DNFD/Ranger/Combos: Difference between revisions

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<center>{{Character Label|DNFD|Ranger|32px}}</center>
<center>{{Character Label|DNFD|Ranger|size=32px}}</center>
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==Combo Theory==
==Combo Theory==
With Ranger in midrange you can cancel any gunshot into {{clr|S|2S}} and start a full combo, using either {{clr|M|214M}}, {{clr|M|236M}}, {{clr|S|6S}} or {{clr|S|4S}} depending on how much meter you want to spend. Canceling into {{clr|S|6S}} from {{clr|S|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 {{clr|S|6S}}. 
The following video is essentially based on the content of this section along with new discoveries.
In the corner {{clr|M|214M}} gives you enough time to set-up a {{clr|S|j.S}} that you can use to continue the combo or for oki.
 
Video Reference:
https://youtu.be/QdqVfEqruYc
 
 
For Ranger, the standard combo theory is to:
* Hit a starter (2A, 5B, 5S are common starters)
* Launch the opponent (2S, 6S)
* Choose to either: spend no MP/ do the BnB/ metered side swap [6S -> 6SS/ 4M/ 6M]
* Continue the combo with filler to carry to corner
* Hit with either 4S(1) jump cancel or 6SS (4S no jump cancel for damage)
* Finish with either: Safejump oki/ threaten guard break/ damage [jMM(M) jS jB/ jS/ 5M(MM)]
 
Basic Tips for Combos:
* When comboing into 6S from 2S, delay the 6S a tiny bit to let so that 6S doesn't whiff
* 2A can only lead into BnB with 2A 2S 4M as your starter
* Cancelling 6S(1) -> 6SS is usually more consistent for midscreen extensions; better for damage as well
* The point of Ranger combos is to get your opponent into corner; don't focus on damage until you get to corner


===Knockdown===
===Knockdown===
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# {{clr|M|5M(MM)}}
# {{clr|M|5M(MM)}}
# {{clr|S|6S}}~{{clr|S|S}} -> immediate {{clr|S|j.S}} (setup grenade)
# {{clr|S|6S}}~{{clr|S|S}} > immediate {{clr|S|j.S}} (setup grenade)
# high hit {{clr|S|6S}}~{{clr|S|S}} -> {{clr|M|j.M}} -> {{clr|S|j.S}}
# {{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)


Pros:
Pros:
* Method 1: High damage, ender for anywhere, converts into Awakening Skill, sends opponent full screen
* 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 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 3: Sets up grenade oki, erases white HP, safejump, prevents opponents from rolling out of corner
* Method 4: Sets up a grenade meaty that is safe against practicaly all reversals and allows you to keep pressure.
* Method 4: Sets up a grenade meaty that is safe against practicaly all reversals and allows you to keep pressure. Useful to setup early guardbreaks
 
Note*: {{clr|A|2A}} is able to safely meaty if the first hit of {{clr|M|j.M}} whiffs. The less hits of {{clr|M|j.M}} that connect, the more positive Ranger will be on the opponent's wakeup.


Cons:
Cons:
* Method 1: High MP cost, follow-ups inconsistent sometimes, no mix after knockdown
* 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 2: Opponent still keeps white HP, opponent may be able to air tech, opponent now has access to BackDash Conversion
* Method 3: Hard to setup, meaty requires harsh timing on {{clr|M|j.M}} and {{clr|S|j.S}}, does not safely bait all reversals
* Method 3: Guard break setups are less reliable at high grenade height and optimal height requires tight manual timing.
* Method 4: Corner only, costly to setup, (requires {{clr|M|214M}}) and most of the time, you have to end a combo short to use it.
* Method 4: Corner only, costly to setup, (requires {{clr|M|214M}}) and most of the time, you have to end a combo short to use it.


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| Title      = Long Range Projectile Combo
| Title      = Long Range Projectile Combo
| Oneliner  = Get a knockdown from {{clr|2|2B}}, keep zoning.
| Oneliner  = Get a knockdown from {{clr|2|2B}}, keep zoning.
| Difficulty = {{clr|1|Very Easy}}
| Difficulty = Very Easy
| Anchor    = Ranger Basic Combo 1
| Anchor    = Ranger Basic Combo 1
| Size      = 256x192
| Size      = 256x192
| Recipe    = {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|2|2B}}
| Recipe    = {{clr|1|5AA}} > {{clr|2|5B}} > {{clr|2|2B}}
| content    =
| content    =
* 84 (103) damage, no MP needed.
* 84 damage, no MP needed.


