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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
| overview = Ranger is a long-distance zoner character who puts the heat on with fast-moving projectiles and solid close-range pressure.


Ranger's two most important normals are {{clr|A|5A}} and {{clr|B|5B}}, both of which fire bullets at Ranger's head and chest height respectively. {{clr|A|5A}} is a very useful anti-air tool and keeps his opponents grounded, while {{clr|B|5B}} is a great zoning tool for pestering opponents at long range. Opponents who disrespect Ranger's zoning can be clipped by his {{clr|B|2B}}, wherein he can follow up with {{clr|S|2S}} for a pickup into a combo at surprisingly far distances. Rangers combos have great corner carry and are very mana-efficient, allowing him to spend MP Skills more liberally in neutral or guard break attempts.
==Overview==
{{DNFD/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header = Overview
|content = Ranger is a midrange setplay character who controls space well with fast-moving projectiles and solid pressure. He baits his opponents into taking risky options so that he can capitalize with a huge punish.


One of Ranger's more interesting aspects is his close-range game. {{clr|S|j.S}} causes Ranger to lob a grenade that explodes after a delay, allowing him to combo off of his throw. This gives Ranger a very good strike/throw setup that leads to fantastic reward no matter what option is chosen. Even then, Ranger can easily deplete his opponent's guard gauge with tools like {{MMC|input=5M|label={{clr|M|Suppressive Barrage}}}} and {{MMC|input=214M|label={{clr|M|Death Hawk}}}}, which makes him rather scary to fight against on the back foot. Lastly, Ranger's Awakening "Sudden Death" and Awakening Skill {{MMC|input=AS|label=|Seventh Flow}} are among the best in the game- the former lets Ranger apply a nasty debuff cocktail of decreased defenses, damage and MP generation on successful hits, while the latter is a fantastic fullscreen shot that can be easily comboed from Ranger's zoning attempts.
Ranger's two most important normals are {{clr|A|2A}} and {{clr|B|5B}}, both intergral to different aspects of Ranger's playstyle. {{clr|A|2A}} is a very useful tool in the neutral and pressure due to its long range disjoint properties combined with quick startup, while {{clr|B|5B}} is a great zoning tool for pestering opponents at the mid to long range. Opponents who disrespect Ranger's zoning can be clipped by his {{clr|B|2B}}, wherein he can follow up with {{clr|S|2S}} for a pickup into a combo from around midscreen distance. Ranger's combos have great corner carry and are very mana-efficient, allowing him to spend MP Skills more liberally in neutral or guard break attempts.


Ranger's biggest weakness is his lack of a real air game. He has no good air-to-air normals and his buttons are not suited for close-range anti-air attempts. While Ranger does have a {{MMC|input=623M|label={{clr|M|reversal}}}} to get him out of hairy situations, it is very important to know that Ranger must take risks when opponents approach from the air against him. Ranger wants to fight with his boots on the ground, so keeping his opponents grounded as well is very important for his gameplan.  
One of Ranger's more interesting aspects is his close-range setplay game. {{clr|S|j.S}} causes Ranger to lob a grenade that explodes after a delay, allowing him to combo off of his throw. This gives Ranger a very good strike/throw setup that leads to fantastic reward no matter what option is chosen. Even when wrong, the opponent is forced to respect the grenade as it still remains when Ranger is hit. Even when his opponent successfully blocks, Ranger can easily deplete his opponent's guard gauge with tools like {{MMC|input=5M|imageNumber=1|label={{clr|M|Suppressive Barrage}}}} and {{MMC|input=214M|label={{clr|M|Death Hawk}}}}, which makes him rather scary to fight against on the back foot. Lastly, Ranger's Awakening "Sudden Death" and Awakening Skill {{MMC|input=AS|label=|Seventh Flow}} are among the best in the game; the former lets Ranger apply a nasty debuff cocktail of decreased defenses, damage and MP generation on successful hits, while the latter is a fantastic fullscreen shot that can be easily comboed from Ranger's zoning and useful as a counter-zoning tool.


| lore = '''An outlaw that survives time and time again by the skin of his teeth thanks to nothing other than his shooting skills.''' <br/>
Ranger's biggest weakness is his lack of a real air game. He has no good air-to-air normals and his buttons are not suited for close-range anti-air attempts. While Ranger does have a {{MMC|input=623M|label={{clr|M|reversal}}}} to get him out of scramble situations, it is very important to know that Ranger must take risks when opponents approach from the air against him. Ranger wants to fight with his boots on the ground, so keeping his opponents grounded as well is very important for his gameplan.  
Outlaws master various shooting techniques in order to draw and fire quickly on enemies in any situation. They also train in martial arts to some degree in order to survive in situations they do not have access to any firearms. <br/>
}}
The Ranger is always on his guard as there is no telling when or what could happen in the Lawless District. However, although his body has adapted to shootouts and cruelty, he still holds in his heart a dream he values more than his own life.
{{DNFD/Infobox
| summary = is classified as a '''''{{clr|#e3444e|Ranged}}''''' type. He has many ranged moves to zone the opponent from afar.
|fastestAttack={{clr|A|[[#2A|2A]]}} (7f)
|reversal={{Clr|M|[[#Wild Shot|623M]]}} (13f)
}}
{{ProsAndCons
|intro =  is classified as a '''''{{clr|#e3444e|Ranged}}''''' type. He has many long-reaching moves to interrupt his opponents in neutral.
| pros =  
| pros =  
* '''Zoning:''' Ranger's {{clr|1|A}} and {{clr|2|B}} buttons are all full screen reaching projectiles while {{clr|3|j.S}} and {{clr|4|214M}} grant plus frames at a distance.
* '''Neutral Control:''' Ranger's {{clr|1|2A}} is one of the best buttons in the game. His {{clr|2|B}} buttons are full-screen projectiles with cancel options that combine nicely with {{clr|3|j.S}} and {{clr|4|214M}} for plus frames at a distance.
* '''Strike/Throw:''' With {{clr|S|j.S}} and {{clr|M|214M}}, Ranger can also run a well-balanced strike/throw mix which can be combo'd and looped into itself afterwards with proper timing.
* '''Setplay into Guard Damage:''' {{clr|3|j.S}} grants Ranger safe, looping strike/throw pressure. Guessing wrong against Ranger allows him to loop his pressure into the same setplay situation. Blocking the strike allows him to use the grenade for gapless {{clr|M|214M}} in pressure, meaning Ranger has guard break setups against the entire cast with very few means of escape.
* '''Setplay/Guard Pressure:''' Ranger does a lot of guard damage, particularly with grenade okizeme: {{clr|3|j.S}} grants Ranger safe, looping pressure. Using this in combination with {{clr|M|214M}} and {{clr|M|5M}} means Ranger can have easy guard break setups against the entire cast with very few means of escape.
* '''Comeback Potential:''' His Awakening Skill limits what his opponent can do, potentially minimizing their own Awakening bonuses. {{MMC|input=AS|label=Seventh Flow}} grants him a full screen combo ender and punish tool.
* '''Comeback Potential:''' His Awakening Skill and Effect are amongst the best in the game. {{MMC|input=AS|label=Seventh Flow}} grants him a full screen combo ender and punish tool.
| cons =  
| cons =  
* '''Committal Defense:''' Ranger's only {{keyword|abare}} tools that aren't universal mechanics are {{clr|A|2A}} and {{MMC|input=5S|label=Mach Kick}}, both of which have 10 frames of startup.
* '''Low Average Damage Without Clear Cube''' Most of Ranger's combos start with {{clr|A|2A}} which heavily decreases potential damage. His stronger routes require tight execution, guard break chip damage, or specific starters.
* '''Poor Anti-air Options:''' Lacks any dedicated anti-airs or air-to-airs, making him vulnerable to aerial approaches. His best solutions are often slow and spacing dependent, which means he has to take risks once opponents get close.
* '''Poor Anti-air Options:''' Lacks any dedicated anti-airs or air-to-airs, making him vulnerable to aerial approaches. His best solutions are often slow and spacing dependent, which means he has to take risks once opponents get close.
}}
</div>
===Unique Mechanics===
{{card
|header= [[File:DNFD_Gold_Cube.png|40px]] Awakening Effect: [[File:DNFD_Ranger_Awakening_Icon2.png|40px|link=]] Load Revolver
|content=<div style="text-align: center">{{FrameDataNotes|DNFD|Awakening Overview}}


| difficulty_rating = Intermediate
MP Skills can be cancelled when using other grounded MP skills
| official_difficulty = yes
</div>
|unique_mechanic1_name= Awakening Effect: [[File:DNFD_Ranger_Awakening_Icon.png|40px|link=]] Sudden Death
}}
|unique_mechanic1=<div style="text-align: center">
{{clear}}
{{FrameDataNotes|DNFD|Awakening Overview}}
{{card
|header= [[File:DNFD_Clear_Cube.png|40px]] Awakening Effect: [[File:DNFD_Ranger_Awakening_Icon.png|40px|link=]] Sudden Death
|content=<div style="text-align: center">{{FrameDataNotes|DNFD|Awakening Overview2}}


Inflicts the ''Revenge'' debuff on opponents upon any hit for 7 seconds.
Inflicts the ''Revenge'' debuff on opponents upon any hit for 7 seconds.


