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| # {{clr|S|6S}}~{{clr|S|S}} > {{clr|M|j.MM}} > {{clr|S|j.S}} > {{clr|B|j.B}} | | # {{clr|S|6S}}~{{clr|S|S}} > {{clr|M|j.MM}} > {{clr|S|j.S}} > {{clr|B|j.B}} |
| # {{clr|S|j.S}} 66 {{clr|S|4S}} | | # {{clr|S|j.S}} 66 {{clr|S|4S}} |
| ({{clr|S|6SS}} enders can be replaced with {{clr|S|4S(1)}} jump cancel) | | ({{clr|S|6SS}} enders can be replaced with {{clr|S|4S}}(1) jump cancel) |
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| | Difficulty = Easy | | | Difficulty = Easy |
| | Anchor = Ranger Basic Combo 3 | | | Anchor = Ranger Basic Combo 3 |
| | | Video = DNFD_Ranger_Air_Raid_Loops.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|1|2A}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|2S}} > dl.{{clr|3|6S}}(1)~{{clr|3|S}}, dl.{{clr|2|j.B}}, {{clr|3|5S}} > {{clr|3|6S}}~{{clr|3|S}}, {{clr|3|j.S}} | | | Recipe = {{clr|1|2A}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|2S}} > dl.{{clr|3|6S}}(1)~{{clr|3|S}}, dl.{{clr|2|j.B}}, {{clr|3|5S}} > {{clr|3|6S}}~{{clr|3|S}}, {{clr|3|j.S}} |
| | content = | | | content = |
| * 176 damage, no MP needed. | | * No MP required. Usually done to setup guard breaks |
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| Primary meterless route for midrange meterless confirms. Useful to learn for corner routes as well. Using {{clr|1|2A}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|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 {{clr|3|2S}} connects, the combo may sideswap. | | Primary meterless route for midrange meterless confirms. Useful to learn for corner routes as well. Using {{clr|1|2A}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|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 {{clr|3|2S}} connects, the combo may sideswap. |
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| | Difficulty = Very Easy | | | Difficulty = Very Easy |
| | Anchor = Ranger Basic Combo 4 | | | Anchor = Ranger Basic Combo 4 |
| | | Video = DNFD_Ranger_Simple Sideswap.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|1|2A}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|4|6M}}, {{clr|2|2B}} > {{clr|3|2S}}, {{clr|3|5S}} > {{clr|3|6S}}~{{clr|3|S}}, {{clr|4|j.MM}}, {{clr|3|j.S}} | | | Recipe = {{clr|1|2A}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|4|6M}}, {{clr|2|2B}} > {{clr|3|2S}}, {{clr|3|5S}} > {{clr|3|6S}}~{{clr|3|S}}, {{clr|4|j.MM}}, {{clr|3|j.S}} |
| | content = | | | content = |
| * 206 damage, 1+ MP needed. | | * MP neutral. Worth the MP |
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| 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. | | 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. |
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| | Difficulty = Easy | | | Difficulty = Easy |
| | Anchor = Ranger Basic Combo 5 | | | Anchor = Ranger Basic Combo 5 |
| | | Video = DNFD_Ranger_Basic_4M_Combo.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5S}} > dl.{{clr|3|6S}} > {{clr|4|4M}}, {{clr|3|5S}}, {{clr|2|2B}} > {{clr|3|2S}} > dl.{{clr|3|4S(1)}} {{clr|3|6S}}~{{clr|3|S}}, {{clr|3|j.S}} | | | Recipe = {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5S}} > dl.{{clr|3|6S}} > {{clr|4|4M}}, {{clr|3|5S}}, {{clr|2|2B}} > {{clr|3|2S}} > dl.{{clr|3|4S(1)}} {{clr|3|6S}}~{{clr|3|S}}, {{clr|3|j.S}} |
| | content = | | | content = |
| | * MP neutral. Useful as a fallback when 4M hits too far |
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| Basic 4M combo for damage. Does not care about starter. If the opponent is not point blank range, {{clr|3|6S}} does not need to be delayed. As stated in the Combo Theory section, either of {{clr|3|2S}} and {{clr|3|6S}} can be used before {{clr|4|4M}}. | | Basic 4M combo for damage. Does not care about starter. If the opponent is not point blank range, {{clr|3|6S}} does not need to be delayed. As stated in the Combo Theory section, either of {{clr|3|2S}} and {{clr|3|6S}} can be used before {{clr|4|4M}}. |
