Power Rangers: Battle for the Grid (Switch): Software updates (latest: Ver. 1.4.0)

On this page, you will find all there is to know about the Software updates for Power Rangers: Battle for the Grid on Nintendo Switch (originally released on March 26th 2019 in Europe and North America)!

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Power Rangers: Battle for the Grid – Ver. 1.4.0

  • Release date: August 13th 2019 (Europe, North America)
  • Patch notes:
  • Story Act III: The Finale
    • Lord Drakkon and his army continue to travel through dimensions, conquering the Rangers and threatening all existence. With the fate of reality at stake, Zordon and Commander Cruger ask Rita Repulsa to join forces in order to stop Lord Drakkon and his powerful army. Tune into Act III and find out if Rita has been convinced to join the Rangers to defeat her old apprentice.

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 Trhttps://battleforthegrid.com/blogs/news/patch-1-4-notesiforia

  • 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.

  • Additional notes: none
  • Source: nWay PR / nWay

Power Rangers: Battle for the Grid – Ver. 1.3.0

  • Release date: July 10th 2019 (Europe, North America)
  • Patch notes:

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.

  • Additional notes: none
  • Source: nWay

Power Rangers: Battle for the Grid – Ver. 1.2.0

  • Release date: May 2nd 2019 (Europe, North America)
  • Patch notes:

General Bug Fixes

  • Fixed an issue in rare edge cases where gravity isn’t turned back on properly from air blocking.
  • Fixed issue where certain characters were able to cancel out of their air block animation.

System-wide Combat Changes

  • Across the board juggle adjustments: several problematic attacks that allowed repeatable juggle sequences have had their juggle limiter penalty value increased in order to mitigate the amount of juggle loops that can be performed in certain combos.
  • Super Meter Gauge: meter gain has been decreased across the board by about 25%. Super attacks and EX Attacks also grant much less gauge to the victim.
  • Megazord attacks now grant reasonable super gauge to the defender on hit and block. E.g., Dragonzord’s Drill (Light Attack) no longer completely fills up the victim’s super meter. Additionally, they ignore the juggle limiter override system.
  • Megazord attacks can no longer be summoned during certain juggle and stagger states. If a player with their Megazord mode activated is being hit or in a combo, they’re now unable to mash out a Megazord attack until they’re in a recovering or actionable state.
  • Meter-based attacks like Supers, Swap Strikes, and EX Attacks now ignore the juggle limiter system, playing through and guaranteeing their hits when executed at the end of lengthy combos.
  • The initial hits of most multi-hit attacks no longer trigger the juggle limiter override system.
  • EX Attacks: increased invincible frames across the board to reduce the likelihood of assist attacks blowing through phase one of the attack (although phase two is always vulnerable).
  • Most EX Attacks across the board have had their block advantage decreased significantly, making them much easier to punish.
  • EX Attacks now only trigger their follow-up phases when successfully connecting with the enemy leader, and never against an enemy assist.
  • Swap Strikes and EX Attacks: all target combo enders can be canceled into ANY meter-based attack. E.g., Red Ranger can perform L > L > L > L, and on hit or block, he can then cancel into Swap Strike, EX Attack, or Super.
  • Swap Strikes can now OTG against certain knockdown states, such as Sentry’s forward throw (e.g., forward throw into Swap Strike is a valid combo now).
  • Most characters can now air special cancel their jumping L, M, and H attacks.
  • ALL AntiAir attacks such as Red Ranger’s crouching heavy and Mastodon Sentry’s back medium have been added as “reversal” attacks so that they can be used from wakeup and recovery states, allowing defenders to counter oppressive meaty jump attack strategies along with instant overhead mixups.
  • Assist attacks: removed most landing invincibility frames across the board. This is balanced around the functionality of the assist. For instance, utility lockdown assists like Mastodon Sentry’s are easier to interrupt, while defensive assists like Lord Drakkon’s, remain invulnerable for a significant time.
  • Assists now automatically leave after 5 seconds when their leader is no longer in play, preventing “infinite” assist loops.
  • All wakeup states now have 1 frame of throw invulnerability to give defenders a chance to jump out of meaty throws. States landing from jumps and air resets have 5 frames of throw invulnerability as well.
  • Most characters’ low-hitting normal attacks have had their number of active frames increased, making them more likely to hit opponents holding up (jump/jump back/jump forward) on their wake-up and landing states.
  • “Low” projectiles like Drakkon’s neutral Special, Red Ranger’s special backroll into medium input follow-up, and Mastodon Sentry’s crouching heavy, can now be blocked standing.
  • Incoming characters, entering from both Swap Strike and K.O., have more gravity and fall in more naturally. Additionally, incoming characters have to wait a number of frames before they can perform their aerial specials. Incoming jumping attacks no longer halt forward movement during this falling state.
  • The combo counter now properly stops counting hits in certain edge cases (a.k.a “uncombo combos”).
  • Certain attacks that fling the victim across the screen no longer shove the attacker away when the victim’s back is to the corner.
  • PVP match timer has been reduced to 200 seconds for competitive play, down from 300 seconds. Arcade and Story mode timers are set to 300 seconds.
  • Hitstun and juggle limit penalties now only apply when hitting the leader and no longer “double up” when hitting both leader and assist, preventing early air reset situations due to the juggle limit feature kicking in prematurely.
  • Attacks can now always hit both the enemy leader and enemy assists for the entire duration of its active window, and not only if they connect on the same frame. E.g., a single hit (non-projectile) attack that persists for a long time and travels across the screen can hit the leader and each assist once.

