Power Rangers: Battle for the Grid

Power Rangers: Battle for the Grid is a 3-on-3 tag team fighter with a very flexible assist and tag system. Both assists can be on the screen at the same time and the active character can instantly takeover either assist. Tags have no startup or recovery, which encourages frequent tagging. As a result, team roles are less important and characters are not limited to their order on the team. Megazords are here and they're really cool! Battle for the Grid has full cross-play across five platforms with flawless rollback netcode.

Helpful Resources

The Battle for the Grid wiki.
The Battle for the Grid Discord server.


Attack Notation

L Light Attack
M Medium Attack
H Heavy Attack
S Special Attack
A1 Assist 1
A2 Assist 2

Directional Notation

up-back up up-forward
back neutral forward
down-back down down-forward

Numpad Notation

7 8 9
4 5 6
1 2 3

High attacks are overhead attacks that must be stand blocked. Mid attacks are attacks that can be blocked with both stand block and crouch block.

Power Rangers: Battle for the Grid uses Modern frame data notation. If an attack has 7 frames of startup, it hits on the 7th frame.

Call the assist with A1 for the first partner and A2 for the second partner. You can have both assists on the screen at the same time. While the assist is out, press the same button again to Takeover. This is a tag that can be performed whenever the active character is not in hitstun, blockstun, or a super attack. It's one of the most flexible tags in the genre.

Here's a sneaky thing you can do. You can call both assists and Takeover one of them then Takeover the other one to keep your opponent guessing. You can even Takeover an assist that's off screen for extra sneakiness.

The outgoing character does not tag out until their current action is finished. Multi-hitting attacks are great to use to allow the incoming character to tag into block pressure or a combo.

Here are some other things you can do in this game that you can't do in other games.

If you call a bad assist and know it's going to get punished, you can Takeover the assist then block or do an invincible attack to save them.

You can call an assist and tag out when jumping. This means you can jump back to create distance while air blocking and tag out when it's safe.

After a throw, you can call an assist and tag for a combo.

There are sandwich setups and unblockable setups. A common high/low unblockable setup is to call an assist, have the active character start an overhead, then Takeover the assist and have them attack low.

Jumps are a little floaty. Dashing into a jump gives it more horizontal range.

There is air blocking and it blocks both grounded and air attacks. You can block during the pre-jump frames but you have to properly block with stand block or crouch block. You don't have to hold any direction to air block as it is automatic. Air blocking blocks both directions.

Launchers are air unblockable if the character has not already entered blockstun during their jump. Incoming characters are able to air block raw launchers. In games where air blocking blocks everything, you usually beat it with air throws, unblockables, or left/right mixups. Those aren't prevalent in this game and that's why launchers beat air blocking.

Special attacks are performed with the special button. Every character has four special attacks in 4S, 5S, 6S, and jump S. EX special attack costs 1 bar of Super Meter Gauge, is performed with L+S, and is invincible during its startup and active frames. On hit it is fully invincible during its entire duration which is useful for avoiding assists and Megazord attacks. EX special attacks cannot chip kill.

Super attack costs 2 bars of Super Meter Gauge and is performed with H+S.

You can only hold 3 bars of Super Meter Gauge which means you will be at maximum capacity a lot of the time. Players like to spend their meter at the start of combos because they know they will build it back. That's called a meter positive combo. You can easily build a bar or two of Super Meter Gauge during a long combo. The community uses the term "meterless combo" a lot. It doesn't refer to combos that don't use meter, it actually refers to combos that can be performed starting with no meter.

Megazord Gauge is gained by taking damage. Because you tag often in this game, you can recover a lot of your recoverable health while keeping Megazord Gauge. This mechanic rewards frequent tagging.

With at least 2 bars of Megazord Gauge press A1+A2 on the ground to activate Megazord Ultra. The activation itself can be used like a Roman Cancel after an attack connects. The only restriction is EX special attacks cannot be canceled on block to be made safe. You can activate Megazord Ultra twice in one round if you activate it early.

With Megazord Ultra active, release a normal attack button to call your Megazord to perform one of their three attacks. A Level 2 (2 bar) activation grants enough time for two Megazord attacks. A Level 3 (3 bars) activation grants just enough time for four Megazord attacks but the attacks have to be nonstop. Realistically expect three Megazord attacks off a Level 3 activation.

Megazord Attacks can be performed in the air and in blockstun to escape unfavorable situations. The Megazords have different attacks but you should be able to either setup an unblockable attack or loop a combo with your choice of Megazord. With Megazord Ultra active, the other player can't activate their own Megazord. Players activate Megazord just to deny it from their opponent.

