DNFD/Ranger/Matchups

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Ranger


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Summaries

  • Majority of notes is made by Cow from DNF Discord; if there are disagreements with current notes, please reach out to have a discussion
  • Would appreciate people adding colours to the notations (and movecards for first mentions)

Notes are made under the assumption that the Ranger (RNG) is aware of how to play the character at a higher level. This includes the moveset of RNG, the importance of grenade setup and how to do the 100MP and 150MP guard breaks from grenade setup. Without this information, MUs become harder since certain weakensses of characters are unable to be exploited.

A short checklist to determine the difficulty of a MU is listed below:

  • How well do they use conversion to play neutral?
  • How well can they deal with backdash?
  • Can they easily deal with gapped 4M setups?
  • Is their GC far range?
  • How is their defense against grenade setup?
  • How easy is it for RNG to deal with their offense?
  • Do they have unique approach options against RNG zoning?
  • Can they play around Awakening?
  • Do they deny conversion well?

Berserker

Berserker"Look at all this blood, good thing it ain't mine!"
Slight Advantage

  Berserker (BRZ) is a character is reliant on Frenzy buff 5MDNFD Berserker 5M.pngGuard:
N/A
Startup:
-
Recovery:
Total 23
Advantage:
-
to get his gameplan started. With 5M, BRZ is able to gain speed, better hitboxes and consistent access to conversion. Unfortunately for BRZ, RNG shuts down 5M quite easily. If BRZ uses conversion or gets hit, he loses 5M state, meaning he needs to find an opportunity to reapply it. Ranger can play this MU as a hardcore zoner, forcing BRZ to find an opening without 5M to get his gameplan started.

Without 5M, BRZ's tools are limited to using 2BDNFD Berserker 2B.pngGuard:
Low
Startup:
16
Recovery:
25
Advantage:
-8
to low profile RNG 5B, 6SDNFD Berserker 6S.pngGuard:
Mid
Startup:
15
Recovery:
-
Advantage:
-5
to create a wall to eat RNG projectiles, 6SSNo results to contest full screen zoning, j2SNo results to punish jumped zoning midscreen and jMNo results to force himself in if it activates. However, each of these tools have counterplay from the RNG side without much commitment. In addition, any time BRZ tries to sneak in a 5M fullscreen, RNG can snipe it with a 5A. Even if RNG fails to punish 5M, BRZ still needs to approach while consistently taking white life damage, meaning RNG is effectively dealing chip already, meaning he can focus on reactionary zoning instead.

If BRZ is able to get in, finding when to escape BRZ pressure can be scary. BRZ is a character that can easily two-touch RNG, especially if he blocks RNG 2M. It's up to the RNG to find points when BRZ is going for pressure resets, mix and when is the best time to GC. While BRZ constantly has white life, there are points when he will choose to use MP to extend pressure; these are the points that are best to GC since he will be less likely to conversion while using MP. Knowing spacing to challenge f2B(1w) with 7 jB is also important; while you won't get much damage, it strips BRZ of 5M, forcing him to find another time to reapply it. Roll is also an option against f2B(1w); while grabbing is not a punish, it's less commital than 7 jB since you can react to f2B(1w) instead of hard commiting

On terms of BRZ defense, his GC is very short horizontally, making him vunerable to various long range guard break sequences. In addition, his 2M takes so long that any non-immediate reversal attempt will be punished by grenade. BRZ also doesn't have a strong punish to 4M in pressure unless he is in 5M state. His 2B is good to contest RNG ranged pressure, but even on hit after grenade setup, BRZ would still have to worry about the grenade since his only option to ignore grenade is jM.

Overall, RNG is advantaged in the MU. BRZ is forced to play without 5M for most of neutral, meaning he is without his stronger options. His offense is still strong as ever, but has trouble starting offense. On defense, his options are sorely lacking.

Overview | Frame data | Matchups | Strategy Return to Top

Neutral


  • Use 5A to interrupt 5M (Frenzy); BRZ with 5M buff gains access to f5M (tornado) and much faster movement
  • Possible to low profile 6S (Gore Cross) with 2S or trade it with jS; useful if he tries to 5M behind 6S or spams 6SS
  • If BRZ jumps, jump backwards and jBx4; jumping back will make his air to airs whiff, causing him to hopelessly land onto the wall
  • If the BRZ jumps, use 5M to AA it; he can delay his air momenteum with jM, but 5M is active enough to cover it
  • BRZ 2B low profiles 5B; keep this in mind in the midrange and create space accordingly or use 2B instead

Offense


  • When blocked, RNG 6SS can always be punished by BRZ 2M
  • When grenade is set in corner, BRZ DP always gets punished
  • 2S gets low crushed by BRZ 4S
  • BRZ doesn't have a good punish to 2S 214M outside of Frenzy
  • BRZ DP can be meatied by both 2A and 5S safely after grenade setup and throw

Defense


  • Rely on 2M less when in block pressure; BRZ is usually at the range where 2M is punishable on hit
  • Extremely hard to mash in BRZ pressure; rely on GC to get out
  • Main escape is when BRZ whiffs Frenzy 2B(1); jump forward and punish with jB or roll to get in DP/ grab range
  • GC is risky when used if BRZ has white life; wait until he uses a MP skill since they are less likely to conversion after spending MP
  • BRZ throw is only +2; can't actually meaty so 9 jB can be useful when in corner

Crusader

Crusader"He's riddled with holes? Guess I blessed him cause now he's hole-y!"
Advantageous

