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Overview

Ranno
Weight:90
Ground Speed:The speed the character travels on the ground.Walk: 11.0

Dash: 21.25

Run: 21.25
Air Speed:The speed the character travels at in the air.8.54
Falling Speed:The speed the chracter falls in the air.22.72 (Fast Fall: 32.0)
Jump Height:-
Overview
Ranno is a swift, flexible combatant sporting a suite of excellent neutral tools and aerials, allowing him to play battles at his own pace until he finds an opening to dish out rapid, powerful strikes that will leave his opponents reeling.

Ranno has moves that inflict Poison Stacks on his opponents, forcing them to either play smart to expunge the poison by hitting Ranno or risk racking up damage by carelessly throwing out attacks. Ranno also has a Bubble he can summon to forcibly trap the opponent, giving him free reign to dole out punishment for longer and longer the more Poison Stacks they have.

However, mastery of Ranno does not come easily; while he has phenomenal ground speed and framedata, his air speed is the worst in the game. This means Ranno is reliant on HitfallingHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II.
more than any other character since he needs to get back to the ground to close the distance during his strings. A Ranno player must be ready to use mechanics both system-wide and intrinsic to the character in order to navigate the airspace where he has access to his incredible aerial buttons. Reaching the peak of the mountain is not without reward, of course, as mastering Ranno's movement unlocks a force of nature on the battlefield who is difficult to contend with from any range or distance. Show them the way of the poisonous pacifist.

Summary
Ranno is a nimble warrior monk with powerful, precise strikes, who can control the pace of battle to put his opponents off-balance and open them up to a decisive killing blow.
Pros Cons
  • Fast Buttons: His moves are crazy fast, especially his Tilts and his short hop hitfallHitfall
    A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II.
    Aerials.
  • Mobility: Ranno is one of the fastest characters on the ground with high-octane movement mixups in Tongue Sling.
  • Combos and Confirms: Ranno's punish game is one of the most explosive in the game, netting high damage and kills.
  • Edgeguarding: Aerial Darts plus long-lasting & potent Aerials make Ranno fearsome when guarding ledge.
  • Bubble: A versatile tool for combos, recovery, edgeguarding, and saving Ranno from certain death.
  • Out of Shield: His framedata translates to extremely fast and rewarding options out of shield to punish poor spacing.
  • Tech Chasing: High ground speed, good framedata, and excellent Throws ensure Ranno can force techs and punish them.
  • Low Air Speed: Ranno has the lowest air speed in the game, demanding hitfallHitfall
    A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II.
    Aerials and effective grounded movement to make the most of his kit.
  • Getting Juggled: Ranno's low air speed makes him a sitting duck when being juggled, having to rely on air stalling with Down Special and edge cancelling with Up Special to get back to stage.
  • Committal Recovery: Though Ranno can mixup his recovery, Up Special's high landing lag makes ledge hogging him a real threat, while interrupting Tongue Sling leaves him incredibly vulnerable offstage.
  • Crouch Cancellable: Ranno’s moves are relatively weak on their own, meaning he's more susceptible to crouch cancelling than average.
  • No Disjoints: A lack of disjointed attacks has him more liable to lose to disjointed attacks than to trade with them.
Poison Stacks
Ranno can apply up to four Poison Stacks to his opponents (shown as small green dots over a character's head) with his Neutral Special (a.k.a. Darts), Strongs, Up Special, Pummel Special, and Rapid Jab.

Poisoned players take 1% each time they use an AttackDefault Controls
Xbox:
GCN:
KB:
, SpecialDefault Controls
Xbox:
GCN:
KB:
, or GrabDefault Controls
Xbox:
GCN:
KB:
, glowing to indicate poison damage. Hitting Ranno or his shield removes a single stack (not including articles), while landing a parry or successful Pummel removes all Poison.

Toxic Trap
Ranno can create a Bubble to trap characters in. This can be created by the following:
  • Landing a Forward Special on an opponent, trapping them automatically.
  • Using Down Special if there are no bubbles on stage.
  • Ledge Special. This will burst any empty bubble present.
  • Getup Special. This will burst any empty bubble present.

Opponents that get knocked into a bubble will be trapped with no possible way to escape, and if they have poison stacks, the duration will be lengthened. Trapped opponents can manipulate their position by holding directions on the left stick. After bubble, opponents will fall out and be forced to tech if they land within 10 frames.

When attacks collide with the bubble, both the bubble and the attack will endure hitpause. After hitpause, the bubble will be knocked back as if it were a character, it will also cause projectiles to behave as if they had hit an opponent, such as self-destructing (ex: Loxodont's Meatball) or bouncing off (ex: Kragg's Rock).

If Ranno uses Darts on the bubble, it will cause them to bounce off at an angle, depending on where on the bubble it hit.

Bubbles last for 15 seconds900 frames., and they cannot be destroyed before then, unless Ranno uses Tongue on it, causing it to burst.
Superjump
Ranno has access to a unique superjump that can be performed by fullhopping while crouched. Aside from the extra speed and height, superjump functions identically to a normal jump and can be acted out of the same way.


Normal Moves

Jab

AttackDefault Controls
Xbox:
GCN:
KB:
( > AttackDefault Controls
Xbox:
GCN:
KB:
> AttackDefault Controls
Xbox:
GCN:
KB:
)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Jab 1 2% 3 4-5 13 [4]Regular endlag.
[In-between frames before this Jab can be cancelled.]
19 [10]Regular IASA.
[Earliest Jab cancellable frame.].
N/A 4.0 + 0.0 45 4 Stun
Jab 2 2% 3 4-5 15 [4]Regular endlag.
[In-between frames before this Jab can be cancelled.]
21 [10]Regular IASA.
[Earliest Jab cancellable frame.].
N/A 4.0 + 0.0 45 4 Stun
Jab 3 2% 4 5-6 18 [6]Regular endlag.
[In-between frames before this Jab can be cancelled.]
25 [13]Regular IASA.
[Earliest Jab cancellable frame.].
N/A 6.0 + 0.0 35 4 Stun

A classic jab string that can be cancelled into Ranno's Tilts or a unique Rapid Jab finisher.

Jab 1's high speed, low commitment, and ability to cancel into more Jabs or combo starters like Down Tilt and Up Tilt make it a great tool for scrambles, neutral, shield pressure, and combos.

Jab 3 moves him forward, functioning as an advancing poke and being possible to TiltboostTiltboost
Cancelling the startup of a forward-moving jab into a tilt while keeping the momentum. Exclusive to Rivals of Aether & Rivals of Aether II
from.

