Raymer

Overview: Better take your shot now. Give Raymer a chance, and he won't miss. Whether he's up close and personal or across the stage, he'll make you want to tear your hair out. The only thing you won't catch him with though is a bad hair day.

Special Mechanic, Arsenal: Did you pay attention in geometry class? Angle your shots off the ground, platform, or your own grenade to give it some extra oomph. Adjust your grenade trajectories by giving it a kick while it’s still in the air.

Pros: Good range and aerial mobility, Shots can hit opponents from anywhere on stage

Cons: Struggles vs. disjoints and opponents below him. Most attacks are very punishable.

Grounded Attacks

 * Jab combo
 * Jab 1 - Raymer does a quick jab
 * Jab 2 - Raymer kicks ahead of him
 * Jab 3 - Raymer strikes with his gun
 * Forward Attack - Raymer does a straight kick with a long hitbox
 * Very good opener and combo move at most KBBs
 * Can be low profiled past the knee and is punishable
 * Up Attack - Raymer does an arcing kick over his head
 * Decent anti-air and combo move, can be used as a kill confirm to Up Air at low health
 * Easily punished on whiff
 * Down Attack - Raymer does a sliding kick forwards
 * Great movement tool and combo starter
 * Easy to punish on whiff

Aerial Attacks

 * Neutral Air - Raymer spins and kicks in front of and behind him
 * Very good combo tool at high health, kill move at low health. Can be used for crossups
 * Deadzone at the center of Raymers body makes it possible to whiff
 * Forward Air - Raymer kicks twice in front of him
 * Fast with good range. First hit can be sparked for easy combos at all KBBs, while the second hit can lead to ricochet followups
 * No real cons if spaced properly
 * Up Air - Raymer flips and kicks above him
 * Good vertical hitbox that covers Raymers body. Early hitbox has low knockback but can be combo'd easily. Late hitbox kills at low health and has multiple paths to confirm
 * Can be hit easily from the sides
 * Down Air - Raymer stalls in the air temporarily and then does a divekick
 * Strong spike on early hitbox, Comboable weak hitbox on late hit. Stall can be used to mixup landing and hit timing
 * Highly laggy on landing, easily punishable on whiff. Your only downward hitbox in the air so easily predicted

Specials

 * Neutral Special - Raymer draws his gun and aims. This can be aimed up and down and the bullets ricochet, with them gaining KB for the first 2 bounces
 * Very useful for followups and punishing from a distance. Can kill and hit opponents from anywhere on the stage
 * Slow to start, if used in neutral expect a heavy punish. Aiming has a large learning curve.
 * Forward Special
 * Grounded - Raymer rolls forward and shoots his gun straight ahead
 * Good combo starter and good at punishing landings
 * Reactable
 * Aerial - Raymer does a quick dash at a shallow downwards angle and shoots his gun straight ahead
 * Has a hitbox on the body, good for mixing up recovery
 * Loses to most hitboxes
 * Up Special - Raymer does a quick upwards kick high into the air, and can shoot two bullets after
 * Decent recovery, can mix-up and reverse the second part. Can be used situationally in combos
 * Somewhat slow startup, easy to pineapple yourself if not careful
 * Down Special - Raymer throws a grenade. Can be aimed near or far and charged for increased height
 * Can be juggled freely, allowing many different setups. Easy to combo from a hit
 * Detonates upon using another grenade, allowing only 1 active at a time
 * Somewhat slow startup, easy to pineapple yourself if not careful
 * Down Special - Raymer throws a grenade. Can be aimed near or far and charged for increased height
 * Can be juggled freely, allowing many different setups. Easy to combo from a hit
 * Detonates upon using another grenade, allowing only 1 active at a time