Power Rangers: Battle for the Grid (Switch): Software updates (latest: Ver. 2.4.0)

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)!

Click here for more Software updates!

Power Rangers: Battle for the Grid – Ver. 2.4.0

  • Release date: September 15th 2020 (Europe, North America)
  • Patch notes:

Bug Fixes

  • Back throw command fixed so holding Medium + Heavy and performing motion commands no longer causes unintentional back throw inputs.

  • Fixed “frozen” projectile VFX bugs caused when Swap Strike “super pause” is interrupted with a projectile.

Characters
Tommy Oliver
  • Back medium (Axe Kick) blockstun reduced significantly, making it easier to punish. Hitstun unchanged, so he can still link his light attack off of a successful Axe Kick. Additionally, when used as anti-air, forces a ground bounce effect when both hits connect.

  • Dragon Dive is no longer cancelable with Swap Strike.

  • Super: Tommy is now vulnerable a short period after summoning the Dragonzord. Missiles despawn if their owner (Tommy) is successfully hit. Missile damage reduced.

Gia Moran
  • Forward heavy (Overhead Slice): decreased blockstun and increased recovery.

Ranger Slayer
  • Crouching medium hurtbox length increased significantly.

Kat Manx
  • Fixed an issue where standing heavy was “kara-cancelable” with dash input.

Mastodon Sentry

  • New EX attack added (Triple Shot Ex). Can be performed after performing any Triple Shot or after Sky Torch. Causes wall bounce.

  • Standing heavy is no longer cancelabe on block.

  • Crouching heavy projectile speed increased even further.

  • Neutral Special (Triple Shot) and neutral Special > Special (Triple Shot 2) projectile speed increased significantly.

  • Forward Special (Land Mine) can now be executed while one already exists. Subsequent Land Mines will despawn existing mines on frame 1 of the attack.

  • Reduced dash jump distance.

Lord Zedd
  • Fixed an edge case issue where Lord Zedd’s successful Super sequence could not KO a low health victim.

Eric Myers
  • Fixed an issue with Eric’s ground bounce animation that made it inconsistent while he’s being juggled.

  • Fixed an issue that allowed Eric to spawn multiple Formation: Sword projectiles.

  • Fixed an issue where Eric could air block while falling from Air Blade.

Dai Shi
  • Fixed an issue with Dai Shi’s ground bounce animation that made it inconsistent while he’s being juggled.

  • Neutral Special > H (Surge): Increased durability of projectile and decreased startup speed before release. Surge can now be executed while one already exists, despawning the existing fireball on frame 1 of the subsequent Surge attack.

  • Raging Slash rework

    • Speed and distance traveled increased by 25%.

    • Dai Shi’s auto-correcting behavior is now much more consistent.

    • Now hits twice, with the first causing a stagger and the second causing a wall bounce.

    • Added a special cancel rule on successful hit: i.e., Raging Slash is now cancelable with neutral Special (Wolf Rush), opening up more combo paths.

    • Is now projectile invincible.

Robert James
  • Fixed an issue that allowed RJ to cancel Wolf Wheel Spike into Knee Crush.

  • Fixed an issue that allowed RJ to cancel crouching heavy with Megazord Ultra.

  • Standing medium > standing medium auto combo hitbox width decreased.

  • Crouching medium hurtbox length increased significantly.

  • Crouching heavy damage reduced significantly.

  • Super damage reduced.

  • Neutral Special > back Special (Wolf Wheel Alpha) damage reduced.

  • Neutral Special > forward Special (Wolf Wheel Spike) damage reduced.

  • Back throw damage reduced.

  • Additional notes: none
  • Source: nWay

Power Rangers: Battle for the Grid – Ver. 2.3.0

  • Release date: July 14th 2020 (Europe, North America)
  • Patch notes:
Bug Fixes
  • [Online] Blocking high attacks no longer forces a standing block state.

  • Fixed an issue causing inconsistent combo rules when combo-ing a leader swapping out. I.e., “Happy Birthday” combos should work consistently across the board, regardless of enemy assist takeover events.

Megazord Rework
Megazord Gauge
  • A new Megazord (MZ) gauge has been added, deprecating the old Megazord Ultra activatable condition.

  • MZ meter is accrued through receiving damage. Amount gained is based on a percentage of your team’s total health pool.

  • Successful Swap Strikes reduce one bar of enemy MZ meter, with two exceptions: if the Swap Strike KO’s an enemy character or if the enemy has only one character remaining, enemy MZ meter is unaffected. Essentially, you have to successfully swap out their leader in order to reduce their MZ gauge.

    • This adds counterplay to excess MZ meter gain (e.g., from damaging enemy assists), in addition to an extra layer of resource management.

    • A common scenario is choosing to let up on a guaranteed kill combo with a Swap Strike. While you give the opponent a chance to recover, you reduce their comeback potential through depleting their MZ gauge.

Megazord Ultra
  • MZ Ultra activation condition changed to simply having at least two bars of MZ meter.

  • MZ Ultra depletes your entire MZ meter, with its duration scaling accordingly. I.e., activating with a full meter grants twice the duration of that of activating with two bars.

  • With the new MZ meter system, it’s possible to activate MZ Ultra more than once per match.

Megazord Counter (New)
  • Megazords can now be summoned as a counter attack, as a secondary option with the new MZ meter.

  • To perform, hit Forward + Assist 1 + Assist 2 during block stun (similar to Pushblock timing), with at least one bar of MZ meter

  • MZ Counter attacks cause a non-comboable wall bounce that deals damage, but cannot KO. MZ Counter attacks are unavailable while your own MZ Ultra is active. However, they are available during the opponent’s MZ Ultra.

