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Power Rangers Battle for the Grid Update 1.23 is available for change on June 2nd

Power Rangers Battle for the Grid Update 1.23

The developer nWay has released Power Rangers Battle for the Grid update 1.23, which is the update of the June Combat title of the game! There are a lot of changes here for the characters (nerfs and buffs), along with other improvements to the game! Read on for the June 2 Power Rangers Battle for the Grid patch notes.

Power Rangers Battle for the Grid Update 1.23 Patch Notes | Power Rangers Battle for the Grid June 2 patch notes:


  • The game room has been adjusted to give high altitude characters more headroom. This has no effect on the game.

  • The game camera has been adjusted to widen the field of view. This has no effect on the game.



  • Megazords no longer cause unreasonable damage.

  • Megazord blows do not advance the amount of damage. A MZ opening shot in a full combo still causes major damage, for example.




  • Counterattack: hitbox size increased dramatically.

  • Omamori (light): Damage increased slightly per hit.

  • Hardened steel: the damage increased slightly. The first blow can now hit the ground (OTG). Significantly extended range.


  • Excavator (medium): the startup was significantly reduced. Hitstun has risen since the first blow.

  • Thunderzord Tail Combo (serious): The start has slowed down slightly. The duration of the attacks was significantly reduced.



  • The swelling of the juggler limiter was generally reduced.

  • Deteriorate adjustment

    • Standing light 1:35 ➔ 40

    • Standing light 2: 35 ➔ 40

    • Standing average 1: 40 ➔ 60

    • Hard stand 1: 50 ➔ 60

    • Hard stand 2: 50 ➔ 60

    • Squatting light: 35 ➔ 40

    • Heavy squatting: 75 ➔ 80

    • Bounce light: 35 ➔ 40

    • Heavy jumps: 65 ➔ 70

    • Putty Masher: 60 ➔ 70

    • Dragon Wave (Spate + Special): 100 ➔ 80

    • Dragonzord Missile Assault (Super): 50 * 3 ➔ 70 * 3 (unscaled portion)

  • Putty Masher and Kick (back + middle): are now “kara” voidable

  • Putty Masher now it causes the wall to jump.

  • The Dragon’s Wave: now causes a reverse launch hit reaction. Start-up has been reduced from F27 to F17. Dragon Wave gains 1 armor point in frame 6 and lasts up to frame 17.

  • Dragon Drill (Forward + Special): special Dragon Dive cancellation window extended.

  • Dragon Dive (special jumps): The size of the access box has increased slightly.

  • Throwing back: special Dragon Drill cancellation window extended.


  • The swelling of the juggler limiter was generally reduced.

  • Increasing the speed of falling in jumps.

  • Standing medium 2: decreased hit recovery, increased damage.

  • Crouched down heavily: increased launch height.

  • Jumping Light and Jumping Medium: increased gravity at the jungle hit.

  • Titanus counter (special): dramatically reduced startup; Counter frame starts at frame 10, down from frame 28.

  • Back Roll: later entry window is now earlier; generally faster to shoot.

  • Air Blaster Shot (special jumps): Increased damage, increased hitbox height.

  • Triple Threat (EX): tracking is now optional. On successful hit, the player may press Special to perform additional EX attacks.

  • Throw forward now it causes the wall to jump.

  • Throwing back now causing launch.


  • Increasing the speed of falling in jumps.

  • Target combo with reworked “normal” arrows.

  • Standing medium can now be canceled in Crouching Medium.

  • The strength of the arrow projectile has increased, the normal arrows match the power of Mastodon Sentry’s projectiles. Special arrows are a little stronger.

  • The strength of the shell arrow projectile increased significantly. Each arrow is as strong as Tommy Dragon’s fire.

  • Standing light and standing light 2: now voidable in squat attacks. Hitstun and blockstun reduction.

  • Squatting light: can now be pulled quickly. The Undo window was moved 4 frames earlier.

  • Standing medium: hitstun reduced, undo window pushed back.

  • Crouched environment: now it can hit OTG; OTG causes limited deformation in rotation.

  • Throw forward: now causes a sliding drop (state that can be applied OTG)

  • Light jumped: reduced start to 1F, from 3F.

  • Pterodactyl Flight ~ Rear Shot (Special Forward ~ Heavy): reworked and replaced with Bird of Prey, a blow-like attack. The normal version causes a rotating drop when hitting the jungle, while the nocturnal causes the wall to jump.

  • Before Dash: the time to cancel the earliest attack reduced by 2 frames.


  • Increasing the speed of falling in jumps.

  • Increasing the height of the jump.

  • Moon Splitter (Spate + Heavy): now causes a ground jump to hit. Start reduced to 21F, from 23F. Increased front distance. Reduced blockage and increased recovery.

  • Blaster Machine (Special) restored

    • Projectile speed increased by 100%

    • Maximum distance increased by 25%

    • Considered 5 separate projectiles spread in a rifle formation

    • At close range, the damage is increased to 134

  • Hot Steel (special before): adjusted animation; now travels smoothly and more consistently, making it more reliable in combinations.

  • Energy Chop (special jumps): juggles more constantly at the shot. The active landing shot extends significantly behind Magna Defender.

