NEWS – Scorpina Enters Battle for the Grid on Tuesday!

Three months ago we showed off the first reveal of Scorpina in Power Rangers: Battle for the Grid, and now we have received more information from nWay Games regarding her launch tomorrow, December 8th.

Just when the Power Rangers think they have everything under control, along comes someone to put a little sting in their plans. That’s right – fan favorite villain Scorpina has entered the Power Rangers: Battle for the Grid arena, bringing a bag of attacks and tricks so devious they’d make any villain jealous.

The ruthless minion of Rita Repulsa and fighting partner of Goldar, Scorpina has repeatedly proven to be one of the Ranger’s most dangerous opponents, thanks in part to her deadly Scorpion form. Now free from her imprisonment, thanks to Rita, Scorpina has a score to settle with the Power Rangers!

Scorpina is a fearsome opponent no matter the situation, proving deadly on the ground or in the air. Befitting her arachnid nature, she’s able to utilize her speed and dexterity to turn the entire arena to her advantage, peppering the ground with poisonous mines or stabbing opponents with scorpion-like strikes from the air. Even when at range, Scorpina can close the gap with her deadly boomerang or teleportation powers. And, when up close, her lighting fast strikes and gliding aerial movements can keep any opponent locked down.

Scorpina is the third and final DLC character for Battle for the Grid’s Season 3. Players can get Scorpina on PlayStation Store, Nintendo eShop, Microsoft Store, Steam or Stadia for $5.99 or the full Season 3 Pass for $14.99, which also includes Jungle Fury Wolf Ranger, Robert “RJ” James, and Red Samurai Ranger, Lauren Shiba, along with the Phantom Beast skin for Dai Shi.

 

IGN has the exclusive Gameplay Trailer for Scorpina.

Included with the release of Scorpina is the long awaited 2.5.0 Patch for the game. Click Read More for the full Patch Notes!

2.5.0 Patch Notes

Major Changes

  • We’ve heard your concerns and we agree — the small playable area felt like fighting in a phone booth, especially with the incredible mobility options available to the cast. We’ve doubled the playable area and all stage environments have been modified to accommodate this change.
    • Of course, this comes with several implications on gameplay and balance, so we’ll be monitoring player feedback closely as the meta shakes out. Ultimately, matches should feel much more dynamic, with more of a focus on spacing and stage control. An indirect implication is there are fewer “touch of deaths”.
  • Megazord timers have been drastically reduced across the board. Level 2 MZ Ultra timer now allows for roughly 2 MZ attacks, while a level 3 MZ Ultra is just enough time for 4. This is to reduce the time players feel like they’re forced to “not play”, while reducing the impact of powerful MZ Ultra loop combos.

Bug Fixes

  • Projectile handling improved (no longer crashes when spawning too many projectiles). E.g., Lauren’s Sakura Strike.

Known Issues

  • Jen Scotts’ flying knockdown hit reaction may cause erratic behavior in certain situations. This it to be fixed in an upcoming patch.

Dino Megazord

  • Reduced Dino Stomp (medium attack) damage; from 200 to 150.
  • Dino Stomp active frames decreased from 10 to 4, reducing the likelihood of it hitting airborne enemies.

Lord Drakkon

  • Fixed a physics box issue with standing heavy 2. It should be much more consistent as a juggle follow-up (i.e., Drakkon is less likely to cross under juggled foes)

Magna Defender

  •  Fixed a cancel window that allowed Magna Defender to mash out of his own Back Special (Avenger) follow-up

Dragon Armor Trini

  • Jetrush launch speed improved (the time it takes for her to begin launching forward reduced). Additionally, it’s now “S-cancelable” between frames 21 and 43, giving her a “fake-out” option.
  • Normal light attack damage increased from 40 to 50.
  • Megabeam damage increased, up to 140, from 120.
  • Megabeam (and assist variant) now have a very slight “pull-in” effect on juggled enemies.

Jen Scotts

  • Super cinematic properties improved and should feel much more consistent (i.e., where Jen and her enemy end up post cinematic).

Lord Zedd

  • Super cinematic properties improved and should feel much more consistent (i.e., where Zedd and his enemy end up post cinematic).

Quantum Ranger

  • Fixed an issue that prevented jump and Quantum Leap after performing Formation: Air Blade.
  • Crashblade’s ground bounce effect is now a bit more consistent (Formation: Air Blade into follow-up)

Lauren Shiba

  • Standing heavy now causes a limited spinning knockdown, mitigating her damage output from her Shiba stance loops.
  • Samurai Fire is no longer considered a “low” hit, and can be blocked while standing.
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