DNFD/Ranger/Starter

From Dustloop Wiki
< DNFD‎ | Ranger
Selecting Awakening Effects
Selecting Awakening Effects

Golden Cube: Load Revolver

  • Activates at 30% HP or less.
  • Grounded MP Skills can be cancelled into other MP skills.

The two biggest benefits of this Awakening Effect is canceling Wild Shot (2M)DNFD Ranger 623M.pngGuardMidStartup13RecoveryAdvantage-27 on hit or block or to cancel Death Hawk (4M)DNFD Ranger 214M.pngGuardMidStartup30RecoveryAdvantage+62 on start-up. The former allows Ranger to use reversals more liberally as it can be made safe by canceling into Deadly Approach (6M)DNFD Ranger 236M.pngGuardMidStartup22Recovery12(air)+ 8(land)Advantage+1 / -7* or to convert a reversal into either high damage or grenade oki. The latter makes Death Hawk a significantly stronger neutral and offensive tool by allowing Ranger to punish the opponent's counter play on reaction (Wild Shot to stuff mashing and reversals or Deadly Approach to deny rolls and jumps).

Load Revolver requires planning and practice to use effectively. Its benefits are less broadly applicable than Sudden Death which can immediately cripple the opponent's offense and defense off any hit. Beginner and even intermediate players should avoid Load Revolver while more advanced players should swap between the two depending on the match-up.

Clear Cube: Sudden Death

  • Activates at 50% HP or less.
  • All attacks (except Awakening Skills) inflict the Revenge debuff on hit.
  • Lasts 7 seconds, reapplying the debuff resets the timer.
  • Reduces the opponent's damage by 25%, defense by 33%, and MP regeneration rate by 33%.
This Awakening Effect enhances both Rangers' damage and his defense while depriving the opponent of an important resource. Requires little to no effort to acquire value while improving almost every aspect of Rangers game plan. Ranger will need less successful mix-ups and punishes to secure a round while the opponent needs to win neutral and open him up more times to do the same, all while having less MP to work with (the severity of this depends on the match-up).
Key Moves
Key Moves

Ranger has two main playstyles and moves that help enforce each style.

Hardcore keepaway

  • 5ADNFD Ranger 5A.pngGuardMidStartup12RecoveryAdvantage-10~-3 is used as a low commitment tool to interrupt the opponent's approach or their ranged tools
  • 5BDNFD Ranger 5B.pngGuardMidStartup16Recovery28Advantage-12~-4 is your primary long range tool. Applies pressure from full screen to whittle down opponent's guard bar.
  • 2BDNFD Ranger 2B.pngGuardMidStartup15Recovery32Advantage-18~-10 knocks down the opponent on hit, creating more distance on hit.
  • j.BDNFD Ranger jB.pngGuardMidStartup13RecoveryAdvantage- can be used to retreat and attack at the same time.
  • End combos in Surpressive Barrage (5M)[[File:|130x200px]]GuardMidStartupRecoveryAdvantage-10 to force opponents back to fullscreen and remove white HP.

Midrange pressure

  • 2ADNFD Ranger 2A.pngGuardLowStartup7RecoveryAdvantage-5 is your fastest move and has great range with little recovery
  • Confirm longer range hits into 2SDNFD Ranger 2S.pngGuardLowStartup18RecoveryAdvantage-12~0 for corner carry and damage
  • Deadly Approach (6M)DNFD Ranger 236M.pngGuardMidStartup22Recovery12(air)+ 8(land)Advantage+1 / -7* can be used to intercept air opponents and escape corner
  • If Death Hawk (4M)DNFD Ranger 214M.pngGuardMidStartup30RecoveryAdvantage+62 is blocked, you can use the blockstun to reposition
  • Safely end pressure with 4SDNFD Ranger 4S 1.pngGuardMidStartup15RecoveryAdvantage-7 or begin pseudo-rekka A series of special attacks that are only available after the first one is performed. pressure with 5SDNFD Ranger 5S.pngGuardMidStartup10RecoveryAdvantage-3
    Pressure Structure

Ranger has few gapless options and thus relies on resetting his pressure in the midrange to force opponents to make commitments to contest.

