DNFD/Ranger

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Revision as of 16:31, 3 July 2022 by IcarusLanding (talk | contribs) (→‎Overview: Mixing the best from each revision and removing the stupid no overheads con)
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 try 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 a few set-ups.

Pros
Cons
  • Zoning: Ranger's A and B buttons are all full screen reaching projectiles while j.S and 4M grant plus frames at a distance, lending him screen control.
  • Strike/Throw: With j.S and 4M, Ranger can also run a well-balanced strike/throw mix which can be combo'd afterwards with proper timing.
  • Grenade Set-play: j.S okizeme grants Ranger safe pressure and a strong hit/throw mix-up. Very easy to set-up and it loops into itself.
  • Comeback Potential: His Awakening Skill and passive are amongst the best in the game. Seventh Flow grants him a full screen combo ender and punish tool.
  • Committal Defense: Ranger's only abare An attack during the opponent's pressure, intended to interrupt it. tools that aren't universal mechanics are 5S and 2A, 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: 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 dealt DNFD Decrease Damage Icon.png, receive a third more Damage when hit DNFD Defense Down Icon.png, and receive a third less passive MP Recovery DNFD MP Regen Down Icon.png
Ranger
DNFD Ranger Portrait.png
Health:980
Guard Gauge:950
MP Regen Rate:12
Prejump:4
Backdash:

Normal Moves

5A

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
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 your other options (especially at range).

  • Whiffs against crouching opponents.
Proration On-Hit Guard Damage MP Gain Level
60% 0~+7 40
No results

5AA

5B

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
60 Mid 16 28 -12~-4 none

Ranger fires a chest-level shot. Gatlings 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.
Proration On-Hit Guard Damage MP Gain Level
70% +1~+9 60
No results

2A

2B

j.A

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
30 Mid 12 none

Ranger fires his gun straight down. Freezes his momentum. This move can lead into ambiguous crossups, but it's hard to get anything out of said crossup 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 the followup but combos into j.M for a short combo.

  • Gatlings into itself up to 4 times.
Proration On-Hit Guard Damage MP Gain Level
70%
No results

j.B

Universal Mechanics

Throw

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
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 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.

Proration On-Hit Guard Damage MP Gain Level
0% HKD(+6)
No results

Dodge

Guard Cancel

Special Moves

Mach Kick

Steep Slide

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
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.
  • Can be cancelled into 4S or 6S.
  • Won't combo into 236M or 214M at point blank.
Proration On-Hit Guard Damage MP Gain Level
80%
No results

Windmill

Air Raid

No results
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

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.

No results

No results

Triple Tap

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
70, 30x3 Mid 15 -7 none

Ranger whips his pistol downwards and fires three shots at the ground. Used in block strings to safely disengage thanks to the 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 super. 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 OTG.
Proration On-Hit Guard Damage MP Gain Level
80%x4
No results

G-14 Buster

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
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.
Proration On-Hit Guard Damage MP Gain Level
90%
No results

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 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.

  • Follow-up barrages can only be done hit or block.
  • Double Barrage costs 70 MP, Triple costs 85 MP.
  • Second to last shot of barrage launches the opponent, final hit knocks them away.
Version Proration On-Hit Guard Damage MP Gain Level
5M 90%x8
5M 90%x8
5M 90%x8
No results

Wild Shot

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.
40x3, 60 Mid 13 -27 1-?? All 60

Ranger fires a myriad of shots while spinning. Somewhat slow 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. Opponents may fall out before the final hit at some spacings, making Ranger negative on hit.

  • Fully invincible from frame 1 through active frames.
  • Launches opponent on hit.
  • Counter hit recovery.
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%x3, 50%
  • reversal

Deadly Approach

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.
30x4 Mid 22 2,4,4,2 12(air)+ 8(land) +1 / -7* none 60

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 normals, 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
  • Usually +1
  • have to perform at very specific ranges and opponent has to crouch for it to be minus

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 throws two conjoined pistols half-screen which spin and fire wildly until they explode. On block this move depletes 200 Guard Gauge and is heavily plus and 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%
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. 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 costs 70 MP, Triple costs 85 MP.
  • Hits OTG.
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

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
400 Mid 2+16 -40 none
  • 200 Minimum Damage.
  • Doesn't apply Revenge debuff on hit.

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.

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