{{keyword|Bread and butter}} 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. {{clr|1|5AA}} cannot be hit confirmed due to how tight this combo's hitstun is so either accept the risk of the opponent ducking under {{clr|1|5AA}} after blocking {{clr|1|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 {{clr|1|5A}} is a potent anti-air, especially against distant opponents. The entire combo works on an air hit, so no combo adjustments are needed.
Very basic 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. Primarily used as a long-range anti-air combo due to {{clr|1|5A}}'s ability to poke opponents out of the air, although it can be used to punish certain moves in standing recovery/ tall hurtboxes.  


{{clr|1|5A}} alone can combo into {{clr|2|5B}} from about half-screen distance or {{clr|2|2B}} from about two-thirds of the screen away. Counter-hit {{clr|1|5A}} combos into {{clr|2|2B}} from full screen. You can also just use a raw {{clr|2|5B}} as it combos into {{clr|2|2B}} from full screen while still catching crouching opponents and dealing more damage, though at the cost of higher start-up.
Since {{clr|1|5A}} lacks meaningful hitstun and can be whiff cancelled into {{clr|1|5AA}}, this combo can be high risk when both characters are grounded as most characters in the game can run under {{clr|1|5A}} and {{clr|1|5AA}}. To mitigate this risk, it is usually better to do {{clr|2|5B}} > {{clr|2|2B}} instead due to the lower hitbox covering dashes.  


Long range {{clr|1|5A}}, {{clr|2|5B}}, or {{clr|2|2B}} lack any meaningful follow ups, even when Conversion is available. The only exception is Ranger's Awakening Skill Seventh Flow, which combos from {{clr|1|5A}}, {{clr|1|5AA}}, and {{clr|2|5B}} from about four-fifths of the screen away and from {{clr|2|2B}} at full screen distance.
Long range {{clr|1|5A}}, {{clr|2|5B}}, or {{clr|2|2B}} lack any meaningful follow ups, even when Conversion is available. The only exception is Ranger's Awakening Skill Seventh Flow, which combos from {{clr|1|5A}}, {{clr|1|5AA}}, and {{clr|2|5B}} from about four-fifths of the screen away and from {{clr|2|2B}} at full screen distance.
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}}
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===<span style="visibility:hidden;font-size:0">Mid to Close Range Projectile Combo</span>===
===<span style="visibility:hidden;font-size:0">Mid to Close Range to Fullscreen Oki</span>===
{{TheoryBox
{{TheoryBox
| Title      = Mid to Close Range Projectile Combo
| Title      = Mid to Close Range to Fullscreen Oki
| Oneliner  = Link {{clr|3|2S}} into {{clr|3|5S}}, set up grenade oki.
| Oneliner  = Easy hitconfirm and send them fullscreen
| Difficulty = {{clr|2|Easy}}
| Difficulty = Very Easy
| Anchor    = Ranger Basic Combo 2
| Anchor    = Ranger Basic Combo 2
| Size      = 256x192
| Size      = 256x192
| Recipe    = {{clr|1|5AA}} or {{clr|1|2A}} > {{clr|2|5B}} > {{clr|2|2B}} > {{clr|3|2S}}, {{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}} > {{clr|3|4S}} > {{clr|4|5MM}}
| content    =
| content    =
* 128 (158) damage, no MP needed.
* Very MP negative. Sends fullscreen
 
Basic combo for a close range {{clr|1|A}} or {{clr|2|B}} projectile hit. Cancel {{clr|2|2B}} into {{MMC|input=2S|label={{clr|3|2S}}}} as soon as possible (make sure to buffer the input), then use {{MMC|input=5S|label={{clr|3|5S}}}} as soon as {{clr|3|2S}}'s recovery ends. This will result in a side switch if the combo started at close range. Combo into {{MMC|input=6S|label={{clr|3|6S}}}}~{{MMC|input=S|label={{clr|3|S}}}} so that you can use {{MMC|input=j.S|label={{clr|3|j.S}}}} 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 {{clr|1|2A}} or {{clr|3|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.
Simple combo for a close range hit, hardly has any places for issues and sends opponent back to full screen for more zoning. More useful in some matchups than others. Can also be started with a {{clr|1|5AA}} starter in the close to midrange.


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 {{keyword|Okizeme}}.
Ranger's non-{{clr|3|S}} buttons have very low hitstun, so his combos require buffered inputs. The {{clr|2|5B}} > {{clr|2|2B}} in combos are usually to hitconfirm safely. In this combo, it is optimal to delay the {{clr|3|4S}} a slight amount. Otherwise, on longer range starters, {{clr|3|4S}}(1) may miss, resulting in less damage. On the other hand, delaying {{clr|3|4S}} too much can result in launching the opponent the wrong way, meaning the combo is forcibly ended.


The fact that this combo does not lead into grenade ender means that it is usually not worth to go for most of the time. The exceptions are if the opponent is not good at dealing with zoning or you need the damage. This is because {{clr|4|5MM}} is a high damage ender that launches the opponent to full screen. While the combo can be ended with {{clr|4|5M}} or {{clr|4|5MMM}}, the former does much less minimum damage and the latter can be inconsistent at certain ranges.
}}
}}


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| Title      = Air Raid Loops
| Title      = Air Raid Loops
| Oneliner  = Link into {{clr|2|j.B}} after {{clr|3|6S}}~{{clr|3|S}}, catch the opponent with {{clr|3|5S}} before they land.
| Oneliner  = Link into {{clr|2|j.B}} after {{clr|3|6S}}~{{clr|3|S}}, catch the opponent with {{clr|3|5S}} before they land.
| Difficulty = {{clr|2|Easy}}
| Difficulty = Easy
| Anchor    = Ranger Basic Combo 3
| Anchor    = Ranger Basic Combo 3
| Video      = DNFD_Ranger_Air_Raid_Loops.webm
| 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}}
| content    =
* No MP required. Usually done to setup guard breaks
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.
While {{clr|3|6S}} can be done to completion instead of {{clr|3|6S}}(1), this forces the Ranger to delay the followup or else the opponent will be too vertically high to hit with {{clr|2|jB}}. {{clr|3|6S}}(1) is also better for damage, especially in the corner.
A very important combo piece to learn as it results in grenade knockdown, which is Ranger's most threatening position. The combo carries slightly more than half screen, so it may not always end in the corner. When ending the combo in the corner, it is possible to end with {{clr|S|6S}}~{{clr|S|S}} -> {{clr|M|j.MM}} -> {{clr|S|j.S}} -> {{clr|B|j.B}} for a better knockdown situation.
}}
===<span style="visibility:hidden;font-size:0">Simple Sideswap</span>===
{{TheoryBox
| Title      = Simple Sideswap
| Oneliner  = Easy to confirm sideswap for distances that the above combo cannot carry
| Difficulty = Very Easy
| Anchor    = Ranger Basic Combo 4
| Video      = DNFD_Ranger_Simple Sideswap.webm
| 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}}
| content    =
* MP neutral. Worth the MP
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.
Since the previously listed combo does not carry corner to corner, this combo can be used to travel a shorter distance, but in the opposite direction.
}}
===<span style="visibility:hidden;font-size:0">Spending MP for Damage</span>===
{{TheoryBox
| Title      = Spending MP for Damage
| Oneliner  = Simple 4M route for low execution, high damage.
| Difficulty = Easy
| Anchor    = Ranger Basic Combo 5
| Video      = DNFD_Ranger_Basic_4M_Combo.webm
| Size      = 256x192
| Size      = 256x192
| Recipe    = ({{clr|2|j.B}}), {{clr|3|5S}} > {{clr|3|6S}}~{{clr|3|S}}, {{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|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    =
* 224 (296) damage, no MP needed.
* MP neutral. Useful as a fallback when 4M hits too far


Primary meterless route for melee attacks and projectile jump-ins. Slightly delay Air Raid after {{clr|3|6S}}(3) if the opponent was grounded, immediately use Air Raid after {{clr|3|6S}}(2) if the opponent is already airborne. Can potentially be looped a third time in the corner, though some hits of {{clr|3|6S}} may need to be omitted depending on combo scaling. Ends with grenade okizeme.
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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| Title      = Grenade Okizeme Corner Throw Combo
| Title      = Grenade Okizeme Corner Throw Combo
| Oneliner  = Throw opponents into grenade, set up a new one, repeat offense.
| Oneliner  = Throw opponents into grenade, set up a new one, repeat offense.
| Difficulty = {{clr|2|Easy}}
| Difficulty = Easy
| Anchor    = Ranger Basic Combo 3
| 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|6S}}~{{clr|3|S}}, {{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    =
* 208 (257) damage, no MP needed.
* For tick-throws after {{clr|1|2A}}, use {{clr|3|5S}} > {{clr|3|6S}} instead
 
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.
 