Megazord Rebalancing
  • MZ attacks during MZ Ultra have been improved, raising the power levels across the board. Dino Megazord, Dragonzord, and SPD Megazord should feel as effective as Mega Goldar in terms of utility and comboability.

  • Dino Megazord

    • Clearout – functionality reworked to pull enemies in, instead of drag enemies away.

    • Ultra Power Sword – adjusted juggle hit reactions to improve utility and comboability.

  • Mega Goldar

    • Goldia Fist – Slight increase in recovery time.

  • Dragonzord

    • Tail Drill – Decreased startup and recovery time, improved comboability.

    • Imbalancer – Decreased startup time, increased follow-up damage proration.

    • Tail Slam – Decreased startup and recovery time.

  • SPD Megazord

    • Delta Arrest – against grounded enemies, inflicts stagger hit reaction on a successful hit. Against airborne enemies, inflicts a spinning knockdown. Improves comboability and utility.

    • Delta Sword Taser – decreased overall damage and increased recovery time.

Universal Adjustments
  • When blocked, EX Attacks are no longer cancelable with MZ Ultra.

  • MZ Ultra activation now has some amount of startup and vulnerability. I.e., activating MZ Ultra is no longer a get-out-of-jail free card and its advantage on cancel is slightly reduced.

  • Character health adjustments. These are aimed to improve match pacing in conjunction with the Megazord meter rework.

    • Tommy Oliver 1050 > 1000

    • Jason Lee Scott 1050 > 1000

    • Gia Moran 1050 > 1000

    • Ranger Slayer 1000

    • Kat Manx 1050 > 1000

    • Magna Defender 1250 > 1100

    • Lord Drakkon 1050 > 1000

    • Goldar 1150 > 1100

    • Mastodon Sentry 1100 > 1000

    • Cenozoic Blue Ranger 1050

    • Udonna 1050

    • Dragon Armor Trini 1250 > 1100

    • Trey of Triforia 1000

    • Jen Scotts 1000

    • Lord Zedd 1100

    • Shadow Ranger 1100 > 1000

    • Quantum Ranger 1050 > 950

    • Dai Shi 1050 > 1100

Characters
Lord Drakkon
  • Drakkon Dash – now projectile invincible for the first 39 frames.

  • Drakkon Dash ~ Wrath – now projectile invincible for the first 6 frames.

  • Drakkon Dash ~ Teleport – can now be performed much earlier. Additionally, Drakkon can opt to teleport behind or in front of the enemy leader. Input forward OR back + Special to perform a crossup teleport, input Special for a non-crossup teleport.

  • EX attack stuns victims in place, making the follow-up sequence much more consistent in most cases.

  • Kara throw range and momentum slightly reduced.

Kat Manx
  • Reduced inflation of juggle limiter penalties across most normal attacks.

  • Increased crouching medium recovery by 6 frames.

Mastodon Sentry
  • Reduced juggle limiter inflation penalties across most normal attacks.

  • Increased forward dash and back dash startup by 2 frames.

  • Crouching heavy projectile speed and damage increased.

  • Crouching heavy startup decreased, making crouching medium into crouching heavy much more reliable at long range.

  • Land Mine recovery reduced by 3 frames.

  • Standing light 3 can now be canceled into Special attacks, normalizing its cancel rules with standing medium 2 and standing heavy 3.

Cenozoic Blue Ranger
  • Reduced juggle limit inflation penalties across most normal attacks.

  • Cenobolt damage reduced, but can now be used as an instant OTG attack.

  • Normal attacks now properly advance Cenozoic Blue Ranger forward, making combos more consistent.

  • Forward throw: increased follow-up damage proration to balance new combo routes with OTG Cenobolt.

  • Kara throw range and momentum slightly reduced.

Dragon Armor Trini
  • Mega Beam (leader) advantage on hit reduced significantly. Hitbox height reduced, slightly. Juggle properties are now more consistent.

  • Mega Beam assist startup increased significantly, making it less obnoxious in the neutral game.

  • Mega Beam assist: fixed an issue with DAT “auto-correcting” her facing direction during an assist takeover

  • Dragon Pound minimum height restriction removed.

  • Dragon Pound: initial 20 frames are now projectile invincible.

  • Dragon Pound now inherits DAT’s jumping momentum, allowing for forward and retreating mobility, depending on the jump it’s canceled from.

  • Dragon Pound now inflicts a reverse launch state, improving its utility and comboability.

  • Fixed physics box issues with crouching heavy and Mega Beam, making it less likely for DAT to unintentionally cross under juggled foes.

  • Fixed an issue with DAT’s Mega Beam projectile lingering when canceling with MZ Ultra and Super.

Goldar
  • Fixed an edge case issue with Giant Leap causing an erroneous throw receive reaction.

Lord Zedd
  • Fixed an issue with standing medium 2 receiver reaction failing to trigger in certain edge cases.

Anubis Cruger
  • Crouching light now properly moves Anubis’s position forward, allowing for much more effective “kara throws”.

  • EX attack stuns victims in place, making the follow-up sequence much more consistent in most cases.

Eric Myers
  • Fixed an issue that caused Eric’s Quantum Power back throw hitbox to land on the enemy leader, regardless of distance.

  • Forward throw now applies proper follow-up damage proration.

  • Airblade startup frame increased to 10, up from 5. Anti-air invincibility startup increased to frame 7, up from frame 1.

  • Crouching light: reduced hit stun.

Dai Shi
  • Ultimate Dai Shi: can now be canceled by holding or pressing S during its animation.

  • Additional notes: none
  • Source: nWay

Power Rangers: Battle for the Grid – Ver. 2.1.0

  • Release date: March 24th 2020 (Europe, North America)
  • Patch notes:

Gameplay Bug Fixes

  • Fixed an issue where throw attempts forced “autocorrect” on every frame. Throw facing direction is now fixed, preventing cases where an opponent crossing up a character’s throw animation would allow the character to instantaneously turn around to grab the opponent.

