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Posted

It seems like every time I pick carl, the other person decides to not pick their main, and goes with ragna. Any suggestions on this matchup? I've lost it every time I've played it.

Posted

I try to stuff his approach. I use 5B 5C 2C 6]D[ J.A Typically gets CounterHt into some combo. Obviously bait Tech, Supers & Tech DP's. =P

Posted

Some Gimmicks... Remember Carl's 3C goes under his 214A and I think (needs testing) also under his 5B which is a major poke. Remember to barrier guard the 5D and 6DD strings because they'll break your guard like no tomorrow. Thankfully, ragna's IAD/jump jC is one of the few things that Carl's 6A can actually beat :yaaay: (still requires timing). So keep Nirvana in front of you, if he jumps over, 6A->8D->death. If you ever have 50% heat and you IB ragna's 5C, gear super is guaranteed if you do it fast enough. His 5C's recovery is large enough on IB that he gets hit by the gear super even if he tries to block, all other things that 5C can go into have large enough starting (5C-> 6C, 5C->214A, 5C->214B, 5C->3C) that the gear super will come out and i think you trade hits... which is good because you recover faster and can summon+236A (to get to other side) into 8D i think. And remember to IB 214A 214D things to punish, else i dont think you can.

  • 2 months later...
Posted

I am having a REALLY hard time consistently infiniting Ragna, much moreso than everyone else. His hitbox seems so much wierder than everyone else's. I've watched videos for doing it but when I do it on my own with the timings I've practiced, the clap will randomly miss and he'll just bounce to the ceiling while I airdash under him. Or I practice timing the whiff and the clap randomly hits, again throwing off my timing and ending the infinite.

Sooo, anyone else have this problem? What's the most reliable, preferably easy way to infinite Ragna?

Posted

Yeah you have to pay extra close attention when throw looping him. If I want the clap to miss, I do it normally for some reason. If I want to do the basketball loop (where he bounces on the ground but still hits the orb) I deliberately delay when I start doing 8D. I do 8D a lot later than I would on other characters. You have to be conscious about it though.

Posted

No (except if he uppercuts like he's suppose to). His hit animation and his throwbreak animation are two different things. His hit animation (ie. when you throw him) will miss the orb, but if he breaks it, his throw break animation is tall enough to hit the orb.

Posted

Do it faster, lololol. Or mix it up. Grab quick, then IAD basketball, then whiff it, etc etc. Ragna breaks the throw wrong once, you just won. GGs, next round.

Posted

Possibly, I haven't checked it extensively. The timing is kinda tricky. Buuuuuuut what I'm saying is you should make them too afraid to tech. Force them to guess, and make them realize that every mistake = 6k right back into loop. 2 wrong guesses, and GGs. Best part is that it takes next-to-no Nirvana meter to do the 6k reset, aaaaaaaand they can't do srk>rc>escape if you're doing the reset combo. So yeah... put the fear of god into them.

  • 5 months later...
Posted

I play against Titanium Beast in CS right now, and that's pretty much how I fight Ragna. I'm a tiny bit more aggressive. But most of my match is me hiding behind Nirvana and forcing him to come to me. I'm constantly running away since Ragna's range is retarded.

Posted

I disagree. Ragna, you have to constantly be wary of Inferno Divider, but Bang just doesn't have a tool like that. And because of Bang's relative lack of range, you can also afford to be more aggressive at neutral. The Ragna matchup, I think, is defined by Inferno Divider and the range on his attacks making the best way to start pressure to be patient, have good defense, and punish him unmercifully for everything he does even slightly wrong.

Fighting Bang is a lot more free-flowing because you don't have to worry about any of that, and he has autoguards to get out of some of your stuff but they're baitable and don't even compare to the threat of ID. By contrast, Bang is more threatening than Ragna is when he gets going, due to his decently strong command throw that he can tick effectively, his shuriken pressure, and the fact that if he gets a hit, there's a decent chance of an FRKZ in your future that you just can't deal with. Ragna, meanwhile... He can guard crush you if you sit around all day not doing anything I guess. Just, he's a lot stronger against you from neutral and can deal with your pressure better than Bang can.

It can kind of play out similarly thanks to various intricacies. But the underlying core of the matchup is pretty different, I think.

  • 3 months later...
Posted

I agree 100% on that but carls options for stopping pressure are limited to vivace, or Vitabile if u intend to exchange hits.... all in all i dont think carl can kill Ragna

Posted

Not gonna lie, that Ragna in that video was horrible.That was extremely painful for me to watch. But yeah, just play keep away and get into your opponent's head and you'll win in this matchup.

Posted

Getting into there head is impossible against a calm person. Its like fighting Tao sure she does a lot but if u dont panic you'll realise she can be stopped by spaming 2A. This person doesnt fall for any mixups, they also IB & go for Inferno Divider. But they not stupid enough to do it all the time, not only that but the only time they AD is wile were a few feet away they fly right past me

  • 4 weeks later...
Posted

Any Carls up to fight Ragna?

I wanna get used to playing against him and I have yet to fight one that is decent in CS without lag.

I'm in Michigan, so give me a PM or something to let me know if any of you guys are down. Aiming for a good connection. :3

Seon Panther on XBL.

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