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Grid reading is the term for determining what powers the opponent could have based on information provided by the bottom screen, such as their Weapon type and their activated powers. Grid reading can be done to rule out threats.

Power Grid Flaws

Some powers may have flaws in their shapes that can be used to determine a limitation in the opponent's grid.

Expensive

The following powers are read by simple math, as each cost at least 10 spaces, preventing more than 3 from fitting, and any effort to fit 3 from also fitting in more than 6 spaces of any further powers.

Full Line

Although a full line is only 6 spaces, it serves the critical flaw of making it easy to rule out Aries Armor, Trade-off, or leveled Slip Shot unless the involved power is any of those. Additionally, it's easy to determine that the rest of the powers have to fit in a 6x5 grid at most, and multiple line powers have to fit either both horizontally or both vertically, further narrowing the remaining potential grid.

Thin 4x4 L Shape

Although not as easy to read as the full line, an L shape going at least 3 spaces horizontally and 3 spaces vertically from the corner costs at least 7 spaces total, cannot fit more than 2 line powers (if that), and likes to confine thicker powers to an effective 5x5 grid. 4x4 and 4x5 L shape powers are noted as such; anything bigger can fit only one line power at most, and widened T-shaped 10 space powers also can avoid using the center space of the 5x5 portion.

Center Space Requirement

These powers use at least one of the 4 center spaces without condition, in the process requiring a minimum of 8 spaces and also requiring an empty 2x3 space and even coming one space short of entirely covering a 3x3 if they aren't already. A forced 5x5 consequently makes any of these powers use the center space except for the 8 space shape, which has an alternative that uses 5 of the surrounding spaces in a manner that still prevents any other of the center space requirement powers except another 8 space shape power from fitting. Of course, a wide T doesn't necessarily used the center space of the open 5x5 when used with a 4x4 or 4x5 L shape power.

Center Space Near-requirement

These powers only avoid using one of the 4 center spaces if they are placed in one of exactly 4 locations on the grid. They aren't as easy to read, but there can be no more than 4 of these or powers that actually do require any of the center spaces.

Additionally, flanking multiple center spaces when on-center effectively uses them. But remember: effectively using them isn't the same as outright doing so.

Center Space Near/Absolute Requirement

A hybrid of the above 2 lists.

Multiple Quadrants

These powers prevent more than 2 (other) center space powers by more than one due to fitting in multiple quadrants. Keep in mind, though, that center space near-requirement powers aren't so suffocated at all.

