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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.
- 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 , receive a third more Damage when hit , and receive a third less passive MP RecoveryNormal Moves
5A
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 |
5AA
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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65%x2 | -1~+7 | 40 |
5B
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 |
2A
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 mixups you don't have.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -2 |
2B
Ranger fires a low shot. Functionally Ranger’s sweep, as it launches grounded opponents and hits low to the ground. Can be cancelled from midrange into 2S or 236M for a full combo.
Counter hit 2B knocks down for a long time, allowing Ranger to close gaps against opponents that control range better than him.
- Bullet takes 9 frames to travel full screen.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 60 |
j.A
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% |
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 your retreat. Useful combo filler, namely from 6SS, as it has enough hitstun to combo 5S after.
- Gatlings into itself up to 3 times.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70%x2 | 20 |
Universal Mechanics
Throw
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) |
Dodge
- DNFD Ranger 6G.png
- DNFD Ranger 6G Hitbox.png
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
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 |
Special Moves
Mach Kick
Ranger’s 5S has a surprisingly large hitbox that envelops the entire smear. While a 10-frame abare normal is not a good thing to have, in situations where Ranger can mash out this normal will lead to considerably higher reward than 2A. Its enormous hitbox makes it more difficult to avoid than that move, so 5S is preferred wherever possible.
- Can be cancelled into 4S or 6S.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | +2 |
Steep Slide
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% |
Windmill
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.
- Gatlings into 6SS on hit and block, but not on whiff.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x3 |
Air Raid
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 resultsTriple Tap
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 |
G-14 Buster
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% |
MP Special Moves
Suppressive Barrage
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 |
Wild Shot
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
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
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% |
Scud Genocide
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 |
Awakening Moves
Seventh Flow
- 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
B-Type Color (DFO) |
C-Type Color (DFO) | ||
D-Type Color (DFO) |
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •