AURICO CHARACTER BLOG

Uncategorized / 5.09.2025

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Meet Aurico, the Red Aquitian Ranger, whose swift, fluid combat introduces a unique stance-based style to the Morphin’ Grid. As a stance character, Aurico gains access to a second version of all his Primary and Special Abilities—similar to Eric, the Quantum Ranger from Time Force. Master his adaptable moveset to outmaneuver enemies, control the flow of battle, and unleash powerful follow-ups at just the right moment.

STANCE MECHANIC

To gain access to version 2, simply do either of the following:

*Dash Cancel mid attack from any of the Abilities listed below:

  • Aquitian Combo
  • Reverse Flow
  • Raging River

*Or complete any version 1 Ability regardless of hit or miss:

When Stance is active, Aurico’s next Ability becomes version 2, indicated by the icon displayed beneath his health bar

  • The Stance has a max timer of 3 seconds after which the icon is removed and Aurico’s next Ability becomes the normal version once again.
  • Activating any version 2 Ability removes the icon and exits Stance, meaning only one Version 2 Ability can be active at a time.

ABILITIES

[AQUITIAN COMBO]

A fast basic combo that leaves the victim close with very little advantage. Good for linking your next Ability when cued up immediately. This move can Dash Cancel after the 1st hit.

[AQUITIAN COMBO V2]

A relatively fast but close range 2 hit launcher. It Sweeps on 1st hit and Launches on the 2nd. Very good for gaining extra EP when used as the 2nd attack in a combo. The fast startup and guaranteed launch on first hit makes this move a threat at close range.

[REVERSE FLOW]

A full-screen projectile starter with an automatic follow-up on hit that ends in a Stagger. While the projectile causes an Interrupt on standing opponents, you can Dash Cancel during the follow-up– creating a full-screen 50/50 game. When used in a Juggle, the entire attack is guaranteed, making this the ideal setup.

[REVERSE FLOW V2]

A close-to-mid range Sweep starter with solid startup speed. Upon a successful hit, Aurico stylishly carries the opponent backwards towards his corner, finishing with a Knockdown that sends the victim flying across the screen. Great for creating space, though follow-up options are limited full-screen Abilities like Reverse Flow, Raging River and Sudden Downpour. Pairing with fast, long-range Assists is highly recommended. 

[WATERFALLS]

An evasive, teleporting Breaker Ability that whisks Aurico out of harm’s way before dive-kicking back into the fight. Because this Ability initially moves backwards, the actual range is medium at best and is really meant to be used against an oncoming aggressor or to get away from imminent danger that cannot be blocked. If the dive kick is successful, it triggers a follow-up that  sends the victim back with a Knockdown.

[WATERFALLS V2]

The 2nd version is a more aggressive follow-up designed for juggling opponents. The jumping spin attacks only juggled opponents, but final downward hit connects with a standing opponent. While the grounded hit has solid startup, it becomes more reactable once Aurio leaps into the air. On the rare occasion that the spinning attacks all miss, Aurico finishes with a guaranteed Sweep upon landing. If the spinning attacks land, Aurico bounces back and double jumps for a heavy plunging attack, which can avoid Clash interactions and offer a safe landing. This Ability gives +1 EP back upon activation, making it effectively cost 3 instead of 4.

[RAGING RIVER]

A full-screen 1 hit melee Breaker with a hefty startup of nearly 1 full second. The strongest hitting Ability in Aurico’s arsenal outside of his Super. Using it may be a challenge, but with proper setups, you can land it. The payoff is well worth it especially if the 1 hit happens to Crit. Additionally, although the startup is pretty long, it has full Dodge Projectile attributes throughout its animation. If you sense they have a read on your attack, you can always pull out prior to launching forward using a Dash Cancel and potentially baiting out a Strike. Dash Canceling from this Ability grants you +1 EP back, so it only costs you 3 instead of 4.

[RAGING RIVER V2]

A mid-range Breaker with decent startup that has a follow-up combo on hit. On hit, Aurico teleports behind the opponent and continues a back attack that drags the victim towards your corner, launching them forward for the final hit. An excellent move for damage, follow-up Juggles, and especially for regaining extra EP mid combo. This Ability gives +1 EP back upon activation, making it effectively cost 3 instead of 4.

[ASSIST – SUDDEN DOWNPOUR]

A unique Breaker that spawns directly above the victim, bypassing everything in between that would normally deal damage such as projectiles or physical hit colliders. There are very limited i-frames on startup that only last until Aurico is nearly fully visible and starts his descent for the attack. Like any Breaker it is vulnerable to any kind of Strike.

[FLASH FLOOD]

A mid-to-long range (but not full screen) attack with decent startup speed. While it lacks Super Armor and i-frames, it can Dodge Projectile. Good for catching those pesky projectile spammers off guard. On hit, Aurico blazes through the screen and into the air before slamming down with an explosive Launching finish. It is recommended to use this Ability as a combo finisher, though starting a combo with it can still net you an immense amount of damage.

Try out each Ability in Training Mode mode to understand their range and behavior. Find out which Abilities chain well together and which combos to avoid. Don’t forget to experiment with other Assists that complement Aurico’s abilities and suit your play style.