He has no good air-to-air normals and his buttons are not suited for close-range anti-air attempts. Ranger's biggest weakness is his lack of a real air game. 40 are among the best in the game the former lets Ranger apply a nasty debuff cocktail of decreased defenses, damage and MP generation on successful hits, while the latter is a fantastic fullscreen shot that can be easily comboed from Ranger's zoning attempts. Lastly, Ranger's Awakening "Sudden Death" and Awakening Skill Guard: +62, which makes him rather scary to fight against on the back foot. Even then, Ranger can easily deplete his opponent's guard gauge with tools like Suppressive Barrage ] Guard: This gives Ranger a very good strike/throw setup that leads to fantastic reward no matter what option is chosen. j.S causes Ranger to lob a grenade that explodes after a delay, allowing him to combo off of his throw. One of Ranger's more interesting aspects is his close-range setplay game. Rangers combos have great corner carry and are very mana-efficient, allowing him to spend MP Skills more liberally in neutral or guard break attempts. Opponents who disrespect Ranger's zoning can be clipped by his 2B, wherein he can follow up with 2S for a pickup into a combo at from around the midscreen distance. 2A is a very useful tool in the neutral and pressure due to its long range disjoint properties combined with quick startup, while 5B is a great zoning tool for pestering opponents at the mid to long range. Ranger's two most important normals are 2A and 5B, both intergral to different aspects of Ranger's playstyle. He baits his opponents into taking risky options so that he can capitalize with a huge punish. Ranger is a midrange setplay character who controls space well with fast-moving projectiles and solid pressure.
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