Inputting AttackDefault Controls
Xbox:
GCN:
KB:
after Jab 3 enters Ranno's Rapid Jab.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Jab 1 True N/A N/A False False False 4 Default Default 1.0 N/A 4 3.600 1.67 False True True SpecifiedAngle
Jab 2 True N/A N/A False False False 4 Default Default 1.0 N/A 4 3.600 1.67 False True True SpecifiedAngle
Jab 3 True N/A N/A False False False 5 Default Default 1.0 N/A 5 3.600 1.67 False True True SpecifiedAngle


Rapid Jab

Jab 3 > AttackDefault Controls
Xbox:
GCN:
KB:
(Hold OK)

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
1% 4 5-7, 11-13, 17-19, 23-25, 29-31, 35-37 16 54 N/A 3.0 + 0.0 20 2 Stun

Ranno's Rapid Jab finisher can be held to attack continuously in six-strike bursts.

While the pushback and ability to max out Poison Stacks make it useful at ledge, its otherwise low reward and high commitment mean it's lackluster or even punishable on-hit elsewhere.

Can also be used to TiltboostTiltboost
Cancelling the startup of a forward-moving jab into a tilt while keeping the momentum. Exclusive to Rivals of Aether & Rivals of Aether II
after Jab 3.

  • Applies 1 Poison Stack per hit.


Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
True N/A N/A False False False 4 0.0 1.0 1.0 N/A 4 2.800 0.85 False True True SpecifiedAngle


Forward Tilt

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
A light tilt of the left stick
or Walk Mod.Default Controls
KB:
(defaults to for KB)
will prevent accidental Dash Attacks.
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
A light tilt of the left stick
or Walk Mod.Default Controls
KB:
(defaults to for KB)
will prevent accidental Dash Attacks.
+ AttackDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Hit 1 3% 6 7-10 18 38 N/A 3.5 + 0.0 70 3 Stun
Hit 2 Front 6% 6 14-19 18 38 N/A 6.0 + 0.5 60 5 Stun
Hit 2 Back 5% 6 18-19 18 38 N/A 4.0 + 0.4 45 5 Stun

A two-hit standing kick with solid horizontal range and niche uses.

At mid percents and above it can set up edgeguards near ledge - especially after a jab combo where Ranno's other Tilts wouldn't connect - and can even combo into his Aerials if the opponent DIs in.

The move also has a hitbox that hits slightly behind Ranno, allowing for situational option coverage.

However, the move doesn't net nearly as much reward as Up Tilt or Down Tilt, nor is it fast enough to be used in neutral, so it often takes a back seat to the rest of Ranno's kit.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Hit 1 False N/A N/A False False False 4 Default Default 1.0 N/A 4 4.400 2.57 True True False SpecifiedAngle
Hit 2 Front False N/A N/A False False False 8 Default Default 1.0 N/A 8 6.800 5.82 True True False SpecifiedAngle
Hit 2 Back False N/A N/A False False False 7 Default Default 1.0 N/A 7 6.000 4.65 True True False SpecifiedAngle


Up Tilt

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ AttackDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Early 9% 8 9-10 20 33 N/A 7.0 + 0.65 95 8 Stun
Late 7% 8 11-12 20 33 N/A 6.0 + 0.5 135 6 Stun

A prime anti-air with a gigantic hitbox, as well as a combo starter and Jab string ender.

The move sends vertically at the start of the move before launching horizontally behind Ranno towards the end. The initial hit combos incredibly well into most of Ranno's kit, while the latter can be used as a DI mixup or to start techchases on platforms.

Ranno takes a step back during Up Tilt, aiding with spacing and making Jab strings safer on shield. This also conditions opponents to hold shield during Jab strings, giving Ranno more opportunities to open them up with Grab or delayed Jabs.

The backstep adds velocity that can effectively be negated or increased with momentum from techniques such as dashing, babydashing, WavedashWavedash
A movement option in which a character appears to slide across the ground in which they can perform their usual tilts and smash/strong attacks without inputting a dash attack.
ing, moonwalking, and TiltboostTiltboost
Cancelling the startup of a forward-moving jab into a tilt while keeping the momentum. Exclusive to Rivals of Aether & Rivals of Aether II
ing.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Early False N/A N/A False False False 10 Default Default 1.0 N/A 10 5.600 9.86 False True False SpecifiedAngle
Late False N/A N/A False False False 8 Default Default 1.0 N/A 8 7.600 7.08 False True False SpecifiedAngle


Down Tilt

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
A light tilt of the left stick
or Walk Mod.Default Controls
KB:
(defaults to for KB)
will prevent accidental platform drops.
+ AttackDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Tipper 7% 5 6-9 18 28 N/A 6.0 + 0.4 90 6 Stun
Sour 6% 5 6-9 18 28 N/A 6.0 + 0.4 60 5 Stun

A low profiling sweep great for poking shield, starting combos, and kill confirms.

The tip of the sweep sends straight up, while the inner leg sends out with less hitstun.

The sweetspot is great for combos, such as confirming into Forward Air & Up Strong at kill percents or Grab & other Aerials at lower percents. The sourspot will mostly start techchases, though it can combo into DACUSDACUS
Dash Attack Cancel Up Smash/Strong; cancelling the startup of dash attack into an up smash/strong for more distance and momentum.
and other options on DI in past mid percents.

Great for applying pressure on shield when spaced, as Ranno can further pressure with options like dash back, Aerials, Grab, another Down Tilt, and more.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Tipper False N/A N/A False False False 8 Default Default 1.0 N/A 8 7.600 7.08 True True False SpecifiedAngle
Sour False N/A N/A False False False 8 Default Default 0.85 N/A 8 6.800 5.82 True True False SpecifiedAngle


Dash Attack

While Dashing / Running AttackDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Sweetspot 7% 8 9-11 26 38 N/A 6.0 + 0.7 80 6 Stun
Sourspot 5% 8 9-11 26 38 N/A 4.5 + 0.65 55 5 Stun

A fast shoulder check that's good combo filler with a sweetspot on his shoulder and sourspots along Ranno's hips and the ground.

Dash Attack is a burst option that sends directly up, although its high endlag limits its use largely to combos, punishes, and callouts.

The sweetspot hitbox is great for hitting airborne enemies around shorthop height and tall grounded opponents.

Easily combos into airborne Darts and Aerials at mid percents, as well as at higher percents by superjumping.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Sweetspot False N/A N/A False False False 10 Default Default 1.0 N/A 10 7.600 7.08 True True False SpecifiedAngle
Sourspot False N/A N/A False False False 9 Default Default 1.0 N/A 9 6.000 4.65 True True False SpecifiedAngle


Strong Attacks

Forward Strong

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ StrongDefault Controls
Xbox:
GCN:
KB:
(Hold OK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Sweetspot 12% 8+6 [14]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
15-18 36 55 N/A 6.5 + 1.0 45 10 Stun
Sourspot 9% 8+6 [14]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
15-16 36 55 N/A 6.0 + 0.8 45 8 Stun
Palm Projectile 5% 8+60+9 [77]Pre-charge Frames + Charge Frames + Post-charge Frames
[Total Startup]
78-97 36 115 N/A 7.0 + 1.0 45 5 No Stun (Reflect)

An open palm strike serving as Ranno's strongest (and slowest) kill move.