  • Fixed an issue with characters transitioning into their tech throw (throw break) state when blocking an attack after whiffing their throw attempt.

Kat Manx

  • Catwheel hitstun reduced by 3 frames, mitigating the comboability of follow-up attacks. You can still link standing light after a Catwheel, if Catwheel is one of the first moves in your sequence.

Mastodon Sentry

  • Fixed an issue with Mastodon Sentry’s stagger duration being lower than others.

Goldar

  • Fixed an issue where Goldar would transition into his back Special (Giant Leap) follow-up state while his enemy is unaffected.

Jen Scotts

  • Fixed an issue that allowed Jen to dash cancel (3F kara window) out of her crouching medium attack.

Dai Shi

  • Fixed an issue with many of Dai Shi’s normal attacks inflating the juggle limiter value.

  • Fixed an issue with Dai Shi’s wall cling sequences that allowed the enemy to fly past the screen edge.

Eric Myers

  • Neutral Special (Blaster): canceling into back Special (Formation: Sword) and forward Special (Quantum Leap) is now much more lenient. I.e., inputting Special > Special > back + Special should always result in Blaster, Blaster, Formation: Sword.

    • Additionally, Eric can now cancel his Blaster charge into Formation: Sword or Quantum Leap (before reaching max charge)

  • Fixed an edge case issue with Maximum (charged Blaster) causing an unexpected hit reaction. It now forces a wall bounce on even glancing strikes.

  • Fixed an issue with EX Attack being considered grounded while Eric is airborne..

Jason

  • Fixed an issue that allowed Jason to cancel his standing light into standing heavy, when whiffed.

Lord Zedd

  • Fixed an issue that allowed the opponent to perform an assist takeover on the frame that Zedd’s super connects, fixing an edge case (a hilarious one) where the opponent is active during Zedd’s super cinematic.

  • Additional notes: none
  • Source: nWay

Power Rangers: Battle for the Grid – Ver. 2.0.0

  • Release date: February 5th 2020 (Europe, North America)
  • Patch notes:

New Features

  • UI revamp, including a new title screen, redesigned character select interface, and snazzier battle loading screen.

  • Lobbies!

  • Comprehensive character-specific command lists have been added (via the pause menu in Training Mode or local PvP modes).

  • Planet Earth: Tower arena has been added as a select-able stage.

  • The combo count announcer can now be toggled through Audio Settings.

New Combat Mechanic: Controllable Recovery

  • “Soft knockdown” recovery system has been reworked, giving the juggled/downed player more agency and interactivity in how they recover, (based on their directional input). This change should make these knockdown situations more intuitive for both the attacker and the defender. (In previous versions, characters knocked down automatically performed a backflip or pop-up recovery, arbitrarily.)

The defensive options available include:

  • Quick recover: while landing from a soft knockdown, the player can choose to immediately recover in place or perform a retreating backflip upon landing, determined by the directional input they are holding. Down (↓) to pop up in place, back (away from the enemy) to perform a retreating backflip.

  • Normal get-up (also known as a “delayed wake-up”): this is automatically performed by the character if the directional control is left in neutral (i.e., no directional input at all). The character will fall and lie on the ground, invulnerable to all attacks for a brief period, before defaulting to their in-place pop-up recovery.

    • It is possible to manually perform one of the two recovery options (in-place pop-up and retreating backflip) at any point during this brief downed period, affording the recovering player a chance to throw off the aggressor’s attack patterns.

  • (Note) “Hard knockdown” attacks in Battle for the Grid refer to moves like Tommy’s forward medium, Gia’s Super, and all other attacks that inflict wall bounce or sliding knockdown. “Soft knockdowns” refer to all other knockdown and juggle states.

Universal Combat Adjustments

  • Meter gain has been reduced across the board by roughly 30%, mitigating “touch of death” potential at the beginning of a match.

    • Meter gain for successfully guarding Swap Strikes and EX Attacks increased dramatically. For example, successfully blocking a wake-up Swap Strike or EX Attack, the blocker is rewarded with up to half of a Super stock for successfully baiting out the opponent’s invincible reversal.

    • Meter gain for the victim being successfully hit by an EX Attack or Swap Strike increased slightly.

    • These changes are aimed to emphasize decision-based meter management.

  • +100 health added to every character to make it a bit more difficult to KO off of a single combo, although still possible, with skill and proper resources.

  • Swap Strike invulnerability window decreased.

    • Invincibility period now ends 1 frame before the attack’s first active frame, making them “beatable” with well-timed attacks.

Throw System Tweaks

  • All forward throws and back throws now have 8 frames of startup, up from 6, with 3 active frames, down from 5, making it ever-so-slightly easier to react with a throw break.

  • Throw breaks separate the two combatants slightly farther apart.

  • Back dash now has throw invincible properties for the first 13 frames. Additionally, back dash can be used as a reversal option from recovery wake-up states (see Controllable Recovery).

Improvements and Fixes

  • Visual and audio effects improved.

    • Visual effects have been added to several character intros.

    • EX Attacks are now accompanied by uniquely colored effects, making them visually distinct from Swap Strikes.

    • Guard impact effects improved, with distinct sizes relative to the strength of the attack being blocked.

    • Camera effects for EX Attacks, Swap Strikes, and Megazord Ultras added.

  • Assist and Assist Takeover

    • Fixed an issue with assists facing the incorrect direction during the enemy’s KO state.

    • Assists no longer “auto-correct” their facing direction upon landing, making the overall behavior more intuitive in most situations.

