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- Jason (2017 Movie)
- "Jason, the Red Power Ranger, was a football legend in his small town of Angel grove until one fateful mistake. In need of redemption, he is given a chance to lead a new team and must find it in himself to rise to the challenge."
- Health - 3/5
- Phys. Attack - 3/5
- Spec. Attack - 2/5
- Defence - 3/5
- Speed - 3/5
- Special Meter - 1/4
- Special Ability - Thanks to his Natural Leadership, all Assist characters will have their power boosted slightly. This is a passive ability.
- Super Mode - Jason gains extra armor while in Super Mode, allowing him to tank hits with minimum damage, as well as ignore knockback on stronger attacks.
- Combo - Roaring Tiger (Phys) - A fairly basic combo, with a mix of punches and kicks. Lasts for around 8 total hits, and deals moderate damage to enemies. The attack is fast, but doesn't have that much range until the last few hits, which come out as a downwards punch, an uppercut, a roundhouse kick, and then a single charged punch.
- Strong 1 - Shoulder Tackle (Phys) - Jason dashes forward in a shoulder charge, red energy gathering around him. While the attack has a slow start-up, and can't hit that many enemies at once, it does travel fairly far, and deals heavy knockback. This is perfect for clearing out smaller groups of enemies, and can start off decent combos as well.
- Strong 2 - Dashing Kick (Spec) - Jason leaps forwards, and upon touching the ground kicks forward. The leap has decent travel to it, but the kick doesn't have much range. The leap doesn't technically count as an attack, but it can push through crowds of enemies, allowing the player to clear out enemies from inside swarms with the kick. This is much faster than Shoulder Tackle, and travels farther, but doesn't deal as much damage.
- Special - Perfect Spiral (Spec) - Jason gathers red energy in his hands, which forms into the shape of a football. He then quickly tosses it forwards as a projectile. This has incredible range to it, and is fairly strong, capable of cleaving through crowds of enemies very easily. The downside is that the start-up is very slow in return, and it has fairly bad endlag as well. The football has a deceptively small model compared to the hitbox, which mostly takes the form of a spinning vortex around the energy ball.
- Breaker - Aerial Assault (Phys) - Jason leaps into the air and performs a spinning kick. This acts like a tornado, sucking in enemies as he spins and then kicking them away once the attack is finished. Jason will spin around many times to accomplish this, which means that the attack lasts for a while. Being a breaker, it can break through boss shields fairly easily, the suction effect helping with that immensely. This makes Jason one of the best for breaking boss shields.
- Air Attack - Dive Kick (Phys) - Jason performs a simple diving kick. This hits in a circular hitbox around Jason if he hits the ground, but will activate early if he manages to directly strike an enemy with it, hitting every other enemy around him. The attack has bad endlag, but is fast to start and has good range due to its diagonal angle.
- Zord Attack - Tyranno Rampage - Jason calls on the T-Rex Battle Zord, which lets out a roar. It then proceeds to fire its artillery up into the air, which then crashes down in front of Jason, filling the field with explosions. This can functionally act as a screen-wipe if used correctly, making it very powerful - but it has limited range as well, and functions only as a cinematic, unlike most other Zord Attacks.
- Playstyle - Jason, being the starting character, neither excels or falls behind in anything. A jack of all trades, but a master of none. Jason's biggest boons are his Assist enhancing passive ability, his powerful Super Mode and Zord Attack, and his easy to use breaker. However, despite this, Jason has mediocre damage output, and a number of slow moves. Jason can play aggressively or defensively, and is practically the most straightforward character in the game.
- Phantom Ranger
- "Phantom Ranger travels the galaxy in his spaceship, helping those in need. No one knows the true identity of this mysterious Ranger but with his Power Ruby and high-tech camouflage he's always ready and able to lend the Power Rangers a hand."
- Health - 3/5
- Phys. Attack - 2/5
- Spec. Attack - 5/5
- Defense - 1/5
- Speed - 5/5
- Special Meter - 2/4
- Special Ability - The Phantom Ranger can double tap the guard button in order to activate a limited amount of his High-Tech Camo, turning him invisible for a short few seconds. While invisible, enemies will stop attacking Phantom, even if he vanished right in front of their eyes. He can also cancel out of certain moves using the guard button to instantly cloak. The downside of this mode is that Phantom's speed will be halved during it. The amount of camo time is represented by a meter, which will refill after around 2 minutes after its previous use. Using a Special attack during it will cause the camo to break. A single, or string, of melee attacks can be used while remaining invisible.