Grid Reading Each Power

Power Minimum Space Per Level Space Difference Visible Level Difference Notable Grid Flaws Other Traits
Sky Jump 3 0.5 Faster recharges None Set charge count
No major weaknesses
Jump Glide 4 1 Faster recharges Widened U-shaped if leveled Set charge count
No major weaknesses
Rocket Jump 4 1 Faster recharges Always L-shaped Set charge count
No major weaknesses
Angelic Missile 7 1 1+L charges Center space issues
Corner or center shape (L1: T-shape)
L3+: Multiple quadrants
L2 or L4: Forced Center Space (L2: 8 spaces)
Super Speed 6 1 1+L charges Full line
Warp 5 2 1+L charges Center space issues
L1: 5 space U-shape
L2+: Corner or center space
L3+: Multiple quadrants
L4: Forced Center Space
Mega Laser 6 2 1L charges Full line
L4: Double-Line
Explosive Flame 8 1 None Backwards L-shape (4x5 minimum) Set charge count
Level difference is increased damage (invisible)
Black Hole 6 1 None Multiple quadrants
L1 to L3: U-shape
L3: 8 space non-wide U-shape
L4: L-Shape 5x5
Set charge count
Level difference seems to be slightly increased vacuum range and velocity
Meteor Shower 5 2 1+L charges L-Shape (2+L)x(2+L)
Land Mine 5 1 1+L charges Center space issues
L2: Multiple quadrants (wide T-shape)
L3: Corner or center space (T-shape)
Reflect Barrier 6 2 1L charges Center space issues
2x(2+L) rectangle
L4: 2 full lines
Heavenly Light 6 1 None Unconditional 2x3 inclusion Set charge count
Level difference is increased damage (invisible)
Autoreticle 4 2 Charge duration: 8+6L seconds Full line if L2+
Multiple quadrants (L1: 4 space line)
Quick Charge 4 2 1L charges Center space issues
L2 or L4: Multiple quadrants (L2: wide T-shape)
L3+: Forced Center Space
Homing Boost 6 1 1+L charges Center space issues
Corner or center space (L1: T-shape)
L2: Forced Center Space (8 spaces)
L3: Multiple quadrants
Slip Shot 10 1 1L charges Full line
Backwards L-shape 6x5
L2+: Full Row+Column
Invisible Shots 8 1 1L charges Center space issues
L2+: Forced Center Space
L1 or L3: 2x4 inclusion
Random Effect 7 1 None Multiple quadrants
L1 or L2: U-shape (L2 is non-wide)
L3 or L4: L-shape 5x(5 or 6)
Set charge count
Level difference is chosen status chance (invisible)
Poison Attack 3 1 1+L charges L2+: Multiple quadrants (L2: 4 space line)
Paralyze Attack 4 1 1+L charges L-shaped
L3: Multiple quadrants (4x3 L-shape)
Weaken Attack 7 1 1+L charges Backwards L-shape (4+L/2)x(4+(L-1)/2)
Petrify Attack 6 2 1+L charges Center space issues
2x(2+L) rectangle
Shake Attack 4 1 1+L charges Multiple quadrants (L1: 4 space line; L2: narrow L-shape; L3: U-shape)
Confuse Attack 4 1 1+L charges L3: Multiple quadrants (narrow ends)
Burn Attack 4 2 1+L charges L-shape (2+L)x(1+L)
Freeze Attack 9 1 1+L charges Center space issues
Corner or center space
L1 or L3: Forced Center Space
L2+: Multiple quadrants
Spin Attack 4 1 1+L charges L3: Multiple quadrants (U-shape)
Eggplant Attack 8 1 1+L charges Center space issues
L2: Forced Center Space
L1 or L3: Multiple Quadrants
L3: Corner or center space
Tempura Attack 9 1 1+L charges Center space issues
Corner or center space
Multiple quadrants (L3: middle open 3x4)
L2+: Forced Center Space
Power Thief 6 1 Charge duration: 9+3L seconds Full line
Energy Charge 8 2 1L charges Center space issues
L3: Corner or center space
Else: Forced Center Space (L1: 8 spaces)
L2+: Multiple Quadrants
L4: 2 center spaces
Libra Sponge 12 1 None Center space issues
Corner or center space
Multiple quadrants
Set charge count
Level difference is increased damage (invisible)
Darkness 5 1 1+L charges Multiple quadrants (L1: narrow L shape; L3: L-shape 4x4)
L4: U-shape 4x3
Interference 3 1 1+L charges No major weaknesses
Virus 8 2 1L charges Full line
Super Armor 6 2 1L charges Center space issues
Multiple quadrants (L1: wide T-shape)
L3+: Corner or center space
L2: U-shape 4x3
Brief Invincibility 5 1 1+L charges Center space issues
L1: L-shape 3x3
L2: wide T-shape
L3: Corner or center space
Tirelessness 4 1 1L charges Multiple quadrants (L1: 4 space line; L2: narrow L-shape; L3: L-shape 3x4)
Lightweight 7 1 Charge duration: 12+4L seconds Center space issues
L1 or L4: Corner or center space
L2: 2x4 rectangle
L3: Forced Center Space
Trade-off 11 1 Charge duration: 13+2L seconds Full line
Full row/column
Increased level improves stat boosts
Aries Armor 11 2 Charge duration: 14+2L seconds Full line
Full row/column
Increased level improves stat boosts
Bumblebee 7 2 1L charges Full line
Counter 4 1 1+L charges L2+: L-shaped
Transparency 7 2 1L charges Center space issues
L1: Corner or center space
L2+: Forced Center Space
L3+: 2 Forced Center Spaces
Playing Dead 10 1 Charge duration: 7+3L seconds Center space issues
Multiple quadrants
L1 or L3: Corner or center space
L2: Forced Center Space
Health Recovery 4 2 Charge duration: 2+1.25L seconds Center space issues
L2+: Multiple quadrants
L2: wide T-shape
L3: Corner or center space
L4: Forced Center Space
Warning: hitting the user ends the duration prematurely.
Pisces Heal 12 1 (Recovered Health upon "dying") Center space issues
Forced Center Space
All except L2: 2+ Forced Center Spaces
L2: Center or 3 Center Spaces
Spite 9 1 None Center space issues
Multiple quadrants
L1 or L4: Corner or center space
L2 or L3: Forced center space
Item Vacuum 6 1 1L charges L1 or L3: U-shape (L3 is non-wide)
L2 or L4: L-shape (3+L/2)x(3+L/2)
Throwing Boost 3 1 1L charges
Double Item 6 2 1L charges Center space issues
2x(2+L) rectangle
L4: 2 full lines
Fortune's Jukebox 8 0 (2L charges) L1: 2x4 rectangle
L2: Full line
Celestial Firework 4 3 (5L charges) L2: Corner or center space
Random 3 2 1L charges L-shaped

Power Stats

These powers should be noted for the purposes of Grid Reading.