Opponents inflicted with ''Revenge'' deal 25% less damage [[File:DNFD_Decrease_Damage_Icon.png|18px|link=]], receive 33% more damage when hit [[File:DNFD_Defense_Down_Icon.png|18px|link=]], and regenerate MP 33% slower. [[File:DNFD MP Recovery Down Icon.png|18px|link=]]</div>
Opponents inflicted with ''Revenge'' deal 25% less damage [[File:DNFD_Decrease_Damage_Icon.png|18px|link=]], receive 33% more damage when hit [[File:DNFD_Defense_Down_Icon.png|18px|link=]], and regenerate MP 33% slower. [[File:DNFD MP Recovery Down Icon.png|18px|link=]]</div>
|fastestAttack=[[#2A|2A]] (10F)<br/>[[#5S|5S]] (10F)
|reversal=[[#Wild Shot|623M]] (13F)
}}
}}


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|input=5A
|input=5A
|description=
|description=
Ranger shoots his gun at around head level. This is one of his few zoning options that’ll stop {{CLabel|DNFD|Swift Master}}’s tornados. Due to Ranger's height, {{clr|1|5A}} can be used as an anti-air and is a surprisingly consistent one too. Use it with care as it is a projectile, but it will catch jumps better than some of his other options (especially at range).
Fires a bullet on the same height as Ranger's head. Useful as a way to stop people from jumping, but whiffs on the majority of the cast when they run. Commonly used fullscreen preemptively to catch jumps or interrupt opponents from using full screen options. Used as an approach and can be used as a retreating tool with the addition of dash cancels and backdash cancels on whiff.
 
Has a lower hitbox around the muzzle, but will whiff against most of the cast crouching.
 
 
* Whiffs against crouching opponents.
* Whiffs against crouching opponents.
* Can be dash canceled and backdash cancelled on hit, block and whiff.
* Can cancel into 5AA on hit, block, and whiff.
<br>
<br>
[[{{PAGENAME}}/Frame_Data#Cancel_Table|Cancel options]]: {{clr|1|5AA}}, {{clr|2|5B}}, {{clr|2|2B}}, {{clr|3|5S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
[[/Frame_Data#Cancel_Table|Cancel options]]: {{clr|1|5AA}}, {{clr|2|5B}}, {{clr|2|2B}}, {{clr|3|5S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
}}
}}


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|input=5AA
|input=5AA
|description=
|description=
Ranger fires two more shots at around head level. Not good for zoning since even if the opponent blocks {{clr|A|5A}} they can just crouch to make this whiff. As a result, it should mainly be used to convert stray {{clr|A|5A}} hits into something a bit more meaningful.
Fires two shots slightly lower than {{clr|A|5A}}, but still not low enough to catch most characters dashing in. As a result, it should mainly be used as a panic anti-air option if 5A fails to connect, or to confirm 5A into more damage.
* Whiffs against crouching opponents.
* Whiffs against crouching opponents and several character's dashes.
<br>
<br>
[[{{PAGENAME}}/Frame_Data#Cancel_Table|Cancel options]]: {{clr|2|5B}}, {{clr|2|2B}}, {{clr|3|5S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
[[/Frame_Data#Cancel_Table|Cancel options]]: {{clr|2|5B}}, {{clr|2|2B}}, {{clr|3|5S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
}}
}}


Line 61: Line 77:
|input=5B
|input=5B
|description=
|description=
Ranger fires a chest-level shot. Cancels into {{clr|2|2B}} for a second projectile. Ranger’s main projectile for keeping opponents out. A fun little note about this move is that 5G looks somewhat similar when they're starting up, which can trick reactive players into jumping when Ranger hasn't committed to anything. {{clr|2|5B}} has a lot of hitstun, allowing {{clr|S|2S}} to properly combo from everywhere but its maximum travel distance. While {{clr|B|2B}} is generally preferred from this normal, {{clr|3|2S}} will give higher damage than cancelling to that normal first.
Ranger’s main projectile which can be risky to challenge due to its cancel options. Can be used to zone in some matchups or used as a midrange punish tool in most others. While the reward from hitting {{clr|B|5B}} is not high in fullscreen, it's used more to bait opponents into overcommiting in their approach or to inflict guard damage from afar. {{clr|G|5G}} looks somewhat similar to the startup of {{clr|B|5B}}, which can trick reactive players into jumping or rolling when Ranger hasn't committed to anything.  
* Bullet takes 9 frames to travel full screen.
* Bullet takes 9 frames to travel full screen.
<br>
<br>
[[{{PAGENAME}}/Frame_Data#Cancel_Table|Cancel options]]: {{clr|2|2B}}, {{clr|3|5S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
[[/Frame_Data#Cancel_Table|Cancel options]]: {{clr|2|2B}}, {{clr|3|5S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
}}
}}


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|input=2A
|input=2A
|description=
|description=
Ranger fires a shot towards the ground. Does not travel like a normal projectile, instead acting as a more traditional low poke. Use this to stop reckless approaches without having to commit to a projectile normal. It should be noted that {{clr|1|2A}} is tied with {{clr|3|5S}} for being Ranger's fastest abare tool at 10 frames. Hits low for all of the high/low mix-ups Ranger doesn't have.
Does not travel like a normal projectile, instead acting as a more traditional low poke. Use this to stop reckless approaches without having to commit to a projectile normal. It should be noted that {{clr|1|2A}} is Ranger's fastest abare tool at 7 frames. Hits low for all of the high/low mix-ups Ranger doesn't have.
 
At close range, {{clr|A|2A}} can be cancelled into {{clr|B|5B}} or {{clr|B|2B}} for a true blockstring. However, {{clr|A|2A}} > {{clr|B|5B}} has a gap at farther ranges. If this gap is rolled, Ranger is still advantageous and can punish with a {{clr|A|2A}}.
<br>
<br>


*[[{{PAGENAME}}/Frame_Data#Cancel_Table|Cancel options]]: {{clr|2|5B}}, {{clr|2|2B}}, {{clr|3|5S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
[[/Frame_Data#Cancel_Table|Cancel options]]: {{clr|A|5A}}, {{clr|2|5B}}, {{clr|2|2B}}, {{clr|3|5S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
}}
}}


Line 81: Line 99:
|input=2B
|input=2B
|description=
|description=
Ranger fires a shot low to the ground. As it launches grounded opponents, it can be cancelled from mid-range into {{clr|3|2S}} or {{clr|4|236M}} for a full combo.
This is not a low like other {{clr|B|2B}}, but has similar on-hit properties. Since it launches grounded opponents, it can be cancelled from mid-range into {{clr|3|2S}} or {{clr|4|236M}} for a full combo.
 
Much higher risk to use in neutral than {{clr|2|5B}} due to increased recoveries, making it more vulnerable to rolls and jump-ins. Knocks down for a long time on counter hit, allowing Ranger to close gaps against opponents that control range better than him.