Characters

Goldar

  • Super: beefy hits of the super now scale according to the combo damage scaling system, slightly decreasing its overall damage. Decreased overall advantage to make it easier to punish.
  • Crouching light: increased active frames.
  • Standing heavy 2: increased combo damage scaling increment, reducing corner damage loops. Increased hitstun/juggle limit penalty.
  • Gust (Back + Heavy): removed the hit reaction portion of the attack. Now only reflects projectiles and moves the opponent away without interrupting their actions.
  • Fixed an issue where putting Goldar in a certain air hit reaction caused a soft lock state.

Green Ranger

  • Crouching light: increased active frames. The window at which Green Ranger can cancel into an attack (e.g., crouching light into crouching light) has been pushed back a number of frames. Crouching light can be blocked standing.
  • Standing heavy attack: reduced pop-up effect against airborne enemies, mitigating the length of certain corner loop combos.
  • Jumping medium and its follow-up: can now be canceled with Airborne Special.
  • Airborne Special Cancels: all jump attacks can now be special-canceled.
  • Super: Increased pre-super-camera phase and removed all invulnerability frames; 12 frames of start-up before super camera, making it riskier to throw out in the neutral game.

Kat

  • Crouching medium: increased active frames.
  • Crouching heavy: increased hitstun/juggle limit penalty.
  • Fixed an issue where putting Kat in a certain air hit reaction caused a soft lock state.
  • Airborne Special Cancels: all jump attacks can now be special-canceled.
  • Super: Increased recovery and reduced blockstun of projectiles to make the attack easier to punish on block. Super is now less likely to be punishable on hit in certain corner scenarios.

Lord Drakkon

  • Crouching hurtbox height has been decreased (shrunk down); normalized with other characters of his size.
  • Crouching medium: increased active frames.
  • Crouching heavy: increased hitstun/juggle limit penalty.
  • Airborne Special Cancels: all jump attacks can now be special-canceled.
  • EX Attack: Overhauled overall animation phases to prevent corner loop juggles.
  • Super: Increased recovery to make it easier to punish on block. Super is now less likely to be punished on hit in certain corner scenarios.

Magna Defender

  • Back special (Counter): Magna Defender is now vulnerable to all attacks for the first 6 frames. Counterattack hurtbox becomes active on frame 7, and lasts for 22 frames. Also fixed an issue where Magna Defender could dash cancel out of Counter follow-up.
  • Health increased to 1100, up from 1050.
  • Crouching medium: increased active frames. No longer juggles airborne enemies.
  • Crouching heavy: increased hitstun and juggle limit penalty.
  • Airborne Special Cancels: all jump attacks can now be special-canceled.
  • Fixed an issue where Magna Defender could cancel out of the recovery of his Airborne Special.
  • Neutral Special (Buckshot): reduced chip damage and meter gain on block for both Magna Defender and victim.
  • Forward Special (Charging Slash)): reduced startup from 29 to 28 frames.
  • Standing medium: can cancel two frames earlier, making certain juggle combos involving Charging Slash easier.
  • Super: Increased recovery and reduced blockstun of projectiles to make the attack easier to punish on block.