    • Assists are easier to use in certain corner combos and setups.

    • Assist takeover functionality and timing normalized across most characters.

      • Characters with ground-based assist attacks (such as Gia Moran, Cenozoic Blue Ranger, Kat Ranger, etc.), can now cancel their assists on any frame of their attack upon assist takeover.

      • Characters with assists that go airborne (Tommy, Drakkon, Ranger Slayer, Shadow Ranger) can now cancel their assist attacks with jump attacks, with proper assist takeover timing.

  • Guarding no longer prioritizes successful block over failed hit. This means if you’re blocking an assist and on the same frame you fail to block a jump attack, you’re now guaranteed to receive the hitstun and hit reaction of the jump attack.

    • This also means it is impossible to block an overhead plus a low attack on the same frame, allowing skilled players to set up unblockable sequences.

  • Characters hit by multiple sources now enter an appropriate hit reaction state. Generally, this results in cleaner and more predictable outcomes when hitting an enemy with multiple attacks from multiple characters on the same frame.

    • For example, launching a grounded enemy while they’re being struck by an assist will always force the launching reaction over leaving the victim grounded.

  • Training Mode: Assist Recovery settings no longer break when activating Megazord Ultra.

  • Tutorial Missions: Performing Super no longer causes a soft lock on the player’s character.

  • Combo’d throws no longer reset the assist cooldown timer prematurely.

  • Fixed an issue that occasionally caused incorrect button bindings to be set.

  • Fixed a rare soft lock issue in story mode, when calling a certain assist before a break point.

  • Fixed an issue with character weapons not displaying properly.

  • Fixed an issue where certain assists were invincible during their incoming landing frames.

Known Issues

  • Episode banners 6-15 will unlock for players based on their episode 5 standings. This will be fixed in the next client update.

Tommy Oliver

  • Neutral special (Dragon Fire): final hit now causes a spinning knockdown effect (unlimited).

  • Assist can now be takeover-canceled with air attacks.

Gia Moran

  • Forward heavy (Overhead Slice) now shares an OTG bounce limiter with Saber Strike.

  • Neutral special (Double Whip): first hit spinning knockdown hit reaction changed to unlimited type.

  • Forward special (Saber Whip): adjusted to juggle more consistently.

  • Airborne special (Saber Strike): air hit now causes a sliding knockdown.

  • Reduced juggle limit penalty across most attacks.

  • Standing medium 3 is less likely to whiff at point blank range.

Ranger Slayer

  • Buffed airborne special (Double Time Bomb): the two bombs deployed can no longer be destroyed by successfully striking their owner (Ranger Slayer).

Lord Drakkon

  • Assist can now be takeover-canceled with air attacks (within the brief window that Drakkon is airborne).

  • Fixed an issue that allowed Drakkon to cancel forward special > heavy (Wrath) with forward dash.

Kat Manx

  • Back special > special (Cunning Charge): reduced blockstun considerably and increased recovery, making it punishable when guarded within range. First active increased to frame 2, up from frame 1.

  • Forward special (Catwheel): forward momentum inheritance reduced (i.e., dash-canceled Catwheel no longer travels full screen).

  • Standing medium and crouching heavy can now properly be kara-canceled (kara throw momentum enabled).

  • Forward dash acceleration rate normalized.

Magna Defender

  • Back special (Avenger) parry effect: improved effects on successful parry, accompanied by a spicy VO line. Successful parry follow-up can now be canceled into neutral special (Magna Blaster).

  • Magna Blaster hit consistency improved (any hit guarantees a sliding knockdown).

  • Fixed an issue where canceling forward special (Hot Steel) into crouching heavy caused Magna Defender to wildly slide across the stage.

Goldar

  • Corner juggle states adjusted, fixing accidental “cross-up” issues when juggling a cornered Goldar.

Mastodon Sentry

  • Forward throw: damage and scaling normalized to match other combo-able throws.

  • Standing heavy 2, standing heavy 3 damage slightly reduced.

  • Fixed an issue with several normal attacks inflicting block damage.

Cenozoic Blue Ranger

  • Airborne special (Air CenoCharge) can now be canceled into Air Portal on hit.

  • Fixed an issue where Cenozoic Blue Ranger would execute Cenoblast (unbuffed forward special) instead of Cenoball (buffed forward special) while instilled with his Cenocharge effects.

Udonna

  • Airborne special (Hail Storm): Udonna now descends slightly earlier during the attack, giving her more advantage as she fires her last projectile while descending. Forward jump and dash jump versions of Hail Storm forward momentum decreased, making offensive Hail Storms safer and easier to use. Third snowball air hit now causes a spike knockdown effect.

  • Back throw is now cancelable into forward special (Icicle Strike).

  • Jump heavy hitbox height improved, making it possible to hit crouching opponents when using a dash jump heavy sequence.

  • Udonna descends slightly farther behind the leader when she’s summoned as an assist.

  • Fixed an issue where the assist version of Ice Ball would trigger juggle limit effect.

Dragon Armor Trini

  • Neutral special and assist (Mega Beam): juggle consistency and knock-up effect improved.

  • Crouching heavy ground hit reaction now causes a pop-up effect when hitting grounded enemies.

  • Corner juggle states adjusted, fixing accidental “cross-up” issues when juggling a cornered Trini.

Trey of Triforia

  • Crouching medium: hitbox height improved.

  • Fixed an issue where juggling with crouching medium ignored the juggle limiter system.

Jen Scotts

  • Back special as leader (Forecast: Rain): projectiles are no longer destroyed when their owner is successfully hit. Slightly improved hitbox size and tracking properties of both leader and assist variants.

Lord Zedd

  • Super (Paragon of Evil) can now hit enemies during their juggle and OTG states, causing a “reverse launch” effect.