Anti-tag

The most noteworthy purpose of Grid Reading is to determine what protection the opponent has against tag powers, such as Super Speed, Black Hole, and Mega Laser, when working with something like a standard club. With the assumption that Super Armor is active, health is at a decent, affordable amount left, and Effect Recovery is used reliably enough to cancel out Freeze Attack, here is a list of powers that can protect against tag powers:

Anti-Tag Power Spaces Charges Protects VS Summary
Sky Jump 3+L/2 10 Super Speed
Mega Laser
At only 3 spaces for 10 charges, Sky Jump can be used to help evade the incoming attack when Super Speed or Mega Laser is used, and if terrain is favorable, Sky Jump is capable of an escape. Black Hole, however, completely keeps Sky Jump unable to do anything useful.
Jump Glide 3+L 5 Super Speed
Black Hole
Mega Laser
Rocket Jump 4+L 5 Super Speed
Mega Laser
Though not as inexpensive as Sky Jump, Rocket Jump does provide an explosion, but that's only able to work as damaging deterrent. Without that, Rocket Jump is virtually the same as Sky Jump.
Angelic Missile 6+L 1+L Super Speed
Black Hole
Mega Laser
Angelic Missile can be used to blast away from the tagger's hit zone. However, it forces the user into hitting the ground flat on their face with no chance to do the ukemi technique, though the knockdown recovery moves can still be done. Angelic Missile also has shape problems to get in the way of other powers.
Super Speed 5+L
(LINE)
1+L Super Speed
Black Hole
Mega Laser
There is a good reason Super Speed requires a full line: it can be used as an immediate response to ANY tag power. Not only does it halve any damage, it provides knockback immunity and high mobility as well. Without Grid Reading, Super Speed can cause a lot of problems fast for the tagger. The good news is, its mere usage proves that Slip Shot is not leveled, so cover can be used to help deal with Super Speed.
Warp 3+2L 1+L Super Speed
Black Hole
Mega Laser
Basically Super Speed but generally more efficient for escaping a bad situation.
Reflect Barrier 4+2L 1L Super Speed
Black Hole
Frequently used for other consistent useful purposes, Reflect Barrier also deters Super Speed and Black Hole by using the tagger's projectiles against them. However, Reflect Barrier can't stop the meleeing, and if it is activated first, Black Hole can draw the user away with no chance of Reflect Barrier being activated without warning, or Mega Laser can be used to shoot through the Reflect Barrier for easy damage.
Libra Sponge 12/13/14/16 1 Super Speed
Black Hole
Mega Laser
Libra Sponge provides knockback immunity, as well as extra attack power when hit for high damage, which turns tagging with Super Speed or Mega Laser into a potential detriment. In addition, the only way to know which level Libra Sponge is at is by determining how much stronger the opponent gets from their boost, which means getting hit, so Libra Sponge causes a case of pick your poison for Grid Readers. Luckily, it's 12 spaces minimum, which will hurt the user's ability to escape efficiently.
Darkness 4+L 1+L Mega Laser
Interference 2+L 1+L Black Hole
Virus 6+2L
(LINE)
1L Super Speed
Black Hole
Mega Laser
Super Armor 4+2L 1L Black Hole
Mega Laser
Brief Invincibility 3+L 1+L Super Speed
Black Hole
Mega Laser
Lightweight
Trade-off 10+L
(ROW/COL)
1 Super Speed
Black Hole
Mega Laser
While Trade-Off protects against all attacks except statuses when active in addition to high attack power boosts and considerably mobility, it also reduces the user's HP to 1. As such, Super Speed can be used to get away and drain off some of Trade-Off's duration, then when the power is gone, Mega Laser can finish off the user.
Aries Armor 9+2L
(ROW/COL)
1 Black Hole
Mega Laser
In comparison to Trade-Off, Aries Armor is actually more melee-friendly, but it is preferable to run away from a melee Aries Armor setup anyway. Luckily, Aries Armor doesn't make the user invincible to attack, just very hard to damage highly, so a Super Speed charge is well worth considering regardless of weapon type, which merely affects what purpose the Super Speed charge should be used for more than anything. In addition, Aries Armor uses plenty of space and also can't be supported with Super Speed or Bumblebee. Aries Armor is also often enough used simultaneously used with Libra Sponge. The tagger would want to run away, but as long as their survival is efficient enough, they just need to wait long enough and they have the upper hand.
Bumblebee 7/9/12
(LINE)
1L Super Speed
Black Hole
Mega Laser
Counter 3+L 1+L Black Hole
Transparency 5+2L 1L Super Speed While expensive, Transparency is capable of working as a keystone power, and it does interfere with the usage of Super Speed by preventing the tagger from knowing where to move and attack properly. Black Hole and Mega Laser, however, remain unaffected in general, as neither power care strongly about vision.
Playing Dead 9+L 2 Super Speed
Black Hole
Mega Laser
Pisces Heal 12/13/14/16 2 Super Speed
Black Hole
Mega Laser
Celestial Firework 1+3L 5L Black Hole

Identifying the Opponent's Potential Powers

The whole purpose of grid reading is to figure out the key threats among the opponent's powers. The best way of doing so is to take a good look at what fits well with given weapon types and/or used powers.

Definite Cases

Because of the given powers' shape restrictions, the pointers just below always apply. It is very recommended for the Grid Reading player to take advantage of their flaws.

It should be noted that visa-versa cases always apply, so they will not be repeated, so as to avoid redundancy. CTRL+F should be used for finding any rules about a given power.

Likely Cases

The pointers below happen often enough. They are not conclusive proof of such, but suspecting these allows for better offense management.

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