Forward Strong launches forward at an angle, with a sweetspot centered on his palm. The move has too much endlag to safely throw out in neutral so it's best used for punishing the opponent, hard reads, and kill confirms.

When fully charged, Ranno throws a projectile in the shape of an open palm. While the projectile *can* be used for edgeguards, it's a trick that should only work once once the opponent is made aware of it.

  • Applies 2 Poison Stacks on hit.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Sweetspot False N/A N/A False False False 12 Default Default 1.0 N/A 12 11.600 14.70 False True False SpecifiedAngle
Sourspot False N/A N/A False False False 11 Default Default 1.0 N/A 11 9.200 9.86 False True False SpecifiedAngle
Palm Projectile False N/A N/A True True False 12 Default Default 1.0 N/A 6 6.000 4.65 False True False SpecifiedAngle


Up Strong

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ StrongDefault Controls
Xbox:
GCN:
KB:
(Hold OK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Sweetspot 13% 8+2 [10]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
11 30 45 N/A 8.0 + 1.07 90 11 Stun
Early Sour 10% 8+2 [10]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
12-13 30 45 N/A 7.5 + 0.85 82 9 Stun
Late Sour 8% 8+2 [10]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
14 30 45 N/A 7.0 + 0.8 72 7 Stun

A fast and powerful kill move with a sweetspot directly above Ranno's head and sourspots on either side of him.

Up Strong is an important kill option to have in any Ranno player's toolkit with many ways to chain into it at kill percents, such as Down Tilt, HitfallHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II.
Weak Back Air, HitfallHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II.
Hit 1 Up Air, Bubble, Down Throw, and more.

While the sweetspot is the preferred hitbox for KOs, Up Strong's sourspots are good for starting combos at low to mid percents.

Both of these strengths are amplified when Up Strong is performed as a DACUSDACUS
Dash Attack Cancel Up Smash/Strong; cancelling the startup of dash attack into an up smash/strong for more distance and momentum.
, enabling more kill confirms with the sweetspot and becoming an unreactable burst option for neutral and techchasing.

  • Applies 2 Poison Stacks on hit.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Sweetspot False N/A N/A False False False 13 Default Default 1.0 N/A 13 12.400 16.49 True True False SpecifiedAngle
Early Sour False N/A N/A False False False 11 Default Default 1.0 N/A 11 10.000 11.39 True True False SpecifiedAngle
Late Sour False N/A N/A False False False 11 Default Default 1.0 N/A 11 8.400 8.42 True True False SpecifiedAngle


Down Strong

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
A light tilt of the left stick
or Walk Mod.Default Controls
KB:
(defaults to for KB)
will prevent accidental platform drops.
+ StrongDefault Controls
Xbox:
GCN:
KB:
(Hold OK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Sourspot 9% 6+3 [9]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
10-14 38 53 N/A 6.0 + 0.75 40 8 Stun
Sourspot 9% 6+3 [9]Pre-charge Frames + Post-charge Frames
[Total Uncharged Startup]
10-14 38 53 N/A 6.0 + 0.75 40 8 Stun

Ranno's fastest Strong, excellent for techchases, punishes, and DI mixups.

There's a large sweetspot on each foot, so aim for the edges of the move rather than Ranno's torso.

Ranno can capitalize off tech situations by spacing Down Strong to cover multiple options - especially near the ledge or on platforms - and letting it rip. Ranno can also fish for early stocks by mixing up when he goes for moves like Jab or Down Tilt with Down Strong to catch opponents DI'ing out into the blastzone.

Down Strong is also a solid choice when attempting to catch opponents recovering to ledge, as the hitbox goes low enough to hit some vulnerable recoveries.

  • Applies 2 Poison Stacks on hit.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Sourspot False N/A N/A False False False 10 Default Default 1.0 N/A 10 9.200 9.86 True True False SpecifiedAngle
Sourspot False N/A N/A False False False 10 Default Default 1.0 N/A 10 9.200 9.86 True True False SpecifiedAngle


Aerials

Neutral Air

While Airborne AttackDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Sweetspot 7% 3 4-6 11 39 9 3.3 + 0.92 45 6 Stun
Sweetspot Back 6% 3 4-6 11 39 9 4.0 + 0.6 60 5 Stun
Sourspot 5% 3 7-27 11 39 9 3.0 + 0.6 45 5 Stun

Long lasting, versatile, and lightning fast, Ranno's Neutral Air is the foundation of his combo game and an excellent tool all around.

The move's fast startup and low endlag make it incredibly strong when hitfallingHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II.
with it, boosting Ranno's combo potential. It also makes Neutral Air out of shield his fastest choice for punishing airborne opponents.

The long lasting sourspot of Neutral Air is excellent for covering airspace, and can be used with HitfallHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II.
the same as the initial hit. Perfect for stuffing opponents who like to fullhop without attacking, approach without defending, and for edgeguarding by stuffing double jump attempts or dropping from ledge with invulnerability to power through an opponent's recovery.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Sweetspot False N/A N/A False False False 10 Default Default 1.0 1.0 10 7.600 7.08 True True False SpecifiedAngle
Sweetspot Back False N/A N/A False False False 8 Default Default 1.0 1.0 8 6.800 5.82 True True False SpecifiedAngle
Sourspot False N/A N/A False False False 8 Default Default 1.0 1.0 8 6.000 4.65 True True False SpecifiedAngle


Forward Air

While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Presumes character is facing right.
+ AttackDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Sweetspot 9% 6 7-9 22 32 8 4.0 + 0.85 30 8 Stun
Sourspot 7% 6 7 22 32 8 5.0 + 0.5 50 6 Stun
Spike 10% 6 8-9 22 32 8 4.0 + 0.6 270 9 Stun

One of Ranno's strongest non-Strong attacks, serving as damaging combo filler, shield pressure, and one of his main kill moves at high percents.

Forward Air has a few hitboxes: early sourspots at the top of the kick (one high priority, one low priority) that can combo, a sweetspot on his leg that kills and does heavy damage in combos, and a spike hitbox on the flash at the bottom of the kick.

The sweetspot's relatively high shieldstun and damage can make it good for pressuring shield either when spaced, crossed up, or hit low to the ground in order to Jab or dash away before the opponent can Grab.

The sweetspot sends at a low angle that's great for killing, the spike can either kill offstage or combo when grounded into a sweetspot Forward Air or an Up Strong, and the sourspot can combo into a double-jump sweetspot Forward Air at kill percents, making any hit a possible stock.

Can be confirmed into from almost all of Ranno's kit: Tilts, Dash Attack, Throws, Aerials, aerial Darts, Bubble, etc., so get creative!


