View Full Version : Ragna Score Attack Strategy
KCMmmmm
04-15-2010, 07:53 AM
Don't know if anyone on Dustloop will find this interesting or helpful, but it can't hurt to post anyway. A lot of other sites have plenty of complaining concerning Unlimited Ragna being too cheap, unkillable, etc. I find myself tired of hearing people talk about using Jin to beat Score Attack, so I came up with a sort of guide for using Ragna. Anyway, if one person wanders here and finds it helpful, it's done its job. Fell free to ask questions, contribute, or troll. By the way, this strategy was gained through use of the second player challenger trick, however I have become consistent enough to clear the entire gauntlet of Score Attack without it.
First off, use D-Inferno Divider. If used right off the bat, it will hit him about 90% of the time (out of 30 or so fights it only failed once on me). If you're comfortable with any inferno divider combos, feel free to use the C version with followup. End Inferno Divider with forward punch finisher. The idea is to put as much distance between yourself and him, since Ragna's options are extremely limited at range.
The idea now becomes to wait for his rush-down, block, and punish. U-Ragna's AI is good, but it usually chooses between only a few options for rush-down:
1. Hell's Fang - Easiest one to counter, and the one you'll hope to see most. Block, punish severely. Be wary of followup. Don't be tempted to use barrier block on first hit. As a rule, save barrier block for his followups or any attacks with drive properties...the only exception is when you're close to being guard broken.
2. Double air dash - This is his worst rush down. He comes in fast, and can use virtually any move at his disposal. Block whatever he uses, and run to the other side of the screen. Be especially wary of drive attacks and inferno divider.
3. Gauntlet Hades (he often uses while you're in the air as well) - Simply block and punish. Again, be wary of the followup. If you're in the air, make sure you land before counter-attacking, however you will have a distinct advantage whether you block on land, or in air.
4. If Ragna has meter (which is often), you're going to see Carnage Scissors - Hopefully you're on the ground for this. Block the first hit WITHOUT barrier. Barrier blocking adds several frames to your blocking recovery. Then smack him before the second hit comes out. If you find that you don't have the time, make sure to barrier block the second hit. You should still be able to punish, but it's riskier. If in the air, barrier block the whole thing, and get away as soon as possible, as a counter attack is too risky from your location.
Using a keep away, block, punish strat often completely eliminates U-Ragna's ability to use Devoured by Darkness. If you see it come out, mash A as fast as you can. Otherwise, you most likely won't see it. Don't burst during this fight, unless you are one hit away from death. Even if he's about to die, bursting against U-Ragna is foolish and leads to death, since you lose barrier (which prevents massive chip damage and guard libra movement).
A pretty good punishing combo is the simple B>C>Hell's Fang>Followup because it knocks him back to the other wall. Don't be tempted to use Blood Kain yourself, as it will give Hell's Fang the wall bounce effect, which ruins your ability to keep him away.
Anyway, I'm sure many other character's can use this strategy with possibly a few tweaks, so let me know what you all think. Good luck.
Edit: I wrote this to be entirely for novice BB players, which I hope will explain the lack of numerical combo notations and the overall simplicity.
Zero000
04-15-2010, 03:19 PM
So, let me make your post shorter. Hold down back, stand up for 6Bs, and Gauntlet Hades, and just chill out and punish everything he does. Ragna has crazy counter hit combo damage learn them and do it.
Pretty much what I did, I beat him on my first try.
Blade
06-08-2010, 03:08 PM
Truth be told, I can now beat Unlimited Ragna with just Haku-men and Jin and counter all of his bullshit in CT. You can apply a few of these tips to Ragna as well, but remember Ragna can apply pressure, and pressure is what Unlimited Ragna uses to kill you, so be careful.
Jab/Use Drive moves/Specials with anything while he's in the air and he will always do Inferno Divider for an instant punish. This is the A.I.'s retardedness at work.
He's weak against projectiles, so Jin players can exploit that with slow 236C on wakeup (as long as he isn't close enough to tech towards you for an Inferno Divider/Carnage Scissors wakeup reversal).
He almost always does this string: 5B, 2B, 6B, 3C, 2D and if you try anything he'll Inferno Divider, so best bet is to either use Haku-men's 6D (He'll Inferno Divider Haku's D's on contact, so be prepared to block if you just used 5D), or jD. Use Jin's DPs, or when he tries 6B, throw counter him, or if there's no time for that, backdash away after 3C is blocked, since even 2D can still miss even with Blood Kain since it only works on counterhit as a frame trap.
ALWAYS keep an eye on Unlimited Ragna's Heat Meter, if he's got 50%...he's going for Carnage Scissors or Yami, he will NEVER do Rapid Cancel.
Ways he goes for Carnage Scissors (btw CS is the most annoying way to die as he will use it to punish any baits he gets from you):
--Invincibility Frames Punish (almost always the most annoying way to get hit, so don't attack him when he's close with 50% meter).
--2D into CS (even if it isn't a counterhit...I can tech and escape it if I'm quick enough.