For combos that end in {{clr|3|j.S}} without eliminating white HP, Ranger must wait a small amount before grabbing his opponent; grabbing too early will result in them recovering before the grenade explodes. This small delay can easily be done by tapping the Guard button before attempting to grab.


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.
For combos that end in {{clr|4|j.MM}} > {{clr|S|j.S}} > {{clr|B|j.B}} in corner, the setup is autotimed such that running up and grabbing will allow the grenade to combo; even if they are hit by the falling {{clr|B|j.B}}.


}}
}}
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==Core Combos==
==Core Combos==
{{CoreComboDef}}
{{CoreComboDef}}
===<span style="visibility:hidden;font-size:0">Grenade Okizeme Meaty Normal</span>===
 
===Notes about the Ranger BnB :===
 
While the BnB ({{keyword|Bread and butter}}) is not mandatory for Rangers to learn, it is vital to learn for Ranger's gameplan, especially since it threatens corner carry and damage to supplement the guard damage he does while zoning.
 
For example, let us compare the pros and cons of the BnB versus the "Spending MP for Damage" route from the Basic Combos. Assuming that both combos start with {{clr|B|5B}} > {{clr|B|2B}} > {{clr|S|2S}}:
 
Pros of BnB:
* Carries corner to corner vs only half-screen
* Deals 378 vs 334 damage
 
Cons of BnB:
* Easier to drop
* Works with less starters
 
The cons of the BnB are negilible with enough practice while the pros are intergral to Ranger's gameplan. By learning the BnB, you can take advantage of Ranger's greatest strengths; corner pressure and the threat of grenade
 
===<span style="visibility:hidden;font-size:0">BnB 1</span>===
{{TheoryBox
{{TheoryBox
| Title      = Grenade Okizeme Meaty Normal
| Title      = THE BnB
| Oneliner  = Use the explosion to combo into another grenade.
| Oneliner  = Works off of pretty much any non-2A starter
| Difficulty = {{clr|3|Medium}}
| Difficulty = Medium
| Anchor    = Ranger Core 1
| Anchor    = Ranger Core 1
| Video      = DNFD_Ranger_BnB_5S.webm
| Size      = 256x192
| Size      = 256x192
| Recipe    = {{clr|3|j.S}}, {{clr|3|5S}} > {{clr|3|6S}}(2)~{{clr|3|S}}, (G-14!) {{clr|3|j.S}}, {{clr|2|2B}} > {{clr|3|2S}} > dl. {{clr|3|6S}}~(G-14!){{clr|3|S}}, {{clr|2|2B}} > {{clr|3|2S}} > dl. {{clr|3|6S}}(1)~{{clr|3|S}}, {{clr|3|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    =
* 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. {{clr|3|5S}} is the most practical choice as it has a decent amount of active frames, isn't immediately obvious what you're doing (unlike {{clr|3|2S}}), and true block strings into {{clr|3|6S}}~{{clr|3|S}} for a pressure reset and potential second hit/throw mix-up.
* Notably doesn't work with most {{clr|1|2A}} starters other than {{clr|1|2A}} > {{clr|3|2S}}


Time {{clr|3|j.S}} after {{clr|3|6S}}~{{clr|3|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 {{clr|3|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.
Ranger's basic BnB. Can be used with many starters, also deals more damage than the other variation.
 
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.
 
Continue with the optional {{clr|3|2S}} and finish the combo with any ender.


}}
}}


===<span style="visibility:hidden;font-size:0">Spending MP</span>===
===<span style="visibility:hidden;font-size:0">BnB 2</span>===
{{TheoryBox
{{TheoryBox
| Title      = Spending MP
| Title      = BnB Variation
| Oneliner  = Use MP Skills to increase your damage and remove the opponent's white health.
| Oneliner  = Difficult timings, less damage, works with more starters
| Difficulty = {{clr|3|Medium}}
| Difficulty = Very Hard
| Anchor    = Ranger Core 2
| Anchor    = BnB Variation
| Video      = DNFD_Ranger_BnB_Adv.webm
| Size      = 256x192
| Size      = 256x192
| Recipe    = ({{clr|A|A}} or {{clr|B|B}} Starter) > {{clr|3|5S}} > {{clr|3|6S}} > {{clr|4|4M}}, {{clr|3|5S}}, {{clr|2|2B}} > {{clr|3|2S}}, {{clr|3|5S}} > {{clr|3|6S}}~{{clr|3|S}}, {{clr|3|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    =
* 303 (349) damage, 70 MP spent, 1 MP needed to use.
* Only learn this combo if you want to be completely optimal with Ranger