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Sweetspot False N/A N/A False False False 10 Default Default 1.0 1.0 10 9.200 9.86 True True False SpecifiedAngle
Sourspot False N/A N/A False False False 8 Default Default 1.0 1.0 8 7.600 7.08 True True False SpecifiedAngle
Spike False N/A N/A False False False 13 Default Default 1.0 1.0 13 10.000 11.39 True True False SpecifiedAngle


Back Air

While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Presumes character is facing right.
+ AttackDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Early Sweetspot 8% 4 5-7 16 37 9 5.0 + 0.8 45 7 Stun
Early Sourspot 6% 4 5-7 16 37 9 4.0 + 0.7 45 5 Stun
Early Reverse 5% 4 5-7 16 37 9 3.0 + 0.5 45 5 Stun
Late Sweetspot 6% 4 8-20 16 37 9 3.5 + 0.7 45 5 Stun
Late Sourspot 4% 4 8-20 16 37 9 3.0 + 0.6 45 4 Stun
Late Reverse 3% 4 8-20 16 37 9 2.0 + 0.45 45 3 Stun

Ranno's other strongest Aerial for killing. With a deceptive hitbox on both legs, Back Air excels at edgeguarding, spacing, and being incredible combo filler.

The move has a slightly disjointed sweetspot at the tip of his back foot that kills, with weaker sourspots elsewhere for combos.

The sweetspot is extremely hard to contest when spaced and very dangerous near the ledge, whether superjumping to contest high recoveries or dropping from ledge to catch low recoveries.

The sourspots are weaker hits than Ranno's other combo fillers, making them more effective at higher percents with hitfallHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II.
since they won't launch as far so Ranno can still close the gap. This can even lead to his Strongs or a DACUSDACUS
Dash Attack Cancel Up Smash/Strong; cancelling the startup of dash attack into an up smash/strong for more distance and momentum.
at kill percents.

The hitbox on Ranno's front leg also hits very low very fast, meaning rising Reverse Back Air can be better at hitting low to the ground opponents than rising Neutral Air and his other aerials.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Early Sweetspot False N/A N/A False False False 10 Default Default 1.0 1.0 10 8.400 8.42 True True False SpecifiedAngle
Early Sourspot False N/A N/A False False False 9 Default Default 1.0 1.0 9 6.800 5.82 True True False SpecifiedAngle
Early Reverse False N/A N/A False False False 7 Default Default 1.0 1.0 7 6.000 4.65 True True False SpecifiedAngle
Late Sweetspot False N/A N/A False False False 9 Default Default 1.0 1.0 9 6.800 5.82 True True False SpecifiedAngle
Late Sourspot False N/A N/A False False False 8 Default Default 1.0 1.0 8 5.200 3.57 True True False SpecifiedAngle
Late Reverse False N/A N/A False False False 6 Default Default 1.0 1.0 6 4.400 2.57 True True False SpecifiedAngle


Up Air

While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ AttackDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Hit 1 Low 3% 4 5-8 16 35 7 6.5 + 0.0 82 3 Stun
Hit 1 Mid 3% 4 5-8 16 35 7 5.5 + 0.0 82 3 Stun
Hit 1 High 3% 4 5-8 16 35 7 4.5 + 0.0 82 3 Stun
Hit 2 Sweetspot 5% 4 13-18 16 35 7 5.0 + 0.9 80 5 Stun
Hit 2 Sourspot 4% 4 13-18 16 35 7 5.0 + 0.75 70 4 Stun

A two-hit upward kick specialized for keeping opponents in the air and flashy combos/kill confirms.

The first kick sends a set distance that increases the lower on the leg it connects, while the second has a sweetspot at its foot and a sourspot along the rest of the leg.

At low-to-mid percents Up Air can combo into many of Ranno's other Aerials naturally -- being especially effective on fastfallers and bigger characters -- but where the move gets really interesting is with HitfallHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II.
Hit 1. A fast and flashy combo tool, HitfallHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II.
Hit 1 Up Air can combo into Ranno's Aerials as well as his Tilts and Up Strong at all percents due to having zero Knockback Growth.

Since Hit 1 of Up Air sends opponents higher the lower on the leg it connects, it's useful both for juggling opponents above Ranno as well as starting or extending combos on opponents low to the ground.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Hit 1 Low False N/A N/A False False False 5 Default Default 1.0 1.0 5 4.400 2.57 False True False SpecifiedAngle
Hit 1 Mid False N/A N/A False False False 5 Default Default 1.0 1.0 5 4.400 2.57 False True False SpecifiedAngle
Hit 1 High False N/A N/A False False False 4 Default Default 1.0 1.0 4 4.400 2.57 False True False SpecifiedAngle
Hit 2 Sweetspot False N/A N/A False False False 11 Default Default 1.0 1.0 11 6.000 4.65 True True False SpecifiedAngle
Hit 2 Sourspot False N/A N/A False False False 10 Default Default 1.0 1.0 10 5.200 3.57 True True False SpecifiedAngle


Down Air

While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ AttackDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Hit 1 3% 15 16-30Cancels to Hit 2 on hitting anything. 15Endlag on whiff. 46IASA on whiff. 9 5.0 + 0.0 110 7 Stun
Hit 2 3% 6Hit 2 startup begins immediately after Hit 1 connects. 7-8Active frames after Hit 1 connects. 10Endlag after Final Hit. 27IASA after Hit 1 connects. 9 5.0 + 0.0 110 8 Stun
Final Hit 6% 6Startup for Hit 2 after Hit 1 connects. 15-16Active frames after Hit 1 connects. 10 27IASA after Hit 1 connects. 9 6.0 + 0.45 90 6 Stun

A series of three damaging pogo kicks with a big, active hitbox, Down Air is a potent pressure mixup for once Ranno has conditioned the opponent to shield.

Down Air functions as a single long-lasting kick below Ranno until the move hits a character or shield, at which point he'll perform the last two kicks in the chain. Ranno can hitfallHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II.
all three kicks.

Ranno can act incredibly soon after the last kick, allowing him to either combo from Down Air or Down Air on shield to follow up with another Aerial before the opponent can punish him.

Because of this, the main mixup when landing Down Air on shield is between Ranno immediately doing Neutral/Forward/Back Air - beating an attempted punish - or delaying the Aerial/doing empty landempty land
Landing without using an aerial or attacking, typically near an opponent to mix them up
Grab - beating ParryDefault Controls
Xbox:
GCN: / +
KB:
and ShieldDefault Controls
Xbox:
GCN:
KB:
.

However, Ranno is fully actionable after Down Air and can choose any option such as double-jumping, wavelanding, Up Air, or anything else, so keep getting creative!

