.

The official page still lets you preorder a $20 or $40 version, with the $40 version advertising the Season One Pass with Zedd, Time Force Pink, and Zeo Gold.
 
OP
OP
Mandos

Mandos

Member
Nov 27, 2017
30,831
I still need to buy the dlc, very curious to see what they have planned next as they've teased they've got big surprises in store. I'm pretty sure they will stick with this as a base for a while

I want Kamdor from operation overdrive, now there'd be a fun character
 

VariantX

Member
Oct 25, 2017
16,874
Columbia, SC
While not a guarantee, the fact certain characters are front and center in Part 3 gives me major hope.

dui58y7fj9g31.jpg

Phantom Ranger, Shadow Ranger, Zhane, Wes, Lauren, and Koda would all be very solid editions to the roster, if they manage to get another season of characters out.

They'd all be great reps for their seasons, though it would be odd to have SPD and Time Force get two reps before seasons like Jungle Fury, Ninja Storm, Dino Thunder, and others get even one. Not that I don't consider both Wes and Cruger two of my favorite Rangers ever...

Granted, those are all heroes. The villain roster definitely got a boost with Zedd, but I'm curious what other villains would be seen as major additions to the roster. I'd personally root for Mesogog, Ecliptor, Psycho Rangers (probably Pink), and Dai Shi. Anyone from that pool would be a solid addition to the darker side of the roster.

Shit I still fucking love silver horns from back in the day. It's not even a major character outside of being one of the few monsters that was able to stand up to a megazord.
 

Genesius

Member
Nov 2, 2018
15,433
Turns out this game is really good. I'm doing pretty decently despite being terrible at tag fighters. I appreciate the dev support it's getting too. Looking forward to seeing what they add.
 
OP
OP
Mandos

Mandos

Member
Nov 27, 2017
30,831
Yoooo, gimme that Doggie Cruger!


I'm still really unfamiliar with a lot of the Power Rangers series, so I don't know who Dai Shi is--I guess he's the main villain of Jungle Fury? Either way, he looks really cool! I still never settled on a third team member, so I'll be very eager to try out these three!
He's actually pretty unique he's a play on what if the potential ranger with one of the highest power levels was passed over and awakened and got possessed by the evil entity of the season. Dudes powerful enough he doesn't even need a morpher even after the evil entity gets extracted. Lion spirit powers. Also for story reasons he's mainly a bad guy but can also be a good guy
 

Deleted member 6056

Oct 25, 2017
7,240

OH SHIT DOGGIE IS IN OOKAMIKUN WHERE IS YOU AT SON!
Holy crap this thing went all in for season 2! Another Red, Jungle Fury's Garo looking Dai Shi, A NEW ZORD, a new stage, and the mother fucking White Ranger alt!

Damn this game is amazing in its support. Thank you Nway!
 
OP
OP
Mandos

Mandos

Member
Nov 27, 2017
30,831
Now the real question is how long will it take till they add Dino Thunder professor Oliver as his own character XD
 
OP
OP
Mandos

Mandos

Member
Nov 27, 2017
30,831
Slight crosspost
Also I just realized, I bet a RPM rep is next, whether free or in season pass 3, as it's the only series with a stage but no playable character, last time that happened was with Mystic Forest and we got Udonna shortly after.
Personally I'd love Ziggy(agile/clumsy teleporting battle axe wielder?! Heck yes!) RPM Green, but I'd say Dillon(RPM Black), Silver ot Gold have decent odds too. Plus it's a fan fave series
 

TheMoon

|OT|
Member
Oct 25, 2017
18,774
Video Games

September 24, 2019
1.5 Patch Notes

New Features

  • First character of Season Two Pass - Anubis Cruger
  • New Megazord S.P.D (free content)
  • New S.P.D. Arena (free content)

  • Today we begin the first episode: "Shadow". Episodes replaces the previous leaderboard system. In Episodes, you can earn episode-only banners to show off your skill. Every 4 weeks, we will feature a unique new episode with unique new banners. Play online in Ranked to climb the leaderboard and earn those S tier banners!

  • Combo counter announcements added! Players are now rewarded for performing MORPHINOMENAL combos! Additionally, iconic Power Rangers sound bites are triggered when combos of 30 hits are higher are scored.
  • New grounded KO animation added (crumple effect).
  • Vertical camera tracking dramatically improved, with much better tracking when following characters performing aerial combos.
  • Improved sound effects for several knockdown hit reactions.
Bug Fixes

  • Fixed an issue with Megazord attacks failing to produce Impact sound effects.
  • Crouch and crouchback inputs are no longer two different animations.
  • Jump inputs now correctly force the character to face the correct way when jumping. E.g., holding up-left while facing right with the opponent behind you will always give you a jump-forward jump to the left.
  • Fixed an issue for Nintendo Switch causing inability to remap buttons

  • Added additional controller model support for Xbox and PS4

  • Fixed an issue where Lord Zedd was not counting toward character level based Achievements/Trophies and banners.
Known Issues

  • Lord Zedd's forward Special ("Prepare the palace" putty attack) is unblockable when colliding with a jumping opponent. This issue will be addressed in the next combat update.
  • Issue with screen dim visual effects (EX, Swap Strikes) not playing properly. To be fixed in the next combat update.

