Spark Posted May 17, 2011 Posted May 17, 2011 Punishes: 214D - While they sped this attack up it is still 28 frame start up, so 6D it when you see it. Will fill in with more info as I play more. Anti-airing: 5A - Can be risky, but can still work if they do their jump in really late. 5B - Can also work, but is situational. TK j.214B - Now easy to do and will pretty much beat anything. 623A - If they do their jump in too early you can dash right under their attack, or even go behind them if they're jumping at you too closely. Zoning: j.C - Still has great reach completely out ranges Ragna's j.C, though the extra landing recovery means you have to be more careful using it. 4C - Still feels really bad, at max range you can't really combo off of it and even though it needs to be air FDed you can't get anything off of it on air hit anyway as far as I know. Also got longer recovery that is still all in CH state making it even more risky to use. Will fill in with more info as I play more. Their game plan: Will fill in with more info as I play more. Strategy: Will fill in with more info as I play more. Char specific details: j.B will work as an instant overhead on Ragna and canceling into j.214C lets you combo off it corner or mid screen.
mAc Chaos Posted May 17, 2011 Posted May 17, 2011 Yeah, 4C seems pretty bad in this matchup; half the time I use it I eat damage. It extends Haku's hitbox forward and it gets beat out by Ragna's 5C and (I think) 5B half the time. Just airdashing over it works to score a nice CH too.
Moblin Posted July 16, 2011 Posted July 16, 2011 I only ever use 4c in this matchup after I've conditioned them to try running under my j.C. It seems to work pretty well. Haku's zoning is pretty solid against ragna - I go even with ragnas that have 50 more psr just by zoning. Once they finally get in, I lose, but they usually lose about 50% just from intelligent j.C use alone.
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