The major downside of Down Air is that it's very slow to come out compared to the rest of Ranno's kit, and his poor air speed makes the move unwieldy to use in neutral. Ranno can mitigate this, however, by using Darts and Dart Cancel Aerials to condition the opponent to shield, even making it possible that the enemy drops shield during the pogo kicks if they were only expecting to block one attack.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Hit 1 False N/A N/A False False False 5 0.5 Default 1.0 1.0 5 2.000 2.57 True True False SpecifiedAngle
Hit 2 False N/A N/A False False False 5 0.5 Default 1.0 1.0 5 2.000 2.57 True True False SpecifiedAngle
Final Hit False N/A N/A False False False 8 Default Default 1.0 1.0 8 6.800 5.82 True True False SpecifiedAngle


Specials

Neutral Special - Poison Darts

SpecialDefault Controls
Xbox:
GCN:
KB:
(Hold OK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Charge N/A 8Minimum startup before being able to throw darts or cancel charge. 9-32, 33-56, 57-80Each timeframe represents the duration for charging one, then two, then three darts. 6Frames of recovery when cancelling the move. 15 [39] [63] [87]IASA minimum time to start & cancel charge.
[IASA minimum time to charge one/two/three darts & cancel the move.]
N/A N/A N/A N/A
Ground, Uncharged 1% 2 [10]Frames of Throw startup.
[Frames of Throw startup + Charge startup.]
7Duration where darts are thrown. Can be interrupted. 20 30 [38]IASA.
[IASA + Charge startup.]
N/A 4.0 + 0.1 70 2 No Stun (Reflect)
Ground, Fully Charged 1% 2 [10]Frames of Throw startup.
[Frames of Throw startup + Charge startup.]
7Duration where all darts are thrown. 20 30 [38]IASA.
[IASA + Charge startup.]
N/A 4.0 + 0.1 70 2 No Stun (Reflect)
Aerial, Uncharged 1% 2 [10]Frames of Throw startup.
[Frames of Throw startup + Charge startup.]
7Duration where all darts are thrown. 16 26 [34]IASA.
[IASA + Charge startup.]
4Universal landing lag;
throwing darts adds no extra lag to Ranno's landing.
4.0 + 0.1 70 2 No Stun (Reflect)
Aerial, Fully Charged 1% 2 [10]Frames of Throw startup.
[Frames of Throw startup + Charge startup.]
7Duration where all darts are thrown. 16 26 [34]IASA.
[IASA + Charge startup.]
4Universal landing lag;
throwing darts adds no extra lag to Ranno's landing.
4.0 + 0.1 70 2 No Stun (Reflect)

Ranno's Darts are an extremely versatile move for controlling space, disrupting the opponent, edgeguarding, combos, and even movement. A lynchpin tool in his kit.

Darts can be charged by holding SpecialDefault Controls
Xbox:
GCN:
KB:
and are thrown by releasing or tapping the input, disrupting the opponent on hit. The charge can be cancelled and stored by inputting ShieldDefault Controls
Xbox:
GCN:
KB:
while charging. When thrown, grounded Darts travel horizontally while the aerial version throws them down at a 45° angle.

Darts charge in levels, with each level adding another Dart to the throw (up to 4) in a widening upward arc while increasing the speed and distance they travel.

On their own Darts are an incredible neutral tool, allowing Ranno to stifle his opponent's movement safely while racking up damage and Poison Stacks to threaten a massive Bubble combo.

Though Darts really shine when used in midair, thanks to their steep throwing angle and near-nonexistent landing lag. Charging Darts threatens the ground in front of Ranno allowing him to aggressively mix up his movement by b-reversing and/or cancelling the charge to use his aerials or other movement options, and if his opponents don't respect the Darts then he can let them loose while fastfalling to start a combo.

This also makes aerial Darts incredible at edgeguarding, either by throwing them from onstage or by going offstage while throwing them to combo into Forward Air on hit.

  • Applies 1 Poison Stacks per Dart.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Charge N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
Ground, Uncharged True N/A N/A True True False 5 0.0 1.0 1.0 N/A 2 2.800 0.85 False True True SpecifiedAngle
Ground, Fully Charged True N/A N/A True True False 5 0.0 1.0 1.0 N/A 2 2.800 0.85 False True True SpecifiedAngle
Aerial, Uncharged True N/A N/A True True False 5 0.0 1.0 1.0 N/A 2 2.800 0.85 False True True SpecifiedAngle
Aerial, Fully Charged True N/A N/A True True False 5 0.0 1.0 1.0 N/A 2 2.800 0.85 False True True SpecifiedAngle

Charge:

  • Cancelling a charge part-way through has the next charge begin at the start of the 24 frame window for that level.

<br/>Ground, Uncharged:

  • Darts remain active for 24 frames each.


Forward Special - Tongue Pull

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ SpecialDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Grounded (Grab) 6% 20 20(Consume: 24) 10+32 21 N/A N/A N/A N/A
Grounded Sling N/A 26 N/A 10 17 N/A N/A N/A N/A
Aerial 6% 20 20(Consume: 24) 40 21 N/A N/A N/A N/A
Aerial Sling N/A 26 N/A 10 17 N/A N/A N/A N/A

An unusual yet powerful tool in Ranno's otherwise straightforward kit, Forward Special is a command grab and unconventional movement option specialized for hard callouts, big punishes, recovering, and ridiculous movement mixups.

Ranno extends his tongue over the duration of the move, trapping the first opponent hit in a Bubble he spits out with them. This makes Forward Special more threatening the more Poison Stacks the opponent has, but whiffing leaves him wide open for punishment.

If Ranno's tongue hits a surface or a Bubble he instead Slingshots himself to the point of impact, gaining speed the further he travels. Once Ranno reaches the end of his tongue he carries the momentum with him, being able to instantly use his other Specials as well as his Tilts, Jabs, Grab, and Strongs on the ground. After a short recovery he can then ShieldDefault Controls
Xbox:
GCN:
KB:
, ParryDefault Controls
Xbox:
GCN: / +
KB:
, dash, airdodge, and use Aerials as well. Additionally, Ranno gets his double jump back if his tongue connects with the ground or a platform.

During the Sling and its recovery Ranno is able to jump, expending his double-jump to launch himself through the air based on how fast he was going. Ranno can freely use Aerials and Specials during this time but is locked out from airdodging for a short period of time, leaving him vulnerable. This also means he can b-reverse Darts to reverse his momentum, which combined with charge cancelling enables some staggering movement possibilities.

One of Forward Special's most important uses is when recovering. Slinging to the wall helps Ranno open up his options with walljump, airdodge, or other options closer to the ledge, but the real power for recovering is found when using Down Special to set up a Bubble to Sling back to stage with at full speed. Slinging from the Bubble destroys it in the process, though he can deploy a new one using Down Special any time afterwards.

Additionally, Forward Special is great at covering tech options when the opponent's tech roll distance is limited - namely close to ledge - since grounded Tongue would be liable to cover all tech options if timed and spaced properly. This is situational based on position, however, and shouldn't be fished for without the right circumstance.

