DNFD/Ranger/Starter: Difference between revisions

From Dustloop Wiki
< DNFD‎ | Ranger
Line 51: Line 51:
|header=Spending MP
|header=Spending MP
|content=
|content=
|header2=Utilising White Life
|content2=
}}
}}



Revision as of 23:33, 26 March 2023

Key Moves
Key Moves

Ranger has two main playstyles and moves that help enforce each style.

Hardcore keepaway

  • 5ADNFD Ranger 5A.pngGuardMidStartup12RecoveryAdvantage-10~-3 is used as a low commitment tool to interrupt the opponent's approach or their ranged tools
  • 5BDNFD Ranger 5B.pngGuardMidStartup16Recovery28Advantage-12~-4 is your primary long range tool. Applies pressure from full screen to whittle down opponent's guard bar.
  • 2BDNFD Ranger 2B.pngGuardMidStartup15Recovery32Advantage-18~-10 knocks down the opponent on hit, creating more distance on hit.
  • j.BDNFD Ranger jB.pngGuardMidStartup13RecoveryAdvantage- can be used to retreat and attack at the same time.
  • End combos in Surpressive Barrage (5M)[[File:|130x200px]]GuardMidStartupRecoveryAdvantage-10 to force opponents back to fullscreen and remove white HP.

Midrange pressure

  • 2ADNFD Ranger 2A.pngGuardLowStartup7RecoveryAdvantage-5 is your fastest move and has great range with little recovery
  • Confirm longer range hits into 2SDNFD Ranger 2S.pngGuardLowStartup18RecoveryAdvantage-12~0 for corner carry and damage
  • Deadly Approach (6M)DNFD Ranger 236M.pngGuardMidStartup22Recovery12(air)+ 8(land)Advantage+1 / -7* can be used to intercept air opponents and escape corner
  • If Death Hawk (4M)DNFD Ranger 214M.pngGuardMidStartup30RecoveryAdvantage+62 is blocked, you can use the blockstun to reposition
  • Safely end pressure with 4SDNFD Ranger 4S 1.pngGuardMidStartup15RecoveryAdvantage-7 or begin pseudo-rekka A series of special attacks that are only available after the first one is performed. pressure with 5SDNFD Ranger 5S.pngGuardMidStartup10RecoveryAdvantage-3
    Pressure Structure

Ranger has few gapless options and thus relies on resetting his pressure in the midrange to force opponents to make commitments to contest.

  • The safer places to restart your pressure are on 2A, 5B, 5S, and 4S
  • Due to the oppresive nature of Death Hawk (4M)DNFD Ranger 214M.pngGuardMidStartup30RecoveryAdvantage+62, the opponent will usually RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. in reaction to the flash of MP moves. Cycle between 4MDNFD Ranger 214M.pngGuardMidStartup30RecoveryAdvantage+62, 5M[[File:|130x200px]]GuardMidStartupRecoveryAdvantage-10, and 6MDNFD Ranger 236M.pngGuardMidStartup22Recovery12(air)+ 8(land)Advantage+1 / -7* during pressure midscreen to catch different anti 4M options
  • Ending a combo with j.SDNFD Ranger jS.pngGuardMidStartup183RecoveryAdvantage- forces your opponent to respect the grenade since it does not disappear when Ranger is hit. This allows Ranger to take more risks with pressure resets or go for guard break
Combos
Combos

While Ranger deals fairly low damage, with the correct combo, he can bring the opponent to corner from anywhere on the screen

  • 2S > 4S > 5MM is a very simple ender, meant for players new to Ranger or for matchups that focus on staying far away from the opponent
  • Starter > 6S > 6SS, dl.j.B, 5S > 6S > 6SS, j.S is your basic meterless combo off any starter
  • Starter > 2S > 214M > 9 > j.S > land, 66 > 2S > dl.6S(3)~(!j.S)S > land, 2B > 6S~S > j.S is a harder combo, but essential for higher levels Ranger play. The combo is MP positive, carries to corner, results in corner grenade 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., which is the optimal knockdown
  • Starter > 6S > 6M, 2B > 2S > dl.6S~S, j.S is an example of how to use 6M to swap sides for better positioning
    Combo Starters
  • 2A is your fast and a low, but has bad proration A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.; it's best to focus on repositioning when landing this move
  • 5S is a great starter due to its ease of confirmation, especially on counter hit
  • While confirming off the explosion can be difficult, j.S is one of your best starters.
Spending Meter
Spending MP
Utilising White Life
What to do after a knockdown
What to do after a knockdown
Grenade Setup