  • Fixed an issue EX attack (Hail of Ire) missing certain characters after successfully launching them.

  • Corner juggle states adjusted, fixing accidental “cross-up” issues when juggling a cornered Lord Zedd.

Anubis Cruger

  • Super (Shadow Saber) now always guarantees inflicting crumple stun.

  • Neutral special (Shadow Slash): second slash no longer requires connecting with the first slash. First slash can be canceled into back special or forward special (on hit).

  • Airborne special (Saber Slash): second slash no longer requires connecting with the first slash. Minimum height restriction lowered.

  • Neutral special > medium (Shadow Upper): first hit is now considered an anti-air.

Eric Myers

  • EX attack (Acceleration Mode) normalized with other EX attacks. Now inflicts partial unscaled damage, whereas before in previous versions, all of its damage was scaled.

  • Forward heavy (Dome Breaker) and back heavy (Prop Up) now properly inflict block stun.

  • Super (Quantum Power): buff duration reduced to 14 seconds, down from 16.

  • EX during Quantum Power (Finish Sequence): no longer totally unscaled, dealing less damage overall, particularly as a combo finisher.

Dai Shi

  • Super (Ultimate Dai Shi): now partially deals unscaled damage, making it more effective as a combo finisher. Voice line altered, as Dai Shi technically isn’t a Symbiote.

  • Jumping medium and jumping heavy attacks now inflict appropriate damage.

  • Fixed an issue where Dai Shi would remain on screen after taking over to an assist during his Swap Strike animation.

  • Wall clinging light attack (Stalker Slash) no longer ignores juggle limiter.

  • List of changes:
  • adds online lobbies (up to eight players can join together in an online lobby to battle against each other. Up to four different matches can run simultaneously, and all participants can spectate online while they are on deck)
  • adds spectator mode
  • adds crossplay with PlayStation 4 version
  • Additional notes: none
  • Source: nWay

Power Rangers: Battle for the Grid – Ver. 1.6.2

  • Release date: December 19th 2019 (Europe, North America)
  • Patch notes:

New Features

  • Training mode: added “Super Meter Reset” toggle, found under Training Settings within the training mode pause menu.

    • Super Meter is now set per bar, instead of by entire gauge percentage.

    • If toggled ON, Super Meter reset kicks in during non-combo states (only resets when player stops performing their combo and returns to an idle type state).

  • Training mode: added Record and Playback functionality (!!!), allowing players to record 100 seconds of input as the training mode dummy, which can then be played back against the player.

    • Record and Playback buttons can be assigned within the Button Configuration menu.

    • Recording time is limited to 100 seconds.

    • Playback functionality loops your entire recording automatically.

  • Throw breaks (a.k.a. “techs”) are now accompanied by an appropriate visual effect.

  • Assist cooldown indicators are now dimmed the entire time that the assist is unavailable, giving players a way to check on their assist availability during lengthy combos.

Bug Fixes

  • Megagoldar’s heavy attack (Goldia Punch) now only correctly hits once, maximum. Damage increased from 100 to 120.

  • Incoming characters no longer enter from behind the active attacker in cases where the KO’d character is defeated with a cross-up attack.

  • Training mode damage display now correctly tallies damage when the dummy’s health bar is completely depleted.

  • Non-leader characters (assists) can no longer be thrown or grabbed in certain edge cases.

  • Fixed various UI issues that could cause the UI to appear in front of characters and other game objects.

  • EX attacks no longer grant invincibility frames when hitting non-leader characters (assists).

General

  • Reversal system (on wake-up) reworked:

    • Reduced the input buffer leniency on wake-up attacks. I.e., wake-up Supers, Swap Strikes, EX attacks, throws, and anti-airs now only have a 10-frame reversal input window at the tail end of the character’s recovery state, whereas this window used to be up to 30 frames. This makes it less likely for players to accidentally perform wake-up attacks.

    • Reversal input priority adjusted as follows: Megazord Ultra > Swap Strike > Super > EX Attack > Back Throw > Throw > Anti-Air

      • This allows players to input a reversal wake-up throw, while preventing accidental wake-up anti-air launchers.

  • Swap Strike damage properties normalized and fixed across the board:

    • All Swap Strikes are now properly unscaled.

    • All Swap Strikes can OTG.

    • Swap Strike damage set to 70.

Tommy Oliver

  • Fixed an issue that allowed Tommy to cancel his normal attacks on whiff.

Jason Lee Scott

  • Fixed an issue that allowed Jason’s neutral Special (Titanus Counter) to counter throws in certain edge cases.

  • Crouching heavy total damage reduced from 90 to 70.

  • Super damage decreased from 400 to 380 and now applies damage scaling to follow-up hits.

  • Assist now properly applies damage scaling on follow-up hits. Assist startup increased by 2 frames and its hitbox to hurtbox ratio has been reduced so that it’s more likely to be stuffed by other attacks.

  • Forward Special (Triple Slice) hitbox to hurtbox ratio has been reduced so that it’s more likely to be stuffed by other attacks. Triple Slice 2 physics box improved to prevent character “popping” after certain collision cases.

  • Airborne Special damage decreased from 70 to 50.

Gia Moran

  • No significant changes.

Ranger Slayer

  • Super (Pterodactyl Assault) now causes a stagger hit reaction against non-leader characters (assists) on hit.

Kat Manx

  • Fixed an issue with Kat’s EX attack, causing it to apply additional hits. Damage decreased overall.

  • Decreased damage and meter gain of standing heavy 2 and forward heavy.

  • Standing heavy 2 recovery frames increased by 2.

  • Neutral Special 3 (Kat Scratch 3) no longer deals unscaled damage.

