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  • 3 months later...
Posted (edited)

Well this Matchup is usually decided by who get's the momentum first. Once you have distance from Ragna from SoD or even a burst, He does struggle to get in as 2C beats everything he has cleanly. (In most situations. Not all...His j.C will fish a counter if you dont see it coming. 6A still has some uses, but 2C as a whole is gdlk for stupid Ragna jump-ins.)

SoD > 5D > 6D > 236D / Works a treat if he is near the Corner, Ragna has the same health as Mu, so it helps to be a bit more aggressive, Good players could potentially end the round with 2 combos. So I'd say a passive Aggressive game is the best way to go. I wouldn't really bother with 5D > 2D unless you're aiming for a time out.

+ If at any point he used 5D in a Blockstring, you Can DP straight out of there.

I'll add more as I play more.

+ Biggest Tip that will make you win every Ragna/Any game.

DO

NOT

WHIFF

6C

AGAINST

THIS

BASTARD

Edited by YukiBlue
  • 4 weeks later...
Posted
DO

NOT

WHIFF

6C

AGAINST

THIS

BASTARD

Honestly, don't whiff 6C at all, not just against Rags. :v: It's bad no matter who you're fighting.

Anyways I occasionally get to fight a decent Ragna lately. He's not that bad, pretty standard matchup. Get away and zone with lasers and make him work to try and tap dat ass. Zoning him is pretty easy as his approach options are weak. Easily in Mu's favor imo.

Posted
+ If at any point he used 5D in a Blockstring, you Can DP straight out of there.

Dash canceling 5D leaves Ragna completely safe to block, and I think canceling into Deadspike could bait your DP. You might want to test that, cause if he makes you whiff or if he blocks your DP, you're gonna get punished.

Posted

I realized I know nothing about this matchup after getting my ass handed to me by him.

So IB, AAs...best way to keep him out...Mu's range I'm guessing. It seems like a standard keep away game although I'm not fully sure.

Posted

Yea pretty much keep away. Ragna has a hard time getting in imo. He has to really take risks. Like aside from jumping and running he only has like hell's fang and carnage scissors in cse since it's projectile invincible! lolol But yea, as long as you keep him out, you should be ok.

If you get a knockdown, press the advantage but don't overextend yourself because of the DP and you're in his ideal range.

Posted (edited)

Keeping ragna away is probably the safest way to beat Ragna, eventhough he can still counterhit Mu at midrange out of her 5c with his 5b or 5c if you mistimed it, because of it´s extended hitbox and/or slower start up.

Ragna isn´t too bad except when i get cornered by him in the corner. i tend to have problems with his corner pressure and i think that her dp is fairly pointless , due to it´s lack of range if he goes for the standard deadspike stuff after a knockdown.

Ragna can go for a reset with 3c or hades gauntlet after a 5c or 2c, but that can be avoided by jumping away with barrier or your dp.

Edited by bakahyl
Posted
Ragna can go for a reset with 3c or hades gauntlet after a 5c or 2c, but that can be avoided by jumping away with barrier or your dp.

3C combos off of both 5C and 2C, so there's no reset to watch for, he just either gets knockdown or finishes the combo.

On the note of Gauntlet Hades, however, sometimes Ragna will go for a TK Guantlet Hades reset after connecting with a 5C (which is usually just finished with a Hell's Fang combo or something of the sort). If you aren't careful and just assume blocking low, he's gonna hit you with it, and can follow up with a dash 2A link (and this works anywhere on the screen, the max damage he can get off this is 6-7k if he has 50 heat).

Posted

edit i meant 6c, not 3c . I messed up with the wrong low move that ragna has

i have seen some people sneak in either a 6c or hades gauntlet in after 2c or 5c. But both can be avoided by jumping away with a barrier block

  • 2 weeks later...
Posted
edit i meant 6c, not 3c . I messed up with the wrong low move that ragna has

i have seen some people sneak in either a 6c or hades gauntlet in after 2c or 5c. But both can be avoided by jumping away with a barrier block

6C only works after 5C on hit, and jumping doesn't work there. Jump start-up is on average 4 frames, and there's at most a 2 frame gap between standing 5C hit and 6C. You can jump out after 2C if he tries to 6C or GH, but a good Ragna that sees you doing that will start using 5C or 2D after 2C to try and catch you.

Posted

You are right about not being able to jump away from 6c when you are hit by 5c. And i don't think it's easy to jump away from a 6c when you were blocking 2c, but atleast you can push him far away with a barrier to prevent that.

Lately i have seen Ragna players who try to reset me with 6c or GH when hit at midscreen. Even a combo with Gh starter does fairly high damage against Mu, who has low health. 6c is faster than GH, so i assume that i have to block low and react to a GH or is there a better way to avoid the guessing game?

I have tried several things, like a backdash beats 6c but loses to GH. A dp can easily beat his GH when you are certain that he is going for a reset after 5c, but if you tried that against his 6c you might get countered or hit because it really seems to be a few frames that you can react to it.

Posted

If you mash DP you beat both GH and 6C if he tries a reset off of 5C hit. However, I will intentionally drop the combo to see it my opponent is doing this, so I don't recommend it. (This works way too much)

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