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pochp

[CP] Mu vs Ragna

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The Ragna matchup is IMO a pretty straightforward one. I'll use it as a basis for the others, and note the differences from there. I do have to say, we don't have a dedicated ragna main in our local scene, and I never had a long set and talk with a ragna main in this version of the game, so I'm not 100% confident in everything I'm saying here. It's mostly from experience playing friends' subs and watching match videos.

1. Your Objectives

His objective is pretty much to get in your face and press buttons. You want to prevent him from getting close with your longer ranged attacks. If he's too patient getting in, you can slightly set up to either force him to get in, or follow the lasers to get in on him yourself.

2. Neutral

You definitely want to avoid being in range of his 5b. Outside of it, his biggest threats are dash-5b, and instant airdash j.c. Ragna's 5c is also a thing to consider, but much less of a threat. Jump forward followed by j.c/double jump/belial edge, can jump over Mu's 5c and bait anti-airs, so be careful of that too. You can of course stuff dash 5b with a pre-emptive 5c, and iad j.c with either 6a or 2c, but it's a risk you're taking. Almost all of these options, you can counter pretty well with a correctly timed and spaced j.c. Generally you want to either neutral jump or jump back pre-emptively, if done on reaction there's a good chance it'll be too late. His instant airdash j.c and dash 5b have specific ranges at which they're both good (too hard to react to), and that's around Mu's 5c's range. Try them out in training mode, it'll make more sense. Backdash 5c at neutral is also a decent option his dash 5b, and once they start baiting it by dashing longer, it makes all your other options stronger (so don't forget about them).

Once you start showing j.c (and I assume j.2c in CPEX), there's a chance they'll start calling it out with either dash 6a, j.a, maybe even dash DP. The other thing they could do is just dash barrier, and then take the appropriate reaction (if you whiff, move in closer, if you airdash, maybe chase after you). To take advantage of this as Mu, 5c and 236a are decent, 2b as well, because it recovers fast, but if you guess wrong and they were going for dash 5b, you're in trouble. If you get him to block a 5c, I'd suggest either do 2d instant airdash back, or 236a if you're at the correct range for it to be plus. (unless you're expecting it to hit) If you went for 2d, keep in mind the timing of that laser, and use it to your advantage to either get in later, or to cut off more of his approach routes. You can also just remember its position and fire a 236d if he gives you too much space. You can also start placing steins and then later doing 236d or 214d if he starts being too patient. I would recommend to still be careful when doing it, a good Ragna can recognize that you're giving them too many openings by doing that.

3. His offense

Once he's in his 5b's range, it's pretty much his turn. You can press 2a or 2b if you think he'll anticipate too much respect on your behalf, but the risk is rarely worth it. It's not a terrible idea to just do a DP if you're in 5b range, there's a good chance he struggled to get in and can't wait to finally press a button, just don't get predictable with it. Once you block it, expect him to go into something that's plus or even on block. Moves to keep in mind are 2c (+1), 2a (0), belial edge (depends), dead spike (depends), bloodscythe (+5). These mostly have a reactable answer, but if you're expecting them, he might do gauntlet hades instead, which is an overhead special that he can go into from any normal (and well, 2d as well as a low that goes pretty far, so don't just stand block).

typical things they'll do :

-2b 5c 2c (whiffs) dash 5b. If you see this, 2c whiff recovers very fast, so while he is minus, if you're not expecting it and try to react with a button, there's a good chance it's too late. Instead, try to DP or backdash. If you were expecting it, a button or a jump is good.

-some normal > bloodscythe(214d). You should have enough time to react and anti-air or DP it, it's kind of slow. Be careful not to DP too fast though, as it'll whiff and you'll get Fatal'd.

-some normal > dead spike dash cancel (236d66). Seems to be his advantage after, but I believe the number depends on the spacing of the move. If you anticipate it, jump before it comes out, or DP/backdash after blocking. If you IB, situation might change, try it out in training mode (I should do this too, still unclear on my end).

-blocked hell's fang > followup/Infero Divider/2a. If you instant block the move leading in to it, there might be a gap, try to DP to avoid the situation, especially if they have 50 meter. If there was no gap, it's not a high nor a low, so there's no chance of getting hit. The first part is -4 on hit, so if you instant block, you can 5a before they have time to DP. They can still do the followup, but it won't lead to much, unless they have meter. If you couldn't IB, the risk reward is in your favor, as they're still -4. Inferno Divider gives them a knockdown, but loses to blocking. 2a (or any other normal or a throw) will lose to one of your normals, and you should be getting a lot more damage than they'd get if they hit you. However, if you chose either of these, there is a chance you'll get hit, so if you want to avoid taking these risks, jump back barrier. (see it as an easy fuzzy jump)

-2a 2a 2b/2c/throw/6b/dash 2a/etc. This is pretty standard stagger pressure most characters can do, containing a mix of frame traps and reactable high/low, and you deal with it as you would with other characters, your options are barrier block, IB > 2a, DP, backdash, fuzzy jump. Fuzzy jump is especially useful here as it should protect you against 2a iad crossup DID RC, which is unreactable.

