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Posted (edited)

Matchup Ranking:Undetermined, about equal. Possibly slightly in Hazama's favor

Recommended Playstyle: No need to be too much of anything in this matchup, i'd say this is a good match for neutral play although you can go defensive or offensive and be successful in either of those aspects.

General Strategy: IB his block strings, use 3c to punish when they try to mash and you're right next to them. 2b will stuff some run ins. Flying in from the air can often end up eating all kinds of anti airs including but not limited to his 6a, 5d, or DP. Keep him locked down with chains if you can. The key here is just don't let him come at you without reacting to it early. Don't just stand there and wait for your 3c to counter his grounded approach and even throwing out a random 2c for anti air isn't always the best bet (a lot of Ragna's bait your anti airs and hit you with Belial Edge.) You can hit him with a chain before he even gets to you. Any sort of move with Ragna's redish purple energy can be reacted to with a quick 236236b for a fatal. I definitely like to mash out hotenjin against dead spike spammers. Ragna's D moves are the biggest holes in his offense and are easy to punish/see coming most of the time as well.

Your Best Tools (For This Matchup): 3c, super jump backwards, 2c if you see him attempting an IAD j.c. Chains are godlike and you can use them for defense or offense, if he likes to DP on your j6d~d's then give him a j6d~b or anything with a b follow up and laugh when his DP whiffs and you get a free counter hit. Jabs are good in this match as well. 5a anti air. You can mash him out of his 6b overhead or anything else with a lot of startup like a poorly spaced 6c or 2d

Has A DP?:Very much so. DP WILL eat your random hotenjin and your silly flashkick so learn to stance cancel. If he divides the inferno too much start baiting it. I think one good way to bait it from a blocked chain approach is to try and use your air grab or j.a early on to stop momentum and then hold block. If he's persistent on IBing your chains then don't pull yourself in too hastily.

Has A DP With Heat?: Watch out for the rapid cancelled DP's. if you block it then look straight at Ragna and watch out for whatever's coming next. Saftest bet is usually block but you can go for a poke if you're feeling risky.

Things To Look Out For: 6c, 2d, Gauntlet Hades. If you are very close GH will whiff your crouching position though, so STAY CLOSE! In my opinion these are basically his only mixup options. 6b still overhead but is not only easy to block but has awful proration/followup now. If they throw out a random Blood Kain you can definitely run away with chain launches or barrier first if you're scared. He can bait your hotenjins, bursts, or a poke with a Blood Kain but if you're smart you won't get baited and he'll have spent 50 meter for 3k of his health.

If you get too happy with your grounded chains against a Ragna with meter expect to eat some carnage scissors.

Edited by Shazam
Posted (edited)

One thing to note here is that Hazama has his drive and Ragna doesn't. This means that you can try and keep this guy with his decent but not amazing mobility locked down and basically consantly looking for an opening. 5d~a 5d~a 6d~a 6d~a 5d~a 6d~a blockstrings. Dat 4d and 623d yomi, accompanied with the occasional j5d means you should theoretically never lose this match. This is a good match for the epic d~b follow ups. Whiffed ID's bring a smile to anyones face! Except that poor Ragna. Don't use grounded chains when things are nitty gritty (or the poor kid's looking desperate) because you'll eat a nasty pair of carnage scissors. You can hit him out of it with a stance~b for the lulz or block it and hotenjin/3c ch

Anyone else, please, feel free to add anything or tell me how much of a dumbass I am. Anything is welcome. Gunna go ahead and post my original sloppy OP for anyone who misses it.

Alright, pretty basic match up here. His 5b is usually something you're gunna block, get used to it. Practice your instant blocking against Rags. I've found myself trying to get complacent standing there while they run up to you and look for a 3c ch but it definitely does not work like that, for one if they run straight at you you have 5d or 6d if they decide to jump, alternatively you can shoot yourself up with a chain and do whatever the hell you want.

Back dash is good. Super jump backwards is better. Bait DPs. Use your 2c anti air, I imagine 5c is pretty godlike against j.b's and such. The only mixups that he really has are 6c, Gauntlet Hades(start blocking this, smh America including myself here), and maybe 2d. Tech (NEUTRAL, U SCRUBS) a little late to avoid primer breaks when they use dead spike and you're grounded/cornered. Jump over dead spike. Honestly, that move has a lot of startup, and if you see Ragna go for any sort of special (including his D moves, hells fang and deadtuspiken obviously; not talking about his supers here) you can just mash out a hotenjin. This match is definitely playable however you want, you can turtle all day or get in there like Buppa and handle business. Rags does have some decent pressure but guess what? You're Hazama!