  Crusader (CRU) is a slow, but bulky mid-to-close range fighter with a variety of tools to force himself in his ideal range. Some of these options include a large range armored reversalDNFD Crusader 623M.pngGuard:
Mid
Startup:
15
Recovery:
-
Advantage:
-30
, a counterDNFD Crusader 4S.pngGuard:
Mid
Startup:
5
Recovery:
40
Advantage:
-
for non-low physical moves, a projectile invincible dash attackDNFD Crusader 5M 1.pngGuard:
Mid
Startup:
15
Recovery:
-
Advantage:
-14
, and severalDNFD Crusader 6S.pngGuard:
Mid
Startup:
20
Recovery:
-
Advantage:
-6
highDNFD Crusader 236M.pngGuard:
Mid
Startup:
15
Recovery:
-
Advantage:
+5
priorityDNFD Crusader jM.pngGuard:
Mid
Startup:
15
Recovery:
-
Advantage:
-
projectilesDNFD Crusader j214M.pngGuard:
Mid
Startup:
200
Recovery:
-
Advantage:
-
. Once he is close up, he threatens strong strike/ throw with a +3 on block 2A (not a low)DNFD Crusader 2A.pngGuard:
Mid
Startup:
8
Recovery:
-
Advantage:
+3
and can easily steal games with his installDNFD Crusader 214M end.pngGuard:
Mid
Startup:
45
Recovery:
-
Advantage:
-
. In spite of all his options, RNG is able to keep CRU out for the most part and forces CRU to spend MP unwisely, leading to a death by papercuts.

Crusader is the only character in the game who cannot crouch under RNG's 5AA at all, which means RNG can abuse it. This means that RNG can shut down most of CRU's air options by taking away the option to jump. However, it should be noted that if both bullets are blocked by CRU, 5AA 5B catches CRU jump, but if only 5AA(2) is blocked, CRU can punish 5AA 5B with jM. However, presenting this opportunity can be a trap as RNG can easily do 5AA, recognize that only 5AA(2) was blocked, and roll the jM after for a punish. 5A has less recovery than both 5B and 2B, so RNG can recover faster in response to rolls and well timed jumps while still being able to stuff out the other moves that CRU uses to play neutral. This means that for the majority of the time, CRU is forced to dash block in, or wait for gaps to try and punish zoning with jM or 6M. The problem with these two options is that while they can punish, they don't lead to much fullscreen. jM fullscreen only leads to 6S setup and 6M doesn't lead to much setup without using a lot of MP.

On offense, RNG should be more aggressive in his mix vs CRU. Safe meaties don't work on CRU 2M since it's too big and guard break setups don't work since CRU has more guard bar than the rest of the cast. This means that RNG would prefer to mix CRU rather than break his guard. CRU's 2M, while big and armoured, does not have any grab invincibility meaning that CRU has to be more mindful about grenade setups. However, if CRU reads the grab, he can reverse the situation with 9 jB 5AA 5M to ignore grenade and get corner pressure. Since RNG doesn't need to worry about guard break, he can pressure with 5S instead of 2A, meaning it's easier for him to catch jumps. Once thing to note about offense as RNG is that you NEED to strip white life before CRU gets in awakening; his defensive passives make it extremely hard to kill him if he enters awakening with white life remaining.

On defense, even if CRU manages to get in his pressure range, his mix isn't super threatening without 4M. RNG's 2A is a nice disjointed move to counter poke with and it also interrupts 5M since 2A is not a projectile. RNG does not need to commit to risky options until CRU gets much closer for strike/ throw and even then, getting your throw or DP baited is much worse than the alternative. Know that CRU 2A is +3 and 6M is +5, so mashing is always a risk versus those options. Since CRU does not break guard without 4M, RNG can hold tight until awakening while only contesting rarely. CRU's greatest comeback factor comes in the form of 4M, but in this MU, 4M is a very sharp double edged sword. If RNG gets the roll in read against CRU, the RPS is heavily skewed in RNG's favour since RNG 2M is multihit, jM throw bait blasts through 4M's single hit of armor and throw puts RNG in an ideal situation; fullscreen against a CRU without MP. If the CRU tries to bait roll, RNG can use 5M or 5AA to try and poke at the shield trying to strip the single hit of armour. RNG can also keep CRU locked down blocking for very long periods of time with conversion and MP, meaning that he can force the shield timer to expire, enabling a CH starter and probably giving enough time to regen MP for guard break afterwards.

Overall, RNG is favoured in the MU. RNG is able to zone freely in the MU while CRU has to whittle down RNG's HP with risky counter zoning options and has to hard bait GC for strong combos. The only difficulty RNG has in the MU is stripping CRU white life before he enters awakening. CRU's comeback factor in 4M is much riskier to use against RNG and without it, CRU is forced to create wide gaps in order to bait RNG to mashing so that CRU can get hard hitting punishes.

Overview | Frame data | Matchups | Strategy Return to Top

Neutral


  • CRU is one of the only character in the game that 5AA hits crouching; use often
  • 5AA will force CRU to stay grounded most of the time, but if he blocks only the second bullet, he can punish a 5AA 5B string with a rising jM (spear)
  • If CRU does rising jjM, roll it to punish if you aren't zoning already. If he does kara jM, block it and get the white life
  • 2B goes under 6S (orb); CH lets you run up for strike/ throw
  • 5M (dash) is proj. invul after startup but -14 on block; expect conversion after this a lot
  • Never jS in neutral; 6M (wall) will punish
  • 6M is +5, respect it after if they're too close

Offense


  • His 2M is big, but can be grabbed; make your pressure more focused on strike throw instead of safe meaty
  • 6SS jM can bait 2M in some cases
  • His guard meter is the highest in the game; be sure to only commit to guard crush strings if you're sure it will break
  • 2S 214M is hard for CRU to avoid; he can't backdash 214M and 5A requires meter to lead to punish
  • If he sets up 4M (shield) without setup, it only has 1 hit of armour; pester with 5AA

Defense


  • Learn the 4M RPS; if you don't know it, it's a game ender, but knowing it will be very scary for CRU
  • CRU 2A is +3; RNG has nothing that can contest that, so hold it; he'll be pushed back eventually
  • Be patient; most of CRU's blockstrings are bad vs RNG, but the threat of 6M frametrap is huge
  • Use GC alot; RNG 5AA carries zoning in this MU, so he only needs MP to combo

Dragon Knight

Dragon Knight"If only I could lift my shooting arm over my head..."
Disadvantageous

  Dragon Knight (DRK) (not to be confused with Dark Knight) is a rushdown character with 'shorter' range buttons, but speed and unique mobility options to make up for her range. In this MU, RNG has his hands full trying to keep DRK at bay, and mainly focuses on surviving to make comebacks rather than fully commiting to trying to zone out DRK.

While DRK doesn't have a particularly strong neutral skip, she can harass RNG at range with jS. RNG doesn't have the air-to-air ability to contest her, so the only thing he can really do to contest is to roll the fireball. However, DRK can cancel jS recovery with jM and start pressure against roll-ins, meaning RNG is often better off notrolling. While RNG 5M does delete jS, DRK can fly over it with jM~5M and punish with good timing. This means that RNG effectively has to hold jS pressure, but it isn't too big a deal since RNG is able to regen MP when waiting. Otherwise, when zoning, RNG has to be careful with his options because DRK can easily weave through his zoning with a low profile dash, a unique airdash and high speeds. Because of the airdash, RNG wants to preemptively shut down her jumping with 5A, but DRK can run in range of 6M and potentailly CH, resulting in her getting in while being able to set up. The saving grace in neutral for this MU is that DRK doesn't have particularly strong uses for conversion in neutral. 6M conversion can be used to approach a bit, but the whole point of 6M in her neutral is to catch out bad zoning patterns; using 6M on hit doesn't change too much in neutral and on block, she doesn't get enough blockstun to fully approach due to the pushback on block. 4M conversion is worth considering since it's better than 6M conversion on block due to already being close after conversion, but at max range, it may have more startup than 6M.

On offense,...

Overview | Frame data | Matchups | Strategy Return to Top

Neutral


  • Be patient; don't focus too much on trying to stop DRK from jumping; focus more on her grounded speed
  • If you need to get in, roll a fireball and stay under her; DP only when she falls and doesn't have flight
  • If DRK does jS (fireball) after an airdash, roll and punish the landing
  • If she does 5M (call Astra) in neutral, shoot the dragon with 5A; if Astra is out, use guard button to prevent roll mix midscreen
  • Watch out for 6M (big swing); she only gets setup on CH
  • 5A whiffs on standing, but can be used to interrupt 5M

Offense


  • 5S pressure is very good due to her buttons being very short
  • Run-up 5M is good if the DRK tries to up-back fireball out of pressure
  • Her DP is very big, but it can be safely meatied with 2A or 5S after jM(1w) jS setup
  • Her option to deal with 2S 214M is 66 2M; this means that 2S 6M is a scary frametrap
  • DRK GC is pretty small, meaning that having 150 MP can easily lead to a GC safe blockstring off grenade oki

Defense


  • Don't DP if Astra is on you; her S followup (Astra -> spin) makes Astra invul, meaning even if your DP hits DRK, Astra will punish into combo
  • If DRK cancels into 5M (Call Astra), interrupt Astra; otherwise DRK has access to a throw that can combo or lockdown if teched
  • DRK can do 4S (jump down thrust) or 5[S] (charge poke) to bait GC
  • DRK 4S can be DPed, but immediate DP can whiff
  • Use 5M to punish 6S after it whiffs on crouching; she can bait DP with jM~4M
  • If Astra is in your face, 2A can whiff; try to use 5S instead in the case where Astra is already long called since 5A whiffs against DRK standing

Enchantress

Enchantress"Your chances are like your roll; going up in smoke!"
Advantageous

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Overview | Frame data | Matchups | Strategy Return to Top

Neutral


  • ENC can duck under RNG 5B with crouch (and 2S), but cannot crouchblock under 5B; IE, 5B whiffs vs [2], 5B is blocked vs [1] or 2+G
  • ENC roll is the only unique roll in the game; it has more startup and no projectile invul on most of recovery afterwards, making it diffcult to use
  • ENC 5S (vines) absorbs bullets, but 5B can go over and delete the vines if ENC is hit
  • ENC 4S (summon doll) does not disappear when she is hit; KD with 2B and either jump or roll the doll after
  • ENC jS (air fireball) is big, but if done full screen, it allows RNG to set a free jS to hop over the fireball
  • ENC doesn't have the speed to chase retreating jB or jS, but she can still punish with her 6M (purple tornado)
  • Keep track of where Madd (bear) is; some of her moves also have a hitbox by Madd
  • Shooting Madd is possible, but only stops it temporarily and wastes a bit of ENC's MP

