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.
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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:
Pros:
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.
Cons:
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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5AA > 5B > 2B
Bread and butter A staple combo that is relatively simple and 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.
5AA or 2A > 5B > 2B > 2S, 5S > 6S~S, j.S
Basic combo for a close range A or B projectile hit. Cancel 2B into 2SGuardLowStartup18RecoveryAdvantage-12~0 as soon as possible (make sure to buffer the input), then use 5SGuardMidStartup10RecoveryAdvantage-3 as soon as 2S's recovery ends. This will result in a side switch if the combo started at close range. Combo into 6SGuardMidStartup14RecoveryAdvantage-8~S so that you can use j.SGuardMidStartup183RecoveryAdvantage- 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 Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
(j.B), 5S > 6S~S, j.B, 5S > 6S~S, j.S
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.
j.S, A+B, (G-14!) 2B > 2S > dl. 6S~S, j.S
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 balance potency with consistency. They:
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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
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.
(A or B Starter) > 5S > 6S > 4M, 5S, 2B > 2S, 5S > 6S~S, j.S
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.
2S > 214M > 66 > 9 > j.S > land 66 > 2S > 5S > 6S->(!G-14)dl.S > land 2B > 6S->S > j.S
2S > 214M, 214M, 2S > 6S->(!G-14)dl.S > land 2B > 2S > 4S > 5M~M
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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j.S, 2A > 5B > 5S > 6S > !G-14 > 214M, 2A > 66 > 2A > 5B > 5S > 6S > 5M~M(~M)
Leads to 2S starter combos due to the distance after Guard Break.
j.S, 2A > 5B > 2B > 5S > !G-14 > 6S(2) > 214M, 2A > 66 > 2A > 5B > 2B > 5S > 6S > 5M~M(~M)
Leads to 2S starter combos due to the distance after Guard Break.
Combo | Position | Damage | MP Gain | Works on: | Difficulty | Notes |
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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. |
Combo | Position | Damage | MP Gain | Works on: | Difficulty | Notes |
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5B 2B 2S dl.6S 214M j.S 66 5B 2B 2S j.S | Midscreen | 291 | -70 | Everyone | Hard | Combo into j.S oki. |
Combo | Position | Damage | MP Gain | Works on: | Difficulty | Notes |
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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 |
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
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