I feel like Buppa loses to Kaqn a lot in Nightmare Fiction because he basically never zones. I know it's not really his style but you should super jump backwards more and make them come to you, and go on the offensive when you're ready/if you're an offensive player. You want to be either far away trying to get in/stay out or right on him.

At mid range (tip of Ragna's 5b or 5c) basically all his stuff beats all your stuff.

These have all happened to me and you:

Mash out a random hotenjin hoping for a fatal and you get baited and INFERNO DIVIDED

Mash out a random hotenjin and get baited with a BLOOD KAIN

Mash out a random hotenjin and get blocked

Okay maybe not you but definitely me. See a pattern here? Don't mash out random hotenjins! It's basically the biggest risk you can take and if you waste that meter YOU NEVER GET IT BACK AND IT'S GONE FOREVER. THAT POOR, POOR DAMAGE POTENTIAL. YOU COULD HAVE WON THE MATCH.

Pretty sure i've seen Buppa use a blocked hotenjin to break someones final primer and had 50 meter for another hotenjin. If you're a boss, by all means, please. Otherwise just save your meter and hit confirm into your hotenjins. Another thing to note is that if they do barrier block your hotenjin and save their last primer, you will have likely have to spend that remaining 50 heat on a rapid cancel and now you're meterless.

Edited by Shazam
Posted

Ragna is one of the hard characters to zone in my opinion. His j.C covers a lot of space. You have to zone him well or else he'll get in your face. Try to stay away from his 5C range. Watch out for Inferno Divider rapid cancel. It's really scary and it's one of the safest ways of getting out of pressure for him. Blood Kain isn't that big of a deal because you can just j.7D~D away from him or just block in the air. Just don't forget that 6D is air unblockable. It can hurt a lot if he catches you with 6D,j.D in Blood Kain.

Posted

If you notice that the Ragna player uses the D version of Inferno Divider to end his combos and you have a burst and 50 meter, there's a way to time the burst that Ragna whiffs and you can punish with cornered 5C -> Hotenjin. However, I bevieve this only works if it's from the spacing after the 22C -> dash 5A link, but someone here should know better than me.

Posted

If you burst his D ID, you can 3C CH for 6k or 8k with 50 meter. It's not recommended though... doing offensive green bursts are big gambles because sometimes you just wind up wasting a burst.

Posted

Ragna is slow and easy to zone out. He has no way to get across the screen in a timely manner, cept ya'know full screen hell's fang lol. You have better normals than he does (3C and 2B make his 5B look like a bitch), and you have better oki and damage. He has ID yes, but if you bait it out you get 6K minimum which is more than HALF of Ragna's life or you get a burst out of them which is good too since Ragna has no defense options or mix up.

There should hardly be any trouble in this match for Hazama, it's an S tier character beating up on a mediocre character.

Posted

I always thought this matchup was even. As far as watching Japanese players (Kaqn vs. Buppa) and actual matchup info from Japan. Ragna's 5A and 6A are pretty good anti airs in this match and ID rapid is one of his best defense/offense that works well against Hazama's pressure. His 5C reach is retarded and he has better range than you aside from 3C. His womanly health is what really keeps him down in this match because 2 combos with meter = death for him.

Posted

Real Talk: Buppa is not very good with Hazama. He gets stomped on by players who know how to shut down Hazama's pressure and rush down, He pushes alot of buttons and beats up on alot of opponents that let him get away with dumb and predictable stuff. On top of that he can't zone very well. (Not saying I'm better than him)

This match is nowhere near even. Ragna has ID but his reward is not very good unless he want to burn the 50 meter for the RC to get a nice combo. If you bait ID and he Rapid cancels, your in pressure or he could run away, but his mix up is butt and you win the neutral game.

Posted

Yeah Rag's mixup is pretty meh, but I his pressure can still be pretty scary. After a dead spike he has + on frames. That will usually encourage them to keep going, but you can do 214D~B after you IB(sometimes not even needed) his dead spike and he is pushed almost at mid-range(where DS usually comes out.) It's surprisingly going to CH and make it combo or bring it to neutral with them most of the time.

*don't recommend this in the corner though*

(Buppa gets away with too much for his own good.)

Posted

That is only more applied in the corner. I'm saying it a reversing option thats more effective midscreen where it be back to neutral with it. It not worth doing near the corner because of his pressure and corner comboing.

Posted

Everyone jumps. And then they get air grabbed. No one techs it when I air grab like that. Dead Spike is a big dice roll.

Posted

Dead spike has 54 frames of recovery which gives anybody way more than enough time to jump forward and come down on ragna with a jump in. I guess you could also get that smart mash as it has 28 frames of start up. The trick is to not get predictable with dead spike or else it becomes a dead pressure tool. But the punishment for trying to get out of dead spike from ragna not very scary.

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