Offense


  • ENC 5B has good distance and is also 10f, meaning she can contest pressure resets
  • ENC 2M only has hitboxes on Madd; if Madd is by ENC, she can reaction 2M RNG 2S and 4M in pressure
  • RNG 2S 6M can be used to bait 2M in pressure since it wins at all distances except for point blank
  • ENC GC is pretty small; good spacing on 150MP guard break can't be GCed safely

Defense


  • With 10f buttons, it's not usually a good idea to contest ENC pressure; either roll or GC
  • Any time ENC cancels her own pressure with 5M resets, she is at least advantaged vs RNG
  • Pay attention to ENC MP; controlling Madd is MP intensive and she will likely lose MP before being able to break guard
  • Don't 2M the Madd specials; ENC aims to pressure while being safe, so 2M is what she expects
  • The common place for ENC to go for 4M (puppet grab) is during 2B(2) since 2B(2) is a low, so it's hard to jump 4M and she can cancel into 5M to bait 2M
  • After using GC, don't use 5B; ENC can crouch under with 2S while hitting you with Madd's 2S. 2B hits ENC doing 2S on wakeup; just be careful that she may use 2M instead

Ghostblade

Ghostblade"Let me out of this corner and I'll only shoot one of you"
Even

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Overview | Frame data | Matchups | Strategy Return to Top

Neutral


  • The ghost (MP moves) can be hit and interrupted by 5A, but not with 5B or 2B
  • At max range, 2B (block) -> 5A trades with GHO instant 5M; 5B (block) -> 5A beats instant 5M cleanly until about 3/4 screen
  • Grenades are unsafe against 6M (up ghost)
  • GHO 2S and 5M are the big buttons to look for in neutral; interrupt them before they come out
  • Guard button against 6SSS (rekka crossup slashes)
  • Try to AA with 5M instead of 5A; GHO jM halts air momenteum
  • GHO may use 2M instead of roll; be on the lookout for rolls and 2M more often

Offense


  • Despite having less recovery, GHO 2M has more startup than roll and is CH punishable; meaties are good
  • GHO has 3 easy options against 2/5S 214M; 5A, 6S and 2M. Be careful when you use 214M
  • GHO 5A has 8f startup and is about as long range as 5S; try not to reset pressure with 5S too much
  • GHO GC is huge; instead of trying to space it out, either guard crush quickly or bait the GC
  • GHO GC is only 0 on hit and also gives RNG access to 5M conversion, which covers 2M, 5M and 6S while still being safe on whiff
  • Threaten guard break whenever you can since he has no options against it except for GC

Defense


  • GHO's main gameplan is to two-touch the opponent, try not to do anything to risky on defense unless you're sure it will work
  • Understand 4M mix; GHO can only combo off throw if they instantly grab right after 4M startup
  • Use the guard button very liberally; GHO uses 6S, 2M (sometimes), and rolling during 4M to cross up mix
  • 4M pressure is also safe against GC if the GHO decides to be patient
  • Use 2M wisely; if it gets blocked, GHO gets 2S starter, which is his best

Grappler

Grappler"Your guard or my ankles; let's see which one gets broken first!"
Advantageous

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Overview | Frame data | Matchups | Strategy Return to Top

Neutral


  • Keep a healthy distance away from GRP; no need to rush in with max range slide in blockstrings
  • Play a more reactive game; GRP's run speed is slow enough that dashblocking in is hard for them
  • Backdash is a good option in this MU, just watch for 5M (jumping stomp) and 6M (shoulder tackle)
  • 2A is useful in this MU to break the armour on GRP's charge moves; while they take 3 hits to break normally, a single low will break it

Offense


  • 2S 214M can be easily countered by GRP 6M which is projectile invul
  • Don't go into 2S without thinking about it; GRP can call it out with 8 j[S] and murder you for it
  • If you get them to block while you're in corner, go into 236M and backdash away after; creates space and puts you back in midrange
  • After throw, meaty with 2A; 5S can be parried by GRP 2M
  • GRP has one of the shorter GC in the roster, so feel free to go nuts when guard breaking from 2A range
  • Going for grab mix is honestly not worth it in the majority of cases; the wrong read will end the game since he can hitgrab through grenade

Defense


  • 2M is a huge boon in this MU; 2M in reaction to 5[M], late in 5[S] (dash grab) and when you think they're not going to completely armour through
  • GC is actually weird to use in this MU; it's good to use against 4S (hit twice), but it loses hard to his armour moves
  • If knocked down, look for the difference between j[S] and j[M], block the first one, duck the second
  • If you see 5[S] charging up, it's 32f startup; trying to jump it is much safer than trying to 2M it since in the worst case, 5[S] will armour through
  • Understand that visually, the red charges are usually plus while the green charges are usually minus
  • 6M is less minus the later it hits (can be plus); try to roll it if they don't have conversion or backdash if you have the space

Hitman

Hitman"Go spend your old life recovering, not approaching me!"
Even

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Overview | Frame data | Matchups | Strategy Return to Top

Neutral


  • HIT run speed is among the slowest in the game; steadily zone him and watch for rolls
  • When HIT is doing j.5M and it whiffs (usually after blocked rising j.B), backdash away and punish with a 5B on his landing
  • HIT does have an advancing normal in 6S, but it is 18f startup; 5B and 2B should be able to beat it easily
  • Keep an eye out for HIT 2B; while it cannot low profile, it reaches far and HKDs on CH
  • While it's 26f startup, watch out for 5M; if he hits that grounded, you're eating a lot of damage
  • HIT super can reach nearly fullscreen and can low profile 5A

