DNFD/Ranger: Difference between revisions

From Dustloop Wiki
Line 60: Line 60:
|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 mixups you don't have. Not great at catching people walking back either, as Ranger is generally at a large disadvantage at this range.
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 mixups you don't have.
}}
}}



Revision as of 03:54, 1 July 2022

Overview
Overview

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.

Pros
Cons
  • 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.
  • 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.
  • Strike/Throw: While he may not have any overheads, Ranger has access to a threatening and consistent strike/throw mix due to the delayed explosion from j.S grenade allowing him to combo from throw.
  • 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 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 DNFD Decrease Damage Icon.png, receive a third more Damage when hit DNFD Defense Down Icon.png, and receive a third less passive MP Recovery DNFD MP Regen Down Icon.png
Ranger
DNFD Ranger Portrait.png
Health:980
Guard Gauge:950
MP Regen Rate:12
Prejump:4
Backdash:

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

Ranger shoots his gun at around head level. This is one of his few zoning options that’ll stop Swift Master’s tornados. Due to Ranger's height, 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 your other options (especially at range).

  • Whiffs against crouching opponents.
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 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. 5B has a lot of hitstun, allowing 2S to properly combo from everywhere but its maximum travel distance. While 2B is generally preferred from this normal, 2S will give higher damage than cancelling to that normal first.

  • Bullet takes 9 frames to travel full screen.
Proration On-Hit Guard Damage MP Gain Level
70% +1~+9 60
No results

2A

2B

j.A

j.B

Universal Mechanics

Throw

Dodge

Guard Cancel

Special Moves

Mach Kick

Steep Slide

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. Its 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, cancelling it directly into 214M or 236M won't give you a full combo. Can be cancelled into 4S or 6S.

  • Low profile. Leads to good reward with the right callout.
  • Very good at catching forward movement. If done far out, Ranger will be in a good position while being safe on block, in addition to maintaining some distance due to the move's pushback.
Proration On-Hit Guard Damage MP Gain Level
80%
No results

Windmill

Air Raid

Triple Tap

G-14 Buster

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 towards the ground that bounces forward a few times before settling on the ground and exploding after a delay. Detonates 165 frames after release. Very useful pressure tool that gives Ranger proper threat up close with the right setup, like using his DP as a meaty that catches roll in the corner while also being plus, for example.

  • 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%
No results

MP Special Moves

Suppressive Barrage

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 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
No results

Wild Shot

Deadly Approach

Death Hawk

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’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%
No results

Scud Genocide

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. Mostly combo filler as it hits OTG 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
No results

Awakening Moves

Seventh Flow

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.