DNFD/Ranger

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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 5A and 5B, both of which fire bullets at Ranger's head and chest height respectively. 5A is a very useful anti-air tool and keeps his opponents grounded, while 5B is a great zoning tool for pestering opponents at 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 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.

One of Ranger's more interesting aspects is his close-range 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 then, Ranger can easily deplete his opponent's guard gauge with tools like Suppressive Barrage[[File:|130x200px]]Guard:
Mid
Startup:
-
Recovery:
-
Advantage:
-10
and Death HawkDNFD Ranger 214M.pngGuard:
Mid
Startup:
30
Recovery:
-
Advantage:
+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.pngGuard:
Mid
Startup:
2+16
Recovery:
-
Advantage:
-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 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 reversalDNFD Ranger 623M.pngGuard:
Mid
Startup:
13
Recovery:
-
Advantage:
-27
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.
Playstyle
Ranger is classified as a Ranged type. He has many ranged moves to zone the opponent from afar.
Pros Cons
  • Zoning: Ranger's A and B buttons are all full screen reaching projectiles while j.S and 214M grant plus frames at a distance.
  • Strike/Throw: With j.S and 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/Guard Pressure: Ranger does a lot of guard damage, particularly with grenade okizeme: j.S grants Ranger safe, looping pressure. Using this in combination with 214M and 5M means Ranger can have easy guard break setups against the entire cast with very few means of escape.
  • Comeback Potential: His Awakening Skill and Effect are amongst the best in the game. Seventh FlowDNFD Ranger AS.pngGuard:
    Mid
    Startup:
    2+16
    Recovery:
    -
    Advantage:
    -40
    grants him a full screen combo ender and punish tool.
  • Committal Defense: Ranger's only AbareAn attack during the opponent's pressure, intended to interrupt it. tools that aren't universal mechanics are 2A and Mach KickDNFD Ranger 5S.pngGuard:
    Mid
    Startup:
    10
    Recovery:
    -
    Advantage:
    -3
    , both of which have 10 frames of startup.
  • 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.

Awakening Effect: DNFD Ranger Awakening Icon.png Sudden Death

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 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
Ranger
DNFD Ranger Portrait.png
Health:950
Guard Gauge:1000
MP Regen Rate:12
Prejump:4
Backdash:{{{backdash}}}
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2A (10F)
5S (10F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623M (13F)

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block 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 his other options (especially at range).

  • Whiffs against crouching opponents.


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

5AA

Damage Guard Startup Active Recovery On-Block Invuln
30x2 Mid -13~-6 none

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.


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

Proration On-Hit Guard Damage MP Gain Level
65%x2 -1~+7 40

5B

Damage Guard Startup Active Recovery On-Block Invuln
60 Mid 16 28 -12~-4 none

Ranger fires a chest-level shot. Cancels 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.


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

Proration On-Hit Guard Damage MP Gain Level
70% +1~+9 60

2A

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 10 -6 none

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 mix-ups Ranger doesn't have.

Proration On-Hit Guard Damage MP Gain Level
60% -2

2B

Damage Guard Startup Active Recovery On-Block Invuln
60 Mid 15 32 -18~-10 none

Ranger fires a shot low to the ground. As it launches grounded opponents, it can be cancelled from mid-range into 2S or 236M for a full combo.

Knocks down for a long time on counter hit, allowing Ranger to close gaps against opponents that control range better than him.

  • 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

j.A

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 12 none

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 j.M for a short combo.

  • Cancels into itself up to 4 times.


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

Proration On-Hit Guard Damage MP Gain Level
70%

j.B

Damage Guard Startup Active Recovery On-Block 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 6S->S, as it has enough hitstun to combo 5S after.

  • Cancels into itself up to 3 times.


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

Proration On-Hit Guard Damage MP Gain Level
70%x2 20

Universal Mechanics

Throw

A+B

Damage Guard Startup Active Recovery On-Block Invuln
150 Throw 5 2 22 none

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 4M, a jump-in j.B, or most importantly from j.S grenade oki. Leads to a full combo if a 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.

Keep in mind that throw is 5 frames startup, almost half of the startup of his other fastest buttons, 2A and 5S. This is your one of your few options to use when an enemy is in your face and you want to contest.