Knocks down for a long time on counter hit, allowing Ranger to close gaps against opponents that control range better than him.
{{clr|B|2B}} can be used after {{clr|B|5B}} as a full-screen frame trap to discourage opponents from taking their turn after {{clr|B|5B}}. This cancel is always gapped regardless of distance and the gap is vulnerable to being rolled, which leaves Ranger at 0, but close to the opponent. This isn't ideal at close range, but at full screen, the danger from being 0 is somewhat mitigated.
* Bullet takes 9 frames to travel full screen.
* Bullet takes 9 frames to travel full screen.
<br>
<br>
[[{{PAGENAME}}/Frame_Data#Cancel_Table|Cancel options]]: {{clr|3|5S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
[[/Frame_Data#Cancel_Table|Cancel options]]: {{clr|3|5S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
}}
}}


Line 93: Line 113:
|input=j.A
|input=j.A
|description=
|description=
Ranger fires his gun straight down. Freezes his momentum. This move can lead into ambiguous cross-ups, but it's hard to get anything out of said cross-up due to the guard button. Ranger also can't threaten a throw from the air without landing first which further limits its Guard Button encouraging abilities. Can be unsafe even on hit without a follow-up but combos into {{clr|4|j.M}} for a short combo.
Ranger fires his gun straight down. Mostly commonly used after {{clr|3|6SS}}, {{clr|4|j.M}}, and as a strike/ throw option.
* Cancels into itself up to 4 times.
 
After {{clr|3|6SS}}, {{clr|A|j.A}} can be used to prevent the opponent from meeting Ranger in the air with an air-to-air. After {{clr|4|j.M}}, this move can lead into gapless pressure, provided that Ranger is close enough. This move can be used as a cross-up since it beats mash and throw break attempts.  
 
Can be unsafe even on hit, especially with followups, but combos into {{clr|4|j.M}} for a nice crumple combo.
* Cancels into itself up to 4 times. Freezes his vertical momentum when cancelling into itself.  
<br>
<br>
[[{{PAGENAME}}/Frame_Data#Cancel_Table|Cancel options]]: {{clr|1|j.A}}, {{clr|2|j.B}}, {{clr|3|j.S}}, {{clr|4|j.M}}
 
[[/Frame_Data#Cancel_Table|Cancel options]]: {{clr|1|j.A}}, {{clr|2|j.B}}, {{clr|3|j.S}}, {{clr|4|j.M}}
}}
}}


Line 103: Line 128:
|input=j.B
|input=j.B
|description=
|description=
Ranger fires his guns twice at a 45 degree angle downwards. If not self-cancelled, maintains momentum and can be a good way to cover his retreat. Useful combo filler, namely from {{clr|S|6S->S}}, as it has enough hitstun to combo {{clr|S|5S}} after.
Ranger fires his guns twice at a 45 degree angle downwards. If not self-cancelled, maintains momentum and can be a good way to cover his retreat. Useful combo filler, namely from {{clr|S|6SS}}, as it has enough hitstun to combo {{clr|S|5S}} after if delayed enough. Cancelling the follow-up {{clr|B|j.B}}'s into {{clr|S|j.S}} may seem tempting, but it is generally unsafe as the follow-ups don't knock down grounded opponents.
* Cancels into itself up to 3 times.
* Cancels into itself up to 3 times, for a total of 4. Freezes his vertical momentum when cancelling into itself.  
<br>
<br>
[[{{PAGENAME}}/Frame_Data#Cancel_Table|Cancel options]]: {{clr|2|j.B}}, {{clr|3|j.S}}, {{clr|4|j.M}}
[[/Frame_Data#Cancel_Table|Cancel options]]: {{clr|2|j.B}}, {{clr|3|j.S}}, {{clr|4|j.M}}
}}
}}


==Universal Mechanics==
==Universal Mechanics==
===<big>Throw</big>===
===<big>Throw</big>===
<span class="input-badge">'''{{clr|A|A}}+{{clr|B|B}}'''</span>
{{InputBadge|'''{{clr|A|A}}+{{clr|B|B}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=A+B
|input=A+B
|description=
|description=
Ranger knees and shoots his opponent. As he has no overheads and the Guard button prevents cross-ups, this is Ranger's only threatening mix-up tool. However, it is very strong as he can go for it after {{clr|4|4M}}, a jump-in {{clr|2|j.B}}, or most importantly from {{clr|3|j.S}} grenade oki. Leads to a full combo if a {{clr|3|j.S}} grenade is timed to hit after the throw, which leads straight back to more grenade oki. Burning MP and his Awakening Skill after a grenade hit can net over 500 damage and decisively close out a round. Even without this set-up, the throw itself leaves Ranger plus and at a moderate range while inflicting Revenge, perfect for zoning.
As Ranger has no overheads, this is his main mixup tool. However, with his ability to guard crush being so consistent, he doesn't completely rely on his throw to open people up.


Keep in mind that throw is 5 frames startup, almost half of the startup of his other fastest buttons, {{clr|1|2A}} and {{clr|3|5S}}. This is your one of your few options to use when an enemy is in your face and you want to contest.
Ranger's throw is better than most throws due to Ranger's ideal range being where it sends opponents and its unusually high advantage on hit. In addition, he has access to looping setplay from throw with grenade setup. The damage when looping grenade oki is nothing to sneeze at, but Ranger can opt to cache out on damage in Awakening to net over 50%, which is usually enough to close out a round. Certain combo routes allow him to kill right outside the opponent's Awakening as well, although they require at least 130 MP and are somewhat difficult due to hitstun decay.


* +6 on hit.
* +6 on hit.
}}
}}
===<big>Dodge</big>===
{{InputBadge|'''{{clr|W|6G}}'''}}
{{DNFD_Move_Card
|input=6G
|description=
}}
===<big>Backwards Dodge</big>===
{{InputBadge|'''{{clr|W|4G}}'''}}
{{DNFD_Move_Card
|input=4G
|description=
* Has 7 frames more recovery than forward dodge, but the same Invulnerability.
}}


===<big>Guard Cancel</big>===
===<big>Guard Cancel</big>===
<span class="input-badge">'''{{clr|B|B}}+{{clr|S|S}}'''</span>
{{InputBadge|'''{{clr|B|6B}}+{{clr|S|S}}'''}}
{{DNFD_Move_Card|mp=yes
{{DNFD_Move_Card|mp=yes
|input=6B+S
|input=6B+S
|description=
|description=
Shares the same animation as Ranger's {{clr|3|5S}}, giving it quite a large hitbox for a guard cancel.
Shares the same hitbox as Ranger's {{MMC|input=5S|hitboxMode=true|label={{clr|S|5S}}}}, giving it quite a large hitbox for a Guard Cancel. However, it does not have much vertical reach, so be wary against jump cancels  or aerial pressure
* Also applies the Revenge debuff upon successful hit when in Awakening.
* Applies the Revenge debuff upon successful hit when in Awakening.
}}
}}


==Skills==
==Skills==
===<big>Mach Kick</big>===
===<big>Mach Kick</big>===
<span class="input-badge">'''{{clr|S|5S}}'''</span>
{{InputBadge|'''{{clr|S|5S}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=5S
|input=5S
|description=
|description=
A kick with a surprisingly large hitbox that envelops the entire smear. While sharing its 10-frame speed with {{clr|A|2A}} as Ranger's fastest non-Throw moves makes Ranger's {{keyword|abare}} capabilities poor, in situations where Ranger ''can'' mash out {{clr|S|5S}} will lead to considerably higher reward than {{clr|A|2A}}. Its enormous hitbox makes it more difficult to avoid, so {{clr|S|5S}} is preferred wherever possible.
A kick with a surprisingly large hitbox that envelops the entire smear. Mainly used as a pressure reset and leads to Ranger's highest damage as a DP punish starter. Although much higher reward than {{clr|A|2A}} on hit, {{clr|S|5S}} leads to worse pressure on block and is slightly shorter range.  
<br>
<br>
[[{{PAGENAME}}/Frame_Data#Cancel_Table|Cancel options]]: {{clr|3|6S}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
[[/Frame_Data#Cancel_Table|Cancel options]]: {{clr|3|6S}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
}}
}}


===<big>Steep Slide</big>===
===<big>Steep Slide</big>===
<span class="input-badge">'''{{clr|S|2S}}'''</span> {{DNFDicon|icon=low}}
{{InputBadge|'''{{clr|S|2S}}'''}} {{DNFDicon|icon=low}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=2S
|input=2S
|description=
|description=
Ranger slides forwards about half the screen's length. Leads to good reward with the right callout and very good at catching forward movement. Its long active frames make it great as a pickup off of midrange {{clr|2|2B}} hits, usually confirming them into a full combo. This move can be spaced to be up to 0 on block and will have enough pushback for Ranger to assert his turn again.
Ranger slides forwards about half the screen's length. Very active and comes with a surprisingly useful low-profile to go under other characters that would try to zone him out. Usually done after midrange {{clr|2|2B}} hits to confirm into a combo. This move can be spaced to be up to 0 on block and has enough pushback for Ranger to assert his turn again. The high pushback unfortunately makes it difficult to true blockstring into other {{clr|S|S}} moves, so be wary of reversals and rolls. The launch is somewhat finicky and requires either a delay chain into {{clr|S|6S}} to combo after or a link into {{clr|S|5S}} at max range.
* Low profile.
 
