Overview
Ranger
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Archetype: |
Rushdown
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Health Defense Multiplier: |
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Stagger Defense Multiplier: |
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Walk Speed: |
16
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Max Light: |
3
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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
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- Smokin' Sexy Style!: Ranger's combos are flashy, dynamic and quite long. Her Style meter complements this, as you are actively encouraged to keep your combos going in order to rack up Style and work towards manifesting E.G.O.
- Extremely Agile: Ranger can move around the stage and chase down opponents with ease, sporting multiple quick dashes to do so. Additionally, Ranger has access to two Evades starting from frame 1, one of which putting into the air. With all this, Ranger can be very difficult to contest for most characters.
- Light Economy: Ranger can restore Light during and after combos, allowing her to maintain the high amount of Light needed for her to execute her most rewarding combos provided the player manages it well.
- Amazing space control: Ranger has incredibly safe pokes that come from both the ground and the air, granting her great space control at close and mid range. Due to her high amount of Ranged pokes, guard heavy characters will struggle against her due to proximity block being much shorter stun than a true block.
- Install: Manifesting E.G.O grants Ranger a wide range of buffs and new properties to her moves. Getting this install early on into the game can allow you to snowball games out of control.
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- 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.
- 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.
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Move List
Passive
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) Black and White have differing properties Black and White have differing properties
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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1+[2]
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0.9
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0.9
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0
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0
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Ranged
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-
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-
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-
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-
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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.
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.
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Into Comfort S1
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Version
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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Base
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- 2+[2]~1+[2] (Normal)
- 2+[3]~1+[2] (Tipper)
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1
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0.9
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2
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0
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Ranged
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-
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-
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-
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-
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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.
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E.G.O.
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- 2+[2]~1+[2] (Normal)
- 4+[3]~1+[2]~1+[2] (Tipper)
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1
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2
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0
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Ranged
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-
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-
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-
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-
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S1 gains a third, stronger hit in install.
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Tranquility j.S1 Footdive! Footdive!
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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4
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1
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1
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0
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0
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Melee
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-
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-
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-
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-
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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
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Salvation S2 Frame 1 Evade Frame 1 Evade You can act around here You can act around here
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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-
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-
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-
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0
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0
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-
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Evade 1~15
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-
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-
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-
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Use this to get your aerial options
- Has short landing recovery but it can be canceled with SP or her follow-ups that come from it, this applies to any move that puts her or is done in the air.
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Liberation SP
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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-
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-
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-
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0
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0
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-
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-
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-
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-
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-
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Dash stance, while it has no hitbox, up to six options can be used before an ender is required on the seventh.
- If nothing is done after a followup, instead do a reload and regain 1 Light, this works both in and outside of a combo.
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From Anger SP~ATK
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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5~2+[2]
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0.9
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0.8
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0
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0
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Melee
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-
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-
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-
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-
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Your basic rekka filler, does a quick blast forwards, ender does a blast away and gives +1 light.
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From Pain SP~S1 Good Good Bad Bad
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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5+[1]
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1
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1
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1
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0
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Melee
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Evade 1~15
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-
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-
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-
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- Has high amounts of evade and automatically combo starts.
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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5
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0.9
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0.8
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0
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0
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Melee
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-
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-
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-
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-
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- Has a lot of recovery.
- Puts S1 and S2 on cooldown.
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From Obsession SP~S2 or j.S2 Dishwasher loop Dishwasher loop
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Version
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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Rainstorm SP~S2 or j.S2
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1
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1
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1
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0
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- Ranged (j.S2)
- Melee (SP~S2)
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-
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-
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-
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-
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DMC rainstorm
- Starting with White gives does more stagger damage, starting with Black does more HP damage.
- Strong looping extender.
- In E.G.O. she can use it 3 times in one jump from S2.
- Gives a lot of style.
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Version
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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Tackle SP~S2~S2
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4
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1
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0.9
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0
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0
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Melee
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-
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-
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-
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-
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Shoulder tackle
- Done in stance after rainstorm.
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Psyches
Eternal Rest S1 (HOLD) By the time you see this you lost the stock. By the time you see this you lost the stock.
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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(1 x 15)~6
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1
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1
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3
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2
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Ranged
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-
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-
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-
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-
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If used at S rank in E.G.O., gives back 1 light.
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Manual Synchronisation SP~SP / END SP At S Rank misinput mb misinput mb
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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5
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1
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1
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3
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3
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Ranged
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20~55 INVULN (Manual) 0~55 INVULN (Auto)
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-
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-
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-
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Heavily augments your kit after obtaining
- Your ATK is now a hitscan.
- Your Air ATK (S2~ATK) now shoots twice, allowing you to shoot four bullets while in the air.
- Your S1 now has a third followup, and its Psyche in Eternal Rest now restores an additional light.
- All moves can be cancelled into S2 (The jump).
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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 ABUSING THE FACT THAT YOU HAVE TWO FRAME ONE EVADES THAT BOTH LEAD INTO COMBOS
Combos
Important to note that damage can be variable depending on if you start the combo with a White or Black shot or your style ranking.
- Dishwasher loop: SP~ATK~S2~ATK~S2~ATK~S2~ATK~ATK
Combo Notation Help
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.
For more information, see Glossary.
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X > Y
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X input is cancelled into Y.
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dl.X
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Wait for a short period before inputting X.
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X, Y
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X input is linked into Y, meaning Y is done after X's recovery period.
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[X]
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X input must be held down.
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X~Y
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Use attack X with follow-up Y.
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j.X
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X input is done in the air. Only used by characters with moves that put them in the air and air variants of moves (currently only applies to Ranger, Samurai and Vigilante)
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X(info)
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Used for when you would like to specify how a move is done. e.g. X(N) meaning X should hit N times, X(whiff), etc.
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(XYZ)xN
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XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
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(XYZ^)
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A pre-existing combo labelled XYZ is inserted here for shortening purposes.
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dash or (direction)dash
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Performs a dash, directions are notated as f for forward, b for back, s for side. If there is not direction specified assume it is a forward dash.
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cl.
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Clean Hit, almost exclusively used for Brawler but can be used for Samurai's sweetspot attacks as well.
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Basic Combos
Condition
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Notation
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Base Damage vs Samurai
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Light after Turn
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Notes
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ATK Starter 3 Light
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ATK > S2 j.ATK > j.ATK > j.S1 > (Dishwasher loop^)
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29
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-1 Light
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Basic route into Dishwasher, puts Ranger at B rank from Dismal. |
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ATK Starter 3 Light
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ATK > SP~ATK~S1 reload > ATK > S2, j.ATK, j.ATK > j.S1, ATK > (Dishwasher loop^)
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37
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-1 Light
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More complex route, puts ranger at A rank from Dismal. |
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Theatre of Light Navigation
General
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Mechanics
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Chapter 1
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Single Entry 1
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