  • When landed, consumes all Poison Stacks on trapped target.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Grounded (Grab) N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
Grounded Sling N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
Aerial N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
Aerial Sling N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A


Up Special - Poison Lunge

Rising: Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ SpecialDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Rising (Early) 4% 10 11-22 18 11 26 8.0 + 0.2 45 4 Stun
Rising (Late) 4% 10 23-26 18 11 26 6.0 + 0.1 80 4 Stun

This move sees Ranno launch himself upwards with a poison-infused strike, serving as a simple recovery tool.

Ranno can adjust the angle of the move along with the following momentum depending on how far forward the stick is held during startup, ranging from neutral on the stick to fully forward. Ranno enters freefall if he doesn't perform one of the followups.

Its short range can be exploited by characters with disjoints, so it may be necessary to get creative with options like walljump, airdodge, Forward Special, and Bubble to get back to ledge.

  • Applies 1 Poison Stack on hit.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Rising (Early) False ReverseMomentum N/A False False False 7 Default Default 1.0 N/A 7 5.200 3.57 False True False SpecifiedAngle
Rising (Late) False ReverseMomentum N/A False False False 6 Default Default 1.0 N/A 6 5.200 3.57 False True False SpecifiedAngle


Dive: Rising > Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ SpecialDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Dive 5% 8 9-56*This hitbox is also active when Ranno lands, for 1 frame. 10 57+Endlag can be cancelled with double jump. 32The first frame of this has an active hitbox for Ranno. 8.0 + 0.65 45 5 Stun
Landing 5% 8 9-56*This hitbox is also active when Ranno lands, for 1 frame. 10 57+Endlag can be cancelled with double jump. 32The first frame of this has an active hitbox for Ranno. 8.0 + 0.65 45 5 Stun

Ranno lunges downwards from the apex of the initial rising strike. The dive can be edge-cancelled, making it a powerful option for escaping juggle situations when mastered.

Though the dive itself can't be angled, it can still be aimed by angling the rising strike and timing the dive afterwards.

Ranno remains actionable after the dive, and can cancel it early with a double-jump or walljump as soon as frame 42 from the start of the dive.

  • Applies 1 Poison Stack on hit.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Dive False ReverseMomentum N/A False False False 10 Default Default 1.0 N/A 10 6.000 4.65 False True False SpecifiedAngle
Landing False ReverseMomentum N/A False False False 10 Default Default 1.0 N/A 10 6.000 4.65 True True False SpecifiedAngle


Spin: Rising > AttackDefault Controls
Xbox:
GCN:
KB:
(Hold OK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Multihit 1% 9 10-11, 16-17, 22-23, 28-29, 34-35 18Can start grabbing ledge on frame 16. Enters pratfall starting on frame 19. N/A 14 4.0 + 0.0 135 2 Stun
Final 1% 9 40-41 18Can start grabbing ledge on frame 16. Enters pratfall starting on frame 19. N/A 14 10.0 + 0.35 80 2 Stun
Darts 1% 9 40-41 18Can start grabbing ledge on frame 16. Enters pratfall starting on frame 19. N/A 14 4.0 + 0.1 70 2 No Stun (Reflect)

Ranno spins into a poisonous vortex at the apex of the rising strike, suspended in mid-air while throwing Poison Darts ahead of and behind him.

There's a vortex hitbox directly on top of Ranno that sucks in opponents before launching them up at the end of the move, putting Ranno in freefall afterwards.

This is a cheeky way to tack on damage and poison stacks on unsuspecting foes, but it leaves Ranno very vulnerable if the opponent avoids the vortex or needles.

  • Applies 1 Poison Stacks per dart.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Multihit False ReverseMomentum N/A False False False 4 0.0 1.0 1.0 N/A 4 2.800 0.85 True True True SpecifiedAngle
Final False ReverseMomentum N/A False False False 9 Default Default 1.0 N/A 9 2.800 0.85 True True False SpecifiedAngle
Darts True N/A N/A True True False 5 0.0 1.0 1.0 N/A 2 2.800 0.85 False True True SpecifiedAngle


Down Special - Toxic Trap

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ SpecialDefault Controls
Xbox:
GCN:
KB:
(Hold OK)

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
N/A 8 + summon: 16(24) N/A 10 25 N/A N/A N/A N/A

Ranno summons a Bubble he can control, stalling him in midair.

Holding the button down or using Down Special while a Bubble is on screen allows Ranno to manually move the Bubble. If a character is knocked into the Bubble they become trapped for a period of time scaling with their number of Poison Stacks.

Bubble can be used in many ways defensively such as mixing up Ranno's fallspeed when being juggled, recovering with Forward Special, mixing up his movement with Down Air, placing it in neutral to block projectiles or zone people off, and setting Bubble in the path Ranno would be launched at kill percents to save him from being KO'd.

Bubble can also be used aggressively by setting it at ledge to trap vulnerable recoveries, bouncing Darts off it to send them in new directions, setting up for a high Poison Stack combo, trapping opponents fishing for crouch cancel, creating a surface for Forward Special to Sling onto to make it safer to go for on stage, hitfallingHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II.
Ranno's Aerials off of it while making them more active during hitstop, and even more!

The only real limit is one's imagination.

  • When landed, consumes all Poison Stacks on trapped target.


Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A


Grabs & Throws

Grab

Standing Grab: GrabDefault Controls
Xbox:
GCN:
KB:

Dash Grab: While Dashing / Running GrabDefault Controls
Xbox:
GCN:
KB:

Pivot Grab: During Run TurnaroundState when reversing direction during a Run GrabDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Standing Grab N/A 6 7-8 23 32 N/A N/A N/A N/A
Dash Grab N/A 9 10-11 27 39 N/A N/A N/A N/A
Pivot Grab N/A 9 10-11 30 42 N/A N/A N/A N/A

Ranno's Grab is a core part of his pressure and combo game, working nicely with the rest of his kit thanks to his exceptional Throws, vortex with Pummels and techchases, and his naturally good speed and framedata.

Since Ranno can disrupt his opponent's movement with Darts, he can then condition them to ShieldDefault Controls
Xbox:
GCN:
KB:
using Aerials, Jab strings, Tilts, and aerial Darts. Once they have their guard up, he can then choose to lay on even more pressure or go for a punish using Grab or Forward Special, getting his highly damaging combos kicked off.

His high ground speed also makes reaction techchases that loop back into Grab possible from Back Throw and Down Throw, which he can continue so long as he keeps landing Pummels after the second Grab, seen here.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Standing Grab N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
Dash Grab N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
Pivot Grab N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A


Pummel Attack

GrabDefault Controls
Xbox:
GCN:
KB:
> AttackDefault Controls
Xbox:
GCN:
KB:

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
8% 10 1 20 32 N/A 4.0 + 0.0 45 7 Stun

A universal Pummel Attack across the roster, removing chaingrab protection and dealing a fair amount of damage.

By landing Pummel Attack Ranno can combo the following Throw into another Grab, or extend Grab techchases after two Throws as seen here.