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| | Difficulty = Easy | | | Difficulty = Easy |
| | Anchor = Ranger Basic Combo 6 | | | Anchor = Ranger Basic Combo 6 |
| | | Video = DNFD_Ranger_Grab_Combo.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|3|j.S}}, {{clr|1|A}}+{{clr|2|B}}, (G-14!) {{clr|2|2B}} > {{clr|3|2S}} > dl.{{clr|3|4S(1)}} > {{clr|3|6S}}~{{clr|3|S}}, {{clr|4|j.MM}}, {{clr|3|j.S}} | | | Recipe = {{clr|3|j.S}}, {{clr|1|A}}+{{clr|2|B}}, (G-14!) {{clr|2|2B}} > {{clr|3|2S}} > dl.{{clr|3|4S(1)}} > {{clr|3|6S}}~{{clr|3|S}}, {{clr|4|j.MM}}, {{clr|3|j.S}} |
| | content = | | | content = |
| | * For tick-throws after {{clr|1|2A}}, use {{clr|3|5S}} > {{clr|3|6S}} instead |
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| 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. | | 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. |
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| ===<span style="visibility:hidden;font-size:0">BnB 1</span>=== | | ===<span style="visibility:hidden;font-size:0">BnB 1</span>=== |
| {{TheoryBox | | {{TheoryBox |
| | Title = BnB Variation 1 | | | Title = THE BnB |
| | Oneliner = Works off of pretty much any non-2A starter | | | Oneliner = Works off of pretty much any non-2A starter |
| | Difficulty = Medium | | | Difficulty = Medium |
| | Anchor = Ranger Core 1 | | | Anchor = Ranger Core 1 |
| | | Video = DNFD_Ranger_BnB_5S.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = Starter > {{clr|M|214M}} > 9 > {{clr|S|j.S}} > land, 66 > {{clr|S|2S}} > dl.{{clr|S|4S(1)}} > {{clr|S|6S}}~(!{{clr|S|j.S}})dl.{{clr|S|S}} > land, {{clr|B|2B}} > ({{clr|S|2S}} >) dl.{{clr|S|4S(1)}} > {{clr|S|6S~S}}, {{clr|4|j.MM}} > {{clr|S|j.S}} | | | Recipe = Starter > {{clr|M|214M}} > 9 > {{clr|S|j.S}} > land, 66 > {{clr|S|2S}} > dl.{{clr|S|4S}}(1) > {{clr|S|6S}}~(!{{clr|S|j.S}})dl.{{clr|S|S}} > land, {{clr|B|2B}} > ({{clr|S|2S}} >) dl.{{clr|S|4S}}(1) > {{clr|S|6S~S}}, {{clr|4|j.MM}} > {{clr|S|j.S}} |
| | content = | | | content = |
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| | * Notably doesn't work with most {{clr|1|2A}} starters other than {{clr|1|2A}} > {{clr|3|2S}} |
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| Ranger's basic BnB. Can be used with many starters, also deals more damage than the other variation. | | Ranger's basic BnB. Can be used with many starters, also deals more damage than the other variation. |
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| After throwing the {{clr|S|j.S}}, have the opponent land on the later active frames of {{clr|S|2S}}; otherwise, the opponent may not be close enough to hit with {{clr|3|4S}}. Immediately after the {{clr|S|4S(1)}} connects, cancel into {{clr|S|6S}}. The {{clr|S|j.S}} thrown out earlier will explode after the last hit of {{clr|S|6S}}. If done correctly, the {{clr|S|6SS}} should hit the opponent on their way down from the {{clr|S|j.S}} explosion. | | After throwing the {{clr|S|j.S}}, have the opponent land on the later active frames of {{clr|S|2S}}; otherwise, the opponent may not be close enough to hit with {{clr|3|4S}}. Immediately after the {{clr|S|4S}}(1) connects, cancel into {{clr|S|6S}}. The {{clr|S|j.S}} thrown out earlier will explode after the last hit of {{clr|S|6S}}. If done correctly, the {{clr|S|6SS}} should hit the opponent on their way down from the {{clr|S|j.S}} explosion. |
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| Continue with the optional {{clr|3|2S}} and finish the combo with any ender. | | Continue with the optional {{clr|3|2S}} and finish the combo with any ender. |
