DNFD/Ranger/Combos

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< DNFD‎ | Ranger
 Ranger
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+MS becomes 236M.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
cc/cv = Conversion Cancel
BAT =  Battle Mage
BRZ =  Berserker
MBR =  Brawler
CRS =  Crusader
DRK =  Dragon Knight
ENC =  Enchantress
GHO =  Ghostblade
GRP =  Grappler
HIT =  Hitman
INQ =  Inquisitor
KNO =  Kunoichi
FLA =  Launcher
LOS =  Lost Warrior
MON =  Monk
RNG =  Ranger
SRK =  Striker
SWI =  Swift Master
TRO =  Troubleshooter
VNG =  Vanguard
SPC =  Spectre

Combo Theory

The following video is essentially based on the content of this section along with new discoveries.

Video Reference: https://youtu.be/QdqVfEqruYc


For Ranger, the standard combo theory is to:

  • Hit a starter (2A, 5B, 5S are common starters)
  • Launch the opponent (2S, 6S)
  • Choose to either: spend no MP/ do the BnB/ metered side swap [6S -> 6SS/ 4M/ 6M]
  • Continue the combo with filler to carry to corner
  • Hit with either 4S(1) jump cancel or 6SS (4S no jump cancel for damage)
  • Finish with either: Safejump oki/ threaten guard break/ damage [jMM(M) jS jB/ jS/ 5M(MM)]

Basic Tips for Combos:

  • When comboing into 6S from 2S, delay the 6S a tiny bit to let so that 6S doesn't whiff
  • 2A can only lead into BnB with 2A 2S 4M as your starter
  • Cancelling 6S(1) -> 6SS is usually more consistent for midscreen extensions; better for damage as well
  • The point of Ranger combos is to get your opponent into corner; don't focus on damage until you get to corner

Knockdown

Ranger has 4 main ways to get knockdown:

  1. 5M(MM)
  2. 6S~S > immediate j.S (setup grenade)
  3. 6S~S > j.MM > j.S > j.B
  4. j.S 66 4S

(6SS enders can be replaced with 4S(1) jump cancel)


Pros:

  • Method 1: High damage, ender for anywhere, converts into Awakening Skill, sends opponent full screen
  • Method 2: Sets up grenade oki, makes Ranger very advantageous, does not fully require corner
  • Method 3: Sets up grenade oki, erases white HP, safejump, prevents opponents from rolling out of corner
  • Method 4: Sets up a grenade meaty that is safe against practicaly all reversals and allows you to keep pressure.

Cons:

  • Method 1: High MP cost, follow-ups inconsistent sometimes, no mix after knockdown
  • Method 2: Opponent still keeps white HP, opponent may be able to air tech, opponent now has access to BackDash Conversion
  • Method 3: Cannot counterplay roll without taking risks, grenade not well timed for guard break afterwards
  • Method 4: Corner only, costly to setup, (requires 214M) and most of the time, you have to end a combo short to use it.

Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Long Range Projectile Combo

Long Range Projectile ComboGet a knockdown from 2B, keep zoning.
Very Easy


5AA > 5B > 2B

  • 84 damage, no MP needed.

Very basic combo for a successful hit with a projectile at long range. Deals light damage, pushes the opponent back, and knocks them down, allowing for more zoning. Primarily used as a long-range anti-air combo due to 5A's ability to poke opponents out of the air, although it can be used to punish certain moves in standing recovery/ tall hurtboxes.

Since 5A lacks meaningful hitstun and can be whiff cancelled into 5AA, this combo can be high risk when both characters are grounded as most characters in the game can run under 5A and 5AA. To mitigate this risk, it is usually better to do 5B > 2B instead due to the lower hitbox covering dashes.

Long range 5A, 5B, or 2B lack any meaningful follow ups, even when Conversion is available. The only exception is Ranger's Awakening Skill Seventh Flow, which combos from 5A, 5AA, and 5B from about four-fifths of the screen away and from 2B at full screen distance.