Functions as a 50/50 with Pummel Special when techchasing, as both allow Ranno to continue chaingrabbing afterwards.


Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
False N/A N/A False False False 4 Default Default 1.0 N/A 4 8.400 8.42 False False True SpecifiedAngle


Pummel Special

GrabDefault Controls
Xbox:
GCN:
KB:
> SpecialDefault Controls
Xbox:
GCN:
KB:

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
1% 10 11, 15, 19, 23 20 44 N/A 4.0 + 0.0 45 2 Stun

Ranno's Pummel Special, removing chaingrab protection and applying the maximum amount of Poison Stacks on hit.

By landing Pummel Special Ranno can combo the following Throw into another Grab, or extend Grab techchases after two Throws as seen here.

Functions as a 50/50 with Pummel Attack when techchasing, as both allow Ranno to continue chaingrabbing afterwards.

Becomes particularly threatening when used around a Bubble, or before setting up a Bubble after a Throw with Down Special or Forward Special.

  • Applies 4 Poison Stacks.


Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
False N/A N/A False False False 4 Default Default 1.0 N/A 4 2.800 0.85 False False True SpecifiedAngle


Forward Throw

GrabDefault Controls
Xbox:
GCN:
KB:
> Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Presumes character is facing right.

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
5% 23 24 24 49 N/A 9.0 + 0.4 45 N/A N/A

A Judo Throw best suited for making space and setting up edgeguards.

Forward Throw's inability to combo or effectively techchase make it pale in comparison to Ranno's other Throws, but his strong edgeguarding means it can be a worthwhile option.

  • Always tumbles.


Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
N/A N/A True N/A N/A N/A N/A N/A N/A 1.0 N/A N/A N/A N/A N/A True True N/A


Back Throw

GrabDefault Controls
Xbox:
GCN:
KB:
> Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Presumes character is facing right.

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
4% 15 16 24 41 N/A 8.0 + 0.6 115 4 Stun

One of Ranno's main Throws for techchases and combos.

Forms a DI mixup with Down Throw, where DI away from Back Throw makes it easier to combo off Down Throw and vice versa.

Back Throw sends considerably further than Down Throw so it becomes less reliable at higher percents, though on DI in it can still combo into superjump Forward Air to kill.

  • Always tumbles.


Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
False N/A N/A False False True 10 Default Default 1.0 N/A 10 5.200 3.57 False True True SpecifiedAngle


Up Throw

GrabDefault Controls
Xbox:
GCN:
KB:
> Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
4% 16 17-19 28 48 N/A 12.0 + 0.25 82 4 Stun

Ranno's preferred Throw for comboing fastfallers.

Can be followed up with Aerials, Darts, or even DACUSDACUS
Dash Attack Cancel Up Smash/Strong; cancelling the startup of dash attack into an up smash/strong for more distance and momentum.
and chaingrabs (after a Pummel or weak Aerial) on fastfallers. Great option for continuing strings or setting up techchases on platforms.

  • Always tumbles.


Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
False N/A N/A False False True 9 Default Default 1.0 N/A 9 5.200 3.57 False True True SpecifiedAngle


Down Throw

GrabDefault Controls
Xbox:
GCN:
KB:
> Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
3% 11 12-13 18 32 N/A 8.0 + 0.3 65 3 Stun

Ranno's primary Throw for getting his combo game started, techchasing, and closing out stocks.

Ranno can reaction techchase from Down Throw at low percents, and depending on the opponent's fallspeed can either continue techchasing or start comboing through to mid and high percents.

Down Throw is of Ranno's most important kill confirm tools, comboing into Strongs, DACUSDACUS
Dash Attack Cancel Up Smash/Strong; cancelling the startup of dash attack into an up smash/strong for more distance and momentum.
, or Forward Air at kill percents depending on the opponent's DI and attributes.

  • Always tumbles.


Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
False N/A N/A False False True 16 Default Default 1.0 N/A 16 4.400 2.57 False True True SpecifiedAngle


Misc. Attacks

Ledge Attack

During Ledgehang AttackDefault Controls
Xbox:
GCN:
KB:

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
6% 24 25-28 27Ranno leaves ledge on frame 2 of endlag. 56 N/A 8.0 + 0.3 45 5 Stun

A standard Ledge Attack where Ranno kicks into the stage.

  • Intangible between frames 1-28.
  • Ledge is no longer occupied starting on frame 31.


Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
False N/A N/A False False False 8 Default Default 1.0 N/A 8 6.800 5.82 True True False SpecifiedAngle


Ledge Special

During Ledgehang SpecialDefault Controls
Xbox:
GCN:
KB:

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
Front 5% 30 31-33 30 64 N/A 13.0 + 0.0 140 5 Stun
Back 5% 30 31 30 64 N/A 12.0 + 0.0 140 5 Stun

Ranno's Ledge Special puts down a Bubble before dashing forward to knock opponents back into it.

While slow and punishable as a reversal, Ledge Special's slow startup and backwards knockback make it a great edgeguarding tool when threatening to grab ledge. This is because it can cover both recovering to ledge while also hitting recoveries onto stage.

  • Intangible between frames 1-30.
  • Ledge is no longer occupied starting on frame 31.
  • When landed, consumes all Poison Stacks on trapped target.
  • Existing unoccupied Bubbles will despawn.


Hit / Hitbox Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
Front False N/A N/A False False False 8 0.0 Default 1.0 N/A 8 6.000 4.65 False True True SpecifiedAngle
Back False N/A N/A False False False 7 0.0 Default 1.0 N/A 7 6.000 4.65 False True True SpecifiedAngle


Getup Attack

During Knockdown AttackDefault Controls
Xbox:
GCN:
KB:

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
6% 18 19-20, 27-28 21 50 N/A 9.0 + 0.25 45 5 Stun

A fully intangible Getup Attack that hits twice on both sides.

  • Intangible between frames 1-30.


Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
False N/A N/A False False False 8 Default Default 1.0 N/A 8 6.800 5.82 True True False SpecifiedAngle


Getup Special

During Knockdown SpecialDefault Controls
Xbox:
GCN:
KB:

DamageThe raw damage percent value of the listed move/hit. Startup WindowThe number of startup frames before the attack comes out. Active FramesThe number of frames a move is active and can affect opponents. EndlagThe number of frames before a character can act after the move becomes inactive. IASAInterruptible As Soon As; the earliest frame a character can act after using the move. LandlagThe landing recovery frames the move incurs when the attacker lands. KnockbackBase Knockback + Knockback Scaling. AngleThe angle at which the move sends the target. ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here.
N/A 30 N/A 10 41 N/A N/A N/A N/A

Ranno's Getup Special deploys a Bubble that Ranno uses to propel himself into the air.

Getup Special is intangible for most of its startup, but its slow startup and lack of hitbox mean that it's better as a mixup than a default option. The vertical hurtbox shifting also makes the move well suited to escaping tech chases on platforms where the opponent is trying to shark through the platform.