Basic MP using combo, increases the amount of damage and corner carry while taking the opponent's recoverable health. Can also be started with {{clr|1|A}} or {{clr|2|B}} normals so long you are close enough to use {{clr|3|5S}} or {{clr|3|2S}}, though {{clr|3|2S}} won't work if you are too close. Remove the {{clr|3|5S}} during {{clr|4|4M}} and the {{clr|3|5S}} after {{clr|3|2S}} when scaling is too high.
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.
}}
}}


===<span style="visibility:hidden;font-size:0">Steep Slide Corner Starter</span>===
===<span style="visibility:hidden;font-size:0">Corner Grenade Starters</span>===
<tabber>
<tabber>
Okizeme Route =  
jB 2A =  
{{TheoryBox
{{TheoryBox
| Title      = Steep Slide Corner Starter
| Title      = Gapless Low
| Oneliner  = More than just zoning
| Oneliner  = Hit the jB or hit the low, go into BnB
| Difficulty = {{clr|3|Medium}}
| Difficulty = Medium
| Anchor    = Ranger Core 3
| Anchor    = Ranger Core 5
| Size      = 256x192
| Size      = 256x192
| Recipe    = {{clr|S|2S}} > {{clr|M|214M}} > 66 > 9 > {{clr|S|j.S}} > land 66 > {{clr|S|2S}} > {{clr|S|5S}} > {{clr|S|6S}}->(!G-14)dl.{{clr|S|S}} > land {{clr|B|2B}} > {{clr|S|6S->S}} > {{clr|S|j.S}}
| Recipe    = {{clr|S|j.S}} setup, ({{clr|B|j.B}}), {{clr|1|2A}} > {{clr|S|2S}} > {{clr|M|214M}} > 9 (!{{clr|S|j.S}}> dl.{{clr|S|j.S}} > land, {{clr|S|2S}} > dl.{{clr|S|6S}}~(!{{clr|S|j.S}})dl.{{clr|S|S}} > land, {{clr|B|2B}} > {{clr|S|6S~S}} > {{clr|S|j.S}}
| content    =
| content    =
* !G-14 denotes grenade explosion.
 
* {{clr|S|2S}} > {{clr|M|214M}} does not combo point-blank.
* 312 (316 if j.B connects) damage, 1+ MP needed after setup
* If {{clr|B|j.B}} connects, it's possible to go into BnB 1 instead of BnB 2.
* Some chracters can be popped out of the {{clr|M|214M}} by getting hit by the setup grenade. To prevent this, throw the {{clr|S|j.S}} ASAP so that the setup grenade disappears.  


}}
}}
|-|
|-|
Damage Route =
jB 5S =
{{TheoryBox
{{TheoryBox
| Title      = Steep Slide Corner Starter
| Title      = High damage, possible anti roll
| Oneliner  = More than just zoning
| Oneliner  = Delay 5S to catch roll. 5S 6S into BnB 1
| Difficulty = {{clr|3|Medium}}
| Difficulty = Medium
| Anchor    =  
| Anchor    = Ranger Core 6
| Size      = 256x192
| Size      = 256x192
| Recipe    = {{clr|S|2S}} > {{clr|M|214M}}, {{clr|M|214M}}, {{clr|S|2S}} > {{clr|S|6S}}->(!G-14)dl.{{clr|S|S}} > land {{clr|B|2B}} > {{clr|S|2S}} > {{clr|S|4S}} > {{clr|M|5M~M}}
| Recipe    = {{clr|S|j.S}} setup, ({{clr|B|j.B}}), {{clr|3|5S}} > {{clr|S|6S}} > {{clr|M|214M}} > 9 (!{{clr|S|j.S}})  > {{clr|S|j.S}} > land, {{clr|S|2S}}, {{clr|S|5S}} > {{clr|S|6S}}~(!{{clr|S|j.S}})dl.{{clr|S|S}} > land, {{clr|B|2B}} > {{clr|S|6S~S}}, {{clr|M|j.MM}} > {{clr|S|j.S}}
| content    =
| content    =
* !G-14 denotes grenade explosion.
 
