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Overall

Ragna VS Hakumen is an even matchup where the skill of the two players will decide the match. You can both take each other out with two combos. One takes you into the corner, and one finishes you off.

 

Round Start

Ragna will want to either 5B, 5C, walk back a bit and see if you do anything, or jump and jC on the way down in case they want to whiff punish something. In some cases they'll go for an air throw if you've jumped at round start a lot, or even YOLO Gauntlet Hades.

 

Your 3C beats all his ground options but will lose to a jump in or walkback. Your 4C will stop pretty much everything but his 5B (it will beat 5C and keep him grounded if he tries to jump).

 

Oh, some Ragnas will test you by just doing Inferno Divider round start, so be on the lookout for that.

 

Neutral

In neutral, you're playing a jockeying for position game. He might use Hells Fang to cheat his way in, or Gauntlet Hades, especially a TK Gauntlet Hades. Airdash jC can also be a problem. For most of those your best bet is to just get out of the way, or 5D if you want to gamble.

 

He will want to run up 5B as well. 3C can beat that if done at the right range (a bit outside 5B's range).

 

On your end, you'll want to use jC close to the ground, 3C, enma to beat a lot of his stuff, and j2C.

 

Defense

Ragna has you blocking. On the attack, he relies mostly on staggers. You're just going to have to block and then slip a counter in when you find a gap, or catch him when he has to run back in. Barrier helps here. He has to run in after he does a Dead Spike and you can tag him then or get out. He'll also be mixing in tick throws. So you have to look out for 2Bs, Gauntlet Hades, 6B, and 6D jD. Sometimes they'll throw in 6C for a delayed low if your timing is too reliant on their rhythm.

 

Beware a crossup Inferno Divider. That shit's pretty much unblockable.

 

Pressure

 

Wakeup

 

Oki

Your main tools are the same as in every other matchup: 6b, throw, IAD low jA or jB, crush trigger, and 2b.

 

You can use 6A, 5C, or 2B to catch rolls.

 

Ending combos in 6B gives you the most plus frames.

 

You can kishuu under his Inferno Divider and murder him if you smell it coming. (You can also OD through it.)

 

If he actually blocks (!), then use a combination of 2As, 2Bs, 5Bs, and 5As to keep applying pressure up close and set up another mixup.

 

Character Specific

 

Match Videos

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