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Everything posted by MashThat5A
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Nope, it was 5-5 in CS2. Or that both sides are overwhelmingly dominant in equal enough ways for it to balance out.
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Trying to end pressure with 2C>6C is risky since you can get mashed out. 3C is okay but you can't abuse the jump cancel too much otherwise you'll get snatched up by Atomic Collider. (only if you're using 3C too close, at max range it's fine) And yeah, I know that j.C is a good tool for approach. I just don't think Ragna should really be approaching in this matchup unless the Tager is being very passive, in which case approaching becomes a lot easier anyway.
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Nope. Ask KidViper though? He just finished building one.
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I can't. I have to go to a wedding. :/ inb4haremjoke
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The matchup was 5-5 in CS2, and the "Tier gap" was the same. Ragna's buffs don't really affect this matchup much other that it's slightly more difficult to 2C him, but 2C is already ass. Oh, and there's some instant overhead stuff, but you could do it in CS2. It's just easier now. By the way, if you look at my writeup for VS. Lambda, you'll see that I think that matchup is 5-5 also.
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I'm whiffing 5A, so it's all good.
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Oh hey, Final Ultima. Whatever happened to that guy?
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Ragna vs Tager [General Thoughts] 5-5. Both characters are stronger in this version. Don't be stupid and Tager won't touch you. --- [start of the Match] Air dash back j.C. You're now around half a screen away from Tager. Get comfortable here. --- [Fullscreen Neutral] - At this range, Tager is either charging Spark Bolt, jumping, or walking forward. You don't want any of these to happen, so move closer. Ideal positioning is tip of 5C range. - If he has Spark Bolt, be careful. You can Carnage Scissors through it, but don't try. It's a waste of meter and insanely risky. --- [Midscreen Neutral] - You should be spending most of the match here. [Tager's Super Jump] - If Tager does super jump immediate j.C to try and gain more ground, jump up and hit him out of the recovery / pressure him. - During a regular super jump, you can back dash > Dead Spike and force him to block. - You can go for an anti air, but make sure to watch out for j.2C. 6A is fine so long as you time it correctly, but less conventional anti-airs like 5D > Dead Spike can also be okay since Tager doesn't have the mobility to avoid it. - If they're being super respectful and doing super jump > barrier, jump up and pressure / throw them, or run under them and try to cross them up / create more space. [Tager's Normal Jump] - 6A is a lot stronger for dealing with this. - Going air to air to generally not recommended because he'll likely be already pressing a button by the time you react and you'll get hit. - If you react too late, don't risk getting 360'd and just back dash to reposition yourself. [Ground to Ground] - Tager eats footsies for free, so poke at him with 5C and 2D. Counter hits with either of these are easy to confirm into at least some damage. - If the Tager start playing more patiently, as in, he starts blocking mid-walk to bait 5C/2D, run up and attempt to score a mix-up on him. Be careful here and be sure to get out quickly if his blocking is good. [Air to Ground] - A well spaced j.C can be a great poking tool, since Tager doesn't have a way to reliably anti-air it. [i Got Magnetized] - Run, run far away. 5C is no longer safe on block unless you cancel into Gauntlet Hades or DP, which are both extremely risky. 6A will eat 5B and 5C for free and pull you in for a combo. You're better off waiting full screen for the magnetism to run out. - Make sure to punish any whiffed magnetism moves he uses to try and get in faster. - If you need to poke with something, 2D is still good, since it beats 6A and has great range. Just be sure to hit with the tip. --- [Tager's Back to the Corner Neutral] - Be patient, but now that he can't back dash as easily life becomes a lot harder for him. Pressure him with well spaced normals. - You still want to be extremely careful because if you're hit, now you're in the corner. [Ragna's Back to the Corner Neutral] - Ideally, you want to run under his super jump or super jump air dash out. Hitting him also works. --- [Tager's Pressure] - If you're here, it's because you messed up in neutral or Tager made a very good guess. Ragna's back dash is terrible, so if he's very close you have to press buttons. Randomly pick between DP/Mash/Jump and hope you guess right, because if not you lose 1/3 of your life and you have to guess again. Counter assaulting him is the best way out. [Ragna's Pressure] - Be careful. There are a lot of holes for him to mash 360. Be quick and get out. - Tager can Sledge through Dead Spike. - Gauntlet Hades is easily back dashed and is a free punish if blocked. Avoid it if you don't have meter. [Gadget Finger] - DP/5A or Block/Jump. Pick one. Meter means nothing because he can back dash your DP. Good luck, and hope you guess right. - Tager can do an OS against Gold Bursts, so you don't want to Gold Burst here. [Ragna Okizeme] - 22C back dash / air dash back or Hell's Fang air dash back are the safest options and puts you in a good position. - 3C > j.B is meh because he can back dash the j.B on wake-up, putting you in a bad position. --- [Random Stuff] Fuzzy Guards on Tager are even easier in this game. *Work in Progress*
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2A>2B>throw
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Montreal: Le Thread Generale Pour Weeaboo Fighters
MashThat5A replied to BladeOfJustice7's topic in International
Because I can't go to SJ since I have college. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