* {{clr|S|2S}} > {{clr|M|214M}} does not combo point-blank.
* 375 (368) damage, 1+ MP needed after setup
* Setup requires either delay {{clr|3|j.S}} or omit the {{clr|4|j.MM}} so that {{clr|3|5S}} > {{clr|S|6S}} consistently reaches/ connects.
* {{clr|S|6S}}(1-2) can sometimes whiff; timing is still similar


}}
}}
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{{SpecializedComboDef}}
{{SpecializedComboDef}}


===<span style="visibility:hidden;font-size:0">Grenade Setup Guard Break Blockstring</span>===
===<span style="visibility:hidden;font-size:0">Guard Break Setups</span>===
<tabber>
<tabber>
All Characters Except Grappler/Lost Warrior/Crusader =  
Anti Guard Cancel setup =  
{{TheoryBox
{{TheoryBox
| Title      = Grenade Setup Guard Break Blockstring
| Title      = Anti Guard Cancel gapless setup
| Oneliner  = Forcing a Guard Cancel
| Oneliner  = Deals stays far away from your opponent
| Difficulty = {{clr|3|Medium}}
| Difficulty = Hard
| Anchor    = Ranger Specialized 1
| Anchor    = Ranger Specialized 1
| Size      = 256x192
| Size      = 256x192
| Recipe    = {{clr|S|j.S}}, {{clr|A|2A}} > {{clr|B|5B}} > {{clr|S|5S}} > {{clr|S|6S}} > !G-14 > {{clr|M|214M}}, {{clr|A|2A}} > 66 > {{clr|A|2A}} > {{clr|B|5B}} > {{clr|S|5S}} > {{clr|S|6S}} > {{clr|M|5M~M(~M)}}
| Recipe    = {{clr|S|j.S}} setup, {{clr|A|2A}} > {{clr|B|2B}} > {{clr|S|5S}} > {{clr|S|4S}} > !{{clr|S|j.S}} > {{clr|M|214M}}, [{{clr|B|5B}} > {{clr|M|214M}}] x2 > {{clr|B|5B}} > {{clr|B|2B}}
| content    =


| content    =
* 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}}
* !G-14 denotes grenade explosion.
* 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.
* Requires {{clr|M|5M~M}} ender on {{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}}.
* Requires {{clr|M|5M~M~M}} ender on {{CLabel|DNFD|Berserker}}, {{CLabel|DNFD|Vanguard}}, {{CLabel|DNFD|Hitman}}, and {{CLabel|DNFD|Troubleshooter}}.


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.
Line 192: Line 276:
}}
}}
|-|
|-|
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 = {{clr|3|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.


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.
 
}}
}}
</tabber>
</tabber>
Line 251: Line 334:


==Navigation==
==Navigation==
<center>{{Character Label|DNFD|Ranger|32px}}</center>
<center>{{Character Label|DNFD|Ranger|size=32px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{DNFD/CharacterLinks}}
{{#lst:DNFD/Navigation}}
{{DNFD/Navigation}}

Latest revision as of 15:43, 14 April 2024

 Ranger
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 To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[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
BAT =  Battle Mage
BRZ =  Berserker
MBR =  Brawler
CRS =  Crusader
DRK =  Dragon Knight
ENC =  Enchantress
GHO =  Ghostblade
GRP =  Grappler
HIT =  Hitman
INQ =  Inquisitor
KNO =  Kunoichi
FLA =  Launcher
LOS =  Lost Warrior
MON =  Monk
RNG =  Ranger
SRK =  Striker
SWI =  Swift Master
TRO =  Troubleshooter
VNG =  Vanguard
SPC =  Spectre

Combo Theory

The following video is essentially based on the content of this section along with new discoveries.

Video Reference: https://youtu.be/QdqVfEqruYc


For Ranger, the standard combo theory is to:

  • Hit a starter (2A, 5B, 5S are common starters)
  • Launch the opponent (2S, 6S)
  • Choose to either: spend no MP/ do the BnB/ metered side swap [6S -> 6SS/ 4M/ 6M]
  • Continue the combo with filler to carry to corner
  • Hit with either 4S(1) jump cancel or 6SS (4S no jump cancel for damage)
  • Finish with either: Safejump oki/ threaten guard break/ damage [jMM(M) jS jB/ jS/ 5M(MM)]

Basic Tips for Combos:

  • When comboing into 6S from 2S, delay the 6S a tiny bit to let so that 6S doesn't whiff
  • 2A can only lead into BnB with 2A 2S 4M as your starter
  • Cancelling 6S(1) -> 6SS is usually more consistent for midscreen extensions; better for damage as well
  • The point of Ranger combos is to get your opponent into corner; don't focus on damage until you get to corner

Knockdown

Ranger has 4 main ways to get knockdown:

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

(6SS enders can be replaced with 4S(1) jump cancel)


Pros:

  • 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, erases white HP, safejump, prevents opponents from rolling out of corner
  • Method 4: Sets up a grenade meaty that is safe against practicaly all reversals and allows you to keep pressure. Useful to setup early guardbreaks

Cons:

  • 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, opponent now has access to BackDash Conversion
  • Method 3: Guard break setups are less reliable at high grenade height and optimal height requires tight manual timing.
  • 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 damage, no MP needed.