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| ===<span style="visibility:hidden;font-size:0">BnB 2</span>=== | | ===<span style="visibility:hidden;font-size:0">BnB 2</span>=== |
| {{TheoryBox | | {{TheoryBox |
| | Title = BnB Variation 2 | | | Title = BnB Variation |
| | Oneliner = Different timings, less damage, works with more starters | | | Oneliner = Difficult timings, less damage, works with more starters |
| | Difficulty = Medium | | | Difficulty = Very Hard |
| | Anchor = BnB Variation 2 | | | Anchor = BnB Variation |
| | | Video = DNFD_Ranger_BnB_Adv.webm |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|B|5B}} > {{clr|B|2B}} > {{clr|S|2S}} > {{clr|M|214M}} > 9 > {{clr|S|j.S}} > land, 66 > {{clr|S|2S}} > dl.{{clr|S|6S}}(3)~(!{{clr|S|j.S}}){{clr|S|S}} > land, {{clr|B|2B}} > {{clr|S|6S~S}} > {{clr|S|j.S}} | | | Recipe = Starter > {{clr|M|214M}} > 66 > {{clr|S|5S}} > {{clr|S|6S}}(1)~(!{{clr|4|4M}}){{clr|S|S}} > land, {{clr|B|2B}} > {{clr|S|2S}} > {{clr|S|4S}}(1) {{clr|S|6S~S}} > {{clr|S|j.S}} |
| | content = | | | content = |
| * 329 damage, 1+ MP needed | | * Only learn this combo if you want to be completely optimal with Ranger |
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| BnB variation 2. Can be used with more starters than variation 1 (such as {{clr|1|2A}} > {{clr|3|2S}}), in exchange for less damage and more specific spacing. In addition, the {{clr|S|2S}} > dl.{{clr|S|6S}}(3)~(!{{clr|S|j.S}}){{clr|S|S}} section is a tight gatling, but if the {{clr|S|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.
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| For BnB 2 grenade timing, everything is the same as BnB 1 until the {{clr|S|6S}}. Cancel into {{clr|S|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 {{clr|S|6S}} cancel window will usually pass by then.
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| The optional {{clr|2|2B}} is possible, but more difficult if the opponent was hit while rising. Afterwards, finish the combo with any ender.
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| }}
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| ===<span style="visibility:hidden;font-size:0">BnB 3</span>===
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| {{TheoryBox
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| | Title = BnB Variation 3
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| | Oneliner = Helps with timing, works on extra far starters
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| | Difficulty = Medium
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| | Anchor = Ranger Core 3
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| | Size = 256x192
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| | Recipe = {{clr|B|5B}} > {{clr|B|2B}} > {{clr|S|2S}} > {{clr|M|214M}} > 9 > {{clr|S|j.S}} > land, 66 > {{clr|2|2B}} > {{clr|S|2S}} > dl.{{clr|S|6S}}(1)~(!{{clr|S|j.S}})dl.{{clr|S|S}} > land, {{clr|B|2B}} > {{clr|S|6S~S}} > {{clr|S|j.S}}
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| * 328 damage, 1+ MP needed.
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| 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.
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| Similar timing as BnB 1. {{clr|2|2B}} has a surprisingly high hitbox, so it can be easier to catch people falling with {{clr|2|2B}} > {{clr|3|2S}} rather than {{clr|3|2S}} > {{clr|3|5S}}. In addition, whiffing the {{clr|2|2B}} is more safe than whiffing the {{clr|3|5S}} in BnB 1.
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| Continue with the optional {{clr|2|2B}} and finish the combo with any ender.