Offense


  • RNG doesn't have a safe meaty against HIT, but the grenade forces HIT to respect after, punishing if HIT does awakening followup
  • Against HIT 2M, especially awakened, 66 7 jB is a good option to bait the 2M; while it's not a lot of damage, it's useful for that last bit of HP
  • HIT can punish 2S 214M with 66 2M, but has to run in deep; too short and 2M is punishable on hit and the followup is rollable
  • HIT 2M can hit diagonally upwards behind him and the followup autocorrects, meaning 236M can only be used point blank range or risk dying for it
  • When RNG is awakened, small hits are very good since it applies the MP reduction debuff
  • HIT 2M costs 70MP; keep track of whether he can cancel into followup or not

Defense


  • HIT 6M (slash into sword throw) has a gap when up close, but this gap cannot be rolled; in most cases, just hold the pressure since RNG 2M can be punishable on hit
  • Save your meter for GC in this MU; mentioned above, Ranger doesn't have good options to get out of HIT pressure except for GC
  • Don't roll the 2M followup; too much risk, around 0 afterwards and RNG doesn't even want to get in on this MU
  • If directly next to HIT and he does 2M in awakening, there is a gap that you can 2M that's safe against his 2M followup
  • Stay aware of the IOH setup, especially if the HIT has conversion
  • If you 2M and HIT blocks it, he can punish with 5M, so prepare to die if you use 2M

Inquisitor

Inquisitor"Try and set me on fire; I'll light you up!"
Slight Advantage

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Overview | Frame data | Matchups | Strategy Return to Top

Neutral


  • INQ is one of the faster characters in the game and has neutral skips with 6SS (dash -> upswing) followup conversion; place your moves well
  • INQ jM (air spin) can change her air momenteum, can eat most projectiles, is safe on block and a great combo starter, but it costs 70MP, if you see it, block it and get white life
  • INQ jS (air horizontal) reaches very far and can be used alongside jM; 5M beats both options if done early
  • INQ dash momenteum and large air buttons forces RNG to play a more grounded game
  • INQ 6SS is high burst movement, can sometimes cross up and leads to high damage on hit, but it can be stuffed with projectiles and cannot be cancelled without super or conversion
  • INQ doesn't have fast buttons (2A 9 framer), so if she does just 6S, expect throw or throw bait

Offense


  • INQ has a big 2M and it's also a hitgrab, so no point in doing the safe meaty setup; go for more threatening mix instead
  • INQ GC is also very big horizontally; you're better off trying to bait it instead of maintaining distance
  • Due to her slow button speed, 5S pressure resets can be hard for her to react to
  • INQ awakening passive isn't a great comeback factor and she has low base HP; focus on threatening to kill rather than guard break

Defense


  • If she tries to use 5M (firebomb) in her pressure, use 5A to punish it
  • Punishing 5S 6M (wheel) in corner blockstrings is incredibly precise when not in 2A range; better to hold the pressure and wait for her MP to run out
  • If she tries to use 6M midscreen and isn't in 2A punish range, you can backdash to dodge the wheel
  • Use the guard button and don't GC unless she does jM or you are in threat of being guard broken

Kunoichi

Kunoichi"How is your throwing arm this strong???"
Worst MU

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Overview | Frame data | Matchups | Strategy Return to Top

Neutral


  • KNO has a double jump, a move that air stalls, a move that hits below her, kunais and air-to-airs; know these options and don't meet her in the air
  • If KNO does jump back jS (air kunai), jump over and away and throw jS; forces the KNO to approach or potentially trade against the grenade
  • If KNO does jump forward, only 5M if she's guaranteed to throw jS; KNO has enough air stall to outlast/ punish 5M if you whiff
  • Against 6S (ground kunai), stay patient; only use jS if they're repeatadly using 6S since they can easily punish by running in and using 2S instead

Offense


  • KNO 2M first hit is very small and second hit is rollable; understand how to punish and learn non conversion combos to deal damage
  • KNO 2M being short range also allows for meaty 2A/ 5S after throw without much thought; ranged 2A 5B 5S frametraps can also avoid 2M
  • KNO buttons are quick but shorter range; run up 5M may work if they try to escape corner since they can't easily chase after pushback on block
  • Don't trust on grenade to save you if they mash since they can 4S away and continue comboing; jM (downward air stall kunai) also detonates grenade, so throw mix is pretty discouraged
  • KNO GC can get out of 4S guard break setup, but requires her to do it on the 2nd gunshot; otherwise, it's safe

Defense


  • 5AA -> 5A is a 9f gap, meaning that RNG cannot mash out or jump out; he can roll out since 5AA is too short range to punish, even with autocorrect
  • When in corner, interrupt KNO 4S (teleport) with 4S(1) 6M to force them into corner; 5M has a deadzone up close and 2M can be double jumped, so these aren't reccomended in this case
  • In midscreen, if KNO gets 4M (toad) out, there is a gap in the fireball, so her mix is to frametrap, side swap or grab (combos with toad for oki); RNG cannot DP here without getting punished
  • In blockstrings, KNO may try to sneak in 4M; 5S(2) 4M is something RNG has to hold, while 5S(1) 4M can be mashed on
  • KNO may also end blockstrings in 5M (fire breath); 5M -> 5A is a 10f gap, so 5S can CH and confirm after the trade

Launcher

Launcher"All that firepower doesn't matter if you can't hit your mark!"
Advantageous

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Overview | Frame data | Matchups | Strategy Return to Top

