Numbers represent direction on a keyboard numpad. For example, + becomes 236M.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
When comboing into 6S from 2S, delay the 6S a tiny bit to let so that 6S doesn't whiff
2A can only lead into BnB with 2A 2S 4M as your starter
Cancelling 6S(1) -> 6SS is usually more consistent for midscreen extensions; better for damage as well
The point of Ranger combos is to get your opponent into corner; don't focus on damage until you get to corner
Knockdown
Ranger has 4 main ways to get knockdown:
5M(MM)
6S~S > immediate j.S (setup grenade)
6S~S > j.MM > j.S > j.B
j.S 66 4S
(6SS enders can be replaced with 4S(1) jump cancel)
Pros:
Method 1: High damage, ender for anywhere, converts into Awakening Skill, sends opponent full screen
Method 2: Sets up grenade oki, makes Ranger very advantageous, does not fully require corner
Method 3: Sets up grenade oki, erases white HP, safejump, prevents opponents from rolling out of corner
Method 4: Sets up a grenade meaty that is safe against practicaly all reversals and allows you to keep pressure. Useful to setup early guardbreaks
Cons:
Method 1: High MP cost, follow-ups inconsistent sometimes, no mix after knockdown
Method 2: Opponent still keeps white HP, opponent may be able to air tech, opponent now has access to BackDash Conversion
Method 3: Guard break setups are less reliable at high grenade height and optimal height requires tight manual timing.
Method 4: Corner only, costly to setup, (requires 214M) and most of the time, you have to end a combo short to use it.
Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
Work against every, or almost every, character in the game
Can be performed from most positions in the play area
Require few adjustments, and if any are required they are simple
Long Range Projectile Combo
Long Range Projectile ComboGet a knockdown from 2B, keep zoning.
Very Easy
5AA > 5B > 2B
84 damage, no MP needed.
Very basic combo for a successful hit with a projectile at long range. Deals light damage, pushes the opponent back, and knocks them down, allowing for more zoning. Primarily used as a long-range anti-air combo due to 5A's ability to poke opponents out of the air, although it can be used to punish certain moves in standing recovery/ tall hurtboxes.
Since 5A lacks meaningful hitstun and can be whiff cancelled into 5AA, this combo can be high risk when both characters are grounded as most characters in the game can run under 5A and 5AA. To mitigate this risk, it is usually better to do 5B > 2B instead due to the lower hitbox covering dashes.
Long range 5A, 5B, or 2B lack any meaningful follow ups, even when Conversion is available. The only exception is Ranger's Awakening Skill Seventh Flow, which combos from 5A, 5AA, and 5B from about four-fifths of the screen away and from 2B at full screen distance.
Mid to Close Range to Fullscreen Oki
Mid to Close Range to Fullscreen OkiEasy hitconfirm and send them fullscreen
Very Easy
2A > 5B > 2B > 2S > 4S > 5MM
Very MP negative. Sends fullscreen
Simple combo for a close range hit, hardly has any places for issues and sends opponent back to full screen for more zoning. More useful in some matchups than others. Can also be started with a 5AA starter in the close to midrange.
Ranger's non-S buttons have very low hitstun, so his combos require buffered inputs. The 5B > 2B in combos are usually to hitconfirm safely. In this combo, it is optimal to delay the 4S a slight amount. Otherwise, on longer range starters, 4S(1) may miss, resulting in less damage. On the other hand, delaying 4S too much can result in launching the opponent the wrong way, meaning the combo is forcibly ended.
The fact that this combo does not lead into grenade ender means that it is usually not worth to go for most of the time. The exceptions are if the opponent is not good at dealing with zoning or you need the damage. This is because 5MM is a high damage ender that launches the opponent to full screen. While the combo can be ended with 5M or 5MMM, the former does much less minimum damage and the latter can be inconsistent at certain ranges.
Air Raid Loops
Air Raid LoopsLink into j.B after 6S~S, catch the opponent with 5S before they land.
No MP required. Usually done to setup guard breaks
Primary meterless route for midrange meterless confirms. Useful to learn for corner routes as well. Using 2A > 5B > 2B > 2S as the starter for purposes of hit confirming, but possible with almost all starters. Note that if the opponent is close to Ranger at the time 2S connects, the combo may sideswap.
While 6S can be done to completion instead of 6S(1), this forces the Ranger to delay the followup or else the opponent will be too vertically high to hit with jB. 6S(1) is also better for damage, especially in the corner.
A very important combo piece to learn as it results in grenade knockdown, which is Ranger's most threatening position. The combo carries slightly more than half screen, so it may not always end in the corner. When ending the combo in the corner, it is possible to end with 6S~S -> j.MM -> j.S -> j.B for a better knockdown situation.
Simple Sideswap
Simple SideswapEasy to confirm sideswap for distances that the above combo cannot carry
Very Easy
2A > 5B > 2B > 6M, 2B > 2S, 5S > 6S~S, j.MM, j.S
MP neutral. Worth the MP
Easy to confirm sideswap route. Used primarily when Ranger manages to get a hit while in corner. Useful as a fall back to any unexpected hit.
Since the previously listed combo does not carry corner to corner, this combo can be used to travel a shorter distance, but in the opposite direction.
Spending MP for Damage
Spending MP for DamageSimple 4M route for low execution, high damage.
MP neutral. Useful as a fallback when 4M hits too far
Basic 4M combo for damage. Does not care about starter. If the opponent is not point blank range, 6S does not need to be delayed. As stated in the Combo Theory section, either of 2S and 6S can be used before 4M.
