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Ranger’s {{clr|3|5S}} has a surprisingly large hitbox that envelops the entire smear. | Ranger’s {{clr|3|5S}} has a surprisingly large hitbox that envelops the entire smear. While a 10-frame abare normal is not a good thing to have, in situations where Ranger ''can'' mash out this normal will lead to considerably higher reward than {{clr|A|2A}}. Its enormous hitbox makes it more difficult to avoid than that move, so {{clr|S|5S}} is preferred wherever possible. | ||
* Can be cancelled into {{clr|3|4S}} or {{clr|3|6S}}. | |||
}} | }} | ||
Revision as of 04:04, 1 July 2022
Please feel free to make edits, but include edit summaries and sources where applicable.
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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.
- 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 , receive a third more Damage when hit , and receive a third less passive MP RecoveryNormal 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. 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 |
5AA
Ranger fires two more shots at around head level. Not good for zoning since even if the opponent blocks 5A they can just crouch to make this whiff. As a result, it should mainly be used to convert stray 5A hits into something a bit more meaningful.
- 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. 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 |
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. Hits low for all of the high-low mixups you don't have.
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 cancelled from midrange into 2S or 236M for a full combo.
- Bullet takes 9 frames to travel full screen.
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, but it's hard to get anything out of said crossup 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. Combos into j.M for a short combo and possibly an extension upon landing.
- 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. If not self-cancelled, maintains momentum and can be a good way to cover your retreat. Useful combo filler, namely from 6SS, as it has enough hitstun to combo 5S after.
- Gatlings into itself up to 3 times.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70%x2 | 20 |
Universal Mechanics
Throw
Ranger knees his opponent, then 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.
- Ranger's main mixup tool, as he has no overheads whatsoever.
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, giving 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 envelops the entire smear. While a 10-frame abare normal is not a good thing to have, in situations where Ranger can mash out this normal will lead to considerably higher reward than 2A. Its enormous hitbox makes it more difficult to avoid than that move, so 5S is preferred wherever possible.
- Can be cancelled into 4S or 6S.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | +2 |
Steep Slide
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% |
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. While it has low recovery and Ranger is effectively advantageous, the situation is weighed heavily against his favor, as air blocking does not exist in DNF Duel.
- Ranger recovers midair. Can use j.A to potentially stuff or bait anti-airs, though this is unreliable and prone to losing to DPs or rolls.
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.
- Shots hit OTG.
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. 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% |
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 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 |
Awakening Moves
Seventh Flow
- 200 Minimum Damage
Ranger fires a powerful gunshot that goes fullscreen. You can confirm virtually any of Ranger's moves into this attack, making his zoning even peskier, especially given his attacks inflict Revenge while in Awakening.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- Not a projectile.
- 200 minimum damage.
Colors
B-Type Color (DFO) |
C-Type Color (DFO) | ||
D-Type Color (DFO) |
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 •