Neutral


  • 2B goes under and CHs FLA 6S (handcannon shot), allowing time to setup or run up close range
  • 2S low profiles FLA 5S (blue rocket), allowing for punishes when you're in range; roll instead if out of 2S range
  • Don't use grenade; punishable by 5M on reaction
  • Her 5B (flamethrower) is -13; apply pressure when blocked
  • Don't use 5A in this MU; she doesn't have much reason to jump and all of 5M, 5S and 6S beat 5A
  • If she does jM (nuke) in neutral, run in and maybe roll if she tries to lockdown with jS (air laser)

Offense


  • FLA 5A outranges our 5S; pressure resets with 5S from afar can be scary to do
  • FLA 5A also punishes strings into 214M; it's a 10f move in an 11f gap, so it's scary, but possible
  • FLA 2M is a hitgrab, so it ignores grenade setup if it hits
  • FLA 2M also reaches 2A after throw -> 2A
  • FLA is a 10f masher, so she may use throw in hopes of using a 5f move, shimmying her may prove fruitful
  • 2/5S 236M is a 1f frametrap that also dodges FLA DP at any range and leaves RNG at +1; can be used to bait reactions to MP flash

Defense


  • 5AA 5S is a 1f frametrap when close; don't try to roll it
  • 6M (big fireball) is a rollable projectile, but requires timing; getting chipped by it hurts quite a bit
  • 5A and 5AA strings are hard to contest since 5A outranges RNG's 10f buttons; either wait for GC or wait for her to do different moves
  • After 4S (slide), her options are meaty grenade or jM setup. If she does jM x2, it's fake; react with roll or die
  • FLA can throw bait with jS, so taking the throw is the better alternative sometimes
  • Rolling in on 5A can be easily beaten if they choose to do 5AA

Lost Warrior

Slight Advantage

 

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Overview | Frame data | Matchups | Strategy Return to Top

Neutral


  • Don't be too aggressive zoning in this MU; LOS 4M (TP slam) can be used to heavily punish
  • LOS 4M is -4 on block, meaning it is safe, forcing RPS afterwards; if you expect it, RNG can use 2M to stuff it since it hits both sides
  • Constantly dash block if you're trying to approach; 6S (orb) leads to too much damage on hit
  • If you block the 6S, LOS is -18; usually enough for RNG to punish with 5A
  • Don't jump in this MU except for throw baits; 6M (swords) and 5M (MP crossup) can easily punish bad jumps

Offense


  • LOS can punish RNG 2S 4M with his 4M, causing heavy damage and remaining safe, even if RNG does conversion after 2S
  • LOS has slow buttons to mash with and shorter range than 2A; expect LOS to roll whenever they can to get out of corner pressure
  • Be careful with jM(1w) ender; LOS jM will invul through grenade on hit and he will likely kill you for landing jM. Same applies for missing the meaty timing on 2A
  • Disregard the above when doing jS ender; he gets punished by grenade
  • LOS has no DP and his GC is horz short; a well spaced 150 MP guard break is not GCable safely

Defense


  • If you're blocking, use the guard button; LOS has crossups that can and will kill you
  • The best way to punish LOS 6M is to delay roll so that the swords do not track your position after the roll
  • After KD, LOS can technically double overhead with jA -> jM -> jA, but is very costly in MP for questionable mix
  • LOS doesn't have much in the ways of mix with guard button; RNG wants to wait in this MU and punish whenever LOS tries to overcommit in neutral:

- 2M his 4S (TP)

- 2M his 4M (TP Slam)

- Delay roll his 6M (swords)

- Punish his 5M on block (metered crossup; -22)

- Use 5AA after his 6S on block (orb; -18)

Ranger

Ranger"Draw first. If you don't, you won't stand a chance"
Mirror

 

  • Shoot gun better, throw grenades if you don't want them zoning, don't let them get away with gimmicks

Overview | Frame data | Matchups | Strategy Return to Top

Neutral


  • 5B clashes with 2B; RNG who did 5B will recover more quickly
  • If RNG does jS, you can copy if you don't like the zoning mirror
  • If a grenade is at your feet, don't use 2B or else grenade will explode
  • jBx4 jS is punishable on hit with 5A
  • 2S is punishable with tk jM

Offense


  • Corner throw -> 2A/ 5S is hit by DP, but it is punishable on hit
  • Setting up grenade forces other RNG to have much weaker zoning since 2B is cut off
  • Microdash 2A after jM(1w) jS setup should still meaty mash and cover roll after with grab; loses to jump, but threatens 100 MP guard crush on block
  • RNG GC is long range; either wait for low MP or stay completely far away
  • Avoid putting the other RNG into awakening through chip at any cost; AS will easily punish any grenades in neutral

Defense


  • 5B 2B string always has a gap; roll in to be 0 and close enough to force a change in mindset
  • Punish 2S in blockstrings with tk jM if far, DP if close
  • Punish 2S 4M with 2A 2B 2S; check closer 4M strings with 5S 6M
  • Blockstrings into 6M up close will punish DP
  • If other RNG is threatening guard crush at far range, GC before 5B connects to dodge both 5B, the following 4M and the explosion of the current 4M
  • Check RPS after 6SS; jM loses to roll, landing loses to DP, jS loses to 9 jB x4

Striker

Striker"A backdash a second beats the Striker I reckon- hey, stop chasing me!"
Disadvantageous

  (Below summary is from week 2; may not apply due to new findings)