- Super Mode - Phantom's Phantom Ruby overcharges during his Super Mode. Thanks to this all attacks involving him shooting projectiles (Through his gun or the Ruby itself) will be buffed, the projectiles increasing in size and power.
- Combo - Phantom Fury (Phys) - The Phantom Ranger performs a quick series of punches and kicks, totaling to around 8 different hits, finishing with a dashing downwards punch. This is one of the fastest combos in the game, with Phantom being able to perform it faster than some combos with lesser hits. However, this does not grant Phantom any invincibility, and requires getting in close to enemies, which is something Phantom doesn't very much like to do. This combo also doesn't deal a lot of damage, and while the final hit deals knockback, its comparatively less than most other combos.
- Strong 1 - Specter Rush (Phys) - Phantom dashes forward, turning invisible for most of the duration, before revealing himself and performing a left hook and then an uppercut to knock enemies away. The punch is stronger than his combo, but still fairly weak all considering. It also has better knockback with the last hit, but has comparatively less range. The brief invisibility period can be cancelled by pressing the guard button, allowing Phantom to remain invisible for a short while.
- Strong 2 - Trick Shot (Spec) - Phantom pulls out his blaster, and then fires a single laser shot from it. If it hits an enemy, it will bounce off of them and hit another enemy. It will continue to bounce off until it doesn't hit another enemy, or if it has hit an enemy but has bounced 10 times previously. While the laser itself is fast, it also poor range to it, compared to most other projectile attacks. It requires getting really close to an enemy in order to hit them. It is also considerably less effective on bosses, as there will usually only be the boss to shoot. While this does deal excellent damage and hitstun, it has horrendous endlag that lasts for the entire time the laser remains on screen, as Phantom poses with his gun. In super mode, the range is drastically increased.
- Special - Ruby Blast (Spec) - Phantom charges up his Phantom Ruby, before firing out a large burst of energy in front of him. This has enough range to be better than most melee attacks, but not enough range to truly be on the level of most projectiles. While it deals a fantastic amount of damage, and can easily be used to clear out large amounts of enemies, its starting and ending lag are both fairly poor, with the endlag having Phantom recover from the attack.
- Breaker - Backpedal Barrage (Phys/Spec) - Phantom winds up and performs a bunch, before turning invisible and dashing backwards. He then reappears and fires several shots forward. Being a breaker, this can break boss shields, but only the punch is capable of doing that. The laser shots are simply a follow up to attack dazed opponents. Unlike other shots, these three blasts have infinite range to them, and will continue until they hit something. Like with Specter Rush, Phantom can cancel out of this move directly into his invisibility.
- Air Attack - Phantom Shot (Spec) - Phantom pulls out his gun, and then fires a single shot downwards. Like most of Phantom's laser attacks, this one is very powerful, and even has infinite range, but is only really capable of hitting one or two enemies at a time. Phantom is incapable of firing out multiple shots while in the air.
- Zord Attack - Artillatron Infantry Assault - Phantom's ruby glows as Artillatron rolls into the scene in a cinematic. It quickly shifts into its robot mode, and unleashes the Rescuezords from its body. Normal gameplay will resume, with Phantom being able to move around, but energy versions of the Rescuezords will appear around him, driving into enemies for a few seconds. This is very powerful, as Phantom will still have his super buffs until the attack finishes.
- Playstyle - Phantom has a mix of speed and power, but this comes at expense of his health, defense, and range. He has the lowest health/defense combo in the game, and that's where his camo ability comes into play. Using it can allow him to strike without the enemy realizing, and makes it far easier to use his laser based attacks. While his physical attacks aren't great, they are all remarkably fast, and being able to use them while invisible is a major upside as well. Phantom players will need to play smart and safe in order to make it through tougher missions.
- Psycho Red
- "The brash, ill-tempered, and impulsive leader of the Psycho Rangers. Always battle ready and determined to take down his Power Ranger counterpart."