  • +6 on hit.
Proration On-Hit Guard Damage MP Gain Level
0% HKD(+6)

Guard Cancel

B+S

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
70 Mid 100 1-?? Strike/Projectile

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

Skills

Mach Kick

5S

Damage Guard Startup Active Recovery On-Block Invuln
80 Mid 10 -3 none

A kick with a surprisingly large hitbox that envelops the entire smear. While sharing its 10-frame speed with 2A as Ranger's fastest non-Throw moves makes Ranger's AbareAn attack during the opponent's pressure, intended to interrupt it. capabilities poor, in situations where Ranger can mash out 5S will lead to considerably higher reward than 2A. Its enormous hitbox makes it more difficult to avoid, so 5S is preferred wherever possible.
Cancel options: 6S, 4S, 5M, 623M, 236M, 214M

Proration On-Hit Guard Damage MP Gain Level
80% +2

Steep Slide

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

Damage Guard Startup Active Recovery On-Block Invuln
90 Low 18 -12~0 none

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 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.

  • Low profile.
  • 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%

Windmill

6S

Damage Guard Startup Active Recovery On-Block Invuln
20x2, 50 Mid 14 -8 none

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.

Also is commonly used in some meter-efficient guard break setups, although this move is reliably beaten by any guard cancel.

  • Cancels into Air RaidNo results on hit and block, but not on whiff.


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

Proration On-Hit Guard Damage MP Gain Level
80%x3

Air Raid

S after Windmill on hit or block

Damage Guard Startup Active Recovery On-Block Invuln
100 Mid +2 air none

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 j.S 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 in the opponent's face which will usually result in Ranger being hit by an anti-air or a reversal. However, if a j.S grenade has been set the explosion can make a follow-up j.B a true block string that leads into a hit/throw mix-up.

  • Launches the opponent on hit.
  • Ranger recovers mid-air.
Proration On-Hit Guard Damage MP Gain Level
80%

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 Guard Startup Active Recovery On-Block Invuln
70, 30x3 Mid 15 -4 none

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 5M or Seventh FlowDNFD Ranger AS.pngGuard:
Mid
Startup:
2+16
Recovery:
-
Advantage:
-40
. 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.

  • Pistol whip knocks down on hit.
  • Shots hit OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".


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

Proration On-Hit Guard Damage MP Gain Level
80%x4

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 Guard Startup Active Recovery On-Block 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 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 6S->S guarantees it and it can be used to end just about any combo. Can also be used mid-combo after 4M or a grounded 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.

  • 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%

MP Skills

Suppressive Barrage

5M DNFD Projectile Icon.pngIs a projectile property attack

Name Damage Guard Startup Active Recovery On-Block MP Cost Invuln
Suppressive Barrage 20x7, 70 Mid 15 -10 40 none
Double Barrage 20x7, 110 Mid -10 30 none
Triple Barrage 20x7, 120 Mid -10 15 none

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 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 6S less punishable on block thanks to the high push back.

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.

  • 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.
  • 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.


Cancel options: 5M

Version Proration On-Hit Guard Damage MP Gain Level
5M 90%x8
5M 90%x8
5M 90%x8
  • 5M
  • 5M
  • 5M

Wild Shot

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

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
40x3, 60 Mid 13 -27 60 1-?? All

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. 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.

  • Fully invincible from frame 1 through 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%
  • 623M (notes: 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 Guard Startup Active Recovery On-Block MP Cost Invuln
30x4 Mid 22 2,4,4,2 12(air)+ 8(land) +1 / -11* 60 none

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 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.

  • +1 on block 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
  • 236M (notes: 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 Guard Startup Active Recovery On-Block MP Cost Invuln
25x20, 150 Mid 30 +62 70 none

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 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 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%
  • 214M

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

Name Damage Guard Startup Active Recovery On-Block MP Cost Invuln
Scud Genocide 30x4 Mid 18 30 none
Double Scud Genocide 30x4 Mid 20 none
Triple Scud Genocide 30x4 Mid 10 none

Ranger fires his guns directly below him. Can be combo'd from a rising j.A or j.B and into either one as Ranger descends. Also used after 6S->S to remove the opponent's white health and set a j.S grenade, although the lower frame advantage makes a proper mix-up difficult. Can be extended by pressing 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.

  • Follow-up scuds can only be done on hit or block.
  • Double Scud Genocide costs 70 MP total, Triple costs 85 MP total.
  • Hits OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".


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
  • j.M
  • j.M
  • j.M

Awakening Skill

Seventh Flow

AS

Damage Guard Startup Active Recovery On-Block 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
Ambox notice.png To edit frame data, edit values in DNFD/Ranger/Data.