MASTER THE MOVEMENT: Kimberly Hart’s Advanced Mobility Guide

Dev Blog / 7.21.2025

*

Kimberly Hart brings a fresh twist to aerial mobility in Power Rangers: Legacy Wars. With a groundbreaking 3-part dash system, risky-yet-rewarding movement options, and the ability to taunt cancel mid-air, she’s one of the most dynamic and technical warriors yet. In this guide, we break down her unique mechanics and how to master them in battle.


THE 3-PART DASH SYSTEM

Kimberly is breaking boundaries in Power Rangers: Legacy Wars—as the first fighter to feature a true Air Dash mechanic, she brings an entirely new dimension of vertical mobility to the battlefield. This new dash system gives Kimberly unmatched agility, but it comes with its own set of tradeoffs. Mastering it will separate casual players from true Pink Ninjetti pros.


Dash 1: Ground Launch
Kimberly’s first dash behaves like a traditional dash but launches diagonally upward. It grants just enough height to evade some ground-based attacks and lets her hover briefly before descending.

  • Cue another Dash after 30 frames
  • Activate an Ability after 15 frames


Dash 2: Mid-Air Momentum
The second dash occurs mid-air, propelling Kimberly horizontally—either forward or backward. Thanks to momentum, it travels farther than a normal dash, giving you powerful aerial control.

  • Same timing rules apply: Dash at 30 frames, Ability at 15


Dash 3: Downward Dive
Her third dash sends her diving steeply in your chosen direction. While the same frame windows apply, this rapid descent usually brings her to the ground before you can trigger another dash—preventing infinite air mobility.

After landing, the dash sequence resets:

  • From the ground, you get Dash 1.
  • In air, Dash 2.
  • Any dash after that = Dash 3.

Pro Tip: Choose your angles and timings wisely to stay unpredictable and in control.


PROJECTILE DODGE

Kimberly’s dash may look longer, but it functions just like every other dash in the game. It has the same 32 frames of Projectile Dodge—after that, she’s fully vulnerable. If hit mid-air, she’ll be juggled just like anyone else.


PHYSICAL HITS

While dashing, Kimberly is considered airborne—meaning any physical hit she takes will immediately put her into a juggled state. This makes her agile movement a double-edged sword: while it grants her exceptional mobility, it also leaves her highly vulnerable to being juggled.


TAUNT CANCEL

Some of you may have discovered that Kimberly can Taunt mid-air while dashing. When she does, gravity kicks in—causing her to drop straight down and instantly cancel her horizontal momentum. This “quick fall” not only lets her reposition faster but also opens up new movement options.

Taunting in the air follows the same rules as on the ground: you can immediately perform any action during it. That means you can dash in any direction right at the start of the Taunt—even before she begins falling. Since Taunt is treated as an Ability, it can be activated as early as frame 15 during a Dash and has a short cooldown. This allows for Taunt Canceling nearly every other Dash, enabling up to four directional dashes before landing.

Taunt Canceling off the first Dash also lets you perform a low-altitude horizontal Air Dash—faster but riskier, as it leaves you more exposed to ground-based attacks.

Master this technique to make your Pink Ninjetti more agile, unpredictable, and incredibly hard to pin down!