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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 the previous move into the following move.
->/~ = Cancel 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. = Jump
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
[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
BRZ = Berserker
CRS = Crusader
DRK = Dragon Knight
ENC = Enchantress
GHO = Ghostblade
GRP = Grappler
HIT = Hitman
INQ = Inquisitor
KNO = Kunoichi
LAU = Launcher
LOS = Lost Warrior
RNG = Ranger
STR = Striker
SWI = Swift Master
TRO = Troubleshooter
VNG = Vanguard

Combo Theory

With Ranger in midrange you can cancel any gunshot into 2S and start a full combo, using either 214M, 236M, 6S or 4S depending on how much meter you want to spend. Canceling into 6S from 2S its advised you delay it so that the rest of the combo is more consistant, often on juggled opponents you wont hit all 3 hits of 6S. In the corner 214M gives you enough time to set-up a j.S that you can use to continue the combo or for oki.


Ranger has 4 main ways to get knockdown:

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


  • 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, able to safely meaty* certain reversals, erases white HP
  • Method 4: Sets up a grenade meaty that is safe against practicaly all reversals and allows you to keep pressure.

Note*: 2A is able to safely meaty if the first hit of j.M whiffs. The less hits of j.M that connect, the more positive Ranger will be on the opponent's wakeup.


  • 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, failing to meaty means opponent can roll out of corner
  • Method 3: Hard to setup, meaty requires harsh timing on j.M and j.S, does not safely bait all reversals
  • 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 (103) damage, no MP needed.

Bread and ButterA staple combo that is simple yet effective. 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. 5AA cannot be hit confirmed due to how tight this combo's hitstun is so either accept the risk of the opponent ducking under 5AA after blocking 5A and leaving you stuck with no cancel options or only use it when you know it will hit (like punishing a whiffed attack). Note that 5A is a potent anti-air, especially against distant opponents. The entire combo works on an air hit, so no combo adjustments are needed.

5A alone can combo into 5B from about half-screen distance or 2B from about two-thirds of the screen away. Counter-hit 5A combos into 2B from full screen. You can also just use a raw 5B as it combos into 2B from full screen while still catching crouching opponents and dealing more damage, though at the cost of higher start-up.

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 Projectile Combo

Mid to Close Range Projectile ComboLink 2S into 5S, set up grenade oki.

5AA or 2A > 5B > 2B > 2S, 5S > 6S~S, j.S
  • 128 (158) damage, no MP needed.

Basic combo for a close range A or B projectile hit. Cancel 2B into 2SDNFD Ranger 2S.pngGuard:
as soon as possible (make sure to buffer the input), then use 5SDNFD Ranger 5S.pngGuard:
as soon as 2S's recovery ends. This will result in a side switch if the combo started at close range. Combo into 6SDNFD Ranger 6S.pngGuard:
~SNo results so that you can use j.SDNFD Ranger jS.pngGuard:
on your way down, placing a grenade near the opponent and putting you at a frame advantage.

Grenade oki is Ranger's strongest mix-up set-up, granting him a full combo off either a throw or a meaty normal (usually 2A or 5S) while granting him enough plus frames after a short block string for another hit/throw mix-up (though with much less reward off a successful throw). Both can lead into another grenade set-up, allowing him to loop his offense.

Of course, there are higher damaging routes than this depending on screen position and available resources but this should help you get acquainted with Ranger's combo theory and OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups..

Air Raid Loops

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

(j.B), 5S > 6S~S, j.B, 5S > 6S~S, j.S
  • 224 (296) damage, no MP needed.

Primary meterless route for melee attacks and projectile jump-ins. Slightly delay Air Raid after 6S(3) if the opponent was grounded, immediately use Air Raid after 6S(2) if the opponent is already airborne. Can potentially be looped a third time in the corner, though some hits of 6S may need to be omitted depending on combo scaling. Ends with grenade okizeme.

Grenade Okizeme Corner Throw Combo

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

j.S, A+B, (G-14!) 2B > 2S > dl. 6S~S, j.S
  • 208 (257) damage, no MP needed.

The payoff for Ranger's only legitimate mix-up. Don't let the low damage fool you, very few other characters can match this. Those few who can combo after a throw usually require MP, conversion, or specific set-ups-- in most cases all three. Ranger can set this up from essentially any successful hit and he can burn resources to increase the damage to ludicrous degrees (85 MP and his Awakening Skill can net over 500 damage). The best part? It leads straight into more grenade oki so you can go for it again.

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

Grenade Okizeme Meaty Normal

Grenade Okizeme Meaty NormalUse the explosion to combo into another grenade.

j.S, 5S > 6S(2)~S, (G-14!) j.S, 2B > 2S > dl. 6S~(G-14!)S, 2B > 2S > dl. 6S(1)~S, j.S
  • 318 (403) damage, no MP needed.

Mix-ups are only tricky if there is another option to look out for, so you'll need a combo route for when you choose to do a meaty strike rather than a throw. 5S is the most practical choice as it has a decent amount of active frames, isn't immediately obvious what you're doing (unlike 2S), and true block strings into 6S~S for a pressure reset and potential second hit/throw mix-up.

Time j.S after 6S~S such that grenade comes out just as the explosion occurs. Too soon and the original grenade will disappear. Too late and Ranger will land before the second grenade appears, ending the combo prematurely. The second use of 6S must be timed so that the grenade explodes just as the third hit occurs, allowing a delayed Air Raid to hit the opponent at the peak of the explosion launch.

Spending MP

Spending MPUse MP Skills to increase your damage and remove the opponent's white health.

(A or B Starter) > 5S > 6S > 4M, 5S, 2B > 2S, 5S > 6S~S, j.S
  • 303 (349) damage, 70 MP spent, 1 MP needed to use.

Basic MP using combo, increases the amount of damage and corner carry while taking the opponent's recoverable health. Can also be started with A or B normals so long you are close enough to use 5S or 2S, though 2S won't work if you are too close. Remove the 5S during 4M and the 5S after 2S when scaling is too high.

Steep Slide Corner Starter

Steep Slide Corner StarterMore than just zoning

2S > 214M > 66 > 9 > j.S > land 66 > 2S > 5S > 6S->(!G-14)dl.S > land 2B > 6S->S > j.S
  • !G-14 denotes grenade explosion.
  • 2S > 214M does not combo point-blank.

Steep Slide Corner StarterMore than just zoning

2S > 214M, 214M, 2S > 6S->(!G-14)dl.S > land 2B > 2S > 4S > 5M~M
  • !G-14 denotes grenade explosion.
  • 2S > 214M does not combo point-blank.

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

Grenade Setup Guard Break Blockstring

Grenade Setup Guard Break BlockstringForcing a Guard Cancel

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)