DNFD/Ranger/Strategy: Difference between revisions

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< DNFD‎ | Ranger
(→‎Conversion: Basic write-up, to be expanded when it benefits to Ranger are better explored.)
(→‎Offense: Starter Ranger's offense section.)
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==Offense==
==Offense==
===Blockstrings===
===Blockstrings===
===Mixups===
Ranger's {{clr|1|A}} and {{clr|2|B}} normals don't grant him true block strings with the only exceptions being {{clr|1|2A}} to an immediate {{clr|2|B}} normal and a jump-in {{clr|2|j.B}} into {{clr|1|2A}} or {{clr|3|5S}}. His main MP and Conversion free string is:
Conversion mixups listed further down
 
({{clr|2|j.B}} >) {{clr|1|2A}} > {{clr|2|5B}} or {{clr|2|2B}} > {{clr|3|5S}} > {{clr|3|4S}} or {{clr|3|6S}} > {{clr|4|5M}}
 
{{clr|2|5B}} and {{clr|2|2B}} are interchangeable while {{clr|3|4S}} and {{clr|3|6S}} present an actual choice. {{clr|3|4S}} is generally a better choice as it has high push back and is only -4 but it's range is poor and will often whiff. {{clr|3|6S}} has much better range but it keeps Ranger close at -8 which is punishable by most of the cast (everyone can punish with throw at point blank range). {{clr|3|6S}}~{{clr|3|S}} can be quite useful when a {{clr|3|j.S}} grenade is active as the explosion makes a follow-up {{clr|2|j.B}} a true block string which leads into a strike/throw mix-up. {{clr|4|5M}} is likewise reserved for guard breaking.
 
{{clr|4|4M}}, ({{clr|1|2A}} > {{clr|3|5S}} > {{clr|4|4M}}) * 2, {{clr|3|5S}}, {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5S}} > {{clr|3|6S}}~{{clr|3|S}}
 
True block string guard break set-up from a {{clr|4|4M}}. The number of {{clr|4|4M}} uses depends on Ranger's maximum and currently available MP which maxes out at 3 when he has 65% health remaining (150 max MP). Guard damage increases with each use, starting at 500 for one use, 780 for two uses, and 1060 for three uses (260 per added use). If Ranger does a meaty {{clr|1|2A}} during grenade oki into his basic true block string (using the grenade explosion to set up {{clr|4|4M}}), the guard damage is increased by 340. This guarantees a guard break on the entire cast, including {{Character Label|DNFD|Crusader}} with his Awakening Passive active!
 
===Mix-ups===
As the block button invalidates left/right mix and he has no overheads, Ranger must rely solely on strike/throw to open up his opponent. Thankfully, his {{clr|3|j.S}} and his Revenge Awakening Passive blesses him with the strongest throw mix in the game (second only to DNF Duel's resident grappler, the aptly named {{Character Label|DNFD|Grappler}}). If the throw or normal hits meaty, then they both beat non-invincible attacks, counters, and rolling on wake-up. Meaty throw goes through blocking, dealing about 210 damage without resources and over 540 with max resources. Meaty {{clr|1|2A}} catches jumps and back dashes, dealing similar damage with or without resources. It can also be spaced such that some character's reversals will whiff, forcing the opponent to block low. If {{clr|3|5S}} is used instead, it can deal about 320 damage without resources and over 700 with max resources, though at the cost of losing to counters and all reversals.


==Defense==
==Defense==

Revision as of 12:02, 6 July 2022

 Ranger

Neutral

Offense

Blockstrings

Ranger's A and B normals don't grant him true block strings with the only exceptions being 2A to an immediate B normal and a jump-in j.B into 2A or 5S. His main MP and Conversion free string is:

(j.B >) 2A > 5B or 2B > 5S > 4S or 6S > 5M

5B and 2B are interchangeable while 4S and 6S present an actual choice. 4S is generally a better choice as it has high push back and is only -4 but it's range is poor and will often whiff. 6S has much better range but it keeps Ranger close at -8 which is punishable by most of the cast (everyone can punish with throw at point blank range). 6S~S can be quite useful when a j.S grenade is active as the explosion makes a follow-up j.B a true block string which leads into a strike/throw mix-up. 5M is likewise reserved for guard breaking.

4M, (2A > 5S > 4M) * 2, 5S, 2A > 5B > 5S > 6S~S

True block string guard break set-up from a 4M. The number of 4M uses depends on Ranger's maximum and currently available MP which maxes out at 3 when he has 65% health remaining (150 max MP). Guard damage increases with each use, starting at 500 for one use, 780 for two uses, and 1060 for three uses (260 per added use). If Ranger does a meaty 2A during grenade oki into his basic true block string (using the grenade explosion to set up 4M), the guard damage is increased by 340. This guarantees a guard break on the entire cast, including  Crusader with his Awakening Passive active!

Mix-ups

As the block button invalidates left/right mix and he has no overheads, Ranger must rely solely on strike/throw to open up his opponent. Thankfully, his j.S and his Revenge Awakening Passive blesses him with the strongest throw mix in the game (second only to DNF Duel's resident grappler, the aptly named  Grappler). If the throw or normal hits meaty, then they both beat non-invincible attacks, counters, and rolling on wake-up. Meaty throw goes through blocking, dealing about 210 damage without resources and over 540 with max resources. Meaty 2A catches jumps and back dashes, dealing similar damage with or without resources. It can also be spaced such that some character's reversals will whiff, forcing the opponent to block low. If 5S is used instead, it can deal about 320 damage without resources and over 700 with max resources, though at the cost of losing to counters and all reversals.

