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Ranger leaps forwards 3/4ths of the screen and fires four shots to cover himself. Excellent movement and repositioning tool that also leads to a combo on grounded hit. | Ranger leaps forwards 3/4ths of the screen and fires four shots to cover himself. Excellent movement and repositioning tool that also leads to a combo on grounded hit. | ||
* +1 normally but can be minus if the last hit misses | |||
* Crumples grounded opponents on hit. | * Crumples grounded opponents on hit. | ||
}} | }} |
Revision as of 20:13, 30 June 2022
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Ranger is a character who specializes in intimidating his opponent with ranged moves and his signature Quick Draw.
Adept in pressuring his opponents by using both middle to long-range attacks to gradually built up the advantage.
Ranger Ranger is classified as a Ranged type. He has many ranged moves to exceed at zoning the opponent from afar. He also has access to several Rekka A series of special attacks that are only available after the first one is performed.s and ambushing moves.
- Particularly Effective Zoning: Ranger's A and B buttons are all fullscreen-reaching projectiles that can cancel into each other, lending him very strong screen control. Many of his specials can also control parts of the screen effectively.
- Tricky Mobility: Deadly Approach and 2S give Ranger surprisingly good mobility that complements his zoning well, while also providing easy access to side-switching combos.
- Easy Plus Frames: Ranger can force his turn with 214M and threaten opponents with his j.S grenade when he goes on the offensive. 2S is also plus on block when spaced.
- Comittal Defense: Ranger's best abare An attack during the opponent's pressure, intended to interrupt it. tools (outside his 623M reversal) are 5S and 2A, both of which have 10 frames of startup.
- Lack of High-Low Mixups: Ranger has no jumping overheads, which impacts Ranger's ability to open opponents' defense with standard high-low mixups. His best bet is to resort into basic stagger pressure which is much easier to deal with.
- Lack of Anti Airs: Little to none of Ranger's ground or air normals are effectively suited for anti airing, making him very prone to being jumped over. His best solutions are often slow and spacing dependant, whuch means he has to play extremely patient and risky once opponents get close.
Awakening Effect: activates when entering Awakening mode at 30% HP or less.
Inflicts the Revenge debuff on opponents upon any hit for 7 seconds.
Opponents inflicted with Revenge deal 25% less Damage dealt , receive a third more Damage when hit , and receive a third less passive MP Recovery
Normal Moves
5A
Ranger shoots his gun at around head level. This is one of his few zoning options that’ll stop Swift Master’s tornados.
- Whiffs against crouching opponents.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | 0~+7 | 40 |
5AA
Ranger fires two more shots at around head level.
- Whiffs against crouching opponents.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65%x2 | -1~+7 | 40 |
5B
Ranger fires a chest-level shot. Gatlings into 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.
- Bullet takes 9 frames to travel fullscreen
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | +1~+9 | 60 |
2A
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 2A is tied with 5S for being Ranger's fastest abare tool at 10 frames.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -2 |
2B
Ranger fires a low shot. Functionally Ranger’s sweep, as it launches grounded opponents and hits low to the ground. Can be canceled from midrange into 2S or 236M for a full combo.
- Bullet takes 9 frames to travel fullscreen
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 60 |
j.A
Ranger fires his gun straight down. Freezes his momentum. This move can lead into ambiguous crossups. Combos into j.M.
- Gatlings into itself up to 4 times.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% |
j.B
Ranger fires his guns twice at a 45 degree angle downwards.
- Gatlings into itself up to 3 times.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70%x2 | 20 |
Universal Mechanics
Throw
Ranger strikes a pose and shoots his opponent while holding his hat. This throw can lead to a combo if a j.S grenade is timed to hit after he shoots.
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+6) |
Dodge
- DNFD Ranger 6G.png
- DNFD Ranger 6G Hitbox.png
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
Shares the same animation as Ranger's 5S, making it quite a large hitbox for a guard cancel.
- Also applies the Revenge debuff upon successful hit when in awakening.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +12 |
Special Moves
Mach Kick
Ranger’s 5S has a surprisingly large hitbox that envelopes the entire smear. Can be canceled into 4S or 6S.
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | +2 |
Steep Slide
Ranger slides forwards about half the screens length. It’s long active frames make it great as a pickup off of midrange 2B hits, usually confirming them into a full combo. If this move is landed at point-blank range midscreen, canceling it directly into 214M or 236M won't give you a full combo. Can be canceled into 4S or 6S.
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% |
Windmill
Ranger performs a forward advancing breakdancing kick. Usually used to get to Air Raid for extending combos. Can be used to go under air normals, but is usually too slow to be an effective reactionary anti-air.
- Gatlings into 6SS on hit and block.
- Cannot cancel into Air Raid on whiff.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x3 |
Air Raid
Ranger turns his breakdancing kick into a launcher. This move's low recovery allows you to bait some anti-airs when done on block if j.A or j.M are done immediately after.
- Ranger recovers midair.
No results
No resultsTriple Tap
Ranger whips his pistol downwards and fires three shots at the ground. Very good at stabilizing confirms due to the ground bounce. Hitbox starts above Ranger's head, can be used as a situational anti-air.
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x4 |
G-14 Buster
Ranger lobs a Grenade towards the ground that bounces forward a few times before settling on the ground and exploding after a delay. Detonates 165 frames after release.
- Persists if Ranger is hit.
- Only one Grenade can exist on the screen at a time. Throwing a second one will remove the previous grenade and cause the explosion timer to reset.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% |
MP Special Moves
Suppressive Barrage
Ranger fires his guns directly in front of him. Covers a surprising amount of horizontal and vertical space, but does not travel like a traditional projectile. Can be extended by pressing MS again before the final hit comes out (and provided there’s mana to spare).
- Double Barrage costs 70 mana, Triple costs 85 mana.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5M | 90%x8 | ||||
5M | 90%x8 | ||||
5M | 90%x8 |
Wild Shot
Ranger’s reversal. Somewhat short horizontal range but covers both sides.
- Placeholder
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%x3, 50% |
- reversal
Deadly Approach
Ranger leaps forwards 3/4ths of the screen and fires four shots to cover himself. Excellent movement and repositioning tool that also leads to a combo on grounded hit.
- +1 normally but can be minus if the last hit misses
- Crumples grounded opponents on hit.
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
Ranger’s lockdown special, throws two pistols half-screen in front of him before they begin spinning and firing wildly until they explode. On block this move is heavily plus and depletes 200 Guard Gauge. Ranger doesn’t have any meaningful overheads to threaten with during Death Hawk, so it’s mostly relegated to combos. When used as a combo extender, it allows Ranger to set up a j.S for extended pressure.
- Ranger can still use his pistol moves during this move, even though they appear to be thrown.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 80%x20, 90% |
Scud Genocide
Ranger fires his guns directly below him. Mostly combo filler as it OTG’s and j.A covers a similar angle without costing mana. Can be extended by pressing MS again before the final hit comes out (and provided there’s mana to spare).
- Triple Scud can combo itself into the first Scud indefinitely, ground hit or standing hit, as long as Ranger has mana and the right spacing.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
j.M | 90%x4 | ||||
j.M | 90%x4 | ||||
j.M | 90%x4 |
Awakening Moves
Seventh Flow
- 200 Minimum Damage
Ranger fires a powerfull gunshot that goes fullscreen. You can confirm virtualy any of Ranger's moves into this attack.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- Not a projectile.
- 200 minimum damage.
Colors
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •