Overview
Ranger is a midrange setplay character who controls space well with fast-moving projectiles and solid pressure. He baits his opponents into taking risky options so that he can capitalize with a huge punish.
Ranger's two most important normals are 2A and 5B, both intergral to different aspects of Ranger's playstyle. 2A is a very useful tool in the neutral and pressure due to its long range disjoint properties combined with quick startup, while 5B is a great zoning tool for pestering opponents at the mid to 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 from around the midscreen distance. 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 setplay 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:
MidStartup:
Recovery:
Advantage:
-10 and Death HawkGuard:
MidStartup:
30Recovery:
Advantage:
+62, which makes him rather scary to fight against on the back foot. Lastly, Ranger's Awakening "Sudden Death" and Awakening Skill Guard:
MidStartup:
2+16Recovery:
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 reversalGuard:
MidStartup:
13Recovery:
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.
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Health |
980 |
Guard Gauge |
1150 |
MP Regen Rate |
12 /second |
Prejump |
4F |
Backdash |
Fastest Attack |
2A (7f) |
Reversals |
623M (13f) |
| |
Pros | Cons |
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Unique Mechanics

Inflicts the Revenge debuff on opponents upon any hit for 7 seconds.
Opponents inflicted with Revenge deal 25% less damage


Normal Moves
5A
Due to Ranger's height, 5A is useful as a far anti-air but whiffs on the majority of the cast when they run. Commonly used preemptively to catch jumps or prevent opponents from using full screen options. Has a lower hitbox around the muzzle, but will whiff against most of the cast crouching.
- Whiffs against crouching opponents.
- Can be dash canceled on hit and on block.
- Can cancel into 5AA on hit, block, and whiff.
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
Fires two shots slightly lower than 5A, but still not low enough to catch most characters dashing in. As a result, it should mainly be used as a panic anti-air option if 5A fails to connect, or to confirm 5A into more damage.
- Whiffs against crouching opponents and several character's dashes.
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
Ranger’s main projectile which can be risky to challenge due to its cancel options. Can be used to zone in some matchups or used as a midrange punish tool in most others. Not very plus at full screen, 5B is much better as a tool to interrupt other characters trying to get set up than as a tool to continue zoning. 5G looks somewhat similar when they're starting up, which can trick reactive players into jumping or rolling when Ranger hasn't committed to anything.
- 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
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 Ranger's fastest abare tool at 7 frames. Hits low for all of the high/low mix-ups Ranger doesn't have.
At close range, 2A can be cancelled into 5B or 2B for a true blockstring. However, 2A > 5B has a gap at farther ranges. If this gap is rolled, Ranger is still advantageous and can punish with a 2A.
- Cancel options: 5B, 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -2 |
2B
This is not a low like other 2B, but has similar on-hit properties. Since it launches grounded opponents, it can be cancelled from mid-range into 2S or 236M for a full combo.
Much higher risk to use in neutral than 5B due to increased recoveries, making it more vulnerable to rolls and jump-ins. Knocks down for a long time on counter hit, allowing Ranger to close gaps against opponents that control range better than him.
2B can be used after 5B as a full-screen frame trap to discourage opponents from taking their turn after 5B. This gap is highly vulnerable to being rolled, which leaves Ranger at -2. This isn't ideal at close range, but at full screen the danger is somewhat mitigated. Blindly rolling after blocking 5B is also highly dangerous, and the aforementioned 5G fakeout makes rolling 5B even harder.
- 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
Ranger fires his gun straight down. Mostly commonly used after 6SS, j.M, and as a strike/ throw option.
After 6SS, j.A can be used to prevent the opponent from meeting Ranger in the air with an air-to-air. After j.M, this move can lead into gapless pressure, provided that Ranger is close enough. This move can be used as a cross-up since it beats mash and throw break attempts.
Can be unsafe even on hit, especially with followups, but combos into j.M for a nice crumple combo.
- Cancels into itself up to 4 times. Freezes his vertical momentum when cancelling into itself.
Cancel options: j.A, j.B, j.S, j.M
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 his retreat. Useful combo filler, namely from 6SS, as it has enough hitstun to combo 5S after if delayed enough. Cancelling the follow-up j.B's into j.S may seem tempting, but it is generally unsafe as the follow-ups don't knock down grounded opponents.
- Cancels into itself up to 3 times, for a total of 4. Freezes his vertical momentum when cancelling into itself.
Cancel options: j.B, j.S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70%x2 | 20 |
Universal Mechanics
Throw
A+B
As Ranger has no overheads, this is his main mixup tool. However, with his ability to guard crush being so consistent, he doesn't completely rely on his throw to open people up.
Ranger's throw is better than most throws due to Ranger's ideal range being where it sends opponents and its unusually high advantage on hit. In addition, he has access to looping setplay from throw with grenade setup. The damage when looping grenade oki is nothing to sneeze at, but Ranger can opt to cache out on damage in Awakening to net over 50%, which is usually enough to close out a round. Certain combo routes allow him to kill right outside the opponent's Awakening as well, although they require at least 130 MP and are somewhat difficult due to hitstun decay.