  • Forward Special (Catwheel) recovery increased by 1 frames, blockstun reduced by 2. Projectile invincibility window shortened to 18 frames, down from 24. First 6 frames are now vulnerable to projectiles, preventing her from using the attack as a reversal against projectile attacks.

  • Airborne Special (Kat Dive) recovery increased, making it less oppressive when blocked. 

  • Back throw damage decreased from 150 to 120.

Magna Defender

  • Fixed an issue with EX attack followed by assist takeover sequence, causing the victim to teleport across the arena.

  • EX attack (Zika’s Revenge): damage decreased to be more in line with other EX attacks. Blockstun reduced, making it easier to punish.

  • Standing medium 2 visual effect fixed.

  • Forward throw: damage decreased.

  • Neutral Special (Magna Blaster) and assist: meter gain and damage decreased.

  • Forward Special (Hot Steel): pushback decreased, making it easier to punish.

  • Airborne Special (Energy Chop) now hits more consistently in juggles.

  • Super: decreased overall damage and added damage scaling penalty to follow-up combo hits.

Lord Drakkon

  • Fixed an issue that allowed Drakkon to cancel his normal attacks on whiff.

  • Reduced overall meter gain.

  • Super damage reduced down to 390, from 400. Final hit of Super now scales follow-up damage much more aggressively.

  • Standing heavy 1: cancel window input leniency is now much earlier, making it much easier to cancel between the first and second hit.

  • Standing heavy 2: damage decreased from 100 to 70, thanks to its utility in setting up OTG-friendly knockdowns.

  • Assist (Surging Kick): damage decreased from 70 to 60, with its follow-up damage scaling more aggressively.

Goldar

  • Fixed an issue that allowed Goldar to block during the recovery of his airborne Special (Giant Swoop).

  • Back Special (Giant Leap) reworked:

    • Assist inputs (assist call and assist takeover) are now allowed during any period of this attack, improving its functionality in the neutral game.

    • Goldar no longer drags the victim across the screen. Rather, he slams the victim into the edge of the screen, regardless of positioning in the arena.

    • Improved readability of attack when connecting against cornered enemies.

Mastodon Sentry

  • Fixed an issue that allowed Mastodon Sentry’s Super to counter throws in certain edge cases.

Cenozoic Blue Ranger

  • Fixed an issue with Swap Strike dealing scaled damage (now properly deals true damage).

Udonna

  • Super (Ice Explosion) now causes a stagger hit reaction against non-leader characters (assists) on hit.

  • Forward Special (Icicle Strike): reverse launch hit reaction now limited to 1 per combo. Additionally, Icicle Strike juggles more consistently and launches enemies higher.

Dragon Armor Trini

  • DAT’s juggle hurtboxes have been adjusted, making certain combos easier to perform on her.

  • DAT’s ground bounce physics box has been normalized to match other characters, making it less likely for her attacker to pass beneath her.

  • Fixed an issue with canceling DAT’s standing heavy 2 with Megazord Ultra.

  • Fixed an issue where DAT’s forward Special (Missile Charge) could be thrown or grabbed out of mid-air.

Trey of Triforia

  • Fixed an issue that allowed Trey to cancel out of his EX attack with forward medium.

  • EX attack (Zeo Shuffle): damage increased, slightly.

  • Slightly reduced meter gain on combo-friendly attacks, such as standing heavy and back Special.

  • Forward medium (Ranger Step Kick) damage reduced from 80 to 60.

  • Back Special (Gold Dust) damage decreased to 60, from 70. Air hit reaction fixed so enemies no longer snap lower than they are. Hitbox of second kick improved to reliably connect if the first kick connects.

  • Assist attack: increased follow-up damage scaling penalty.

  • Forward Special > up Special (Gold Rush Rise) launch hit reaction is no longer limited, but applies much more juggle limit penalty.

  • Airborne Special (Counterfeit) height restriction lowered, with 3 frames of input leniency, improving its effectiveness from all jump states.

  • Neutral Special (Zeo Power Up Blast) reworked.

    • Now projects a hitbox above Trey as he thrusts his staff above him (on frame 15 for 3 frames), causing a limited launch hit reaction.

    • Projectile hitbox size increased. Projectile speed decreased slightly.

    • Third projectile now causes a limited spinning knockdown hit reaction when colliding with an airborne enemy, and a normal spinning knockdown when hitting grounded foes.

    • Damage per projectile decreased from 50 to 30.

    • These changes make this attack more viable in the neutral game, with some added utility in combos.

Jen Scotts

  • Forward Special~Special (Flashback Kick): reverse launch hit reaction now limited to 1 per combo.

  • Super (Time’s Up) now causes a stagger hit reaction against non-leader characters (assists) on hit.

Lord Zedd

  • Neutral Special (DaggerZ) now correctly fires 4 projectiles instead of 3. Projectile homing properties improved, slightly.

  • Forward Special (Prepare the Palace) hits one less time, but deals more damage per hit and hits more consistently, making it more reliable in combos and much easier to convert off of.

  • Standing heavy first hit no longer causes pushback, mitigating the chances of the second hit whiffing at certain ranges.

  • Forward heavy (Z Staff Head-crush) recovery reduced by 2 frames.

  • Back Special (Catalytic Jolt) air hit reaction (spinning knockdown) no longer limited.

  • Enhanced back Special (Fulmination) and assist attack no longer contribute to launcher hit reaction limitations.

  • Airborne Special (Seismic Crush) recovery reduced by 1 frame.

  • Reduced juggle limiter penalty on all attacks that have any, with attacks like upgraded Back Special (Fulmination) and assist attack juggle limiter removed altogether.

  • EX attack (Hail of Ire) reworked:

    • Increased invincibility frames to 14, up from 9. Increased recovery by 6 frames.