  • Intangible between frames 1-21.
  • When landed, consumes all Poison Stacks on trapped target.
  • Existing unoccupied Bubbles will despawn.


Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. Force TumbleDoes the hitbox force tumble regardless of knockback? HitpauseDoes the hitbox force tumble regardless of knockback? SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. Hitstun MultiplierModifies the amount of hitstun incurred upon hit. Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. Shield HitpauseDoes the hitbox force tumble regardless of knockback? Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle.
N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A


Cosmetics

Default

Default Red Blue Green Mint Purple Black Spooky Cool Blue Abyssal
Ranno's Default Palette Ranno's Red Team Palette Swap Ranno's Blue Team Palette Swap Ranno's Green Team Palette Swap Ranno's Mint Palette Swap Ranno's Purple Palette Swap Ranno's Black Palette Swap Ranno's Orange Palette Swap Ranno's Cool Blue Palette Swap Ranno's Abyssal Palette Swap
Unlocked by Default Unlocked by Default Unlocked by Default Unlocked by Default Unlocked at Character Level 45 Twitch Drop Campaign Purchasable in the Coin Shop Purchasable in the Coin Shop Purchasable in the Coin Shop Arcade (Hard) Abyssal Reward

Solid

Unlocked at Character Level 50. Cannot be purchased in the shop.

Default Red Blue Green
Ranno's Default Solid Palette Ranno's Red Team Solid Palette Swap Ranno's Blue Team Solid Palette Swap Ranno's Green Team Solid Palette Swap
Unlocked at Character Level 50 Unlocked at Character Level 50 Unlocked at Character Level 50 Unlocked at Character Level 50

Abyss

Unlocked at Character Level 100. Cannot be purchased in the shop.

Default Red Blue Green
Ranno's Default Abyss Palette Ranno's Red Team Abyss Palette Swap Ranno's Blue Team Abyss Palette Swap Ranno's Green Team Abyss Palette Swap
Unlocked at Character Level 100 Unlocked at Character Level 100 Unlocked at Character Level 100 Unlocked at Character Level 100

Retro

Kickstarter Backer exclusive skin.

Default Red Blue Green
Ranno's Default Retro Palette Ranno's Red Team Retro Palette Swap Ranno's Blue Team Retro Palette Swap Ranno's Green Team Retro Palette Swap
Kickstarter Backer exclusive Kickstarter Backer exclusive Kickstarter Backer exclusive Kickstarter Backer exclusive

Slam Dunk (Basketball)

Tournament exclusive skin. Can be earned by attending qualifying in-person tournament events. Certain palettes are exclusively granted to attendees of specific events. Some palettes obtainable through Twitch drops or sold separately. Receiving one palette grants you the default and the 3 team colors automatically.

Default Red Blue Green Heatwave SSE Don't Park on the Grass LACS Platfight Big Moves Frosty
Ranno's Default Basketball Palette Ranno's Red Team Basketball Palette Swap Ranno's Blue Team Basketball Palette Swap Ranno's Green Team Basketball Palette Swap Ranno's Basketball Palette for Heat Wave 7 Ranno's Basketball Palette for SSE Fall Showcase 2024 Ranno's Basketball Palette for Don't Park on the Grass 2024 Ranno's Basketball Palette for LACS Rivals Ranno's Basketball Palette for Platfight Gaming Championships Ranno's Basketball Palette for Luminosity Makes Big Moves 2025 Ranno's Basketball Palette for Frosty Faustings XVII
Tournament attendee exclusive Comes with receipt of this skin Comes with receipt of this skin Comes with receipt of this skin Heat Wave 7 SSE Fall Showcase 2024 Don't Park on the Grass 2024 LACS Rivals Platfight Gaming Championships Luminosity Makes Big Moves Frost Faustings XVII

Dart

Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.

Default Red Blue Green Foil
Ranno's Default Dart Palette Ranno's Red Team Dart Palette Swap Ranno's Blue Team Dart Palette Swap Ranno's Green Team Dart Palette Swap Ranno's Foil Dart Palette Swap
Purchasable in the Coin Shop Comes with purchase of this skin Comes with purchase of this skin Comes with purchase of this skin Purchasable in the Coin Shop

Tree Frog

Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.

Default Red Blue Green
Ranno's Default TreeFrog Palette Ranno's Red Team TreeFrog Palette Swap Ranno's Blue Team TreeFrog Palette Swap Ranno's Green Team TreeFrog Palette Swap
Purchasable in the Coin Shop Comes with purchase of this skin Comes with purchase of this skin Comes with purchase of this skin

Tuxedo

Rare Tier skin available for purchase in the Bucks Shop. It has custom VFX.

Default Red Blue Green Pink
Ranno's Default Tuxedo Palette Ranno's Red Team Tuxedo Palette Swap Ranno's Blue Team Tuxedo Palette Swap Ranno's Green Team Tuxedo Palette Swap Ranno's Pink Tuxedo Palette Swap
Purchasable in the Bucks Shop Comes with purchase of this skin Comes with purchase of this skin Comes with purchase of this skin Purchasable in the Coin Shop

Black Widow

Rare Tier skin available for purchase in the Bucks Shop or in the Halloween Bundle. It has custom VFX.

Default Red Blue Green
Ranno's Default BlackWidow Palette Ranno's Red Team BlackWidow Palette Swap Ranno's Blue Team BlackWidow Palette Swap Ranno's Green Team BlackWidow Palette Swap
Purchasable in the Bucks Shop Comes with purchase of this skin Comes with purchase of this skin Comes with purchase of this skin

Low Poly

Rare Tier skin available for purchase in the Bucks Shop or in the Rivals 3D Event Bundle.

Default Red Blue Green
Ranno's Default LowPoly Palette Ranno's Red Team LowPoly Palette Swap Ranno's Blue Team LowPoly Palette Swap Ranno's Green Team LowPoly Palette Swap
Purchasable in the Bucks Shop Comes with purchase of this skin Comes with purchase of this skin Comes with purchase of this skin

Snow Day

Rare Tier skin available for purchase in the Bucks Shop or in the Winter Festival Event Bundle.

Default Red Blue Green
Ranno's Default SnowDay Palette Ranno's Red Team SnowDay Palette Swap Ranno's Blue Team SnowDay Palette Swap Ranno's Green Team SnowDay Palette Swap
Purchasable in the Bucks Shop Comes with purchase of this skin Comes with purchase of this skin Comes with purchase of this skin

Navigation

To edit frame data, edit values in RoA2/Ranno/Data.


Ranno


Character Select

System Explanations

Essentials
How to PlayControlsSystem Mechanics
StagesHUDTraining Mode
Detailed & Advanced Information
Universal StrategyFrame Data ExplanationEsoterica
Gameplay RecordingCharacter Stats
Archived Information
FAQPatch NotesDiscords
Customization
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