Grid reading

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.


 * Angelic Missile Level 4
 * Warp Level 4
 * Mega Laser Level 3+
 * Explosive Flame Level 3+
 * Reflect Barrier Level 3+
 * Quick Charge Level 4
 * Slip Shot
 * Invisible Shots Level 3
 * Random Effect Level 4
 * Petrify Attack Level 3
 * Freeze Attack Level 2+
 * Eggplant Attack Level 3
 * Tempura Attack Level 2+
 * Energy Charge Level 2+
 * Libra Sponge
 * Virus Level 2+
 * Super Armor Level 3+
 * Lightweight Level 4
 * Trade-off
 * Aries Armor
 * Bumblebee Level 3
 * Transparency Level 3+
 * Playing Dead
 * Health Recovery Level 4
 * Pisces Heal
 * Spite Level 2+
 * Double Item Level 3+

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.


 * Super Speed
 * Mega Laser (Level 4 uses 2 lines)
 * Explosive Flame Levels 3 and 4 (Level 4 uses full row/column)
 * Reflect Barrier Level 4 (uses 2 lines)
 * Autoreticle Level 2+
 * Slip Shot (Level 2+ uses full row/column)
 * Random Effect Level 4
 * Power Thief
 * Virus (Level 3 uses 2 full lines)
 * Trade-off (uses full row/column)
 * Aries Armor (uses full row/column)
 * Bumblebee (Level 3 uses 2 full lines)
 * Double Item Level 4 (uses 2 full lines)
 * Fortune's Jukebox Level 2

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.


 * Rocket Jump Level 4 (4x4)
 * Explosive Flame (Level 1 is 4x5)
 * Black Hole Level 4
 * Meteor Shower Level 2+ (Level 2 is 4x4)
 * Slip Shot
 * Random Effect Levels 3 and 4
 * Weaken Attack (Level 1 is 4x4, Level 2 is 4x5)
 * Burn Attack Level 3 (4x5)
 * Darkness Level 3 (4x4)
 * Trade-off
 * Aries Armor
 * Item Vacuum Levels 2 and 4 (Level 2 is 4x4)
 * Random Level 3+ (Level 3 is 4x4)

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.


 * Angelic Missile Levels 2 and 4 (Level 2 is 8 spaces, Level 4 is wide T)
 * Warp Level 4 (uses 2 center spaces)
 * Heavenly Light Level 4 (9 spaces)
 * Quick Charge Levels 3 and 4 (Level 3 is 8 spaces, Level 4 is wide T)
 * Homing Boost Level 2 (8 spaces)
 * Invisible Shots Level 2+ (Level 2 is 9 spaces, Level 3 is wide T)
 * Freeze Attack Levels 1 and 3 (Level 1 is 9 spaces, Level 3 uses 2 center spaces)
 * Eggplant Attack Level 2 (9 spaces)
 * Tempura Attack Level 2+ (Level 3 uses 2 center spaces)
 * Energy Charge except Level 3 (Level 1 is 8 spaces, Level 4 uses 2 center spaces)
 * Libra Sponge Level 2+ (Level 3 uses 2 center spaces, Level 4 uses all 4 center spaces)
 * Lightweight Level 3 (9 spaces)
 * Transparency Level 2+ (Level 9 is 9 spaces, Level 3+ uses 2 center spaces)
 * Playing Dead Level 2 (uses 2 center spaces)
 * Health Recovery Level 4 (wide T)
 * Pisces Heal (Level 3 uses 2 center spaces, Level 4 uses all 4 center spaces)
 * Spite Levels 2 and 3 (Level 2 is wide T, Level 3 uses 2 center spaces)

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.


 * Angelic Missile Levels 1 and 3 (Level 1 is a 7 space thick T-shape, but Level 3 wastes a space and flanks 2 center spaces on corner)
 * Super Speed Level 4 (1 1/2 line)
 * Warp Levels 2 and 3 (both levels waste a space on corner, but Level 3 is multiple quadrants)
 * Mega Laser Levels 3 and 4 (1 1/2 line, flanks 2 center spaces)
 * Land Mine Level 3 (7 space thick T-shape)
 * Reflect Barrier Level 4 (double-line)
 * Heavenly Light Level 2 (7 space thick T-shape)
 * Homing Boost Levels 1 and 3 (Level 1 is a 7 space thick T-shape, but Level 3 wastes a space on corner and flanks 2 center spaces)
 * Random Effect Level 2 (8 space U-shape)
 * Freeze Attack Level 2
 * Eggplant Attack Level 3
 * Tempura Attack Level 1 (wastes a space on corner)
 * Power Thief Level 4 (1 1/2 line)
 * Energy Charge Level 3
 * Libra Sponge Level 1
 * Darkness Level 4 (8 space U-shape)
 * Virus Level 2+ (1 1/2 line)
 * Super Armor Level 2+ (Level 2 is 8 space U-shape)
 * Brief Invincibility Level 3 (wastes a space on corner)
 * Lightweight Levels 1 and 4 (Level 1 is a 7 space thick T-shape)
 * Bumblebee Level 2+ (1 1/2 line)
 * Transparency Level 1 (wastes a space on corner)
 * Playing Dead Levels 1 and 3
 * Health Recovery Level 3 (wastes a space on corner)
 * Spite Levels 1 and 4 (Level 1 wastes a space on corner)
 * Item Vacuum Level 3 (8 space U-shape)
 * Double Item Level 4 (double line)
 * Celestial Firework Level 2 (wastes a space on corner)

Center Space Near/Absolute Requirement
A hybrid of the above 2 lists.