* Won't combo into {{clr|4|236M}} or {{clr|4|214M}} at point blank.
* Won't combo into {{clr|4|236M}} or {{clr|4|214M}} at point blank.
<br>
<br>
[[{{PAGENAME}}/Frame_Data#Cancel_Table|Cancel options]]: {{clr|3|6S}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
[[/Frame_Data#Cancel_Table|Cancel options]]: {{clr|3|6S}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
}}
}}


===<big>Windmill</big>===
===<big>Windmill</big>===
<span class="input-badge">'''{{clr|S|6S}}'''</span>
{{InputBadge|'''{{clr|S|6S}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=6S
|input=6S
|description=
|description=
Ranger performs a forward advancing breakdancing kick. Used to get to Air Raid for extending combos or ending them, depending on how much hitstun has decayed. Hits can whiff depending on distance which will change the opponent's height relative to Ranger.
Ranger performs a forward advancing breakdancing kick. Used mainly to cancel into {{MMC|input=6SS|label=Air Raid}}, {{clr|4|214M}}, or for hit-confirming purposes. Hits can whiff depending on distance from the opponent and opponents can drop out of 6S if they are juggled too high. One of Ranger's weakest starters, not due to hitstun decay, but due to low damage initial damage and being multi-hit.


Also is commonly used in some meter-efficient guard break setups, although this move is reliably beaten by any guard cancel.
With {{clr|S|6S}} being a multi-hit move that jails and has him stay close to his opponent, an aware Ranger is able to react to their opponent attempting to guard cancel during {{clr|S|6S}} with {{clr|4|2M}}. Can be canceled into {{clr|S|4S}} to stay safe on block.


* Cancels into {{MMC|input=6SS|label=Air Raid}} on hit and block, but not on whiff.
* Cancels into {{MMC|input=6SS|label=Air Raid}} on hit and block
* Hits OTG opponents
<br>
<br>
[[{{PAGENAME}}/Frame_Data#Cancel_Table|Cancel options]]: {{clr|3|6SS}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
[[/Frame_Data#Cancel_Table|Cancel options]]: {{clr|3|6SS}}, {{clr|3|4S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
}}
}}


===<big>Air Raid</big>===
===<big>Air Raid</big>===
<span class="input-badge">'''{{clr|S|S}} after Windmill on hit or block'''</span>
{{InputBadge|'''{{clr|S|S}} after Windmill on hit or block'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=6SS
|input=6SS
|conditions=
|conditions=
|description=
|description=
Ranger does a rising kick. This is his most important combo tool as it can loop into itself two to three times (see Ranger's combo section for more details) for MP-less combos and sets-up {{clr|3|j.S}} grenade oki. Massive untech time on hit, allowing a link into {{clr|2|2B}} if it hits an opponent who has been launched by {{clr|3|j.S}}. While it is plus on block, it leaves him airborne in the opponent's face which will usually result in Ranger being hit by an anti-air or a reversal. However, if a {{clr|3|j.S}} grenade has been set the explosion can make a follow-up {{clr|2|j.B}} a true block string that leads into a hit/throw mix-up.
Ranger does a rising kick. One of Ranger's more important combo tools and one of the two options for setting up grenade oki. Massive untech time on hit, allowing a link into {{clr|2|2B}} if it hits an opponent who has been launched by {{clr|3|j.S}}. While it is plus on block, it leaves him airborne above his opponent, resulting in a RPS situation. Can be used as a frametrap from {{clr|S|6S}}, but susceptible to reversals and roll


* Launches the opponent on hit.
* Ranger recovers mid-air.
* Ranger recovers mid-air.
}}
}}


===<big>Triple Tap</big>===
===<big>Triple Tap</big>===
<span class="input-badge">'''{{clr|S|4S}}'''</span> {{DNFDicon|icon=hkd|info=The pistol strike forces a hard knockdown on hit}} {{DNFDicon|icon=proj|info=The bullets on the second half are considered projectiles}} {{DNFDicon|icon=otg|info=The bullets can hit knocked down opponents off the ground}}
{{InputBadge|'''{{clr|S|4S}}'''}} {{DNFDicon|icon=hkd|info=The pistol strike forces a hard knockdown on hit}} {{DNFDicon|icon=proj|info=The bullets on the second half are considered projectiles}} {{DNFDicon|icon=otg|info=The bullets can hit knocked down opponents off the ground}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=4S
|input=4S
|description=
|description=
Ranger whips his pistol downwards and fires three shots at the ground. Used in block strings to safely disengage thanks to its high push back on block. All 4 hits combo reliably, even at the end of long combos and can easily be confirmed into {{MMC|input=5M|label={{clr|4|5M}}}} or {{MMC|input=AS|label=Seventh Flow}}. The vertical range is decent and starts above Ranger's head so it can be used as a situational anti-air. The horizontal range, however, is lacking and may not connect unless Ranger is very close to the opponent.
Ranger whips his pistol downwards and fires three shots at the ground. {{clr|S|4S}} can be jump cancelled on the first hit before the bullets are fired. Used in block strings to safely disengage thanks to its high push back on block and the ability to jump cancel. The vertical range is decent and starts above Ranger's head so it can be used as a situational anti-air. The horizontal range, however, is lacking and may not connect unless Ranger is very close to the opponent.
 
All 4 hits combo reliably, even at the end of long combos and can easily be confirmed into {{MMC|input=5M|label={{clr|4|5M}}}} or {{MMC|input=AS|label=Seventh Flow}}. {{clr|S|4S}} can be jump cancelled at the end of combos for a more threatening grenade setup.  
 
* Pistol whip knocks down on hit.
* Pistol whip knocks down on hit.
* Shots hit {{keyword|OTG}}.
* Shots hit {{keyword|OTG}}.
* First hit (pistol whip) is jump cancellable on block and hit
<br>
<br>
[[{{PAGENAME}}/Frame_Data#Cancel_Table|Cancel options]]: {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
[[/Frame_Data#Cancel_Table|Cancel options]]: {{clr|3|6S}}, {{clr|4|5M}}, {{clr|4|623M}}, {{clr|4|236M}}, {{clr|4|214M}}
}}
}}


===<big>G-14 Buster</big>===
===<big>G-14 Buster</big>===
<span class="input-badge">'''{{clr|S|j.S}}'''</span> {{DNFDicon|icon=proj}} {{DNFDicon|icon=otg}}
{{InputBadge|'''{{clr|S|j.S}}'''}} {{DNFDicon|icon=proj}} {{DNFDicon|icon=otg}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=j.S
|input=j.S
|description=
|description=
Ranger lobs a grenade that bounces forward a few times before settling on the ground, exploding after a delay. His strongest offensive tool by far, granting legitimate mix-ups and highly damaging combos while also potentially punishing reversals and breaking the opponent's combos as the grenade won't disappear if he gets hit. It's also very easy to set-up as {{clr|3|6S}}->{{clr|3|S}} guarantees it and it can be used to end just about any combo. Can also be used mid-combo after {{clr|4|4M}} or a grounded {{clr|4|6M}} hit for a combo extension. Arguably the single most important move in his arsenal, its use and counter-play makes or breaks Ranger's match-ups.
Ranger lobs a grenade that bounces forward a few times before settling on the ground, exploding after a delay. His strongest offensive tool by far, granting legitimate strike/throw mix-ups, highly damaging combos, and extended block strings that can lead to guard breaks. This pressure is difficult to escape as you have to worry about Ranger and the grenade when attempting to escape the corner.
 
