Domethieus Posted August 4, 2011 Posted August 4, 2011 (edited) Quote - XDest I think Ragna vs. Taokaka is pretty even in this iteration. This matchup is very dependent on the neutral game. Ragna doesn't really have any projectiles, but he has plenty of moves with good range, especially his j.C, 214D, and 5D. If you can make your way past those attempts, then the neutral game becomes doable. Mostly you're looking for counter hit j.C, j.D or 2D. If you're not in the air, then running 2B is also an option for a fast way to get in. If you cannot get in on the Ragna player, this match will be very hard. Although if you do get in, you don't want to be stuck in a situation where you're constantly blocking Ragna blockstrings. You don't have a real way out unless you have 50 heat for a counter assault or hexa-edge, if you can jab out of a slower overhead, or if you can 6A/2B out of a jump canceled attack. Try to bait 6A and Inferno Divider. 6A can be punished like any other AA when baited, you can do a double jump j.2B, or backdash->frontdash->j.A/B, or backdash->j.4D, etc... During blockstrings, anything super jump canceled up close, either in the back or forward directions will make ID whiff. So will 214D. C cancel or jump cancel, into backdash j.4D might work too. And of course you could always drive cancel into block/barrier (depending on if you're in the air). There is definitely a bunch of ways to deal with DPs when playing Taokaka. If you can guess or bait these, you can get some good damage out of it. Try to naturally work these things into your blockstrings against Ragna, you might see that the player will randomly ID in desperation, only to have it whiff. Several of Ragna's moves are crawlable. Notably j.C, 5B, 214A and 214B. Make a note of when people have a habit of doing crawlable moves, and take advantage of it. Of course don't do it too often on guess, 2B will definitely beat crawl, among other things. Watch out for aerial 214B. It will actually beat out a j.D a high amount of the time. Use a different move if somebody is trying that as an air-to-air. Be careful with air unblockable setups, a lot of the time a good Ragna player will do aerial ID while in blockstun coming downwards. Same with purple grab escape setups, the ability to do an aerial DP changes its effectiveness. ================================================================================================== My opinion on the matchup: Matchup is even or slightly in Taos favor. Ragna will mainly use 6A assuming if he predicts right. You can crawl under his 2A but watch out for his 2B. Mixup/Crossups are needed for this matchup from what I can tell. As XDest said, Bait DP and punish. Neutral game for this matchup is space dependant and if you can get in or not. He'll probably throw out 6A and continue playing footsies. In the air, Ragna will/might throw out 6D, 5D, J.C, J.B, Grab. Watch out for Aeriel DPs. It does more damage than grounded DP. Don't depend on *D to move around screen. 90% of Ragna's move will beat it. J.C and moving are probably your best options. I'll add in more later~ ================================================================================================ I might change the format in a bit.... Edited August 5, 2011 by Domethieus
XDest Posted August 5, 2011 Posted August 5, 2011 I'm going to start to get some CS2 matchup info out there. As always, if you don't agree with something, please voice your opinion so we can further understand these matchups. I think Ragna vs. Taokaka is pretty even in this iteration. This matchup is very dependent on the neutral game. Ragna doesn't really have any projectiles, but he has plenty of moves with good range, especially his j.C, 214D, and 5D. If you can make your way past those attempts, then the neutral game becomes doable. Mostly you're looking for counter hit j.C, j.D or 2D. If you're not in the air, then running 2B is also an option for a fast way to get in. If you cannot get in on the Ragna player, this match will be very hard. Although if you do get in, you don't want to be stuck in a situation where you're constantly blocking Ragna blockstrings. You don't have a real way out unless you have 50 heat for a counter assault or hexa-edge, if you can jab out of a slower overhead, or if you can 6A/2B out of a jump canceled attack. Try to bait 6A and Inferno Divider. 6A can be punished like any other AA when baited, you can do a double jump j.2B, or backdash->frontdash->j.A/B, or backdash->j.4D, etc... During blockstrings, anything super jump canceled up close, either in the back or forward directions will make ID whiff. So will 214D. C cancel or jump cancel, into backdash j.4D might work too. And of course you could always drive cancel into block/barrier (depending on if you're in the air). There is definitely a bunch of ways to deal with DPs when playing Taokaka. If you can guess or bait these, you can get some good damage out of it. Try to naturally work these things into your blockstrings against Ragna, you might see that the player will randomly ID in desperation, only to have it whiff. Several of Ragna's moves are crawlable. Notably j.C, 5B, 214A and 214B. Make a note of when people have a habit of doing crawlable moves, and take advantage of it. Of course don't do it too often on guess, 2B will definitely beat crawl, among other things. Watch out for aerial 214B. It will actually beat out a j.D a high amount of the time. Use a different move if somebody is trying that as an air-to-air. Be careful with air unblockable setups, a lot of the time a good Ragna player will do aerial ID while in blockstun coming downwards. Same with purple grab escape setups, the ability to do an aerial DP changes its effectiveness. I'll post more later.
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