DNFD/Ranger

From Dustloop Wiki
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
  • 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.
Inflicts the Revenge debuff on opponents upon hit, decreasing attack, defense, and MP recovery.
Ranger
DNFD Ranger Portrait.png
Health:980
Guard Gauge:950
MP Regen Rate:12
Prejump:4
Backdash:

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

Dodge

Guard Cancel

Special Moves

Mach Kick

Steep Slide

Windmill

Air Raid

Triple Tap

G-14 Buster

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 1/5th of the opponent's 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 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
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
4
DNFD Ranger Color 5.png
DNFD Ranger Color 6.png
DNFD Ranger Color 7.png
DNFD Ranger Color 8.png
5
6
7
8

Navigation

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