- Health - 5/5
- Phys. Attack - 5/5
- Spec. Attack - 4/5
- Defense - 0/5
- Speed - 3/5
- Special Meter - 2/4
- Special Ability - Psycho Red has the unique property of not having any defensive capabilities. His defensive stat is blank, which means he will take the full brunt of any attack. He doesn't even have a guard, meaning that he can't block against attacks either. Instead of a guard, Psycho Red instead has a unique stance where, when the guard button is held, he will gather Psycho Rage. This is represented by him gaining a red glow and roaring in anger, and manifests as a red glow as well when he has any. Psycho Rage acts as a defensive buff, halving damage and preventing knockback. The amount of Psycho Rage is shown by a meter. Psycho Rage is a permanent structure on Psycho Red... until you attack. Attack, whether it hits anything or not, will drain the meter and eventually leave it empty after a few attacks.
- Super Mode - Upon activation, Psycho Red will burst into flames. This will give him permanent Psycho Rage for the duration of the Super Mode, and also give him a constant hitbox around his body.
- Combo - Psycho Rage (Phys) – A flurry of fast sword swings, totalling up to around 10 hits. This is a very basic combo, and has low range, but is absolutely devastating to enemies, able to slice through them like nothing. However, Psycho Red will require getting in close in order to perform it, which is a problem without any Psycho Rage armor.
- Strong 1 - Mad Dash (Phys) – Psycho Red clutches his sword, and then dashes forwards, finishing the dash with a heavy sword strike downwards. The dash itself acts as a hitbox, and can travel a far distance, which changes depending on how long the button is held down. The dash is also very fast, making it decent for travelling. However, the sword slam at the end is slow, but horrendously powerful. Psycho Red is not granted invincibility during the dash, so using it without Psycho Rage armor is unwise.
- Strong 2 - Power Grab (Spec) – Psycho Red thrusts his hand out, covering every enemy in front of him in a dark aura. He then pulls his hand to his chest, dragging all the enemies towards him. This stuns enemies and deals a weak amount of damage, making it perfect for Psycho Red to make approaches in battles he is unsure of. However, you will need to be prepared as soon as the attack finishes, as the stun only lasts a short while. Like most of Psycho Red’s attacks, this must be used with Psycho Rage in order to reach maximum effectiveness.
- Special - Psycho Storm (Spec) – Psycho Red shoots a burst of green lightning from his hand, firing it out in a line in front of him. This has decent damage, and is capable of stunning, but only hits a direct line in front of Psycho Red. It also has horrendous end lag as well. The attack can be held and moved indefinitely but loses its stunning properties after the first hit.
- Breaker - Rolling Slash (Phys) – Psycho Red tucks into a roll, letting him roll forwards, before he then performs a surprise strike with his sword. Psycho Red can continue rolling indefinitely after the initial press by holding one of the two buttons used to activate it. His hitbox is shrunken down during this, allowing him to dodge under horizontally aligned projectiles and attacks. However, the roll is incredibly slow, and on a default input, Psycho Red will only make one full rotation. The finishing sword strike has little range but can break boss shields and deals massive amounts of damage.
- Air Attack - Psycho Drop (Phys) – While in the air, Psycho Red raises his sword up, and then slams it into the ground as he falls down at incredible speeds. This creates an AoE effect around him that can launch enemies back. This is useful, but is also very slow on both ends, making a bit inconvenient to use.
- Zord Attack - Infernal Rage – Psycho Red lets out a roar, before transforming into his monster form. In an uncontrollable rage, he will then start to fling fireballs out of his hands in a variety of patterns, including straight in front of him and in circles. These fireballs are powerful and will light enemies on fire upon hitting them. This will deal passive damage for the next few seconds and continue even after Psycho Red has returned to normal.
- Playstyle – Psycho Red lives up to his name. His entire playstyle is about getting up into his enemy’s face and then attacking them in an uncontrollable frenzy. Unfortunately, this brash attitude leaves him with no defenses. Psycho Rage is incredibly important to keep track of, as Psycho Red can be taken down with little effort without any. If you can keep track of that and Psycho Red’s wild animations, then you can cleave through large packs of enemies almost completely unharmed.