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| | Can be used with more starters than variation 1 (such as {{clr|1|2A}} > {{clr|S|2S}} > {{clr|S|4S}}(1) > {{clr|S|6S}}), in exchange for less damage and more specific spacing. While the exact timing and spacing is hard to get for the microdash framekill, mistiming will still lead to a combo as the {{clr|S|6S}} will combo into its later hits, but the overall damage will be less than the "Spending MP for Damage" basic combo. |
| }} | | }} |
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| {{TheoryBox | | {{TheoryBox |
| | Title = Gapless Low | | | Title = Gapless Low |
| | Oneliner = Hit the jB or hit the low, go into BnB 2 | | | Oneliner = Hit the jB or hit the low, go into BnB |
| | Difficulty = Medium | | | Difficulty = Medium |
| | Anchor = Ranger Core 5 | | | Anchor = Ranger Core 5 |
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| {{SpecializedComboDef}} | | {{SpecializedComboDef}} |
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| ===<span style="visibility:hidden;font-size:0">150MP Gapless Guard Break</span>=== | | ===<span style="visibility:hidden;font-size:0">Guard Break Setups</span>=== |
| <tabber> | | <tabber> |
| Anti Guard Cancel setup = | | Anti Guard Cancel setup = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Anti Guard Cancel gapless setup | | | Title = Anti Guard Cancel gapless setup |
| | Oneliner = Deals 1160 guard damage | | | Oneliner = Deals stays far away from your opponent |
| | Difficulty = Hard | | | Difficulty = Hard |
| | Anchor = Ranger Specialized 1 | | | Anchor = Ranger Specialized 1 |
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| | content = | | | content = |
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| * Enough guard damage to gapless guardbreak {{CLabel|DNFD|Inquisitor}}, {{CLabel|DNFD|Striker}}, {{CLabel|DNFD|Ranger}}, {{CLabel|DNFD|Dragon Knight}}, {{CLabel|DNFD|Kunoichi}}, {{CLabel|DNFD|Ghostblade}}, {{CLabel|DNFD|Launcher}}, {{CLabel|DNFD|Swift Master}}, and {{CLabel|DNFD|Enchantress}}. | | * With the inclusion of the Indomitable Spirit mechanic, guard damage can be mitigated if timed correctly as well as pushback which is primarily prevalent during {{clr|3|4S}} |
| * Against {{CLabel|DNFD|Berserker}} (and {{CLabel|DNFD|Grappler}}), after the first {{clr|4|214M}}, do 66 {{clr|B|5B}} > {{clr|M|214M}}, {{clr|1|2A}} > {{clr|B|5B}} > {{clr|M|214M}}, {{clr|1|2A}}, {{clr|1|2A}} > {{clr|B|2B}} > ({{clr|S|5S}}); their GCs cannot reach Ranger from max {{clr|1|2A}} range
| | * Even without using IS, {{CLabel|DNFD|Ghostblade}}, {{CLabel|DNFD|Launcher}}, {{CLabel|DNFD|Swift Master}}, {{CLabel|DNFD|Hitman}}, and {{CLabel|DNFD|Crusader}} can always reach Ranger when MP flash happens, making it easier for them to escape the setup. |
| * For the others not listed, do not do {{clr|B|2B}}; instead, retreat to force opponent to approach or die to guard break
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| Leads to {{clr|S|2S}} starter combos due to the distance after Guard Break. | | Leads to {{clr|S|2S}} starter combos due to the distance after Guard Break. |
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| }} | | }} |
| |-| | | |-| |
| Grappler/Lost Warrior Variation =
| | Full Guard Damage Setup = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Grenade Setup Guard Break Blockstring | | | Title = Grenade Setup Guard Break Blockstring |
| | Oneliner = Forcing a Guard Cancel | | | Oneliner = Guard Cancel or Die |
| | Difficulty = Medium | | | Difficulty = Very Hard |
| | Anchor = | | | Anchor = |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = {{clr|S|j.S}}, {{clr|A|2A}} > {{clr|B|5B}} > {{clr|B|2B}} > {{clr|S|5S}} > !G-14 > {{clr|S|6S}}(2) > {{clr|M|214M}}, {{clr|A|2A}} > 66 > {{clr|A|2A}} > {{clr|B|5B}} > {{clr|B|2B}} > {{clr|S|5S}} > {{clr|S|6S}} > {{clr|M|5M~M(~M)}} | | | Recipe = ({{clr|S|j.S}}, {{clr|A|2A}} > {{clr|B|2B}} > {{clr|S|6S}} > {{clr|S|4S}}(1) !G-14 > {{clr|M|214M}}, 66 > {{clr|M|214M}}, 66 9, )x2 {{clr|A|j.A}} > {{clr|B|j.B}}, {{clr|A|2A}} > {{clr|B|2B}} > {{clr|S|5S}} > {{clr|S|6S}} > {{clr|3|4S}} > {{clr|4|5M}} |
| | content = | | | content = |
| * !G-14 denotes grenade explosion. | | * !G-14 denotes grenade explosion. |
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| Leads to {{clr|S|2S}} starter combos due to the distance after Guard Break.
| | For people who are REALLY MP starved and are really good at ISing 4M's last hit. This string deals over double the max guard gauge in the game, so they will crack eventually. |
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| }} | | }} |
| </tabber> | | </tabber> |