  • Chop of energy: Ground jump is now guaranteed no matter how many ground jumps have been used in the combo.

  • Before Dash: reduced the earliest cancellation window to 10F, from 12F.


  • Crouched down heavily: Knockdown in rotation OTG no longer gains the opponent.

  • Snow Shield (Special Spate): reduced total time; frames at 40, down from 57.

  • Icicle Strike (special before): low start from 30F to 22F. The juggling and bounce properties have been adjusted to make it launch more consistently.

  • Hailstorm (special jumps): the third projectile now causes the ground to jump (on the ground) and the top jump (in the air). The size of the projectile’s impact box increased.


  • Increasing the speed of falling in jumps.

  • Jungle limiter swelling was eliminated in all attacks.

  • Standing medium: Can now hit OTG, causing a limited jump to OTG ground. The first blow now does not cause rejection, making him more consistent in juggling.

  • Standing Heavy 2: increased distance of movement forward.

  • Light jumped: access box size and active active window.

  • Medium jump: start reduced to 15F, down from 18F; active cadres rose to 16F, from 6F.

  • Dragon Pound (special jumps): launches above. OTG properties have been modified to match the normal access property (reverse launch type).

  • Mega Beam (support only): start reduced to 30F, from 39F.

  • The launcher’s jump distance has increased, making it easier to turn shots into remote jungle combos.

  • Mega Launch (EX): start increased to 16F, from 12F. Decreased forward movement and significantly increased the width of the hitbox above Trini’s head.


  • Increasing the speed of falling in jumps.

  • Squatting light: reduced total frame time; less odor recovery.

  • Standing medium: reduced total frame time; less odor recovery. An additional upper body height box has been added.

  • Medium jump: increased active staff to 10, from 4.

  • Jumping hard: active staff increased to 7, from 3.

  • Gold Rush (special before): now invincible projectile from frames 3 to 24 and cancel the projectiles from frames 3 to 14.

  • Withdraw Gold Rush (Gold Rush ~ Forward + Special): can now be canceled in Gold Rush Dash.

  • Retreat Gold Rush Sequence> Dash> Rise> Air Retreat: now allows an additional aerial maneuver Gold Rush.

  • Rush Gold Rise, Retreat, Dash: Airborne versions are completely invulnerable to projectiles.

  • Counterfeit (special jumps) can be executed 1 frame earlier in a jump.

  • Before Dash: distance increased by ~ 15%.


  • Increasing the speed of falling in jumps.

  • Shadow Slash (Special ~ Light) and Saber Slash (Special Jumps): The length of the access box has been significantly increased.

  • Saber Slash: decrease recovery time.

  • Jumping hard: The height of the access box has increased.

  • Shadow shape (special): Dash cancellations can be done a little earlier.

  • Shadow shot: pre-teleportation (start) reduced by 5F.

  • Guard Breaker (Special Spate ~ Special Spate): Startup time decreased.

  • Defense (special before): active parade window increased to 17 frames, from 9.


  • Wolf Rush (Special): generally dramatically faster. The forward execution starts 17 frames earlier and all subsequent attacks are executed 6 frames earlier.

  • King of the Jungle (special before): sprinkler frames reduced to 8 frames, from 16.

  • Lion Maul (Forward Special ~ Medium): descends immediately after activation; attack on the head much faster.

  • King Cobra Combination (EX): completely invincible until the first active hit.


  • Crouched environment: hitstun increased by 2F, making guarantees in Wolf Wheel guaranteed to hit.

  • Throw forward and throw back: the damage increased to 80, from 70.

  • Throw forward: can now be canceled in Pounce.

  • Standing medium: decrease the juggling limiter swelling.

  • Wolf Wheel (Special) and Wolf Wheel Spike (Special ~ Special Forward): increased projectile damage by 20.

  • Spike wolf wheel: frames 1 to 11 are invincible attacks, and the increasing portion of the shot is unblocked by air.

  • Pounce (special before) restored

  • Lunar Cyclone: increased actual damage by 20.



  • Fixed an issue where Chun-Li could block the ground while in the air.

  • Fixed an issue where Chun-Li could be canceled in Megazord Ultra due to a blocked EX Spinning Bird Kick.


  • Health was reduced to 900, down from 950.

  • Sitting Hard: low meter gain. The damage from the first blow was reduced to 30, from 40.

  • Standing hard 2: reduced blows of the first blow from 40F to 27F. Damage from the first hit was reduced to 40 from 50. Damage from the second hit increased to 60 from 50.

  • squatting hard 2: reduced blows of the first blow from 34F to 28F.

  • Shredder Barrage (Special Rear ~ Medium): the teleportation cancellation requirement has been adjusted; now he needs an unblocked shot.

  • Pond Hopper (Special back ~ Heavy): Resolved an issue with support downloads.

  • Pond Hopper: Much more punishable when Adam does not successfully reach the back edge of the screen (for example, from following him).


  • Standing Heavy 3 (forward + heavy version): hitstun fix; combinable in Standing Light.

  • Jumping hard: The overall hitbox size has decreased.

  • Special jumping: The overall hitbox size has decreased. Increased hurtbox size.

  • Sledge Splash (Special ~ Spate + Special): must be locked up.


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