Let's not mince words here. Striker is Ranger's worst match-up by far as her tools exploit the biggest weakness of his kit; poor abare, bad anti-airs, and a reliance on projectiles. She can dash under 5A and 5AA so 9 times out of 10 using them just gives her a free punish. She can slide under 2B with her own 2BDNFD Striker 2B.pngGuard:
Low
Startup:
10
Recovery:
26
Advantage:
-11~-20
which makes any mid to close range projectile use risky (and that's not even her best tool for doing that). Has fantastic air moves (primarily instant j.SDNFD Striker jS.pngGuard:
All
Startup:
14
Recovery:
7L
Advantage:
-
) that Ranger's poor anti-air options cannot stop without preemptive usage, a gamble that he cannot afford to take. Her reverse beat and fantastic frame data combined essentially makes her immune to Ranger's 10 frame abare options, thus only highly committal options such as roll and 2M can hope to escape her onslaught. This leads straight to her strong guard breaking abilities that can only be stopped by guard cancels, which means anytime that Ranger enters exhaustion he must either stall for time or win the neutral, otherwise he'll eat a huge amount of damage. To top it all off, her 6MDNFD Striker 236M.pngGuard:
All
Startup:
18
Recovery:
29
Advantage:
-8
shuts down all of Ranger's projectiles (i.e over half his moveset) and can true block string into 5MDNFD Striker 5M 1.pngGuard:
Low, All
Startup:
8
Recovery:
22
Advantage:
-3
, which is only -3. As long as she has the MP for it, she can essentially skip neutral on demand with little risk to herself.


So is there anything going Ranger's way in this match-up? A few things, though none of them can be considered an ace up his sleeve. Striker's 2MDNFD Striker 623M.pngGuard:
All
Startup:
9
Recovery:
Until L + 17L
Advantage:
-47
has great vertical range but terrible horizontal range. This means that a spaced meaty 2A during grenade oki is immune to reversals which helps him maintain momentum whenever he manages to get it. He also plays a grounded poke heavy neutral game so she'll rarely ever need to anti-air him anyway. Her lack of long range pokes and high forward movement during most attacks means that Ranger's 2M fully connects most of them time. But when parts of his kit actually functioning can be considered a plus, anyone can see that this match-up leaves him up a creek without a paddle.

Overview | Frame data | Matchups | Strategy Return to Top

Neutral


  • Be very careful in the midrange; SRK has lots of burst movement in her moves with 2B (low slide), 6S (thrust punch), 6M (shoulder tackle) and jS (divekick)
  • Watch out for when SRK has white life; 6S -> conversion can lead to high burst movement in the neutral, closing the distance immediately
  • If SRK is in the midrange, ranged options are risky; her 2B low profiles 5B and 5M, 2B loses to jS and all his projectiles lose to 6M
  • In addition to the above, 2A loses to tk jS and 5S can lose to 2B
  • When in the midrange, get out of midrange immediately; backdash is great in this MU since her burst movement options mentioned above all have high recovery on whiff
  • SRK also has one of the fastest run speeds in the game and her run low profiles 5A; use 5A sparingly and never throw grenades in neutral
  • SRK can counter call AA 5M and jB x4 with jM (air triple kick) though the timing is specific

Offense


  • SRK 2M is cancelable on block, making it safe on block in most cases; if you read it, avoid it rather than blocking it
  • Since SRK 2M is safe on block, they can overrely on it; running up to SRK and rolling through may bait them to doing 2M, causing it to whiff
  • Anytime RNG does 4M without conversion or not in a true blockstring, SRK can counter call with 6M and lead to full combo
  • If RNG uses 6M not in a true blockstring, SRK can counter call with 2M at all ranges; she trades on close range, but is still advantage after
  • When using far 2S in pressure, she can call it out with tk.jS. Otherwise, her 2M needs to immediately cancel and roll is good for sideswap (if we're not 2Sing into corner)
  • Doing 2S 6S rekka is high risk, low reward; 6SS is always punishable on block with 2M and 6S is -8, meaning her 9f 2M cannot be avoided if she's mashing it
  • Far 2S -> immediate 4S can bait out her mashing 2M since 4S(1) whiffs
  • SRK 2M is very short horizontally, so meaty 2A and 5S after throw in corner are great options
  • SRK GC is among the shortest in the game, so aim to get her in a guard break situation any time you get oki

Defense


  • jS can cancel into jA multiple times depending on height; at greater heights, she can cancel into jA around 4 times, but it is possible to 2M at that height
  • If you don't have MP, get hit by the lows in the guard crush string; it's better to take the damage rather than take the chip and then get guard broken
  • RNG's win condition in this MU is to get SRK in safe guard crush strings; in order to do that, you want to be in the 150 MP range when you can and only GC after that point
  • The best points to GC are after she does 2M jM or in her normal strings when she doesn't rebeat into 5A
  • After SRK rebeats into 5A(w), she is minus and usually in range to take your turn back with 2A; however, if she does 6S 5A(w), she is out of range and can punish 2A whiff
  • Take the throw; puts you closer to 150MP range and white life gives you access to 5M(7) conversion 4M blockstring
  • If SRK does high jM, crouch it and 2M after it whiffs; jM is not an overhead and 4S maybe be possible, but fairly high risk regardless due to potential cross up

Swift Master

Slight Advantage

 

