Theatre of Light/Ranger: Difference between revisions
No edit summary |
|||
Line 22: | Line 22: | ||
|} | |} | ||
Ranger is a stylish mid-to-close-range rushdown character who excels at Evading her opponent's options before striking back with long combos, building up her unique Style meter in the process. Just about all of her moves will combo into each other, and with her unique SP followups and reload, she can easily sustain the Light required to continue combos for long distances and time. She is also privileged with moves that send her upwards into the Y-axis, shutting down many classes' best options and forcing them to attempt to anti-air her. Once you fill up her Style meter and manifest E.G.O, Ranger only becomes stronger, gaining a plethora of new cancel options and tricks to gun down your opponent with. If you enjoy showing off in neutral and offense alike, Ranger is for you. | Ranger is a stylish mid-to-close-range rushdown character who excels at controlling space and Evading her opponent's options before striking back with long combos, building up her unique Style meter in the process. Just about all of her moves will combo into each other, and with her unique SP followups and reload, she can easily sustain the Light required to continue combos for long distances and time. She is also privileged with moves that send her upwards into the Y-axis, shutting down many classes' best options and forcing them to attempt to anti-air her. Once you fill up her Style meter and manifest E.G.O, Ranger only becomes stronger, gaining a plethora of new cancel options and tricks to gun down your opponent with. If you enjoy showing off in neutral and offense alike, Ranger is for you. | ||
<br><br> | <br><br> | ||
{{ProConTable | {{ProConTable | ||
Line 34: | Line 34: | ||
* '''Wi-Fi Issues:''' If either party has higher than standard ping, around 150-200ms+, certain combos may become inconsistent. Ranger may have to opt for easier or safer routes to confirm damage against the opponent in such situations. | * '''Wi-Fi Issues:''' If either party has higher than standard ping, around 150-200ms+, certain combos may become inconsistent. Ranger may have to opt for easier or safer routes to confirm damage against the opponent in such situations. | ||
* '''Bad Resistances:''' Ranger is pretty squishy, and a single misplay can easily lead to losing a majority of your health, however this is mainly noticable with the stagger bar, as her health bar can be easily healed with cards such as Gluttony. | * '''Bad Resistances:''' Ranger is pretty squishy, and a single misplay can easily lead to losing a majority of your health, however this is mainly noticable with the stagger bar, as her health bar can be easily healed with cards such as Gluttony. | ||
* ''' | * '''Ease of Access:''' If the player doesn't have a decent understanding of Ranger's combo structure she can feel really unsatisfying to play. Not to mention that her neutral can be a bit odd to a new player as well. | ||
|width=70}} | |width=70}} | ||
<p style="clear:right"></p> | <p style="clear:right"></p> | ||
Line 41: | Line 41: | ||
{{Content Box|header=Passive|content= | {{Content Box|header=Passive|content= | ||
===Black and White=== | ===Black and White=== | ||
Each time Ranger uses an ability, she alternates between firing from her Black gun and her White gun. Moves fired from the Black gun deal bonus physical damage, while moves fired from the White gun deal bonus stagger damage. During certain abilities, Ranger may also fire her abilities multiple times, and she will still alternate between black and white for each shot. | |||
===Style Bar=== | ===Style Bar=== | ||
Hitting your moves stacks a Style gauge. As you get higher ranks, you deal additional Stagger and Standard damage, being hit decreases the gauge significantly. | Hitting your moves stacks a Style gauge. As you get higher ranks, you deal additional Stagger and Standard damage, being hit decreases the gauge significantly. | ||
Line 47: | Line 47: | ||
Upon hitting S rank, using an SP chain ender or using Manual Synchronization will cause Ranger to manifest her E.G.O, Solemn Lament, lasting until she loses her current stock. During this install, she gains the following buffs: | Upon hitting S rank, using an SP chain ender or using Manual Synchronization will cause Ranger to manifest her E.G.O, Solemn Lament, lasting until she loses her current stock. During this install, she gains the following buffs: | ||
* ATK shots are instantaneous lasers instead of projectiles. | * ATK shots are instantaneous lasers instead of projectiles. | ||
* j.ATK shoots 2 shots | * j.ATK shoots 2 shots per use. | ||
* S1 shoots an additional | * S1 shoots an additional laser. | ||
* All moves can be cancelled into S2. | * All moves can be cancelled into S2. | ||
* While the Style gauge is at S rank, Eternal Rest | * While the Style gauge is at S rank, Eternal Rest refunds 1 Light on hit. | ||
}} | }} | ||
===Normal moves=== | ===Normal moves=== | ||
Line 60: | Line 60: | ||
|caption2= | |caption2= | ||
|name=The Quiet | |name=The Quiet | ||
|input=ATK | |input=ATK (AIR OK) | ||
|data= | |data= | ||
{{AttackData-TOL | {{AttackData-TOL | ||
Line 70: | Line 70: | ||
|type= Ranged | |type= Ranged | ||
|properties= | |properties= | ||
|description= | |description= | ||
