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Posted

Never jump in at Ragna if that is what you are doing, when he jumps then attack him in the air; Ragna dp is really good.

Whenever you fight a hellspike, you can always count on:

3d-b (Cancel) *falling behind him* j.c -> anything you want. I typically stick to that plan with rawrgnas as well as zoning him with my drives a ton.

That's how I felt when I first played against Ragna. But - really - Ragna is all about high risk/high reward. Tao does have priority - her 5b will CH or exchange hits against him. The only exception is his DP, but who didn't see that coming?

So what do you do when a Ragna player likes to play risky? Bait and punish all their high risk moves. They like to DP on wake up? So what, back dash and 5c punish. They like to spam 5b? No problem, they're going to gatling that into the same string over again. Just wait till they splurge 50% meter to keep up the pressure. All you have to do is keep a close eye on their high risk moves so you can IB and punish accordingly. Ragna likes to grab you one-too-many times? Good news for you - you can tech out for free! 6a is beating your anti-airs? How about trying making full use of your triple jump/drives? Keep him guessing and fish out some meaty baits.

Is Ragna playing too offensive? Don't give him the chance! Show him your acrobatics and make him work for the damage.

You're right in saying that, once you're hit, it's pretty much game over. But you can say the same against Ragna. Be creative - if the same pressure string isn't cutting the ice, then be witty and find damage another way. Just because Ragna plays a riskier offense/defense doesn't mean you're on the wrong track.

Original thread - http://www.dustloop.com/forums/showthread.php?t=6389

Please edit w/e you like TaoFTW.

Posted

Yep. Like in the quote above - be really, really careful approaching Ragna from the air. His 6A is quick and partially invincible and'll cut up your j.C every time, often leading to a painful combo afterward. On the ground though I think Tao can do just fine for herself. A lot of Ragnas seem to have supreme confidence in the speed and priority of their rushdown and will often dash in at you with guns blazing. Tao's 5C reaches a lot farther than it looks, however, and can tag a charging Ragna. Plus a counter hit 5C -> 6C always leads to some excellent 4k combos. Use it! Basically, there aren't many characters that can match Ragna for speed but Tao's one of them. Tiny gaps in a Ragna combo that might be safe against other chars aren't safe against you. Punish sloppy block strings with your fast stuff like 5B and 2A and you'll have an ok time staying on the offensive.

  • 2 weeks later...
Posted

Ok guys I have a bit of an issue. I hear everyone saying that Hell's Fang is punishable on block and all this, but I can't seem to punish it with Tao. My friend uses Ragna and frequently uses HF to get close and to times I'm forced to block it. Thing is, he does the follow-up on block and it pushes him far enough away from me that I can't seem to punish him for it. He always has enough time to block. So what moves do you use to punish his HF and follow up?

Posted

Ok guys I have a bit of an issue. I hear everyone saying that Hell's Fang is punishable on block and all this, but I can't seem to punish it with Tao. My friend uses Ragna and frequently uses HF to get close and to times I'm forced to block it. Thing is, he does the follow-up on block and it pushes him far enough away from me that I can't seem to punish him for it. He always has enough time to block. So what moves do you use to punish his HF and follow up?

I'm pretty sure 5B after you block the first hit of HF will connect, then you can follow up with whatever combo you want.

Posted

Pressuring into 6C, do not 236A for further pressuring. Even not on Instant-Block, Ragna can 623C/D Infact, if the opponent has ANY kind of special or SRK, Cat Spirit 1 can be countered.

  • 1 month later...
Posted

On a fairly humorous note, but still serious, I've had some results by randomly finding time to throw out a bowling ball when a Ragna is backpedaling and feeling me out(and out of range). More than half the time it will connect from setups, but more often than not just serves as a way to get him to jump/"Oh god do I seriously need to block that?", but really just confuses them. When it does actually connect, if I'm close enough I can get a free C poke in, which may or may not be in part to minor online delay. Not gutsy enough to try anything afterwards, but still funny to throw them off for a bit.

Posted

When crawling under his attacks, looks like 3C D~B [hit] 5B 2D~5 6D~6 j.C 6D~6 j.C 6D~6 j.A j.C 9D~9 .. 236BB 236BBBB [3888] is the most damaging punishment. However, this combo cannot be used if you link beforehand. Therefore, this is the best usage of the combo. Anyone got anything more damaging?

Posted

I find a lot of Ragna's like to start rounds off with their dashing D attack (don't recall he name of the move atm.) If your opponent likes to do that, don't get pressured into taking a huge chunk out of your guard libra and just 4d at the beginning of the match. He'll slide right under you harmlessly. It's really fun if they try it again from the other side to just keep 4d-ing over them until they realize it ain't gonna work.

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