  • Steam installation will default Quality (graphics) Settings to low. To adjust this, select Settings, then Quality Settings in the Main Menu.
System-wide Combat

  • Throw startup and throw teching have been reworked. All normal throws now start-up in 6 frames, down from 11.
    • There's now an 11-frame throw break window after a throw connects. If the throw receiver inputs the throw command during this window, the throw is broken.
  • Multi-phase EX attacks (i.e., everyone's but Lord Zedd's) no longer KO when blocked.
  • Swap Strike command changed to down + Special + Assist 1/2, greatly improving quality of life for players attempting to use their Special attacks in conjunction with calling assists.
    • Swap Strikes can still be performed defensively and as a reversal, with downback + Special + Assist, the way most players use it.
    • Input leniency on valid Swap Strike input reduced from 5F to 3F, further reducing accidental Swap Strikes when trying to call assists and perform Specials at the same time.
    • Input leniency on EX attacks and Supers reduced from 5F to 3F when used as a reversal or buffered command.
  • Successfully connecting with a multi-phase EX attack (i.e., everyone's EX attacks excluding Lord Zedd) now grants full invulnerability, making them more useful as counterplay to assists and Megazord attacks.
  • Certain attacks that cause a spinning knockdown are now limited to 2 per combo to mitigate the amount of corner loops some characters can perform (e.g., Gia's crouching medium > crouching heavy loop).
  • All jumps now have 3 "pre-jump" frames.
    • You can no longer become airborne on frame 1 while recovering (from wake up or blockstun, for instance).
    • You can block during pre-jump. However, overhead attacks and low attacks must be blocked correctly. Specifically, overhead attacks must be blocked with the correct left or right input, while low attacks must be blocked with the correct down-left or down-right input. This means if you attempt to "up-back" an overhead or jump attack during your pre-jump frames, you WILL get hit.
  • Dashing can now be canceled with crouching on frame 1, with most characters.
  • Jump-canceling from launchers and anti-airs reworked. After connecting with a launcher, inputting up-back performs an up-back superjump, up performs a neutral superjump, up-forward, a superdashjump.
  • Standing and crouching pushblock now have some amount of recovery (10 frames). Additionally, the last frame of pushblock animation clears all blockstun. Pushblock window increased, allowing for "late" input pushblocks after blocking an attack.
  • Juggling hurtboxes improved; e.g., it's much easier to perform juggle combos against victims falling from high launches.
  • Most knockdown states are no longer immediately invincible, so it's now possible to catch juggle hits off of spikes, spike bounces, and flying knockdown hits. For instance, you can perform a launch into a ground bounce, into a launch, then as you spike your opponent into the ground with another jumping heavy attack, have an assist (like Kat's) come in from below you to catch the enemy before they hit the floor.
Tommy Oliver (MMPR Green)

  • Nothing.
Jason Lee Scott (MMPR Red)

  • Neutral Special (parry), counter frames reduced. When Jason successful counters an attack, his attacker becomes crumple stunned, open to almost any kind of follow-up combo.
    • Jason now gains a few points of armor after the counter portion of the attack (during his sword thrust).
  • Improved standing heavy 1 and standing heavy 2 hitboxes.
Gia Moran (S21 Yellow)

  • Health reduced to 950, down from 1000.
  • Increased recovery of forward Special attack, mitigating certain corner loop combos.
  • Back throw now causes a combo-able spike bounce hit reaction.
Ranger Slayer

  • Super attack has been reworked. Super is now a flying kick that transitions into a cinematic sequence on hit.
  • Can now use EX as a reversal attack when landing from forward Special attacks.
  • Improved standing heavy 1, heavy 2, and heavy 3 hitboxes.
  • Improved spawn position of nocked forward Special > medium arrows.
  • All command normal arrows (back medium, forward medium), can now be canceled into EX attack on whiff.
Kat Manx

  • Standing normal attacks reworked.
    • Standing light 3 (double claw slash) removed. Its animation has been moved to standing heavy 1.
    • Standing light 2 now causes spinning knockdown.
    • Standing heavy 1 (hop kick) replaced with standing light 3 (double claw slash).
    • Standing heavy 2 (sweep) removed and replaced with standing heavy 1 (hop kick).
    • New command normal: forward heavy (hop kick).
      • Causes wall bounce when connecting against airborne and juggled enemies.
      • Can be canceled from standing heavy 1.
  • Neutral Special 1, neutral Special 2 (Kat scratch): juggle properties improved, nearly guaranteeing all 3 hits if the first hits.
  • Assist attack hitboxes improved, now hits 7 times total, like her normal Special combo.
Magna Defender

  • Super: reduced number of invincibility frames.
  • EX attack: increased recovery to mitigate loop-ability.
  • Back medium (unblockable spartan kick) is no longer unblockable, now deals 90 damage, and no longer causes high damage scaling. He also gains several points of armor during the kick.
  • Forward medium (overhead chop) is no longer cancelable into crouching heavy.
  • Crouching medium: increased recovery.
  • Standing heavy 1 hitstun increased, allowing it to combo into forward Special.
  • Fixed an issue with canceling standing heavy 1 into back Special.
Lord Drakkon