Very basic 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. Primarily used as a long-range anti-air combo due to 5A's ability to poke opponents out of the air, although it can be used to punish certain moves in standing recovery/ tall hurtboxes.

Since 5A lacks meaningful hitstun and can be whiff cancelled into 5AA, this combo can be high risk when both characters are grounded as most characters in the game can run under 5A and 5AA. To mitigate this risk, it is usually better to do 5B > 2B instead due to the lower hitbox covering dashes.

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 to Fullscreen Oki

Mid to Close Range to Fullscreen OkiEasy hitconfirm and send them fullscreen
Very Easy


2A > 5B > 2B > 2S > 4S > 5MM

  • Very MP negative. Sends fullscreen

Simple combo for a close range hit, hardly has any places for issues and sends opponent back to full screen for more zoning. More useful in some matchups than others. Can also be started with a 5AA starter in the close to midrange.

Ranger's non-S buttons have very low hitstun, so his combos require buffered inputs. The 5B > 2B in combos are usually to hitconfirm safely. In this combo, it is optimal to delay the 4S a slight amount. Otherwise, on longer range starters, 4S(1) may miss, resulting in less damage. On the other hand, delaying 4S too much can result in launching the opponent the wrong way, meaning the combo is forcibly ended.

The fact that this combo does not lead into grenade ender means that it is usually not worth to go for most of the time. The exceptions are if the opponent is not good at dealing with zoning or you need the damage. This is because 5MM is a high damage ender that launches the opponent to full screen. While the combo can be ended with 5M or 5MMM, the former does much less minimum damage and the latter can be inconsistent at certain ranges.

Air Raid Loops

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

2A > 5B > 2B > 2S > dl.6S(1)~S, dl.j.B, 5S > 6S~S, j.S

  • No MP required. Usually done to setup guard breaks

Primary meterless route for midrange meterless confirms. Useful to learn for corner routes as well. Using 2A > 5B > 2B > 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 2S connects, the combo may sideswap.

While 6S can be done to completion instead of 6S(1), this forces the Ranger to delay the followup or else the opponent will be too vertically high to hit with jB. 6S(1) is also better for damage, especially in the corner.

A very important combo piece to learn as it results in grenade knockdown, which is Ranger's most threatening position. The combo carries slightly more than half screen, so it may not always end in the corner. When ending the combo in the corner, it is possible to end with 6S~S -> j.MM -> j.S -> j.B for a better knockdown situation.

Simple Sideswap

Simple SideswapEasy to confirm sideswap for distances that the above combo cannot carry
Very Easy

2A > 5B > 2B > 6M, 2B > 2S, 5S > 6S~S, j.MM, j.S

  • MP neutral. Worth the MP

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.

Since the previously listed combo does not carry corner to corner, this combo can be used to travel a shorter distance, but in the opposite direction.

Spending MP for Damage

Spending MP for DamageSimple 4M route for low execution, high damage.
Easy

2A > 5B > 5S > dl.6S > 4M, 5S, 2B > 2S > dl.4S(1) 6S~S, j.S

  • MP neutral. Useful as a fallback when 4M hits too far

Basic 4M combo for damage. Does not care about starter. If the opponent is not point blank range, 6S does not need to be delayed. As stated in the Combo Theory section, either of 2S and 6S can be used before 4M.

Grenade Okizeme Corner Throw Combo

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

j.S, A+B, (G-14!) 2B > 2S > dl.4S(1) > 6S~S, j.MM, j.S

  • For tick-throws after 2A, use 5S > 6S instead

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.

For combos that end in j.S without eliminating white HP, Ranger must wait a small amount before grabbing his opponent; grabbing too early will result in them recovering before the grenade explodes. This small delay can easily be done by tapping the Guard button before attempting to grab.