 * Angelic Missile (Level 3+ is multiple quadrants)
 * Super Speed Level 4 (1 1/2 line)
 * Warp Level 2+ (Level 3+ is multiple quadrants)
 * Mega Laser Levels 3 and 4 (1 1/2 line, flanks 2 center spaces)
 * Land Mine Level 3 (7 space thick T-shape)
 * Reflect Barrier Level 4 (double-line)
 * Heavenly Light Levels 2 and 4
 * Quick Charge Levels 3 and 4 (Level 3 is 8 spaces, Level 4 is wide T)
 * Homing Boost (Level 3 is multiple quadrants)
 * Invisible Shots Level 2+ (Level 2 is 9 spaces, Level 3 is wide T)
 * Random Effect Level 2 (8 space U-shape)
 * Freeze Attack (Level 2+ is multiple quadrants)
 * Eggplant Attack Level 2+ (Level 3 is multiple quadrants)
 * Tempura Attack (multiple quadrants at all levels)
 * Power Thief Level 4 (1 1/2 line)
 * Energy Charge (L quadrants)
 * Libra Sponge (multiple quadrants at all levels)
 * Darkness Level 4 (8 space U-shape)
 * Virus Level 2+ (1 1/2 line)
 * Super Armor Level 2+ (Level 2 is 8 space U-shape, all levels are multiple quadrants)
 * Brief Invincibility Level 3 (wastes a space on corner)
 * Lightweight except Level 2 (Level 4 is multiple quadrants)
 * Bumblebee Level 2+ (1 1/2 line)
 * Transparency (Level 3+ requires 2 center spaces)
 * Playing Dead (multiple quadrants at all levels)
 * Health Recovery Levels 3 and 4 (multiple quadrants at both levels)
 * Pisces Heal (multiple quadrants at all levels, Level 3 uses 2 center spaces, Level 4 uses all 4 center spaces)
 * Spite (multiple quadrants at all levels)
 * Item Vacuum Level 3 (8 space U-shape)
 * Double Item Level 4 (double line)
 * Celestial Firework Level 2 (wastes a space on corner)

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.


 * Sky Jump Level 4
 * Jump Glide Level 3+
 * Rocket Jump Level 2+
 * Angelic Missile Level 3+
 * Super Speed
 * Warp Level 3+
 * Mega Laser
 * Explosive Flame
 * Black Hole
 * Meteor Shower Level 2+
 * Land Mine Level 2
 * Reflect Barrier Level 2+
 * Heavenly Light Level 3
 * Autoreticle
 * Quick Charge Levels 2 and 4
 * Homing Boost Level 3
 * Slip Shot
 * Invisible Shots Levels 1 and 3
 * Random Effect
 * Poison Attack Level 3
 * Paralyze Attack Level 3
 * Weaken Attack
 * Petrify Attack Level 2+
 * Shake Attack
 * Confuse Attack Level 3
 * Burn Attack Level 2+
 * Freeze Attack Level 2+
 * Spin Attack Level 2+
 * Eggplant Attack Levels 1 and 3
 * Tempura Attack
 * Power Thief
 * Energy Charge Level 2+ (Level 3 reduces minimum to 1, Level 4 prevents any other)
 * Libra Sponge (Level 1 reduces minimum to 1, Levels 3 and 4 prevents any other)
 * Darkness
 * Virus
 * Super Armor (Level 4 reduces minimum to 1)
 * Brief Invincibility Level 2
 * Tirelessness
 * Lightweight Levels 2 and 4
 * Trade-off
 * Aries Armor
 * Bumblebee
 * Counter Level 3
 * Transparency Level 3+
 * Playing Dead (Level 3 reduces minimum to 1)
 * Health Recovery Level 2+
 * Pisces Heal (Level 2 reduces minimum to 1, Levels 3 and 4 prevents any other)
 * Spite (Level 4 reduces minimum to 1)
 * Item Vacuum
 * Throwing Boost Level 3
 * Double Item Level 2+
 * Fortune's Jukebox
 * Random Level 2+

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:

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.


 * Aries Armor, Trade-off, and leveled Slip Shot, under any and all circumstances, can't fit with each other (including Slip Shot level 1 for the former 2) or any of the following powers: Super Speed, Mega Laser, Explosive Flame, Reflect Barrier level 4, Autoreticle level 2 or 3, Random Effect level 4, Power Thief, Virus, and Bumblebee.
 * Slip Shot level 1 can fit with only one of the above list, except Mega Laser level 4, Reflect Barrier level 4, Virus level 3, and Bumblebee level 3.
 * Energy Charge level 4 and Libra Sponge level 3 can't fit with each other or any of the following: Warp level 4, Heavenly Light level 4, Quick Charge level 4, Invisible Shots level 2 or 3, Freeze Attack level 1 or 3, Eggplant Attack level 2, Tempura Attack level 2 or 3, Energy Charge level 2, Libra Sponge level 2 and above, Lightweight level 3, Transparency level 2 and above, Playing Dead level 2, Health Recovery level 4, Pisces Heal, and Spite level 2 or 3.

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


 * Slip Shot usage at the start of the match suggests that it is leveled until proof of otherwise, such as Bumblebee usage, is provided.
 * Energy Charge usage in general is unlikely to have knockback immunity powers supporting it due to the lack of synergy.
 * If a Magnus Club, Taurus Arm, Samurai Blade, Raptor Claws, or other melee-favoring weapon type is rushing at the start, it probably has Aries Armor.
 * Atlas Club is likely to have Slip Shot.