--5D (if it hits) into CS (usually during combo strings, but only if he's close)
--Waits for you to jump (Barrier this, then counter accordingly)
--5B counterhit
--Fullscreen stupidity, you can Barrier the first hit, then counter accordingly. Haku-men can use 5D or Yukikaze/Akumetsu to deal with this on reaction (remember, you can buffer DDs during a DD super flash). Jin can almost always DP this, as long as he didn't bait you into DP with one of his retarded jabs.
Ways he goes for Yami:
--Usually a guardstring (after 5B or 6B)
--5B counterhit (you're unlucky if he gets away with this one)
--5D (first hit usually...but this never works)
--after Corner Throw (actually he does this midscreen as well, so he's wasting meter)
--6D counterhit (very rarely)
--6C (also very rarely, only works in the corner though)
Just so you know, you're usually close enough to counter with 5B, or some other faster normals and punish Yami...also Yami is throw punishable, just make sure you're right next to him...it's risky to miss (also he will buffer throw break during some of his moves so be prepared for that). Hopefully he didn't bait Haku's D moves for you to get hit by Yami.
Most annoying moments:
--At the start of the match
Be ready with a DP, or some anti-rushdown, as he's going to use 5B, 2D, 6D, or Gauntlet Hades as his openers, and rarely 5A. I use Haku-men's j.D as it avoids his 2D and usually counters some of his other stuff.
--Throw Break
If he breaks your throw...he will either use Hell's Fang or Gauntlet Hades...you can duck GH and punish if you didn't do anything in the air and just landed. For Hell's Fang, Haku can jD/6D on reaction if he's close enough.
--Airdashing back and forth.
Best thing to do is to jab him out of the air or DP when and ONLY when he's close...if you jab any other time he WILL use Inferno Divider on reaction...and sometimes he uses Gauntlet Hades into Inferno Divider. He seldom does anything if you do absolutely nothing when he's in the air and you're on the ground...and if he does do something it's usually an Inferno Divider, which can be punished as soon as he lands. (The A.I. never blocks low just as they land, keep that in mind).
If he's too high up and airdashing, use a jab or quick recovery special to get him to do Inferno Divider and punish it, that way you're safe from it, and waiting for him when he lands.
--Inferno Divider Loop
He will try this...but usually it's techable if he missed the timing for it on the second ID...otherwise he can only do it 3 times...and it's not that damaging except it gives him health back.
Techs and Wakeup Stuff:
--Anything four character spaces away warrants Hell's Fang or Carnage Scissors on wakeup...otherwise he'll stupidly do Inferno Divider and random jabs on reaction to yours. He can eat a projectile for this usually.
--Three Character spaces or less he will try and tech towards/behind you into either Hell's Fang, Inferno Divider, or Carnage Scissors.
Air techs:
--Almost always Inferno Divider, very rarely Gauntlet Hades (He uses GH usually after an airdash.)
--He seldom ever uses air moves or much of anything if you didn't do anything to bait Inferno Divider.
Mixup:
--He'll sometimes try 5A>Throw...but you can break it, just expect a Hell's Fang in retaliation.
--If he's in the air as soon as you are, expect him to try and airthrow you. Break it, land, duck Gauntlet Hades, and punish.
If he's got you cornered:
--Best thing to do is barrier if you happen to be in the air...he WILL Inferno Divider that.
--Sometimes he uses 6A I think, but only if you're in the air.
--Otherwise he'll do the above guard string, try CS or Yami, and sometimes 6D into Yami.
--Barrier keeps him away from you and gives you openings, just expect Hell's Fang and if you barrier that you can punish him. Just be cautious of his Heat Gauge if he tries Yami while you barrier.
Hope this helps.
CakeWasBannedd
06-08-2010, 08:17 PM
Or you could pick carl and throw loop him.
mAc Chaos
06-08-2010, 08:39 PM
I still can't beat Ragna in Score Attack. Been a while since I tried though.
ZONG_one
06-08-2010, 09:15 PM
Or you could pick carl and throw loop him.
:eng101:
Pingas
08-08-2010, 05:59 PM
in BOTH games, ragna is by far the easiest unlimited char. some characters have changed, and the game's AI is not based on your button input AS much, but it still does to a certain degree
stand 1/2 to full screen away, mash 5a or whatever move has the least lag on, and wait for the D.DP and punish with w/e combo you are most comfortable with.
oh yea, beware of carnage scissors, he WILL do it at full screen...most jabs will recover before it can hit you, as long as you stop mashing by the super flash. whatever you do on block, do NOT let him get the second hit, there is so much lag between 1st and 2nd hit its an easy fatal, if you shit your pants just do a 5b and a easy combo to get him off your ass.
im surprised no one found this easy exploit? =D
also if hes up in your ass, he will ALWAYS eat a wake up dp
if you have no dp, wake up super will work(make sure its got no startup time/invul!)
What_The_Factor
08-10-2010, 10:16 PM
This was SERIOUSLY how I beat unlimited Ragna in CT (the cheap one) with normal Ragna.
(CH) 6D -> j.D -> 5B -> 5C -> 214A -> 214D IN CORNER
Repeat. Delay the slightest bit before he's hittable after recovery.
The reason is the AI tries to attack if you do the slight delay, but blocks if your timing is too tight.