In addition, the grenade won't disappear if Ranger gets hit, potentially punishing reversals and breaking the opponent's combos. Very easy to set-up as {{clr|3|4S}}, {{clr|3|6S}}->{{clr|3|S}}, and {{clr|4|j.M}} guarantees it and they can be used to end just about any combo. Can even be used mid-combo after {{clr|4|214M}} or {{clr|4|236M}} for combo extensions. Arguably the single most important move in his arsenal; its use and counter-play makes or breaks Ranger's match-ups.


* Only one grenade can exist at a time, throwing another will remove the previous grenade.
* Only one grenade can exist at a time, throwing another will remove the previous grenade.
Line 208: Line 255:
==MP Skills==
==MP Skills==
===<big>Suppressive Barrage</big>===
===<big>Suppressive Barrage</big>===
<span class="input-badge">'''{{clr|M|5M}}'''</span> {{DNFDicon|icon=proj}}
{{InputBadge|'''{{clr|M|5M}}'''}} {{DNFDicon|icon=proj}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=5M
|input=5M
|versioned=yes
|versioned=yes
|description=
|description=
Ranger fires his guns directly in front of him. Covers a surprising amount of space, but does not travel like a traditional projectile. Can be extended by pressing {{clr|4|M}} again before the final hit comes out (provided there’s MP to spare). Generally only used to close out a round, with or without Seventh Flow, as it sacrifices grenade oki. Can also be used to make {{clr|3|6S}} less punishable on block thanks to the high push back.
Ranger fires his guns directly in front of him. Covers a surprising amount of space, but does not travel like a traditional projectile whilst being considered one. Can be extended by pressing {{clr|4|M}} again before the final hit comes out (provided there’s MP to spare). Generally used to close out a round, with or without Seventh Flow, or as a high risk/ reward extension for corner combos. Can also be used to end pressure safely due to the high pushback on block.  


Each barrage can rack up a lot of white health, and the final blast does a sizable chunk of guard damage(about half a block depending on the character), thus making this the preferred method to end a guard crush string with. At a decent range, most guard cancels will whiff when attempting to contest this move.
However, with the inclusion of the Indomitable Spirit mechanic, the opponent can IS block {{clr|4|5M}}(6) and roll before the last shot to punish. Even if Ranger follows up, the {{clr|4|5MM}} is gapless, meaning the opponent will not be punished for attempting to roll. While the input may be tight, {{clr|4|5M}} can always be punished if Ranger doesnt have Conversion.


* Follow-up Barrages can only be done on hit or block.
* Follow-up Barrages can only be done on hit or block.
* Double Barrage costs 70 MP total, Triple costs 85 MP total.
* Double Barrage costs 70 MP total, Triple costs 85 MP total.
* The second to last shot of Barrage launches the opponent, final shot knocks them away.
* The second to last shot of Barrage launches the opponent, final shot knocks them away.
* Although there is a visible gap between the Barrage and the final blast, it is a true blockstring as long as the opponent doesn't escape the Barrage before the wind up of the blast.
<br>
<br>
[[{{PAGENAME}}/Frame_Data#Cancel_Table|Cancel options]]: {{clr|4|5M}}
[[/Frame_Data#Cancel_Table|Cancel options]]: {{clr|4|5M}}
}}
}}


===<big>Wild Shot</big>===
===<big>Wild Shot</big>===
<span class="input-badge">'''{{clr|M|2M}}'''</span> or <span class="input-badge">'''{{clr|M|623M}}'''</span> {{DNFDicon|icon=dp}}
{{InputBadge|'''{{clr|M|2M}}'''}} or {{InputBadge|'''{{clr|M|623M}}'''}} {{DNFDicon|icon=dp}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=623M,2M
|input=623M,2M
Line 232: Line 278:
Ranger fires a myriad of shots while spinning. Somewhat slow invincible reversal that covers both sides. If the opponent is cornered and high enough in the air, this attack can link into {{clr|3|5S}} for a short combo into grenade oki. Wild Shot can also be used during {{clr|S|j.S}} grenade oki as an easy way to catch rolls, instead of going for a throw like a reasonable person.
Ranger fires a myriad of shots while spinning. Somewhat slow invincible reversal that covers both sides. If the opponent is cornered and high enough in the air, this attack can link into {{clr|3|5S}} for a short combo into grenade oki. Wild Shot can also be used during {{clr|S|j.S}} grenade oki as an easy way to catch rolls, instead of going for a throw like a reasonable person.


While Wild Shot makes Ranger a zoner with a reversal, it makes for an unreliable anti-air. Ranger can only get around one to two hits against airborne opponents, usually leaving him at frame disadvantage while the opponent techs during his recovery. Grounded opponents may also fall out before the final hit at some spacings, making Wild Shot a lot more unreliable than it would seem.
While Wild Shot makes Ranger a zoner with a reversal, it makes for an unreliable anti-air. The first active frames of {{clr|M|2M}} appear in below in front of Ranger and above behind him. Aerial approaches can trade with {{clr|M|2M}} and can straight up win the trade if their approach is disjointed enough. Grounded opponents may also fall out before the final hit at some spacings, making Wild Shot a lot more unreliable than it would seem.
* Fully invincible from frame 1 through active frames.
* Fully invincible from frame 1 through the first active frames.
* Launches opponent on hit.
* Launches opponent on hit.
* Ranger is in Counter Hit state during recovery.
* Ranger is in Counter Hit state during recovery.
Line 239: Line 285:


===<big>Deadly Approach</big>===
===<big>Deadly Approach</big>===
<span class="input-badge">'''{{clr|M|6M}}'''</span> or <span class="input-badge">'''{{clr|M|236M}}'''</span> {{DNFDicon|icon=hkd}} {{DNFDicon|icon=otg}}  
{{InputBadge|'''{{clr|M|6M}}'''}} or {{InputBadge|'''{{clr|M|236M}}'''}} {{DNFDicon|icon=hkd}} {{DNFDicon|icon=otg}}  
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=236M,6M
|input=236M,6M
|description=
|description=
Ranger leaps forwards 3/4ths of the screen and fires four shots to cover himself. Excellent movement and repositioning tool that can be used to escape the corner, frame trap from {{clr|3|S}} moves, and convert mid-range pokes into to a combo. The last shot that makes this move plus is prone to whiffing, especially against short and/or crouching opponents or if either Ranger or the opponent had dash momentum before blocking.
Ranger leaps forwards 3/4ths of the screen and fires four shots to cover himself. One of Ranger's few air-to-air options. Excellent movement and repositioning tool that can be used to escape the corner, 1f frame trap from {{clr|3|S}} moves, and convert mid-range pokes into to a combo. The last shot that makes this move plus is prone to whiffing, especially against short and/or crouching opponents in the corner.
* +1 on block normally but can be minus if the last hit misses.
* +1 on block normally but can be minus if the last hit misses.
* Crumples grounded opponents on hit.
* Crumples grounded opponents on hit.
* Can be cancelled into {{clr|M|jM}} on hit and block
}}
}}


===<big>Death Hawk</big>===
===<big>Death Hawk</big>===
<span class="input-badge">'''{{clr|M|4M}}'''</span> or <span class="input-badge">'''{{clr|M|214M}}'''</span> {{DNFDicon|icon=proj}} {{DNFDicon|icon=otg|info=Explosion at the end of the move hits knocked down opponents off the ground}}
{{InputBadge|'''{{clr|M|4M}}'''}} or {{InputBadge|'''{{clr|M|214M}}'''}} {{DNFDicon|icon=proj}} {{DNFDicon|icon=otg|info=Explosion at the end of the move hits knocked down opponents off the ground}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=214M,4M
|input=214M,4M
|description=
|description=
Ranger throws two conjoined pistols half-screen which spin and fire wildly until they explode. On block this move is heavily plus and depletes 200 Guard Gauge by itself. This allows him to try to guard break the opponent, run up for a throw, or use {{clr|3|j.S}}, though he won't be plus enough to go for a hit/throw mix-up afterwards. If the start-up this move is Conversion Cancelled Ranger is plus enough for standard grenade oki mix-ups. Note that there is always a gap in blockstun when canceling into this move, so opponents can mash, jump, or roll out. Often used near the beginning of combos to greatly increase the final damage and deplete the opponent's white health.
Ranger throws two pistols half-screen which spin and fire wildly until they explode. This move is the main source of Ranger's damage, it deals a significant amount of guard damage, is extremely plus, and doesn't require Ranger to be close, earning its reputation as Ranger's most infamous move.
 