Mastodon Sentry

  • Crouching medium: increased active frames.
  • Tripleshot 1, 2, (Special, Special Follow-up): Each now deal 50 damage, up from 40.
  • Airborne Special: Now deals 50 damage, up from 40.
  • Mine (Forward + Special): Now nullified and destroyed if its owner (Mastodon Sentry), is successfully hit while it’s in play. Its duration has been increased and now deals 70 damage, up from 60.
  • EX Attack: increased damage. Can now OTG and combo off of certain knockdown states, giving him a method of converting Super gauge into damage. Last hit now causes wall bounce instead of sliding knockdown. Phase 1 hitboxes are larger, making it more reliable when connecting against airborne opponents.
  • Jumping heavy/Airborne Special: Added new aerial rifle sequences, allowing jumping heavy to cancel into air special back into jumping heavy.

Ranger Slayer

  • Airborne Special: Now nullified and destroyed if its owner (Ranger Slayer), is successfully hit while it’s in play.
  • Airborne Special Cancels: all jump attacks can now be special-canceled.
  • Arrow Nock (Neutral Special): Arrow Nock buff stays on when Ranger Slayer blocks attacks.
  • Super: Increased recovery and reduced blockstun of projectiles to make the attack easier to punish on block. Projectile is much larger now, making it easier to connect with in juggle combos. Super now only detonates and transitions into second phase if the projectile connects with the enemy leader, and never against assists.
  • Fixed an issue with Ranger Slayer’s gravity not being reactivated after performing certain airborne specials extremely close to the ground.

Red Ranger

  • Crouching light: increased active frames.
  • Backroll Shots (Back+Special and its follow-ups): Reduced damage, speed, and durability of shots, but can now shoot two shots consecutively with repeat inputs (e.g., backroll => M, M or backroll => S, S).
  • Standing Heavy 1, Heavy 2: Changed air hit reactions. First heavy causes juggle, second heavy spikes down.
  • Airborne Special: increased knockback to make juggle combos easier to perform. Can now be used to cross-up opponents in the corner.
  • Airborne Special Cancels: all jump attacks can now be special-canceled.
  • Super: Increased recovery to make it even more punishable.

Yellow Ranger

  • Health increased to 1000, up from 950.
  • Crouching light: increased active frames.
  • Super: now hits more reliably against enemies close to her head, preventing unintentional cross-up situations where the victim is knocked behind her.
  • Airborne Special Cancels: all jump attacks can now be special-canceled.
  • Super: Increased recovery to make it more punishable on whiff and block.
  • List of changes:

– adds several new playable characters (Udonna, Dragon Armor Trini, and Cenozoic Blue Ranger)

– adds Story Mode

– adds new Battle Arenas

– adds new voice overs by the original Power Rangers actors

– and more…

  • Additional notes: more detaild and a trailer for this update on this page!
  • Source: nWay

Power Rangers: Battle for the Grid – Ver. 1.1.2

  • Release date: April 10th 2019 (Europe, North America)
  • Patch notes:
  • Fixed an issue causing high and low block to not function properly in online matches
  • Fixed an issue with Kat and Goldar causing them to soft-lock when hit by certain combos
  • Fixed an issue with Goldar incorrectly transitioning from high to low block
  • Fixed an issue with Goldar having an incorrect cancel window into Air S, causing soft-lock
  • Adjusted juggle limiter values on Green Ranger, Goldar, Mastodon Sentry, and Kat to prevent undesired loops
  • Additional notes: none
  • Source: nWay

How to download updates for Power Rangers: Battle for the Grid for the Nintendo Switch?

To download the updates for Power Rangers: Battle for the Grid, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.


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Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat. Also known as Maintenance Guy by some. Twitter: @lite_agent

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