* | Ranger fires a fast, short-range projectile from her current gun. This attack serves as a fast close-range poke to stuff the opponent's melee options as well as combo filler. <br> | ||
The air version (j.ATK) fires at a fixed downward angle. It is very safe to use as a poke due to the prior Evade on S2, and is also vital in extending combos through air strings. | |||
* j.ATK boosts Ranger upwards slightly each time it is used. | |||
* Becomes a hitscan laser during E.G.O. The air version also fires at a shallower angle downwards, giving it a longer effective range. | |||
* ATK shots from the white gun have increased hitstun, allowing it to link into moves much easier. | |||
}} | }} | ||
}} | }} | ||
Line 93: | Line 97: | ||
|type= Ranged | |type= Ranged | ||
|properties= | |properties= | ||
|description= * | |description= | ||
Ranger fires a mid-range laser from each gun one at a time. A great poke to throw out in neutral, as its range and projectile property make this move difficult to contest without quick Evades. This move also starts combos comfortably, but is generally not seen used during combos due to its steep Light cost. | |||
* Has a sweetspot at max range, indicated by a sparkle effect. Hitting the sweetspot deals more damage. | |||
}} | }} | ||
{{AttackData-TOL | {{AttackData-TOL | ||
Line 108: | Line 114: | ||
|type= Ranged | |type= Ranged | ||
|properties= | |properties= | ||
|description= | |description= S1 gains a third, stronger hit in install. | ||
}} | }} | ||
}} | }} | ||
Line 114: | Line 120: | ||
{{MoveData | {{MoveData | ||
|image=TOL_RangerS1A.png | |image=TOL_RangerS1A.png | ||
|caption= Footdive | |caption= Footdive! | ||
|image2= | |image2= | ||
|caption2= | |caption2= | ||
Line 128: | Line 134: | ||
|type= Melee | |type= Melee | ||
|properties= | |properties= | ||
|description= | |description= Ranger does a divekick at about a 45 degree angle downwards. Used to end air strings and combo them back into ground ones. | ||
* Can be cancelled into from j.ATK | |||
}} | }} | ||
}} | }} |
Revision as of 04:11, 21 March 2024
Overview
Ranger | |
Archetype: | Rushdown |
Health Defense Multiplier: |
|
Stagger Defense Multiplier: |
|
Walk Speed: | 16 |
Max Light: | 3 |
Ranger is a stylish mid-to-close-range rushdown character who excels at controlling space and Evading her opponent's options before striking back with long combos, building up her unique Style meter in the process. Just about all of her moves will combo into each other, and with her unique SP followups and reload, she can easily sustain the Light required to continue combos for long distances and time. She is also privileged with moves that send her upwards into the Y-axis, shutting down many classes' best options and forcing them to attempt to anti-air her. Once you fill up her Style meter and manifest E.G.O, Ranger only becomes stronger, gaining a plethora of new cancel options and tricks to gun down your opponent with. If you enjoy showing off in neutral and offense alike, Ranger is for you.
Strengths | Weaknesses |
---|---|
|
|
Move List
Black and White
Each time Ranger uses an ability, she alternates between firing from her Black gun and her White gun. Moves fired from the Black gun deal bonus physical damage, while moves fired from the White gun deal bonus stagger damage. During certain abilities, Ranger may also fire her abilities multiple times, and she will still alternate between black and white for each shot.
Style Bar
Hitting your moves stacks a Style gauge. As you get higher ranks, you deal additional Stagger and Standard damage, being hit decreases the gauge significantly.
E.G.O.
Upon hitting S rank, using an SP chain ender or using Manual Synchronization will cause Ranger to manifest her E.G.O, Solemn Lament, lasting until she loses her current stock. During this install, she gains the following buffs:
- ATK shots are instantaneous lasers instead of projectiles.
- j.ATK shoots 2 shots per use.
- S1 shoots an additional laser.
- All moves can be cancelled into S2.
- While the Style gauge is at S rank, Eternal Rest refunds 1 Light on hit.
Normal moves
Note: The numbers in square brackets refer to the bonus damage or stagger damgae dealt by the current used gun (black or white).
The Quiet
ATK (AIR OK) |
---|
Into Comfort
S1 |
---|
Tranquility
j.S1 |
---|
Salvation
S2 |
---|
Liberation
SP |
---|
From Anger
SP~ATK |
---|
From Pain
SP~S1 |
---|
From Obsession
SP~S2 or j.S2 |
---|
Psyches
Eternal Rest
S1 (HOLD) |
---|
Manual Synchronisation
SP~SP / END SP At S Rank |
---|
Strategy
Recommended Decks
Leech
EL1: Cocoon
EL2: Gluttony
EL3: N/A
Due to the high amount of hits in a ranger combo, you heal atleast 10 health per combo with weaker loops, and inflict a 30% slowdown to the opponent at the end, making you much harder to catch.
Permanent White Gun
EL1: Any
EL2: Pale Hands
EL3: N/A
Due to the high amount of multihits, doing a white-gun starter combo with Pale Hands guarantees a good chunk of their stagger bar completely melting, but to be honest, Ranger can make just about any EL2 card work as long as its not Chained Wrath.
Fast Paced Movement Shooter
EL1: Any
EL2: Predation
EL3: N/A
read title
Gameplan
As a ranger, your gameplan is simple, outpoking your opponent and using your myriad of options if somehow under pressure, this can be done by
Combos
i dont know standard notation
Simple Combos
"The Dishwasher" S2 j.{ATK, ATK > SP1} > SP~{ATK > S2 > ATK > S2 > ATK > S2 > ATK > ATK}