  • Will need to update some bullet points

Overview | Frame data | Matchups | Strategy Return to Top

Neutral


  • 5M can clear 4M (belt), even if SWI rolls in
  • Although backdash can beat SWI 5B roundstart, this loses hard to a 5]S[ (TAP) hard
  • RNG 5A can clip out of 4M on startup, but 5]S[ late startup frames low profiles 5A
  • SWI 5B can be low profiled by RNG 2S
  • RNG wants to play the midrange where 5B will whiff, but RNG 2S can reach
  • 2B on block is minus enough that SWI can setup 4M safely afterwards
  • If SWI does j.4M, you can try to clip his feet with bullets or run up and 5M to clear 4M and potentially punish landing
  • SWI only needs one 5]S[ to hit to blow up RNG; don't be overzealous with trying to zone since 5]S[ eats projectiles

Offense


  • SWI has a large GC; if you're going for guard break setup, going for the >140 safe setup loses its safeness
  • While SWI DP has suction, it can be safely meatied after jM(1w) jS ender in corner
  • Be aware of SWI 5B when pressure resetting; 9f being faster than any of RNG buttons and thrusting forward is a bad combination
  • SWI has low HP and not many places to use conversion; don't be afraid to chip him with 5M
  • Keep an eye on his HP or risk trying to zone the fastest character in the game

Defense


  • Spaced SWI 6S can be beaten by 9 j.B 5A 2S into combo, but can easily be called out
  • SWI 6S can also be interrupted by 5A but the risk/reward is pretty abysmal.
  • 5M can beat cancels into SWI 4M
  • Don't GC j2G (wind orb airdash) unless you know exactly what you're doing
  • SWI 4S (tornado suck) has no hitbox; if they are constantly doing it, you are at advantage if you react fast enough
  • If you see SWI drop a combo, assume he's going to meaty you regardless

Troubleshooter

Troubleshooter"I heard drinking is bad for YOUR health, but leave me out of it!"
Slight Advantage

 

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Neutral


  • Due to TSO's low speed, RNG can play a strong keepaway game with zoning and backdashes
  • TSO 5A and 2B are his primary ways to stuff RNG shots; both lose to backdash
  • TSO 6M (shotgun) can call out backdash, but can also be stuffed with 5B and 2B; 6M does not reach full screen
  • While 6MM only allows TSO to get in, awakening 6MM can easily kill you; exercise caution if TSO in awakening
  • To punish 6MM (shotgun followup), roll the flash of the followup, but don't risk it if he has conversion available; no need to approach as RNG
  • TSO jS (grenade) can reach far, but has a dead zone in front; you can run into dead zone and AA with 4S
  • TSO jM (air spin) can airstall, but the timing to bait RNG 5M is very strict without conversion; 5M is a good AA in the MU

Offense


  • TSO 2M will destroy any set grenades and reaches far; keep his 2M in mind when pressuring
  • TSO 2M does not hit too high vertically on the first hit; it is possible to bait with high jM
  • TSO can use 2M to beat RNG 4M and 2S in any scenario that isn't a blockstring; test the twitchiness of the TSO with 5S(w) and 6M in pressure or bait with conversion
  • Unlike most other chars, RNG can easily punish TSO 2M at far ranges with 2B 2S starter

Defense


  • TSO doesn't have high guard break potentail; take your time learning player habits and pick ideal spots to challenge
  • Any time TSO throws a grenade, it can be rolled, which doesn't put you in an ideal situation (up close), but forces himself to be pushed back
  • TSO likes to pressure at the distance where RNG 2M is unsafe on hit and a blocked 2M leads TSO to get 4M convert jM starter, which is easily 70%, if not more
  • If TSO ends combo with high 4M (net), taking the throw is much safer than getting blown up by jM throw bait
  • If TSO ends combo with high 4M 4S, note player habits and try to mash out appropriately since TSO has trouble meatying; TSO has conversion available but usually wants to keep it for mix instead of meaty


Vanguard

Vanguard"Hey, we do pretty similar things; I'll trade some of my guns for your 6M!"
Even

 

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Neutral


  • The MU changes from RNG advantage to an even MU due to how strong threatening 6M conversion is
  • While VAN doesn't normally have good damage off pokes, 6M (front slam) conversion enables him to get his close range damage
  • The best unique tool that VAN has to play neutral against RNG is 2B; 5A is usually too short range and 5S is too slow
  • It's incredibly hard for VAN to call out backdash without being up close; his slow run speed doesn't help
  • Try to stop VAN from jumping, but if he does jump, don't 2M immediately; you can either let him jump in or 2M the air stall jS (dive)
  • Don't jump vs VAN unless you're sure that he's going to throw; his air buttons and 5B easily beat our air buttons

Offense


  • VAN GC and DP are terrible for fighting RNG since RNG doesn't jump in this MU regardless
  • VAN DP can still be used against RNG frametraps, but cannot be used against 2A meaty; feel free to go for guard break
  • VAN has 5A to get out of pressure resets; while he can't get much off of it on hit without conversion
  • When going in for pressures, be mindful of jS; on block, he can cancel into 5M(1)~5M (dash) to invul through the grenade

Defense


  • If VAN does 5S -> 4S, it's easy for RNG to GC due to his long horizontal range; however, this gives access to 6M conversion
  • Do not GC during 5M rekkas unless you are in threat of being guard broken; 5M -> 4M has armour to eat GC
  • Take the throw; it's hard for him to pressure you after and jS is one of his better starters
  • No need to be greedy for your turn; if VAN ever does 5M, block the followups and then continue zoning


Navigation

Ranger

Status of MU page: Currently writing summaries for characters in alphabetical order; currently on Crusader Need one liners for Inquisitor, Lost Warrior and Swift Master Will be updating bullet points again