Defense

Anti Air

Conversion

Without the ability to generate white health on demand, Ranger is completely at the mercy of his opponent when it comes to utilizing Conversion. He also doesn't benefit much from its use as lacks any highs for instant overheads nor does he have neutral or offensive tools that becomes frightening when canceled. Note that Ranger's awakening is so strong that using Conversion to incur the extra 5% health loss to drop below 30% health is a trade-off worth taking.

Neutral

Used almost exclusively to protect himself from a punish when he commits to a risky option. The only exception is 4M as it not only makes using it much safer, it also allows Ranger to block the opponents abare options and punish them with the still active hitbox of 4M.

Mix-ups

With no high/low or left/right mix to speak of and easy access to hit/throw from 4M, jump-in j.B, and j.S grenade oki, Conversion is borderline useless at traditional mix-ups. Instead, it is much more effective as way to punish rolls, guard cancels, and reversals on reaction, and discouraging opponents from using them to escape Ranger's set-play.

Combo Conversions

Grants much more frequent access to grenade oki, even after his MP using combo enders 5M and j.M. Also used for minor and specific combo optimizations when trying to close out a round.

Matchups

 Berserker

Berserker is a rush-down monster that also has huge range normals, allowing him to contest Ranger in his optimal spacing. Normally, when fighting characters who control mid-range better him, Ranger could hang back and use his A and B normals to zone the opponent out until the opportunity to get close presented itself. However, Berserker's 6SDNFD Berserker 6S.pngGuardMidStartup15RecoveryAdvantage-5 out-prioritizes Ranger's gun shots, flipping the script on who benefits from full-screen spacing. The follow-up launches the slashes forward, forcing Ranger to block it. However, it's start-up is somewhat slow requiring preemptive use to stop Ranger's projectiles so don't completely disregard them. They can still catch Berserker's sword pokes and the only time 6S can actually punish Ranger is if 5AA is used after it has already absorbed 5A. It can also be out-right beaten by Ranger's 2S so if they use it carelessly he can get a hefty punish.

Keep in mind that 5MDNFD Berserker 5M.pngGuardN/AStartup18RecoveryTotal 23Advantage- gives Berserker consistent access to Conversion so he can keep himself safe or extend his pressure. For example, after using 6S he can Conversion Cancel it and use j.MDNFD Berserker jM.pngGuardHigh, MidStartup27RecoveryAdvantage+4 to catch Ranger if he tried to use 2S. Overall, this is a relatively even match-up, if slightly in Berserker's favor.

 Crusader

Crusader is a slow and bulky mid-range fighter with a full suite of defensive option; an install[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- that grants super armor, an armored reversalDNFD Crusader 623M.pngGuardMidStartup15RecoveryAdvantage-30, a physical counterDNFD Crusader 4S.pngGuardMidStartup3Recovery40Advantage-, a projectile invincible lariatDNFD Crusader 5M 1.pngGuardMidStartup15Recovery64Advantage-14, and severalDNFD Crusader 6S.pngGuardMidStartup20RecoveryAdvantage-6 highDNFD Crusader 236M.pngGuardMidStartup15RecoveryTotal 45Advantage+5 priorityDNFD Crusader jM.pngGuardMidStartup15RecoveryUntil landing+15Advantage- projectilesDNFD Crusader j214M.pngGuardMidStartup200RecoveryAdvantage-. What might look like a tough fight on paper is in practice quite the opposite thanks to a couple of Crusader's odd quirks, his poor frame data, and his lack of true invincibility.

Crusader is the only character in the game who cannot crouch under Ranger's 5AA, which is he can spam with impunity. This is exacerbated by the high start-up and recovery of most of his moves which results in Crusader's defensive tools either being stuffed on start-up or punished severely on block or whiff. Even if he does manage to get something out, all of them have significant issues. 6S is completely invalidated by both Ranger's 2B and 2S, both of which go underneath it and can be done on reaction. 4M's single hit of armor doesn't do anything to stop both hits of 5AA. Ranger's combo structure also means that the mid-combo invulnerability of the install running out will almost never help him, instead it grants Ranger a free counter-hit starter reset. 4S is useless against the vast majority of Ranger's moves. 2S loses against Ranger's 4M (his best pressure tool), throw (his strongest mix-up during grenade oki), and 2M (which he can use on reaction to any normal being armored). That last one is particular damning as 2M can be combo'd after during grenade oki into another grenade set-up.

Even Crusader's infamous 6M can be used against him as Ranger's 6M reverses the situation, putting Crusader's back up against his own wall. To make matters worse, Crusader is very MP hungry and Ranger's Awakening Passive drastically slows down his MP regeneration while also overwhelming Crusader's own Awakening Passive with a defense debuff. Crusader better start praying because this gun-slinging devil's reading him his last rites.

  • As of DNF Duel's launch, Crusader has access to an easy and powerful infinite that can lead any hit into a TOD. As such, the match-up can potentially be in his favor if his pilot can pull it off consistently. This is very likely going to be patched and thus not put into consideration for this match-up.

Navigation

 Ranger