Megazord Counter is this game's Alpha Counter. Press 6A1+A2 in blockstun to perform it. It costs 1 bar of Megazord Gauge and gives the character armor. It can't be performed when your own Megazord Ultra is active. On hit, it knocks the opponent down and on block it's still good as it pushes the opponent far away. It hits both sides of the character, which is useful for countering sandwich and unblockable setups.

Press any two buttons in blockstun to pushblock. You can only pushblock one character at a time and pushblocking a Megazord attack doesn't do anything. Pushblocking can also be done in the air. Any two buttons, even the assist buttons, can be used for performing pushblock. This creates option selects. For example, H+S in blockstun pushblocks while H+S out of blockstun is a super attack.

Swap Strike is snapback and is performed 2S+A1 or 2S+A2 but you can macro Swap Strike to a single button. It costs 1 bar of Super Meter Gauge. It is temporarily invincible during its startup frames then loses invincibility before it's active. It is safe on block. Blocking Swap Strike builds 1/2 bar of Super Meter Gauge. Yes you build 1/6 of your entire Super Meter Gauge just by blocking it.

If Swap Strike forces the active character to tag out, it depletes 1 bar of the opponent's Megazord Gauge. Killing a character with Swap Strike or hitting an assist with it will not deplete it.

Throws are performed with M+H and are teched with the same input. There is a whiff animation if unsuccessful. Throws have 8 frames of startup and the tech window is 11 frames. Throws are not reactable but there is plenty of time to tech them.

Swap Strike and throw tech inputs can be combined to create an option select. While crouch blocking, press S+M+H+A1 or S+M+H+A2 to perform it. If you're getting thrown you will tech it, if you're in blockstun you will pushblock, and if you're in neither situation you will Swap Strike.

After a knockdown, press 2 or 4 to quick recover. Many players prefer resets over knockdowns because the defender cannot reversal immediately after a reset. The flexible combo system lets players end all their combos in resets.

The chain combo system is easy to understand. LMH, LLL, MMM, and HHH are natural chain combos.

44 and 66 is the dash input but most players macro dash to a single button. Backdash is throw-invulnerable for the first 13 frames. Dash can be kara canceled. Kara dash by pressing 5M then immediately press 5L+M. You can see 5M startup but then get canceled into dash.

Dash can be immediately canceled into an attack but not a dash. Kara dash can be used to circumvent this restriction to wavedash with a method called plink dashing. Dash into kara dash into kara dash into kara dash.

A renda cancel is chaining/canceling into an attack then kara canceling this attack into something else. That might have been a little confusing so I'll explain this with a math equation.

5M can be kara canceled into dash
+ (plus)
5L chains into 5M
= (equals)
5L chains into 5M which can then be kara canceled into dash
5L can be renda canceled into dash

Dash cancel has a lot of utility in combos and block pressure. It's only drawback is it can only be canceled from L attacks.

Dash canceled normal attack is one way of beating pushblock.


The combo system in Battle for the Grid allows for an endless amount of creativity. There is the grounded part of the combo where both characters are standing then there is the juggle part of the combo after one of the characters is launched into the air.

Stun Time shows how much hitstun an attack inflicts. This game does utilize hitstun deterioration to prevent infinite combos.

Juggle Limit fills up as the combo goes longer. When it is full, any normal attack that isn't a combo extender causes the opponent to reset and fall out of the combo.

When designing a combo, try to maximize the amount of grounded hits before launching. Then after launch, use as many normal attacks as you can until you reach the Juggle Limit. After Juggle Limit is full, try to use as many special attacks and combo extenders you can before ending the combo.

Let's go over OTG (on-the-ground) attacks first because it confuses a lot of players. While there's no hard limit on OTG attacks, there is a limit on ground bounces and most attacks that OTG become ground bounce after launch. Additional OTG attacks result in a smaller bounce and it's very difficult or even impossible to combo off of this without an assist.

The other grounded combo extenders are crumple and stagger. You get one of each in a combo. Doing any of these more than once ends the combo.

5L any time during a juggle causes an air reset. If you can't kill your opponent with the combo, it's recommended to end in a reset instead of a knockdown because reversals can't be performed on the first frame out of an air reset.

Three 2L are allowed in a juggle. The fourth 2LP will air reset.

After a launch you get another launcher, a wall bounce, a ground bounce, and two spinning knockdowns. Any more and the defender will fall out of the combo.

There are a few character specific combo extenders. Jen gets a special launch, Eric gets two capture states, and Udonna gets a freeze state in a combo.