    • ALL hits now have OTG properties. Follow-up raining projectiles spawn 2 frames later, with a much faster descending velocity.

    • Every projectile is guaranteed to hit if the initial launching hit connects successfully.

    • Damage increased overall. However, raining projectiles can no longer cause a spike bounce effect.

Shadow Ranger

  • Fixed an issue that allowed Shadow Ranger’s forward Special (Justice Defense) to counter throws in certain edge cases.

  • Fixed an issue that caused Shadow Ranger to receive a grounded hit reaction when he’s hit out of the air during his jumping heavy attack.

  • Improved Shadow Ranger’s assist tracking properties, particularly when he’s called while the player’s leader is crossing over the enemy.

  • Super (Shadow Saber) now causes a stagger hit reaction against non-leader characters (assists) on hit.

Quantum Ranger

  • Super (Quantum Power) duration reduced to 16 seconds, down from 20.

  • Additional notes: none
  • Source: nWay

Power Rangers: Battle for the Grid – Ver. 1.6.1

  • Release date: November 6th 2019 (Europe, North America)
  • Patch notes:

Bug Fixes

  • Udonna’s Frost Orb no longer causes permanent freeze when hitting the opponent during their pre-jump state.

  • Quantum Ranger no longer soft locks the game when he’s thrown by Jason.

  • Magna Defender’s OTG state after his wall bounce hit reaction now behaves consistently.

  • Tommy, Drakkon, Udonna: projectile limitations are now correctly applied and cannot be bypassed with crouch input.

Jason

  • Neutral Special (counter) no longer has any super armor post-counterattack, due to its new mechanics and utility.

Kat Manx

  • Standing medium hitstun reduced from 33 to 28, with its cancel window moving up 2 frames earlier, mitigating the effectiveness of specific ground loop combos.

  • Standing heavy hitstun reduced from 35 to 30 frames.

Magna Defender

  • Fixed a specific hit reaction with EX attack; it now guarantees the follow-up ground bounce and no longer puts the victim into a backwards spinning knockdown (after using up all ground bounces, for instance).

Mastodon Sentry

  • Fixed an issue with forward Special (mine) spawning a mine in mid-air if certain hurtbox conditions are met.

  • Forward Special (close range, button tap) startup reduced by 1f.

Ranger Slayer

  • Fixed an issue with chaining from nocked high arrows (standing medium); you can now cancel this attack into standing heavy, instead of standing heavy 2.

  • Fixed an issue with nocked forward Special (rising knee): hitbox and frame data is now consistent with its normal version.

  • Nocked forward + medium (slayer rain) now has OTG properties.

Udonna

  • Ice Spike projectiles (forward Special) can no longer spawn outside of the arena, making it much more reliable in corner combos. Damage has been slightly reduced.

  • Super now causes a crumple hit reaction, allowing for follow-up attacks. Damage has been reduced.

  • Neutral Special (Frost Orb) juggle limiter penalty reduced significantly, but is now limited to one per combo (second Frost Orb hit causes air reset), allowing for lengthier combos off of stray Frost Orb hits.

  • Crouching heavy now has OTG properties (limited spinning knockdown).

Shadow Ranger

  • Fixed a specific rear hitbox issue with neutral Special > H (“For Isinia!”), that extended Shadow’s hurtbox way behind him against certain projectiles.

Quantum Ranger

  • Fixed an issue with Evasive Gambit > L (“Up Here” teleport) airblock animation playing incorrectly.

  • Quantum Power crouching heavy (launcher): added a launch limitation to mitigate effectiveness of specific loop combos.

  • Additional notes: none
  • Source: nWay

Power Rangers: Battle for the Grid – Ver. 1.6.0

  • Release date: October 25th 2019 (Europe, North America)
  • Patch notes:

Bug Fixes

  • Throws are no longer breakable if the victim is being thrown during an attack, stagger, or crumple state.
  • Megazord attacks summoned while enemy is KO’d now correctly position themselves correctly.
  • Block damage KO’s on most Special, EX, and Super attacks fixed (all block damage should be able to KO).
  • Assists no longer count toward the hit reaction limiter. E.g., launching an assist no longer counts toward the 2 max launcher limit.
  • Assists no longer apply pushback while they’re being hit in the corner. I.e., “Happy Birthdays” (two-for-one sales) and “Merry Christmases” (comboing the entire enemy team) near the corner should no longer cause massive push back against the attacker.
  • Fixed various button input issues: holding attack buttons while tapping directions should no longer trigger Special and unique attacks. Tapping back + light + medium on the same frame now executes a back dash instead of a forward dash.
  • Fixed an issue with throws not properly interacting with armor moves. I.e., throw hitboxes will always grab armored attacks like Dragon Armor Trini’s standing heavy and Magna Defender’s back medium attack (if timed properly, of course).
  • Beam projectiles are no longer reflectable. Dragon Armor Trini’s neutral Special can no longer be reflected by Shadow Ranger’s forward Special parry attack, for instance.
  • Most normal attack sound effects no longer linger when played on the first frame of their attack, reducing the amount of phantom sounds (when plink dashing, for example).

System-Wide

  • All characters now have non-Super attacks with OTG properties, opening up even more combo routes. I.e., specific attacks for each character can now pick up enemies off of the ground after certain hard knockdowns.
  • Super armor visual and sound effects improved. Super armor now triggers a distinct sound with a distinct character shader.
  • Hitstun deterioration for ground-based hitstun is now slightly more aggressive, mitigating certain ground-based loop combos.