- +6 on hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+6) |
Guard Cancel
6B+S
Shares the same hitbox as Ranger's 5SGuard:
MidStartup:
10Recovery:
Advantage:
-3, giving it quite a large hitbox for a Guard Cancel. However, it does not have much vertical reach, so be wary against jump cancels or aerial pressure
- Applies the Revenge debuff upon successful hit when in Awakening.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +12 |
Skills
Mach Kick
5S
A kick with a surprisingly large hitbox that envelops the entire smear. Mainly used as a pressure reset and leads to Ranger's highest damage as a DP punish starter. Although much higher reward than 2A on hit, 5S leads to worse pressure on block and is slightly shorter range.
Cancel options: 6S, 4S, 5M, 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | +2 |
Steep Slide
2S Low attack. Must be guarded crouching
Ranger slides forwards about half the screen's length. Very active and comes with a surprisingly useful low-profile to go under other characters that would try to zone him out. Usually done after midrange 2B hits to confirm into a combo. This move can be spaced to be up to 0 on block and has enough pushback for Ranger to assert his turn again. The high pushback unfortunately makes it difficult to true blockstring into other S moves, so be wary of reversals and rolls. The launch is somewhat finicky and requires either a delay chain into 6S to combo after or a link into 5S at max range.
- 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
Ranger performs a forward advancing breakdancing kick. Used mainly to cancel into Air RaidGuard:
MidStartup:
Recovery:
Advantage:
+2 air, 214M, or for hit-confirming purposes. Hits can whiff depending on distance from the opponent and opponents can drop out of 6S if they are juggled too high. One of Ranger's weakest starters, not due to hitstun decay, but due to low damage initial damage and being multihit.
With 6S being a multi-hit move that jails and has him stay close to his opponent, an aware Ranger is able to react to their opponent attempting to guard cancel during 6S with 2M.
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
Ranger does a rising kick. One of Ranger's more important combo tools and one of the two options for setting up 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 above his opponent, resulting in a RPS situation. Can be used as a frametrap from 6S, but susceptible to reversals and roll
- Ranger recovers mid-air.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% |
Triple Tap
4S The pistol strike forces a hard knockdown on hit
The bullets on the second half are considered projectiles
The bullets can hit knocked down opponents off the ground
Ranger whips his pistol downwards and fires three shots at the ground. 4S can be jump cancelled on the first hit before the bullets are fired. Used in block strings to safely disengage thanks to its high push back on block and the ability to jump cancel. 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.
All 4 hits combo reliably, even at the end of long combos and can easily be confirmed into 5M[[File:|130x200px]]Guard:
MidStartup:
Recovery:
Advantage:
-10 or Seventh FlowGuard:
MidStartup:
2+16Recovery:
Advantage:
-40. 4S can be jump cancelled at the end of combos for a more threatening grenade setup.
- 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.".
- First hit (pistol whip) is jump cancellable on block and hit
Cancel options: 5M, 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x4 |
G-14 Buster
j.S Is a projectile property attack
Can hit a knocked down opponent off the ground
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 both 4S and 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 crumple 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 Is a projectile property attack
Ranger fires his guns directly in front of him. Covers a surprising amount of space, but does not travel like a traditional projectile whilst being considered one. Can be extended by pressing M again before the final hit comes out (provided there’s MP to spare). Generally used to close out a round, with or without Seventh Flow, or as a high risk/ reward extension for corner combos. Can also be used to end pressure safely due to the high pushback on block.
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.
Cancel options: 5M
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5M | 90%x8 | ||||
5M | 90%x8 | ||||
5M | 90%x8 |
Wild Shot
2M or 623M Temporarily fully invincible
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. The first active frames of 2M appear in below in front of Ranger and above behind him. Aerial approaches can trade with 2M and can straight up win the trade if their approach is disjointed enough. 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 the first 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% |
- reversal
Deadly Approach
6M or 236M Inflicts hard knockdown on hit
Can hit a knocked down opponent off the ground
Ranger leaps forwards 3/4ths of the screen and fires four shots to cover himself. One of Ranger's few air-to-air options. Excellent movement and repositioning tool that can be used to escape the corner, 1f 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 in the corner.
- +1 on block normally but can be minus if the last hit misses.
- Crumples grounded opponents on hit.
- Can be cancelled into jM on hit and block
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
4M or 214M Is a projectile property attack
Explosion at the end of the move hits knocked down opponents off the ground
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% |
Scud Genocide
j.M Is a projectile property attack
Inflicts hard knockdown on hit
Can hit a knocked down opponent off the ground
Ranger fires his guns directly below him. Can be combo'd into from a rising j.A or j.B. With the addition of crumple state and auto-turnarounds on air specials, j.A -> j.M is a consistent way to enforce cross-up strike/ throw.
Also used as an ender to remove the opponent's white health, stabilize the ender height and set a j.S grenade. Can be followed by pressing M again before the final hit comes out (provided there’s MP to spare). The third followup can blockstring into j.M as long as Ranger has the right height and enough MP.
- Follow-up scuds can only be done on hit or block.
- Double Scud Genocide costs 50 MP total, Triple costs 60 MP total.
- Hits OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.". Causes crumple state.
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 |
Awakening Skill
Seventh Flow
AS
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
B-Type Color (DFO) |
C-Type Color (DFO) | ||
D-Type Color (DFO) |