This move is one of Ranger's win conditions since linking together multiple {{clr|4|4M}} together can put most opponents into an unavoidable guard break since their Guard Cancels may not be able to reach Ranger to punish.
 
Note that this move deals the majority of its guard damage on the Explosion, meaning people who practice IS blocking the last hit will be able to block for much longer.
 
* Ranger can still use his pistols during this move, even though they appear to be thrown.
* Ranger can still use his pistols during this move, even though they appear to be thrown.
* Explosion launches the opponent on hit.
* Explosion launches the opponent on hit.
Line 259: Line 311:


===<big>Scud Genocide</big>===
===<big>Scud Genocide</big>===
<span class="input-badge">'''{{clr|M|j.M}}'''</span> {{DNFDicon|icon=proj}} {{DNFDicon|icon=hkd}} {{DNFDicon|icon=otg}}
{{InputBadge|'''{{clr|M|j.M}}'''}} {{DNFDicon|icon=proj}} {{DNFDicon|icon=hkd}} {{DNFDicon|icon=otg}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=j.M
|input=j.M
|versioned=yes
|versioned=yes
|description=
|description=
Ranger fires his guns directly below him. Can be combo'd from a rising {{clr|1|j.A}} or {{clr|2|j.B}} and into either one as Ranger descends. Also used after {{clr|3|6S}}->{{clr|3|S}} to remove the opponent's white health and set a {{clr|3|j.S}} grenade, although the lower frame advantage makes a proper mix-up difficult. Can be extended by pressing {{clr|4|M}} again before the final hit comes out (provided there’s MP to spare). Triple Scud can combo into the first Scud indefinitely, ground hit or standing hit, as long as Ranger has the right spacing.
Ranger fires his guns directly below him. Can be combo'd into from a rising {{clr|1|j.A}} or {{clr|2|j.B}}. With the addition of crumple state and auto-turnarounds on air specials, {{clr|1|j.A}} -> {{clr|M|j.M}} is a consistent way to enforce cross-up strike/ throw.
 
Also used as an ender to remove the opponent's white health, stabilize the ender height and set a {{clr|3|j.S}} grenade. Can be followed by pressing {{clr|4|M}} again before the final hit comes out (provided there’s MP to spare). The third followup can blockstring into {{clr|4|j.M}} as long as Ranger has the right height and enough MP.
* Follow-up scuds can only be done on hit or block.
* Follow-up scuds can only be done on hit or block.
* Double Scud Genocide costs 70 MP total, Triple costs 85 MP total.
* Double Scud Genocide costs 50 MP total, Triple costs 60 MP total.
* Hits {{keyword|OTG}}.
* Each additional followup adds more blockstun. (e.g {{clr|M|j.M}}, {{clr|M|j.M}} has a gap while {{clr|M|j.M~M}}, {{clr|M|j.M}} does not)
* Hits {{keyword|OTG}}. Causes crumple state.
<br>
<br>
[[{{PAGENAME}}/Frame_Data#Cancel_Table|Cancel options]]: {{clr|4|j.M}}
[[/Frame_Data#Cancel_Table|Cancel options]]: {{clr|4|j.M}}
}}
}}


==Awakening Skill==
==Awakening Skill==
===<big>Seventh Flow</big>===
===<big>Seventh Flow</big>===
<span class="input-badge">'''{{clr|AS|AS}}'''</span>
{{InputBadge|'''{{clr|AS|AS}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=AS
|input=AS
Line 294: Line 349:


==Navigation==
==Navigation==
<center>{{Character Label|DNFD|Ranger|32px}}</center>
<center>{{Character Label|DNFD|Ranger|size=32px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{DNFD/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:DNFD/Navigation}}
{{DNFD/Navigation}}

Latest revision as of 00:27, 14 April 2024

Overview

Overview

Ranger is a midrange setplay character who controls space well with fast-moving projectiles and solid pressure. He baits his opponents into taking risky options so that he can capitalize with a huge punish.

Ranger's two most important normals are 2A and 5B, both intergral to different aspects of Ranger's playstyle. 2A is a very useful tool in the neutral and pressure due to its long range disjoint properties combined with quick startup, while 5B is a great zoning tool for pestering opponents at the mid to long range. Opponents who disrespect Ranger's zoning can be clipped by his 2B, wherein he can follow up with 2S for a pickup into a combo from around midscreen distance. Ranger's combos have great corner carry and are very mana-efficient, allowing him to spend MP Skills more liberally in neutral or guard break attempts.

One of Ranger's more interesting aspects is his close-range setplay game. j.S causes Ranger to lob a grenade that explodes after a delay, allowing him to combo off of his throw. This gives Ranger a very good strike/throw setup that leads to fantastic reward no matter what option is chosen. Even when wrong, the opponent is forced to respect the grenade as it still remains when Ranger is hit. Even when his opponent successfully blocks, Ranger can easily deplete his opponent's guard gauge with tools like Suppressive BarrageDNFD Ranger 5M.pngGuardMidStartup15RecoveryAdvantage-10 and Death HawkDNFD Ranger 214M.pngGuardMidStartup30RecoveryAdvantage+62, which makes him rather scary to fight against on the back foot. Lastly, Ranger's Awakening "Sudden Death" and Awakening Skill DNFD Ranger AS.pngGuardMidStartup2+16RecoveryAdvantage-40 are among the best in the game; the former lets Ranger apply a nasty debuff cocktail of decreased defenses, damage and MP generation on successful hits, while the latter is a fantastic fullscreen shot that can be easily comboed from Ranger's zoning and useful as a counter-zoning tool.

Ranger's biggest weakness is his lack of a real air game. He has no good air-to-air normals and his buttons are not suited for close-range anti-air attempts. While Ranger does have a reversalDNFD Ranger 623M.pngGuardMidStartup13RecoveryAdvantage-27 to get him out of scramble situations, it is very important to know that Ranger must take risks when opponents approach from the air against him. Ranger wants to fight with his boots on the ground, so keeping his opponents grounded as well is very important for his gameplan.
Ranger
DNFD Ranger Portrait.png
Health
980
Guard Gauge
950
MP Regen Rate
12 /second
Prejump
4F
Backdash
Fastest Attack
2A (7f)
Reversals
623M (13f)

 Ranger is classified as a Ranged type. He has many long-reaching moves to interrupt his opponents in neutral.

Pros
Cons
  • Neutral Control: Ranger's 2A is one of the best buttons in the game. His B buttons are full-screen projectiles with cancel options that combine nicely with j.S and 214M for plus frames at a distance.
  • Setplay into Guard Damage: j.S grants Ranger safe, looping strike/throw pressure. Guessing wrong against Ranger allows him to loop his pressure into the same setplay situation. Blocking the strike allows him to use the grenade for gapless 214M in pressure, meaning Ranger has guard break setups against the entire cast with very few means of escape.
  • Comeback Potential: His Awakening Skill limits what his opponent can do, potentially minimizing their own Awakening bonuses. Seventh FlowDNFD Ranger AS.pngGuardMidStartup2+16RecoveryAdvantage-40 grants him a full screen combo ender and punish tool.
  • Low Average Damage Without Clear Cube Most of Ranger's combos start with 2A which heavily decreases potential damage. His stronger routes require tight execution, guard break chip damage, or specific starters.
  • Poor Anti-air Options: Lacks any dedicated anti-airs or air-to-airs, making him vulnerable to aerial approaches. His best solutions are often slow and spacing dependent, which means he has to take risks once opponents get close.

Unique Mechanics

DNFD Gold Cube.png Awakening Effect: DNFD Ranger Awakening Icon2.png Load Revolver
Awakening Effect: activates when entering Awakening mode at 30% HP or less.

MP Skills can be cancelled when using other grounded MP skills

DNFD Clear Cube.png Awakening Effect: DNFD Ranger Awakening Icon.png Sudden Death
Awakening Effect: activates when entering Awakening mode at 50% HP or less.

Inflicts the Revenge debuff on opponents upon any hit for 7 seconds.