For combos that end in j.MM > j.S > j.B in corner, the setup is autotimed such that running up and grabbing will allow the grenade to combo; even if they are hit by the falling j.B.

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

Notes about the Ranger BnB :

While the BnB (Bread and butter A staple combo that is relatively simple and effective.) is not mandatory for Rangers to learn, it is vital to learn for Ranger's gameplan, especially since it threatens corner carry and damage to supplement the guard damage he does while zoning.

For example, let us compare the pros and cons of the BnB versus the "Spending MP for Damage" route from the Basic Combos. Assuming that both combos start with 5B > 2B > 2S:

Pros of BnB:

  • Carries corner to corner vs only half-screen
  • Deals 378 vs 334 damage

Cons of BnB:

  • Easier to drop
  • Works with less starters

The cons of the BnB are negilible with enough practice while the pros are intergral to Ranger's gameplan. By learning the BnB, you can take advantage of Ranger's greatest strengths; corner pressure and the threat of grenade

BnB 1

THE BnBWorks off of pretty much any non-2A starter
Medium

Starter > 214M > 9 > j.S > land, 66 > 2S > dl.4S(1) > 6S~(!j.S)dl.S > land, 2B > (2S >) dl.4S(1) > 6S~S, j.MM > j.S

  • Notably doesn't work with most 2A starters other than 2A > 2S

Ranger's basic BnB. Can be used with many starters, also deals more damage than the other variation.

After throwing the j.S, have the opponent land on the later active frames of 2S; otherwise, the opponent may not be close enough to hit with 4S. Immediately after the 4S(1) connects, cancel into 6S. The j.S thrown out earlier will explode after the last hit of 6S. If done correctly, the 6SS should hit the opponent on their way down from the j.S explosion.

Continue with the optional 2S and finish the combo with any ender.

BnB 2

BnB VariationDifficult timings, less damage, works with more starters
Very Hard

Starter > 214M > 66 > 5S > 6S(1)~(!4M)S > land, 2B > 2S > 4S(1) 6S~S > j.S

  • Only learn this combo if you want to be completely optimal with Ranger

Can be used with more starters than variation 1 (such as 2A > 2S > 4S(1) > 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 6S will combo into its later hits, but the overall damage will be less than the "Spending MP for Damage" basic combo.

Corner Grenade Starters

Gapless LowHit the jB or hit the low, go into BnB
Medium


j.S setup, (j.B), 2A > 2S > 214M > 9 (!j.S) > dl.j.S > land, 2S > dl.6S~(!j.S)dl.S > land, 2B > 6S~S > j.S

  • 312 (316 if j.B connects) damage, 1+ MP needed after setup
  • If j.B connects, it's possible to go into BnB 1 instead of BnB 2.
  • Some chracters can be popped out of the 214M by getting hit by the setup grenade. To prevent this, throw the j.S ASAP so that the setup grenade disappears.

High damage, possible anti rollDelay 5S to catch roll. 5S 6S into BnB 1
Medium


j.S setup, (j.B), 5S > 6S > 214M > 9 (!j.S) > j.S > land, 2S, 5S > 6S~(!j.S)dl.S > land, 2B > 6S~S, j.MM > j.S

  • 375 (368) damage, 1+ MP needed after setup
  • Setup requires either delay j.S or omit the j.MM so that 5S > 6S consistently reaches/ connects.
  • 6S(1-2) can sometimes whiff; timing is still similar

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

Guard Break Setups

Anti Guard Cancel gapless setupDeals stays far away from your opponent
Hard


j.S setup, 2A > 2B > 5S > 4S > !j.S > 214M, [5B > 214M] x2 > 5B > 2B

  • 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 4S
  • Even without using IS,  Ghostblade,  Launcher,  Swift Master,  Hitman, and  Crusader can always reach Ranger when MP flash happens, making it easier for them to escape the setup.

Leads to 2S starter combos due to the distance after Guard Break.

Grenade Setup Guard Break BlockstringGuard Cancel or Die
Very Hard


(j.S, 2A > 2B > 6S > 4S(1) !G-14 > 214M, 66 > 214M, 66 9, )x2 j.A > j.B, 2A > 2B > 5S > 6S > 4S > 5M

  • !G-14 denotes grenade explosion.

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.

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)

https://docs.google.com/spreadsheets/d/11WRLEvg41lwDD-1lnPvTzem9wyAagFCALwC5Kcfwgfo/edit#gid=0

Navigation

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Mechanics
Application & Advanced Information
Archived Information