- Master Xandred
- "The short-tempered leader of the Nigloks was exiled to the Netherworld by the ancestors of the current Samurai Rangers. He cannot escape until the Sanzu River's water level is raised by the tears of humans and he's coming back with a vengeance."
- Health - 4/5
- Phys. Attack - 5/5
- Spec. Attack - 2/5
- Defense - 3/5
- Speed - 1/5
- Special Meter - 2/4
- Special Ability - Stunning enemies will fill up a Despair Meter. This is used when Xandred uses his Echo of Pain attack, enhancing its power, range, and effectiveness. The level of despair Xandred has gathered will also increase his defense and speed slightly, and make him gain more meter with each attack.
- Super Mode - Xandred emits dark energy from his entire body while in his super mode, stunning any enemy that gets close to him, including bosses.
- Combo - Nighlok Combo (Phys) - A heavy, slow string of five sword swings, ending with a slam into the ground, with bad endlag. The slowest basic combo in the entire game, but can deal massive amounts of damage. Has a wide range as well, thanks to the size of Xandred's broadsword, and while it can't clear out enemies that quickly, it can be very efficient. The attack's lag can leave Xandred open to tougher enemies, however.
- Strong 1 - Master's Fury (Phys/Spec) - Swings his sword, launching an energy wave that acts as a projectile. The wave will fly forward with decent range, and can slice through enemies. The wave itself is classified as a Special attack, making it fairly weak, but the sword slash has a wide arc and deals a lot of damage, but only if Xandred gets in close. The starting animation is remarkably slow, however, limiting the projectile's spamability.
- Strong 2 - Netherworld Bind (Spec) - Xandred thrusts his hand forward in one of his quickest animations, firing out a burst of dark energy in a large cone in front of him. The cloud of dark energy, while not being able to deal a lot of damage, will completely stun weaker enemies, leaving them open for Xandred's stronger, slower attacks.
- Special - Echo of Pain (Spec) - Xandred clutches his head, and lets out a roar of agony, which manifests as a large circle of dark energy around him. Like with Netherworld Bind, this stuns weaker enemies, but also deals several weak hits to them compared to Netherworld Bind's single hit. While the attack starts out with low range and power, it can be greatly improved with the use of collected despair. While its miserable starting speed can't be changed, its power and range can be buffed to incredible levels. Only high level Xandreds will be able to take out bosses with a fully charged one, but massive amounts of weak enemies can be cleared out easily with a single use. The starting animation also grants Xandred brief invincibility.
- Breaker - Mocking Slash (Phys) - Xandred bends down and lets out a laugh. This is a counter, and upon being hit, Xandred will slash upwards with his sword. This creates a spike of energy directly in front of him, launching enemies. Being a breaker, this can also break through boss shields, but it has the flaw of most other counter-based breakers, and must be used quickly and at the right time in order to use it to its full effectiveness.
- Air Attack - Nighlok Slam (Phys) - Xandred rears his sword backwards as he plummets back to the ground. Just as he's about to reach the ground, he swings his blade, slamming it down with incredible force. This doesn't have an amazing amount of range to it, but it causes knockback to any enemies nearby, and deals a lot of damage. It has a lot of endlag, however.
- Zord Attack - Flood of Tears - Xandred pulls out his medicine bowl and takes a sip from it, before roaring in pain. The red seas of the Sanzu River appear around him as he points forwards. Suddenly, his massive Junk boat falls from the sky and into the water, crushing anyone underneath it and sending the water flying forward in large waves. Like most Zord Attacks, this can clear out massive swathes of enemies with no problem.
- Playstyle - Xandred's immense physical strength is hampered by his own slow speed and lack of physical attacks. Its very easy for enemies to swarm on him while he's attempting to perform attacks, which is where his Netherworld Bind comes in. While weak compared to any other part of his kit, its stunning capabilities are second to none. The despair it gathers can be easily focused into other uses as well, including making Xandred far less glacial, and clearing out massive amounts of enemies easily. Xandred is an easy to use character, giving the player a level of command over the field, but he's in turn hard to master. While it can be tempting to keep Xandred more mobile, it only increases the power of one of his attacks. A fully powered Echo of Pain is a powerful tool that should be used wisely, though brash play is a capable experience with him as well.
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