MashThat5A replied to BladeOfJustice7's topic in International
;___________; -
Ragna vs Lambda-11 [General Thoughts] 5-5. Yes, Lambda can zone you for free, but once you catch her there really isn't much she can do about it. Patience is crucial here. Pretty straight forward matchup. --- [start of the Match] Best thing you can do is just stand there and react to what they do. If they try and dash forward and attack, 5B them out of it. IAD back j.2D will whiff and you can gain a little bit of ground, but it's still safe for Lambda to do. --- [Fullscreen Neutral] - Not much you can do here. Be patient, and wait for her to whiff a sword. If she whiffs 6D or 4D, push forward. The goal here isn't actually to tag her, but try and push her towards the corner. Even if she gets away by IAD back, it's still helping you towards your goal. Make sure to use Dead Spike to cancel Spike Chasers. - Getting hit by random swords is a free 2.5K for her, so be sure to use barrier during your approach. --- [Midscreen Neutral] - Biggest annoyance here is j.2D. If you're caught blocking this and she has an air dash, Lambda is back to the full screen game. However, if you have 50 meter, you can hit her with Carnage Scissors after she does 2DD>214D~C if she does anything but blocks. It's still a guess though. - If she tries to do spike chaser here, dash Dead Spike. If you're close enough it will cancel out the Spike Chaser AND net you a counter hit. You shouldn't jump barrier Spike Chaser because that gives Lambda a chance to dash under you, potentially ruining all of your work to push her to the corner. As long as you're not already in the air, any sword that she throws out at this range is a guess, and if it's wrong you're in. - You can react to wheel start up and IAD in for free if she tries to do it in a midscreen block string. But you really shouldn't be air-dashing at all. Again, patience is your strongest friend here. --- [Lambda's Back to the Corner] - Congratulations, the match just got a lot easier, but if you're not careful she will super jump, air dash out, or get you to block and then 236A out. As long as you're aware of those options, once you touch her you can pretty much go to town. - Watch out for Calamity Sword when she has 50 meter. You can space Dead Spike to bait it. [Ragna's Back to the Corner] - It can be tough to get out at times if the Lambda spaces them self correctly since Lambda's swords are so strong against Ragna. Lambda can pick between fullscreen/midscreen/and close game plans here, and her one chance mix-up is a lot more rewarding if it lands. - Generally, Lambda will take this as a safe way to zone you, so treat it as a mix between fullscreen and midscreen Lambda, and get ready for the long push to the opposite corner. --- [Lambda's Pressure] - Lambda's pressure boils down to one of two things, one chance at a good, but unsafe mix-up, or get the hell out. 4B(2) is super fast if the first hit is whiffed, so her mix-up can be pretty good. However, if you IB/IB Barrier to mess up your opponent's spacing, her mix-up becomes a lot less scary. [Ragna's Pressure] - If you're midscreen, you have to be ready for her to try back dash out of your pressure, commonly after Dead Spike. - Lambda can go under Gauntlet Hades and 5B with 3C. [Lambda's Okizeme] - Wheel oki is strong, but there are points where you can roll/jump out of it if the other player messes up the timing. Rolling forward on messed up wheel oki is a free punish. Corner 3C oki is really strong. - Finished corner combos that end in j.214D don't really have okizeme but she can react to your tech and pressure you with swords. [Ragna's Okizeme] - 22C is very strong against Lambda, since she doesn't have a meterless reversal and her buttons are slow. Abuse it. --- [Random Stuff] - Severin would like me to inform you that it's possible to do run dash j.B over Spike Chaser. It's ridiculously hard, and if you mess up you got hit by counter hit Spike Chaser and you're eating 3K at least, but it's possible. *Work in Progress*
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If the Ragna does 2A after two 22Cs mash DP. There's 0 hitstun on the 2A so your DP will always win. SMART Ragnas, however, will do 5A and do one of the following. 5A>2A frametrap 5A>2C frametrap 5A>jump barrier to bait reversals (or air grab for Tsubaki DP...lol) 5A>throw
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I love Shadow Brio's Brionality and her apperBrio. She and Yu and going to compete for my waifu spot...Brio
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Room open for a bit. Room name zzzzzzz
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This man knows the truth.
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Venue is $10 for the day. Each tournament is $5. http://www.dustloop.com/forums/showthread.php?14286-Team-St1ckbug-Jumps-the-Science-Shark-into-3D!-6-23-12-Brooklyn-NY-BB-SG-GG-VF
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Ragna Critique and Self-Improvement Thread
MashThat5A replied to Bandit Revolver's topic in Ragna the Bloodedge
Pressure is linear and easily predictable, you always do the same things. Don't really use meter, try using CA and DP>RC -
Ragna Critique and Self-Improvement Thread
MashThat5A replied to Bandit Revolver's topic in Ragna the Bloodedge
Four words, training mode dat shit -
Ragna Critique and Self-Improvement Thread
MashThat5A replied to Bandit Revolver's topic in Ragna the Bloodedge
-You never really DP in pressure, just on wakeup. Because of this, you let opponents go to town on you. -You really need to punish long whiffs more. Bang would whiff a D move right in front of you and you would just stand there. -You need to work on your spacing a bit. -
I...I have no...ugh. This is why I stopped coming here. Optimal BK combos going into claw are all about speed. Optimal BK combos for meter gain are more lenient, and I tend to stick to those for tournaments/netplay/certain characters unless I know they won't die even with 22C>RC 3C>22C
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GGs to Litherain(?) Damn this crappy, broken, stock part SE stick. :/