  • The safer places to restart your pressure are on 2A, 5B, 5S, and 4S
  • Due to the oppresive nature of Death Hawk (4M)DNFD Ranger 214M.pngGuardMidStartup30RecoveryAdvantage+62, the opponent will usually RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. in reaction to the flash of MP moves. Cycle between 4MDNFD Ranger 214M.pngGuardMidStartup30RecoveryAdvantage+62, 5M[[File:|130x200px]]GuardMidStartupRecoveryAdvantage-10, and 6MDNFD Ranger 236M.pngGuardMidStartup22Recovery12(air)+ 8(land)Advantage+1 / -7* during pressure midscreen to catch different anti 4M options
  • Ending a combo with j.SDNFD Ranger jS.pngGuardMidStartup183RecoveryAdvantage- forces your opponent to respect the grenade since it does not disappear when Ranger is hit. This allows Ranger to take more risks with pressure resets or go for guard break
Combos
Combos

While Ranger deals fairly low damage, with the correct combo, he can bring the opponent to corner from anywhere on the screen

  • 2S > 4S > 5MM is a very simple ender, meant for players new to Ranger or for matchups that focus on staying far away from the opponent
  • Starter > 6S > 6SS, dl.j.B, 5S > 6S > 6SS, j.S is your basic meterless combo
  • Starter > 6S > 6M, 2B > 2S > dl.6S~S, j.S is an example of how to use 6M to swap sides for better positioning
  • Starter > 2S OR 6S > 214M, 5S (214M explodes), 2S > 4S > 5MM is an example of a combo for basic usage of MP for damage. While it does not provide j.S knockdown, it puts Ranger in the midscreen while putting the opponent in corner, giving him good spacing to adopt either playstyle
  • Starter > 2S > 214M > 9 > j.S > land, 66 > 2S > 4S > 6S(3)~(!j.S)S > land, 2B > 6S~S > j.S is a harder combo, but essential for higher levels Ranger play. The combo is MP positive, carries to corner, results in corner grenade Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., which is the optimal knockdown
    Combo Starters
  • 2A is your fast and a low, but has bad proration A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.; it's best to focus on repositioning when landing this move
  • 5S is a great starter due to its ease of confirmation, especially on counter hit
  • While confirming off the explosion can be difficult, j.S is one of your best starters.
Spending Meter
Spending MP
  • Ranger's neutral gameplan focuses around forcing the opponent to block 4MDNFD Ranger 214M.pngGuardMidStartup30RecoveryAdvantage+62 for high chip damage, guard damage and free positioning.
  • Both 5M[[File:|130x200px]]GuardMidStartupRecoveryAdvantage-10, and 6MDNFD Ranger 236M.pngGuardMidStartup22Recovery12(air)+ 8(land)Advantage+1 / -7* are used mid-blockstring to counter options that would otherwise beat 4M
  • 5M is used as a disjointed anti-air as well as a safe pressure, ender while 6M is used as a midrange air-to-air with capabilities to extend pressure off of it.
  • j.M[[File:|130x200px]]GuardMidStartupRecoveryAdvantage- is commonly used as a throw bait, or to extend pressure off of a blocked j.A, 6SS, or 6M
    Utilising White Life

Conversion mechanic = CV

  • Ranger can omit using white life for CV to force apporaches
  • In pressure, CV after 2S or 4M to prevent the opponent from countering their gaps
  • In neutral, 5M(6) CV is one of the best neutral tools in the game. 15f startup, corner carry on hit, anti-airs, disjointed, enough blockstun to gapless into 4M and CV not mandatory to stay safe
What to do after a knockdown
What to do after a knockdown

After getting a hit, Ranger can choose to pick between j.S and 5M for enders.

  • 5M puts the opponent fullscreen, forcing them to approach
  • j.S enables mix and stronger okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., putting Ranger in ideal midrange with a grenade covering him
    Grenade Setup

Grenade setups, while still possible midscreen, show their full potential in corner, meaning Rangers should prioritize corner carry over damage

Ranger's j.SDNFD Ranger jS.pngGuardMidStartup183RecoveryAdvantage- grenade is constantly a threat, even when Ranger is blocking or being comboed. It will only explode prematurely if it touches another move with projectile properties.

In addition, by timing the grenade to explode at the right time, it can make 4M gapless, forcing opponents to Guard Cancel to avoid getting guard broken.

There are two primary ways of setting up grenade:

  • 6SS, j.S
  • 6SS, j.MM, j.S, j.B

After setting up grenade, Ranger becomes more flexible in how he applies pressure with the added security and opportunities provided by grenade

  • With a slight delay, Ranger can combo his throw into the grenade explosion, allowing him to reset the grenade
  • Grenade potentially creating gapless guardbreaks for Ranger forces opponents to make quick decisions
  • With proper timing, Ranger can reapply a grenade as the previous grenade explodes, forcing the opponent to guess against midrange pressure
  • Getting Guard Cancelled gives Ranger white life while the opponent stills need to block the grenade afterwards
  • Even if the opponent makes the correct read against Ranger's midrange pressure resets, they cannot capitalize off the hit due to grenade