Mid to Close Range to Fullscreen Oki

Mid to Close Range to Fullscreen OkiEasy hitconfirm and send them fullscreen
Very Easy


2A > 5B > 2B > 2S > 4S > 5MM

  • 200 damage; at least 1 MP required for oki, 41 MP for damage.

Simple combo for a close range hit, hardly has any places for issues and sends opponent back to full screen for more zoning. More useful in some matchups than others. Can also be started with a 5AA starter in the close to midrange.

Ranger's non-S buttons have very low hitstun, so his combos require buffered inputs. The 5B > 2B in combos are usually to hitconfirm safely. In this combo, it is optimal to delay the 4S a slight amount. Otherwise, on longer range starters, 4S(1) may miss, resulting in less damage. On the other hand, delaying 4S too much can result in launching the opponent the wrong way, meaning the combo is forcibly ended.

The fact that this combo does not lead into grenade ender means that it is usually not worth to go for most of the time. The exceptions are if the opponent is not good at dealing with zoning or you need the damage. This is because 5MM is a high damage ender that launches the opponent to full screen. While the combo can be ended with 5M or 5MMM, the former does much less minimum damage and the latter can be inconsistent at certain ranges.

Air Raid Loops

Air Raid LoopsLink into j.B after 6S~S, catch the opponent with 5S before they land.
Easy


2A > 5B > 2B > 2S > dl.6S(1)~S, dl.j.B, 5S > 6S~S, j.S

  • 176 damage, no MP needed.

Primary meterless route for close range meterless confirms. Useful to learn for corner routes as well. Using 2A > 5B > 2B > 2S as the starter for purposes of hit confirming, but possible with almost all starters. Note that if the opponent is close to Ranger at the time 2S connects, the combo may sideswap.

While 6S can be done to completion instead of 6S(1), this forces the Ranger to delay the followup or else the opponent will be too vertically high to hit with jB. 6S(1) is also better for damage, especially in the corner.

A very important combo piece to learn as it results in grenade knockdown, which is Ranger's most threatening position. The combo carries slightly more than half screen, so it may not always end in the corner. When ending the combo in the corner, it is possible to end with 6S~S -> j.MM -> j.S -> j.B for a better knockdown situation.

Simple Sideswap

Simple SideswapEasy to confirm sideswap for distances that the above combo cannot carry
Very Easy


2A > 5B > 2B > 2S > 4S(1) > 6M, 2B > 2S > dl.6S~S, j.S

  • 190 damage, 1+ MP needed.

Easy to confirm sideswap route. Used primarily when Ranger manages to get a hit while in corner. Useful as a fall back to any unexpected hit.

Since the previously listed combo does not carry corner to corner, this combo can be used to travel a shorter distance, but in the opposite direction. If the opponent is too close after 4S(1) knocks them down, delay the following 6M to allow the opponent to fully travel horzitonally before hitting them. Otherwise, it may be difficult to link into 2B > 2S at too far of a distance.


Spending MP for Damage

Spending MP for DamageSimple 4M route for low execution, high damage.
Easy


2A > 5B > 5S > dl.6S > 4M, 5S, 2B > 2S > dl.6S~S, j.S

  • 261 damage, 1+ MP needed.

Basic 4M combo for damage. Does not care about starter. If the opponent is not point blank range, 6S does not need to be delayed. As stated in the Combo Theory section, either of 2S and 6S can be used before 4M. The 2B can be omitted, but may make the combo more difficult or even impossible for a longer starter.

Grenade Okizeme Corner Throw Combo

Grenade Okizeme Corner Throw ComboThrow opponents into grenade, set up a new one, repeat offense.
Easy


j.S, A+B, (G-14!) 2B > 2S > dl. 6S~S, j.S

  • 208 damage, no MP needed.