Megazord Ultras

  • Mega Goldar’s light attack (triple stab) now juggles a bit more consistently, and now has OTG properties.
  • Dragonzord’s heavy attack (tail swing) now has OTG properties.
  • Dino Megazord’s medium attack (stomp and punt): stomp portion now has OTG properties and the kick portion now has a much bigger hitbox.
  • Delta Squad Megazord’s light attack (judgment) effect applies much earlier. Cooldown reduced slightly.
  • Delta Squad Megazord’s medium attack lockdown effects (air block disable and jump disable) duration increased by 50%. Startup reduced slightly, with recovery being increased, making it less “spammable”, but more impactful.
  • Delta Squad Megazord’s heavy attack startup and cooldown increased slightly.

Tommy

  • Airborne Special, back Special, and back medium now have OTG properties.

Jason

  • Crouching heavy, forward Special, and assist now have OTG properties.
  • Neutral Special animation improved. Additionally, Jason can now call assists and tag out during his parry attack.
  • Super now consistently hits twice in juggles, mitigating one hit pass throughs where the victim falls behind Jason after the first hit.

Gia Moran

  • Airborne Special attack, neutral Special, and forward heavy now have OTG properties.
  • Back Special and standing heavy hitstun decreased to reduce the effectiveness of ground-based loop combos.

Ranger Slayer

  • Forward Special > light (down arrow, both buffed and unbuffed) now have OTG properties.
  • Idle and standing medium animations improved, visually.
  • Standing heavy 2 now forces standing, making forward Special follow-up all but guaranteed in ground-based combos..
  • Super: last hit of cinematic now inflicts hitstop.
  • Ranger Slayer’s “plink dash” leniency improved when using M~L inputs.

Kat Ranger

  • Overall damage reduced.
  • Airborne Special and forward Special now have OTG properties.
  • Standing heavy recovery increased to mitigate certain corner loop combos.

Magna Defender

  • Airborne Special and back heavy now have OTG properties.
  • Damage scaling on light attacks normalized (reduces overall combo damage when light attacks are involved).
  • Back Special: improved animation (aesthetic only).
  • Fixed crouching light and crouching medium block conditions: crouching light now must be blocked crouching while crouching medium can be blocked standing (including low).

Drakkon

  • Airborne Special, neutral Special (melee range), and forward Special > medium (slide) now have OTG properties.
  • EX attack animation improved, with a customized sequence. Behaves functionally similar as its previous iteration.
  • Neutral Special (ground waves): improved juggle knock-up properties.

Goldar

  • Airborne Special (down thrust), neutral Special (down thrust, melee range), and forward medium (overhead), now have OTG properties.
  • Overall damage reduced.
  • Super damage no longer doubles up in certain situations and no longer hits the entire length of the floor upon landing.
  • Airborne Special (down thrust): last hit must now be blocked standing.

Mastodon Sentry

  • Forward Special (mine) and forward heavy (overhead) now have OTG properties.
  • Fixed an issue that allowed Mastodon Sentry to cancel his forward Special animation with crouching medium.

Cenozoic Blue Ranger

  • Fully charged neutral Special and back Special (normal and buffed) now have OTG properties.
  • Fixed an issue with Cenozoic Blue Ranger’s light attacks not properly chaining into other attacks when whiffed.

Udonna

  • Forward Special and airborne Special now have OTG properties.
  • Fixed an issue with Udonna’s Super not inflicting proper visual effects on hit (aesthetic only).

Dragon Armor Trini

  • Airborne Special, neutral Special (Negabeam), and assist attack now have OTG properties.
  • Assist attack damage decreased slightly.
  • Neutral Special (Negabeam) and assist attack now hit much more consistently in juggles, essentially locking enemies in place, making it easier to follow up on.
  • Standing heavy armor points decreased to 1, down from 2. Increased recovery time, making it more punishable when blocked.
  • Standing heavy 2: increased recovery, making it more punishable when blocked.
  • Forward Special: no longer projectile invincible on frame 1, but super armor activates on frame 31, down from 44. Super armor can absorb 2 hits, up from 1. Hitbox size increased slightly.
  • Standing medium hitbox width increased slightly.
  • Fixed an issue with crouching medium (anti-air) being vulnerable to jump attacks.
  • Fixed an issue that allowed Dragon Armor Trini to kara cancel her standing heavy 2.
  • Fixed an issue with Dragon Armor Trini being invulnerable to throws during her neutral Special (Negabeam).

Trey of Triforia

  • Crouching medium now has OTG properties.

Jen Scotts

  • Back Special, assist attack, and crouching heavy now have OTG properties.
  • Super: last hit of cinematic now inflicts hitstop.

Lord Zedd

  • Airborne Special and forward heavy now have OTG properties.
  • Forward Special (Prepare the Palace) first hit now inflicts a spinning knockdown hit reaction when striking airborne enemies.
  • Fixed an issue with Lord Zedd’s Swap Strike not executing as a reversal command in certain situations.

Shadow Ranger

  • Back Special (Shadow Strike) and Back Special 2 (Shadow Slash) now have OTG properties.
  • Standing medium and standing heavy now apply juggle limiter penalty.
  • Standing heavy applies much more gravity in juggle combos.
  • Neutral Special (Shadow Form): first frame of back dash cancel window increased by 3 frames, mitigating effectiveness of stance cancel loops (although they’re still possible to an extent).
  • Fixed an issue that caused Shadow Ranger to “restand” when he’s being hit in certain juggle situations.
  • Fixed an issue that allowed Shadow Ranger to kara cancel his standing heavy 2.
  • Fixed an issue that caused a soft lock when tagging out from Shadow Ranger in certain situations.
  • Additional notes: none
  • Source: nWay

Power Rangers: Battle for the Grid – Ver. 1.5.0

  • Release date: September 24th 2019 (Europe, North America)
  • 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.

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.

  • Additional notes: none
  • Source: nWay

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.


twitterredditmail

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

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.