  • Super: shockwave now persists beyond Drakkon's state, and will continue to travel even if Lord Drakkon is interrupted (i.e., if he's hit out of the attack animation). Reduced number of Super invincibility frames.
  • Improved standing heavy hitbox.
  • Forward Special > medium (slide) now causes a limited version of spinning knockdown (max 2 per combo).
Goldar

  • Crouching heavy recovery increased.
  • Goldar can now cancel jumping attacks with his airborne Special (with a minimum height requirement).
Mastodon Sentry

  • Forward Special (Mine) reworked.
    • Mastodon Sentry can now throw his mine. Holding Special throws the mine across the battlefield, while tapping Special tosses it nearby in front of him.
    • Causes limited spinning knockdown (max 2 per combo).
  • Standing light hitstun reduced. Can no longer chain standing heavy from standing light.
  • Back medium (anti-air) blockstun reduced, recovery increased, making it much more punishable when blocked.
  • EX attack animation improved (aesthetic change only).
  • New Swap Strike animation. No longer lunges forward with a shoulder attack, and instead boots his foes off screen.
  • Super attack counter frames improved, making it more likely to counter meaty attacks.
  • Fixed an issue with throw animations connecting but not properly grabbing Mastodon Sentry's Super attack.
  • Fixed an issue with airborne Special causing a spinning knockdown instead of a normal juggle hit.
Cenozoic Blue Ranger

  • Fixed a cancel issue that prevented Blue Ranger from whiff canceling crouching light into crouching light.
Udonna

  • Forward Special: third hit now causes a "reverse launch".
  • Airborne Special: third hit now causes a spinning knockdown. Adjusted projectile timings to give Udonna slightly more frame advantage.
  • Standing heavy 1: increased hitbox size.
Dragon Armor Trini

  • Standing heavy 1 now applies 2 points of armor on frame 3 of the attack.
  • Super: reduced number of invincibility frames.
Jen Scotts

  • Fixed an issue that allowed Jen to cross up a cornered opponent with forward jumping medium.
  • Neutral Special (boomerang blade): last hit now causes a spinning knockdown hit reaction (limited to 2 per combo).
  • Back Special (not-so-hidden missiles) causes a slightly higher pop-up effect on juggle hit. Increased hitstun frames by 2.
  • Improved jumping heavy hitbox to match visual effect.
  • Fixed an issue that could potentially cause a softlock while using her EX time warp special.
Trey of Triforia

  • Super damage increased slightly, with final hits dealing unscaled damage.
  • Forward special hit reactions reworked.
    • Hitbox height of forward special > special (Gold Rush) greatly improved.
    • Forward special > special causes a spinning knockdown (limited to 2 per combo), opening up better mid-screen combo paths.
    • Airborne special (dive maneuver) now starts with a slight double-jump. Sliding effect when landing reduced slightly.
Lord Zedd

  • Health reduced to 1000, down from 1050.
  • Forward dash recovery reduced by 2 frames.
  • EX attack: reduced invincibility, blockstun, and pushback on block.
  • Back Special: hitbox width increased slightly.
  • Forward Special: putty's initial hit now correctly applies an airborne and grounded hit reaction.
  • Airborne Special: hitbox, jump gravity, and startup improved. Zedd doesn't bounce as high before crashing down.
  • Standing light 2 now causes ground bounce.
  • Standing medium 2 recovery reduced by 1 frame when following up with standing heavy.
  • Crouching medium: increased hitbox height.
  • Crouching heavy: fixed an issue that allowed Zedd to cancel into special attacks when crouch heavy is blocked. Increased recovery.
  • Standing heavy: slightly decreased hitbox width. Increased hitbox height of second hit so it's more consistent in juggles.
  • Jumping medium: slight range decrease. Second hit now properly causes a spinning knockdown hit reaction.
  • Jumping heavy: decreased hitbox width and range, and first early hit no longer counts as a an overhead (can be blocked low), while the second hit does must be blocked high. Recovery of normal attacks after landing from jumping heavy increased significantly.
  • Assist invincibility duration decreased from 11 to 7 frames.
  • Standing heavy 2: fixed an issue that allowed kara canceling.
 
OP
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Mandos

Mandos

Member
Nov 27, 2017
30,831
Also for fun here's the PR BftG Ranger color breakdown(per character, includes Tommy's costume) for when season 2 is complete: Red-2, Yellow-2, Blue-1, Pink-2, Black-4, Green-1.5, White-3.5, Gold-1, (Non-ranger) Villain-2.
We still lack an Silver, Orange, purple and Gray(yes there is a gray ranger) as far as non-sub colors go... Not sure if Dark Ranger is classified as unique or a Blue

Also for anyone wondering how Black has the most: Magna Defender, Shadow Ranger(despite being predominantly blue), and Dai Chi(Jarrod) are all officially considered Black Rangers. So for our primary rangers we really need another Green and Blue to round things out. I vote Ziggy! Also out of the other colors Purple and Silver will definitely happen. Booms odds are sadly low