Ranger has the advantage of being one of the few characters in the game to have a combo off their grab, back into the same scenario before the grab and is the sole character to be able to do it without spending MP. He only needs a grenade set to confirm off his grab, which is commonly done at the end of his combos.

For combos that end in j.S without eliminating white HP, Ranger must wait a small amount before grabbing his opponent; grabbing too early will result in them recovering before the grenade explodes. This small delay can easily be done by tapping the Guard button before attempting to grab.

For combos that end in j.MM > j.S > j.B in corner, the setup is autotimed such that running up and grabbing will allow the grenade to combo; even if they are hit by the falling j.B.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Notes about the Ranger BnB :

While the BnB (Bread and butter A staple combo that is relatively simple and effective.) is not mandatory for Rangers to learn, it is vital to learn for Ranger's gameplan, especially since he is much weaker of a zoner in patch 1.09.

For example, let us compare the pros and cons of "BnB Variation 1" versus the "Spending MP for Damage" route from the Basic Combos. Assuming that both combos start with 5B > 2B > 2S:

Pros of BnB:

  • Carries corner to corner vs only half-screen
  • Deals 336 vs 308 damage

Cons of BnB:

  • Easier to drop
  • Works with less starters

With the addition of stronger rolls in patch 1.09, Ranger either wants to pick full screen zoning or corner grenade pressure; midscreen oki is much less attractive in this patch. The cons of the BnB are negilible with enough practice while the pros are intergral to Ranger's gameplan.

BnB 1

BnB Variation 1Most consistent BnB variation
Medium


5B > 2B > 2S > 214M > 9 > j.S > land, 66 > 2S > 5S > 6S(1)~(!j.S)dl.S > land, 2B > 6S~S > j.S

  • 336 damage, 1+ MP needed.

BnB variation 1. Can be used with many starters, also deals more damage than the other variations. Variation 1 focuses on ease of use by stabilizing the combo with many autotimed links.

After throwing the j.S, have the opponent land on the later active frames of 2S; otherwise, the 5S link afterwards is impossible. Immediately after the 5S connects, cancel into 6S. The j.S thrown out earlier will explode after the first hit of 6S. To catch the timing, imagine as if you were cancelling 6S after the third hit. If done correctly, the 6SS should hit the opponent on their way down from the j.S explosion.

Continue with the optional 2B and finish the combo with any ender.

BnB 2

BnB Variation 2Different timings, less damage, works with more starters
Medium


5B > 2B > 2S > 214M > 9 > j.S > land, 66 > 2S > dl.6S(3)~(!j.S)S > land, 2B > 6S~S > j.S

  • 329 damage, 1+ MP needed

BnB variation 2. Can be used with more starters than variation 1 (such as 2A > 2S), in exchange for less damage and more specific spacing. In addition, the 2S > dl.6S(3)~(!j.S)S section is a tight gatling, but if the 6S fails to come out or whiffs, the grenade hits meaty. Variation 2 focuses less on corner carry and more on safety in dropped combos.

For BnB 2 grenade timing, everything is the same as BnB 1 until the 6S. Cancel into 6S~S as the opponent is rising from being hit by grenade. It can be possible to hit them on the way down, but the 6S cancel window will usually pass by then.

The optional 2B is possible, but more difficult if the opponent was hit while rising. Afterwards, finish the combo with any ender.

BnB 3

BnB Variation 3Helps with timing, works on extra far starters
Medium


5B > 2B > 2S > 214M > 9 > j.S > land, 66 > 2B > 2S > dl.6S(1)~(!j.S)dl.S > land, 2B > 6S~S > j.S

  • 328 damage, 1+ MP needed.

BnB variation 3. Can be used on same starters as BnB 1, but can also be used on extra far starters such as tip of 4M. Variation 3 focuses on catch-all situations.

Similar timing as BnB 1. 2B has a surprisingly high hitbox, so it can be easier to catch people falling with 2B > 2S rather than 2S > 5S. In addition, whiffing the 2B is more safe than whiffing the 5S in BnB 1.

