Jump to content
Dustloop Forums

Recommended Posts

Posted (edited)

Discussion pertaining to Mu-12 vs. Ragna should go here.

Ragna is comfortable at mid range, and up close (For you Mu-12 players out there, you like being at the former range). Problem is Ragna's normals are much faster (If not a tad shorter) than yours.

It's imperative that you keep Ragna afraid of you, you are both made of glass but his damage and reversal options are superior to yours (Especially his damage). Keep him guessing, and for the love of God don't try to start every combo with a low. You have j.2C and that overhead for a reason.

Bottom line - At mid range you have a chance, at close range you are probably already in the corner and about to be dead. Just hope the Ragna player gets distracted by your almost nude ass long enough for you to kill him.

P.S. - 2C wrecks your shit.

Edited by Aginor
Posted

Huh. Well, from the Mu that I have been fighting so far, all the matches are just me IBing bullets until I get about 30 Heat, jumping over the Guard Primer taking ones, then using whatever arching command special to get close. Those bullets move really slow so, seeing them isn't something tough at all. Her DP, seems like it stops cross overs and with how close ragna likes to be, it's a good tool. Also, Counter Assault, Because most Ragna's don't pay attn to such, are always good.

She's new. No one knows anything pretty much. :/

So far, with how early it is, I don't see Ragna having a problem with her, unless Mu is doing a lot of IB into her DP. In which case, there are going to be a lot of Jump Canceling of normals going on to cross up that DP attempt. As more people play her though and her normals get figure'd out more, we'll see something more deadly.

Now, if she had some moves at gave her foot invincibility, we'd see a bit more of a fight. Being that a good chuck of Ragna's blockstring normals are foot attribute only, she could have a way out besides DPing all the time. She wouldn't have to mess with 2[anything] from him.

  • 2 weeks later...
Posted

is 6B not foot invincible? it looks like it would be, sort of

this matchup is a lot of boring poking, and if you mess up you probably lose. oh well top tiers

Posted
is 6B not foot invincible? it looks like it would be, sort of

Could someone comfirm this in practice mode? Id like to know which moves has low-invincible.

EDIT: Mu-12´s 6B is not low-invicible, but it can go over Ragna´s 6C with presise timing. This has been comfirmed by Big Red Tie.

Posted
Ragna - between 5-5 and 6.5-3.5 in Ragna's favor

Ragna rushes that shit down for days, and using Hell's fang when you try to place can get him in pretty fast. He does good damage but Mu is very capable of giving him pain if she baits a reversal. 6C counter hit really hurts. The problem is getting him off you, but if you smell a Hell's Fang (which is a horrible approach move), just use 214D to pop your ground steins to punish for big damage. Oki is your biggest tool here.

Discussion transfer.

Posted

About 214D... dosen't it lose it's active frames if Mu gets hit? l don't see it working too well as protection...

Can l get some ips on this match? Pleeease. Ragna scrubs be rapin me all day. Worse than Hakumen for real.

Posted

Yup yup it does. I'm hoping in the balance patch it won't do that after a certain amount of time (like when the explosions actually start or something)

This matchup is pretty annoying too. All I can say really is watch your air approach. His 6a is just as good as it was in CT.

And remember that all of his moves can be IB DP'd out of. Condition him to fear it so you can exploit it and get out/counter attack (applies to almost everyone really, but I feel it's most effective on ragna)

Oh and make sure you know all points into which he goes into a low/high mixup. 2b is the most common one for run-of-the-mill ragnas but you've gotta know 'em all :o

Posted

Ragna...is just annoying in this game. Playing Ragna now almost feels like playing Jin from CT, hes just annoying and gets easy damage off you from almost nothing. Once he gets you in a corner, you pretty much lost already.

What's worked for me? Keep your manageable distance, and dont let him rush you into a corner else you're screwed. Know where to get out of his blockstrings, and hope his Berial combo drops somewhere during the motion.

I guess i just suck at Mu's DP for SOME reason, sometimes i'll miss-input and end up 6Cing in his face and getting raped. Funny, because i rarely ever screw up Inferno. Other times, it'll just wiff completely. If blocked, you're also screwed. 2C seems to work, but every now and then, his j.C seems to beat my 2C, and I have a very angry look on my face.

IMO its just whoever gets the wheel rolling first. Dont get caught doing anything stupid or you're going to die. You're corner game doesn't have as much pressure i dont think, but if you can get him in a corner Melee, his HP will drop just as quickly as yours would.

Posted

This match is all about showing your dominance in range. Mu's is longer, make him aware and make him do stupid crap to get in.

Posted

I agree with pulsr. Always play safe and never risk anything, though. If you call a ID on wakeup, pop your steins in his face. It will destroy ID, be a good oki setup, and I believe carnage scissors gets hit too. This gives you good damage and you're on your way to condition him to just block. Once he blocks more, you essentially get free rush down and this match gets significantly easier.

Posted

When l do 5d 6d 236d rush in, he waits until l get to him to ID and it works... the problem is, he's in the middle of steins so l can't pop. lf l wait too long to bait then l'll be down to one chance to mixup, and then i'm in trouble if he ID's or gets through that particular problem.

So what do l do for him? (Other dpers seem to have problems since they don't leap.)

Posted

If you know he's mashing on DP, do a different oki setup. The cross under will mess up DPS. Also, 5D>6D>236D>6D>2D>63214C(lvl3), can be spaced so that it is either out of ID range, or sure looks like it. You can also IAD over their head mid-oki, that might get around the ID.

  • 1 month later...
Posted

I've been playing the matchup a bit more, and jC seems really, really good against Ragna. He's to fat to get under it, and it has enough range to stuff any of his approaches or aerials. Its like a brick wall.

Still, general strategy is what Pulsr said, make Ragna curse his awful approach.

Posted

2C is a good option if he approaches from the air as well. the counter hit will give you a free combo.

Posted

Wow, thanks for that. Because l totally didn't know 2C was an anti-air otherwise.

  • 1 month later...
Posted

I've been playing this matchup a bunch recently and I'm going to have to change my tune on how it fares. =/ I'd say it is no worse than 4.5 - 5.5 for Ragna, but I honestly believe the matchup is in Mu's favor now. Not sure how much, but it feels like it's 5.5 - 4.5 Mu at this point, because her oki destroys his wakeup options, her pokes are better and she can do just as much damage with resets and oki. Play with this a bit more, and let me know what you guys think.

Posted

HER POKES ARE BETTER!?

Ragna's 5b single handedly obliterates her

l'm saying 7-3 ragna favor not trolling

Posted

Hey Dude Moo has sweet range.Outranges Ranga in the air AND on the ground.

7-3 sounds a little wild. I thought that number was reserved for match ups like CT Tager vs. CT Arakune/Carl/Nu etc.

Posted

alright i'm sqeaking out of my ass.

But omg l reelly hate fighting this... red... piece of stool...

Posted

I say it's pretty even. Like Pulr said Mu's range is better, and with Ragna's crappy approach, keeping out it much easier than most. Also, he's easy to Block and DP, and his small life bar means you only need to oki him up a few times to kill.

On the flip side, it's a ver frustrating match, one screw up on your part and Ragna's damage and meter output will more than make up for the damage he's taken until that point.

Posted

What I've been noticing is that Mu's oki autopunishes DP, Carnage Scissors etc... and you get to do stupid damage. Like, 5D 6D 236D beats those two and you can cange the oki to hit him out of the air or to mix him up like crazy and he can't move. It's disturbing how much you shut him down.

Guest
This topic is now closed to further replies.
  • Upcoming Events

    No upcoming events found
×
×
  • Create New...