Grenade Okizeme Corner Throw Combo
Grenade Okizeme Corner Throw ComboThrow opponents into grenade, set up a new one, repeat offense.
Ranger has the advantage of being one of the few characters in the game to have a combo off their grab, back into the same scenario before the grab and is the sole character to be able to do it without spending MP. He only needs a grenade set to confirm off his grab, which is commonly done at the end of his combos.
For combos that end in j.S without eliminating white HP, Ranger must wait a small amount before grabbing his opponent; grabbing too early will result in them recovering before the grenade explodes. This small delay can easily be done by tapping the Guard button before attempting to grab.
For combos that end in j.MM > j.S > j.B in corner, the setup is autotimed such that running up and grabbing will allow the grenade to combo; even if they are hit by the falling j.B.
Core Combos
Core combos balance potency with consistency. They:
Work against most characters of a selected weight or hurt box type
May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
Are expected to be consistently performable by most intermediate and advanced players who main the character
Notes about the Ranger BnB :
While the BnB (Bread and butter A staple combo that is relatively simple and effective.) is not mandatory for Rangers to learn, it is vital to learn for Ranger's gameplan, especially since it threatens corner carry and damage to supplement the guard damage he does while zoning.
For example, let us compare the pros and cons of the BnB versus the "Spending MP for Damage" route from the Basic Combos. Assuming that both combos start with 5B > 2B > 2S:
Pros of BnB:
Carries corner to corner vs only half-screen
Deals 378 vs 334 damage
Cons of BnB:
Easier to drop
Works with less starters
The cons of the BnB are negilible with enough practice while the pros are intergral to Ranger's gameplan. By learning the BnB, you can take advantage of Ranger's greatest strengths; corner pressure and the threat of grenade
BnB 1
THE BnBWorks off of pretty much any non-2A starter
Notably doesn't work with most 2A starters other than 2A > 2S
Ranger's basic BnB. Can be used with many starters, also deals more damage than the other variation.
After throwing the j.S, have the opponent land on the later active frames of 2S; otherwise, the opponent may not be close enough to hit with 4S. Immediately after the 4S(1) connects, cancel into 6S. The j.S thrown out earlier will explode after the last hit of 6S. If done correctly, the 6SS should hit the opponent on their way down from the j.S explosion.
Continue with the optional 2S and finish the combo with any ender.
BnB 2
BnB VariationDifficult timings, less damage, works with more starters
Only learn this combo if you want to be completely optimal with Ranger
Can be used with more starters than variation 1 (such as 2A > 2S > 4S(1) > 6S), in exchange for less damage and more specific spacing. While the exact timing and spacing is hard to get for the microdash framekill, mistiming will still lead to a combo as the 6S will combo into its later hits, but the overall damage will be less than the "Spending MP for Damage" basic combo.
312 (316 if j.B connects) damage, 1+ MP needed after setup
If j.B connects, it's possible to go into BnB 1 instead of BnB 2.
Some chracters can be popped out of the 214M by getting hit by the setup grenade. To prevent this, throw the j.S ASAP so that the setup grenade disappears.
High damage, possible anti rollDelay 5S to catch roll. 5S 6S into BnB 1
With the inclusion of the Indomitable Spirit mechanic, guard damage can be mitigated if timed correctly as well as pushback which is primarily prevalent during 4S
For people who are REALLY MP starved and are really good at ISing 4M's last hit. This string deals over double the max guard gauge in the game, so they will crack eventually.
Combo List
Midscreen Combos
Combo
Position
Damage
MP Gain
Works on:
Difficulty
Notes
5B2B2S236M 66 5S4S5M
Anywhere
249
-100
Everyone
Medium
After 236M delay the 5B a bit to make sure you are on the correct side, you can also chose to not sideswitch by skipping the microdash.
5B2B2S214M 66 5S4S5M
Anywhere
301
-110
Everyone
Easy
More damaging version of the combo above for more meter. Can also sideswitch by dashing under during 214M.
Midscreen to Corner Combos
Combo
Position
Damage
MP Gain
Works on:
Difficulty
Notes
5B2B2S dl.6S214Mj.S 66 5B2B2Sj.S
Midscreen
291
-70
Everyone
Hard
Combo into j.S oki.
Corner Combos
Combo
Position
Damage
MP Gain
Works on:
Difficulty
Notes
2A5B2B2S214Mj.S 66 4S
Corner
226
-70
Everyone
Easy
Delay the j.S slightly so that it hits meaty.
5B2B2S214Mj.S2S4S (Detonation) 66 4S5M
Corner
338
-110
Everyone
Medium
More damaging version of the above combo utilizing the granade explosion.
5B2B2S214Mj.S2S dl.6S (Detonation) dl.S4S5M
Corner
341
-110
Everyone
Hard
5S6S214Mj.S2S4S (Detonation) 66 4S5M
Corner
327
-110
Everyone
Medium
Same combo but off of a 5S confirm.
5S6S(1) dl.j.B5S6S214Mj.S 66 4S
Corner
333
-110
Everyone
Medium
More damaging 5S combo with a meaty grenade setup. 5M ender does 374 dmg.
(j.S) Throw (Detonation) 2B2S4S5M
Corner
226
-40
Everyone
Medium
Confirm after j.S setup in the corner
External References
Currently working on exporting these combos into dustloop: (Credit to Dakawalf for putting this together)