Continue with the optional 2B and finish the combo with any ender.

Corner Grenade Starters

Gapless LowHit the jB or hit the low, go into BnB 2
Medium


j.S setup, (j.B), 2A > 2S > 214M > 9 (!j.S) > dl.j.S > land, 2S > dl.6S~(!j.S)dl.S > land, 2B > 6S~S > j.S

  • 312 (316 if j.B connects) damage, 1+ MP needed after setup
  • If j.B connects, it's possible to go into BnB 1 instead of BnB 2.
  • Some chracters can be popped out of the 214M by getting hit by the setup grenade. To prevent this, throw the j.S ASAP so that the setup grenade disappears.

High damage, possible anti rollDelay 5S to catch roll. 5S 6S into BnB 1
Medium


j.S setup, (j.B), 5S > 6S > 214M > 9 (!j.S) > j.S > land, 2S, 5S > 6S~(!j.S)dl.S > land, 2B > 6S~S, j.MM > j.S

  • 375 (368) damage, 1+ MP needed after setup
  • Setup requires either delay j.S or omit the j.MM so that 5S > 6S consistently reaches/ connects.
  • 6S(1-2) can sometimes whiff; timing is still similar

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

150MP Gapless Guard Break

Anti Guard Cancel gapless setupDeals 1160 guard damage
Hard


j.S setup, 2A > 2B > 5S > 4S > !j.S > 214M, [5B > 214M] x2 > 5B > 2B

Leads to 2S starter combos due to the distance after Guard Break.

Grenade Setup Guard Break BlockstringForcing a Guard Cancel
Medium


j.S, 2A > 5B > 2B > 5S > !G-14 > 6S(2) > 214M, 2A > 66 > 2A > 5B > 2B > 5S > 6S > 5M~M(~M)

  • !G-14 denotes grenade explosion.

Leads to 2S starter combos due to the distance after Guard Break.

Combo List

Midscreen Combos
Combo Position Damage MP Gain Works on: Difficulty Notes
5B 2B 2S 236M 66 5S 4S 5M Anywhere 249 -100 Everyone Medium After 236M delay the 5B a bit to make sure you are on the correct side, you can also chose to not sideswitch by skipping the microdash.
5B 2B 2S 214M 66 5S 4S 5M Anywhere 301 -110 Everyone Easy More damaging version of the combo above for more meter. Can also sideswitch by dashing under during 214M.
Midscreen to Corner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes
5B 2B 2S dl.6S 214M j.S 66 5B 2B 2S j.S Midscreen 291 -70 Everyone Hard Combo into j.S oki.
Corner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes
2A 5B 2B 2S 214M j.S 66 4S Corner 226 -70 Everyone Easy Delay the j.S slightly so that it hits meaty.
5B 2B 2S 214M j.S 2S 4S (Detonation) 66 4S 5M Corner 338 -110 Everyone Medium More damaging version of the above combo utilizing the granade explosion.
5B 2B 2S 214M j.S 2S dl.6S (Detonation) dl.S 4S 5M Corner 341 -110 Everyone Hard
5S 6S 214M j.S 2S 4S (Detonation) 66 4S 5M Corner 327 -110 Everyone Medium Same combo but off of a 5S confirm.
5S 6S(1) dl.j.B 5S 6S 214M j.S 66 4S Corner 333 -110 Everyone Medium More damaging 5S combo with a meaty grenade setup. 5M ender does 374 dmg.
(j.S) Throw (Detonation) 2B 2S 4S 5M Corner 226 -40 Everyone Medium Confirm after j.S setup in the corner

External References

Currently working on exporting these combos into dustloop: (Credit to Dakawalf for putting this together)

https://docs.google.com/spreadsheets/d/11WRLEvg41lwDD-1lnPvTzem9wyAagFCALwC5Kcfwgfo/edit#gid=0

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