Opponents inflicted with Revenge deal 25% less damage DNFD Decrease Damage Icon.png, receive 33% more damage when hit DNFD Defense Down Icon.png, and regenerate MP 33% slower. DNFD MP Recovery Down Icon.png

Normal Moves

5A

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 Mid 12 -10~-3 none

Fires a bullet on the same height as Ranger's head. Useful as a way to stop people from jumping, but whiffs on the majority of the cast when they run. Commonly used fullscreen preemptively to catch jumps or interrupt opponents from using full screen options. Used as an approach and can be used as a retreating tool with the addition of dash cancels and backdash cancels on whiff.

Has a lower hitbox around the muzzle, but will whiff against most of the cast crouching.


  • Whiffs against crouching opponents.
  • Can be dash canceled and backdash cancelled on hit, block and whiff.
  • Can cancel into 5AA on hit, block, and whiff.


Cancel options: 5AA, 5B, 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M

Proration On-Hit Guard Damage MP Gain Level
60% 0~+7 40
No results

5AA

5B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
60 Mid 16 28 -12~-4 none

Ranger’s main projectile which can be risky to challenge due to its cancel options. Can be used to zone in some matchups or used as a midrange punish tool in most others. While the reward from hitting 5B is not high in fullscreen, it's used more to bait opponents into overcommiting in their approach or to inflict guard damage from afar. 5G looks somewhat similar to the startup of 5B, which can trick reactive players into jumping or rolling when Ranger hasn't committed to anything.

  • Bullet takes 9 frames to travel full screen.


Cancel options: 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M

Proration On-Hit Guard Damage MP Gain Level
70% +1~+9 60
No results

2A

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 Low 7 -5 none

Does not travel like a normal projectile, instead acting as a more traditional low poke. Use this to stop reckless approaches without having to commit to a projectile normal. It should be noted that 2A is Ranger's fastest abare tool at 7 frames. Hits low for all of the high/low mix-ups Ranger doesn't have.

At close range, 2A can be cancelled into 5B or 2B for a true blockstring. However, 2A > 5B has a gap at farther ranges. If this gap is rolled, Ranger is still advantageous and can punish with a 2A.

Cancel options: 5A, 5B, 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M

Proration On-Hit Guard Damage MP Gain Level
60% -2
No results

2B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
60 Mid 15 32 -18~-10 none

This is not a low like other 2B, but has similar on-hit properties. Since it launches grounded opponents, it can be cancelled from mid-range into 2S or 236M for a full combo.

Much higher risk to use in neutral than 5B due to increased recoveries, making it more vulnerable to rolls and jump-ins. Knocks down for a long time on counter hit, allowing Ranger to close gaps against opponents that control range better than him.

2B can be used after 5B as a full-screen frame trap to discourage opponents from taking their turn after 5B. This cancel is always gapped regardless of distance and the gap is vulnerable to being rolled, which leaves Ranger at 0, but close to the opponent. This isn't ideal at close range, but at full screen, the danger from being 0 is somewhat mitigated.

  • Bullet takes 9 frames to travel full screen.


Cancel options: 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M

Proration On-Hit Guard Damage MP Gain Level
70% 60
No results

j.A

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 Mid 12 none

Ranger fires his gun straight down. Mostly commonly used after 6SS, j.M, and as a strike/ throw option.

After 6SS, j.A can be used to prevent the opponent from meeting Ranger in the air with an air-to-air. After j.M, this move can lead into gapless pressure, provided that Ranger is close enough. This move can be used as a cross-up since it beats mash and throw break attempts.

Can be unsafe even on hit, especially with followups, but combos into j.M for a nice crumple combo.

  • Cancels into itself up to 4 times. Freezes his vertical momentum when cancelling into itself.


Cancel options: j.A, j.B, j.S, j.M

Proration On-Hit Guard Damage MP Gain Level
70%
No results

j.B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40x2 Mid 13 40+28 none

Ranger fires his guns twice at a 45 degree angle downwards. If not self-cancelled, maintains momentum and can be a good way to cover his retreat. Useful combo filler, namely from 6SS, as it has enough hitstun to combo 5S after if delayed enough. Cancelling the follow-up j.B's into j.S may seem tempting, but it is generally unsafe as the follow-ups don't knock down grounded opponents.

  • Cancels into itself up to 3 times, for a total of 4. Freezes his vertical momentum when cancelling into itself.


Cancel options: j.B, j.S, j.M

Proration On-Hit Guard Damage MP Gain Level
70%x2 20
No results

Universal Mechanics

Throw

A+B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
150 Throw 5 2 22 none

As Ranger has no overheads, this is his main mixup tool. However, with his ability to guard crush being so consistent, he doesn't completely rely on his throw to open people up.

Ranger's throw is better than most throws due to Ranger's ideal range being where it sends opponents and its unusually high advantage on hit. In addition, he has access to looping setplay from throw with grenade setup. The damage when looping grenade oki is nothing to sneeze at, but Ranger can opt to cache out on damage in Awakening to net over 50%, which is usually enough to close out a round. Certain combo routes allow him to kill right outside the opponent's Awakening as well, although they require at least 130 MP and are somewhat difficult due to hitstun decay.

  • +6 on hit.
Proration On-Hit Guard Damage MP Gain Level
0% HKD(+6)
No results

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

Skills

Mach Kick

5S

Steep Slide

2S DNFD Low Icon.pngLow attack. Must be guarded crouching

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
90 Low 18 -12~0 none

Ranger slides forwards about half the screen's length. Very active and comes with a surprisingly useful low-profile to go under other characters that would try to zone him out. Usually done after midrange 2B hits to confirm into a combo. This move can be spaced to be up to 0 on block and has enough pushback for Ranger to assert his turn again. The high pushback unfortunately makes it difficult to true blockstring into other S moves, so be wary of reversals and rolls. The launch is somewhat finicky and requires either a delay chain into 6S to combo after or a link into 5S at max range.

  • Won't combo into 236M or 214M at point blank.


Cancel options: 6S, 4S, 5M, 623M, 236M, 214M

Proration On-Hit Guard Damage MP Gain Level
80%
No results

Windmill

6S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20x2, 50 Mid 14 -8 none

Ranger performs a forward advancing breakdancing kick. Used mainly to cancel into Air RaidDNFD Ranger 6SS.pngGuardMidStartupRecoveryAdvantage+2 air, 214M, or for hit-confirming purposes. Hits can whiff depending on distance from the opponent and opponents can drop out of 6S if they are juggled too high. One of Ranger's weakest starters, not due to hitstun decay, but due to low damage initial damage and being multi-hit.

With 6S being a multi-hit move that jails and has him stay close to his opponent, an aware Ranger is able to react to their opponent attempting to guard cancel during 6S with 2M. Can be canceled into 4S to stay safe on block.

  • Cancels into Air RaidDNFD Ranger 6SS.pngGuardMidStartupRecoveryAdvantage+2 air on hit and block
  • Hits OTG opponents


Cancel options: 6SS, 4S, 5M, 623M, 236M, 214M

Proration On-Hit Guard Damage MP Gain Level
80%x3
No results

Air Raid

S after Windmill on hit or block

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
100 Mid +2 air none

Ranger does a rising kick. One of Ranger's more important combo tools and one of the two options for setting up grenade oki. Massive untech time on hit, allowing a link into 2B if it hits an opponent who has been launched by j.S. While it is plus on block, it leaves him airborne above his opponent, resulting in a RPS situation. Can be used as a frametrap from 6S, but susceptible to reversals and roll

  • Ranger recovers mid-air.
Proration On-Hit Guard Damage MP Gain Level
80%
No results

Triple Tap

4S DNFD Knockdown Icon.pngThe pistol strike forces a hard knockdown on hit DNFD Projectile Icon.pngThe bullets on the second half are considered projectiles DNFD OTG Icon.pngThe bullets can hit knocked down opponents off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70, 30x3 Mid 15 -7 none

Ranger whips his pistol downwards and fires three shots at the ground. 4S can be jump cancelled on the first hit before the bullets are fired. Used in block strings to safely disengage thanks to its high push back on block and the ability to jump cancel. The vertical range is decent and starts above Ranger's head so it can be used as a situational anti-air. The horizontal range, however, is lacking and may not connect unless Ranger is very close to the opponent.