My friend's jaw dropped. He was literally pissed that he died so much. This was after I showed him how to mess with the AI and make ALL the battles easy.
Good times.
The only challenge is to get him to the corner, and get him knocked down to get your 'loop' going, and that's not too hard.
For CS Unlimited Ragna, I pick normal Ragna, and roll my face on my fightstick to win.
Mr Oso
08-10-2010, 10:26 PM
I just jumped at him and barrier blocked cuz he always did ID
Ragnas not even a big issue its Hakumen and Hazama that are the biggest issues IMO. :toot:
There should just be a strat for all the Unlimted chars in Score Attack
Vowtz
08-13-2010, 05:08 AM
I'm not used to playing this game, but to beat score attack all you have to know is any combo that comes from a C version of Ragna's Shoryuken, the inferno divider:
Here's strategy for all enemies:
Bang: Easy, just beat him, C shoryuken(SRK for short) combos when he comes at you
Tao: Too easy, 6A beat her drives, and you have your C SRK combo
Tager: require caution, basic standing B combo from maximum distance, when he comes at you with his couching headbutt, block then go for C SRK, if you are too close to corner you can use a "badguy stomp" instead of doing the rest of the standard C SRK combo. He likes to eat Standing D a lot when you use it from maximum distance. The AI on this game, like in guilty gear, loves to eat overdrives (distortion moves or whatever) in the face, so when in a pinch consider using Carnage Scissors. DO NOT use Hells Fang to close the gap, chances are that he will backdash into piledriver. Tager can be a pain, but he wont be too much of a problem.
Carl: Easy one, just repeat C SRK combos, use Blood Kain combos if it get too boring.
Noel: Easy, when far she will shoot at you, use Hells Fang(burning knuckle?) to score a counter, then run and combo, or just use 5B, 5C, HF, extra hit. when close, you guess... yes, C shoryuken, you also can do standing B combos from any distance available.
Arakune: Easy, just when the battle starts he wil probably teleport to your side, just wait and do your most damaging combo when he surfaces, he likes to be airbone, so use 6A and SRK. On wake up keep pressure with standing B, even if he get you with his shinryuken distortion it wont hurt much.
Litchi: she likes to move a lot, you will be forced to SRK her out of the air, you can go for a combo or use a "badguy stomp" to get her on wake up, especially when she is not with the big rod on her hands.
Jin: start with a basic standing B combo, keep being agressive but be aware of his EX moves and SRK, he will probably throw that even in wrong situations, punish him. Not a hard fight at all.
Lambda: Stay close and do standing B combos, use Hells Fang to close the gap.
Tsubaki: this fight is really boring, she will counter anything you do, from a jab to your astral heat using her SRK, but your SRK is better than hers, so just use it, if she comes, SRK, if you run towards her, SRK, if you do any other thing you attack will probably lose.
Hakumen: The real pain starts, one hit from him will take half of your health and your best combo will barely scratch him, it's not a really consistent way to beating him, but this is the way I've been doing: just wait for him to move then SRK. On wake up, SRK, even if he uses his overdrive counter you will still be invincible from your move and take no damage at all. When you have 50% meter go for a Blood Kain combo when he wakes up, this will boost you damage and heal you, keep countering his moves with SRK and if he hit you with ANYTHING imediately burst out. Don't stay on the air, if forced to use barrier block until you go back to the ground.
Hazama: almost the same as Hakumen, but instead of waiting, take the initiative, run to him, like always the SRK is the key.
Ragna: For me it was very easy comparing with the other two, he ate anything I did on his wake up, just start off countering his move with a SRK, then go for a damaging standing B combo when he gets up, use Blood Kain combos to speed up the process.
Rachel: In my opinion she is on the same level of hakumen and hazama, if George XIII is summonned you are doomed. Start with a Hells Fang, don't use the follow up, go for a standing B combo, be agressive, try to keep her from summoning the frog, if she do, you will have to kill it, and he can withstand more than one hit! Her "frog king of the cows" is really damaging. in that fight alone is best to refrain from abusing of the SRK, try to keep the combos, but beware of her autoblock(from cat to chair) move, it will knock you down and give her time to get the frog. If you manage to keep close to her you should win.
Only combos that I know:
(HJC) = High Jump Cancel (JC) = Jump Cancel
when far:
5B, 5C, 214A, 214D
shoryuken combo:
623C, delay, 236C, delay, 236C, 5B, 6A(HJC), j.C, j.D(JC), j.C, 214C(land), 66, 5D, 623D, 236C, 214D
when close:
5B, 3C, 2B, 5C(HJC), j.C, j.D(JC), j.C, 214C(land), 6D, j.D(JC), j.C, 214C, 5D, 22C << mid screen to corner
Blood Kain combo, require 50% meter:
5B, 3C, 214214D, 5C(HJC), j.D, j.D(land), High Jump, j.D, J.D(land), High Jump, j.D, j.C, j.D, 214C, 6D, j.D(JC), j.D, 623D, 236C, 214D << when close for high damage, healing, building meter, but the final 214C can be hard to get a clean hit
PS: sorry for the bad english.
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