All 4 hits combo reliably, even at the end of long combos and can easily be confirmed into 5M[[File:|130x200px]]GuardMidStartupRecoveryAdvantage-10 or Seventh FlowDNFD Ranger AS.pngGuardMidStartup2+16RecoveryAdvantage-40. 4S can be jump cancelled at the end of combos for a more threatening grenade setup.

  • Pistol whip knocks down on hit.
  • Shots hit OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
  • First hit (pistol whip) is jump cancellable on block and hit


Cancel options: 6S, 5M, 623M, 236M, 214M

Proration On-Hit Guard Damage MP Gain Level
80%x4
No results

G-14 Buster

j.S DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
100 Mid 183 none

Ranger lobs a grenade that bounces forward a few times before settling on the ground, exploding after a delay. His strongest offensive tool by far, granting legitimate strike/throw mix-ups, highly damaging combos, and extended block strings that can lead to guard breaks. This pressure is difficult to escape as you have to worry about Ranger and the grenade when attempting to escape the corner.

In addition, the grenade won't disappear if Ranger gets hit, potentially punishing reversals and breaking the opponent's combos. Very easy to set-up as 4S, 6S->S, and j.M guarantees it and they can be used to end just about any combo. Can even be used mid-combo after 214M or 236M for combo extensions. Arguably the single most important move in his arsenal; its use and counter-play makes or breaks Ranger's match-ups.

  • Only one grenade can exist at a time, throwing another will remove the previous grenade.
  • Detonates 165 frames after release.
  • Persists if Ranger is hit.
  • Launches opponent on hit.
  • The grenade immediately explodes on contact with another *opponent's* projectile. The Ranger player's projectiles do not affect the grenade.
Proration On-Hit Guard Damage MP Gain Level
90%
No results

MP Skills

Suppressive Barrage

5M DNFD Projectile Icon.pngIs a projectile property attack

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
Suppressive Barrage 20x7, 80 Mid 15 -10 none 40
Double Barrage 20x7, 130 Mid -10 none 30
Triple Barrage 20x7, 150 Mid -10 none 15

Ranger fires his guns directly in front of him. Covers a surprising amount of space, but does not travel like a traditional projectile whilst being considered one. Can be extended by pressing M again before the final hit comes out (provided there’s MP to spare). Generally used to close out a round, with or without Seventh Flow, or as a high risk/ reward extension for corner combos. Can also be used to end pressure safely due to the high pushback on block.

However, with the inclusion of the Indomitable Spirit mechanic, the opponent can IS block 5M(6) and roll before the last shot to punish. Even if Ranger follows up, the 5MM is gapless, meaning the opponent will not be punished for attempting to roll. While the input may be tight, 5M can always be punished if Ranger doesnt have Conversion.

  • Follow-up Barrages can only be done on hit or block.
  • Double Barrage costs 70 MP total, Triple costs 85 MP total.
  • The second to last shot of Barrage launches the opponent, final shot knocks them away.


Cancel options: 5M

Version Proration On-Hit Guard Damage MP Gain Level
5M 90%x8
5M 90%x8
5M 90%x8
No results

Wild Shot

2M or 623M DNFD Reversal Icon.pngTemporarily fully invincible

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
40x3, 60 Mid 13 -27 1-?? All 60

Ranger fires a myriad of shots while spinning. Somewhat slow invincible reversal that covers both sides. If the opponent is cornered and high enough in the air, this attack can link into 5S for a short combo into grenade oki. Wild Shot can also be used during j.S grenade oki as an easy way to catch rolls, instead of going for a throw like a reasonable person.

While Wild Shot makes Ranger a zoner with a reversal, it makes for an unreliable anti-air. The first active frames of 2M appear in below in front of Ranger and above behind him. Aerial approaches can trade with 2M and can straight up win the trade if their approach is disjointed enough. Grounded opponents may also fall out before the final hit at some spacings, making Wild Shot a lot more unreliable than it would seem.

  • Fully invincible from frame 1 through the first active frames.
  • Launches opponent on hit.
  • Ranger is in Counter Hit state during recovery.
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%x3, 50%
  • reversal

Deadly Approach

6M or 236M DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
30x4 Mid 22 2,4,4,2 12(air)+ 8(land) +1 / -7* none 60

Ranger leaps forwards 3/4ths of the screen and fires four shots to cover himself. One of Ranger's few air-to-air options. Excellent movement and repositioning tool that can be used to escape the corner, 1f frame trap from S moves, and convert mid-range pokes into to a combo. The last shot that makes this move plus is prone to whiffing, especially against short and/or crouching opponents in the corner.

  • +1 on block normally but can be minus if the last hit misses.
  • Crumples grounded opponents on hit.
  • Can be cancelled into jM on hit and block
Version Proration On-Hit Guard Damage MP Gain Level
236M 90%x4 30,30,30,30
  • Usually +1
  • have to perform at very specific ranges and opponent has to crouch for it to be minus

Death Hawk

4M or 214M DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngExplosion at the end of the move hits knocked down opponents off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
25x20, 150 Mid 30 +62 none 70

Ranger throws two pistols half-screen which spin and fire wildly until they explode. This move is the main source of Ranger's damage, it deals a significant amount of guard damage, is extremely plus, and doesn't require Ranger to be close, earning its reputation as Ranger's most infamous move.

This move is one of Ranger's win conditions since linking together multiple 4M together can put most opponents into an unavoidable guard break since their Guard Cancels may not be able to reach Ranger to punish.

Note that this move deals the majority of its guard damage on the Explosion, meaning people who practice IS blocking the last hit will be able to block for much longer.

  • Ranger can still use his pistols during this move, even though they appear to be thrown.
  • Explosion launches the opponent on hit.
Version Proration On-Hit Guard Damage MP Gain Level
214M 80%x20, 90%
No results

Scud Genocide

j.M DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
Scud Genocide 30x4 Mid 18 none 30
Double Scud Genocide 30x4 Mid none 20
Triple Scud Genocide 30x4 Mid none 10

Ranger fires his guns directly below him. Can be combo'd into from a rising j.A or j.B. With the addition of crumple state and auto-turnarounds on air specials, j.A -> j.M is a consistent way to enforce cross-up strike/ throw.

Also used as an ender to remove the opponent's white health, stabilize the ender height and set a j.S grenade. Can be followed by pressing M again before the final hit comes out (provided there’s MP to spare). The third followup can blockstring into j.M as long as Ranger has the right height and enough MP.

  • Follow-up scuds can only be done on hit or block.
  • Double Scud Genocide costs 50 MP total, Triple costs 60 MP total.
  • Each additional followup adds more blockstun. (e.g j.M, j.M has a gap while j.M~M, j.M does not)
  • Hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.". Causes crumple state.


Cancel options: j.M

Version Proration On-Hit Guard Damage MP Gain Level
j.M 90%x4
j.M 90%x4
j.M 90%x4
No results

Awakening Skill

Seventh Flow

AS

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
400 Mid 2+16 -40 none

Ranger fires a powerful gunshot that goes full screen. The bullet ignores other projectiles, passing through them as if they weren't there. Can combo from virtually any of Ranger's moves. This includes a max range 2B, making his zoning even peskier. Note that the animation is so long that the Revenge debuff will run out before damage is dealt, meaning it won't deal extra damage though the slower MP regeneration will still affect the opponent. Leaves the opponent nearly full screen.

  • 200 Minimum Damage.
  • Doesn't apply Revenge debuff on hit.
  • Is considered a disjointed strike rather than a projectile, meaning it ignores projectile invulnerability such as Swift Master's 214M and can be parried by Grappler's 623M
Proration On-Hit Guard Damage MP Gain Level
    • Not a projectile.
  • 200 minimum damage.

Colors

DNFD Ranger Color 1.png
DNFD Ranger Color 2.png
DNFD Ranger Color 3.png
DNFD Ranger Color 4.png
1
2
3
B-Type Color (DFO)
4
C-Type Color (DFO)
DNFD Ranger Color 5.png
DNFD Ranger Color 6.png
DNFD Ranger Color 7.png
DNFD Ranger Color 8.png
5
D-Type Color (DFO)
6
7
8

Navigation

 Ranger
To edit frame data, edit values in DNFD/Ranger/Data.
Mechanics
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Archived Information