-If you're in the corner, 3c > iad j.c. This blockstring is also your standard jump cancelable normal into airdash jump in. Anticipate with an anti-air (6a) if you can, if you're not expecting it you might have time to input a DP. If not, don't backdash or jump. Backdash could get punished, if you jump you'll be too late to press buttons, so they'll land before you and keep you in blockstun, you might lose a chunk of barrier.

-some normal > 6d > j.d > whatever. Try to instant block or DP, I'll have to test I'm not sure of the specifics.

Once he's comboing you, beware of resets, especially if you got hit by a bad starter (2a/5a/j.a). These are usually either any normal into gauntlet hades (high), or hells fang no followup > throw/crossup DID (fuzzy jump if you don't see the followup).

I'll have to verify, but I believe gauntlet hades can be guaranteed punished on block. It's -11 so you try a 2b, and I think it makes the followup whiff if they do it. Won't be a counterhit and they won't be crouching so we don't get much, but it's still good to show them they should think twice before using it.

If the ragna anticipates you'll jump to get out of their pressure, there's a good chance they'll do a rising j.a to keep you under pressure. If you see them do this but stayed on the ground, I suggest dash under them as a safe way to take advantage of the situation. Anti-air also works, but he has options to bait them if ever.

4. Your offense

The central thing here is really just knowing when and how to bait inferno divider. Outside of that, his 6a is strong, don't test it. His backdash is decent. He has a "hard time" dealing with 236a pressure, he can super through it, but it's kind of random, as depending on the spacing and timing, he might just get hit. He can also just IB it, then DP you out of any move you'd try to follow it up with. Might as well make a note on baiting DPs, there are multiple ways to go about it, each with their advantages and disadvantages.

-stuff that is just DP safe, like a safejump : advantage is it lets you keep pressure and momentum at minimum risk. disadvantage is it usually requires a specific situation, and if your opponent guesses you're going for a safejump, you're generally missing out on a mixup opportunity.

-delaying a normal (like a meaty) enough that if they dp immediately, you'll be in blockstun so the attack doesn't come out : adv is it allows you to keep momentum, and only really loses to mashing, if they try to react to you not doing anything, your next button is already out. disadvantage is that you can get called out, let them escape, and lose momentum.

-hard call out, not doing anything, backing off : generally a good idea at lower levels of play, or if you really don't want to take "any" risks. You pretty much sacrifice a lot of momentum though, and really give your opponent time to think and regain composure.

No matter how you go about baiting reversals, you really have to be unpredictable about it, and try to read their intentions. Against ragna this is super important, because since his reversal is very good and gives him a knockdown, you will have to bait it, but baiting too hard makes you lose momentum.

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Make him respect you ground to ground with 5c, air to air with j.c, 236a used to work great I think it's still useful but I can't say for sure, j.2c is okay too. Then set up steins and eventually you'll control the match. Good movement is a must, try putting yourself in situations where your normals still have the advantage, and avoid those where it's risky to press buttons. If you set up steins and he's dangerously close, you can cancel into DP, works in the air too. Once I have steins out, I like to dash in, then jump out, barrier, and set steins, to bait DP, as well as making your movement harder to predict.

tldr : back to basics.

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Try to be patient and barrier him out of range so you can escape. Ragna often has to commit to unsafe moves to mix you up/continue pressure or have 50 meter for an RC to go about his business.

-His new Blood Scythe is + on block but it has 37 frames of startup - more than enough time to 6A him through the startup. 2C can work but I don't recommend it because if you react too late you get Fatal Counter'd in crouching state which leads to sadness.

-Gauntlet Hades is annoyingly fast, but if you block the first hit, you can duck and the followup will whiff entirely. So after blocking the first attack you can 2C > j2C > combo through the followup for a free punish. It's still hard to block though, especially online. Most Ragnas will try to use it after they get pushed back, so they can attempt to mix you up with it along with 2D, so being aware of spacing is important.

-6D, jD is a common Ragna blockstring to continue pressure. If you IB the jD you can DP out for free, but the real mixup begins when they delay the jD so it whiffs and can block or go for a high/low/throw, so watch out.

-Dead Spike is + on block by itself, if they dash cancel it depends on spacing - the farther away Ragna is, the more + he is on the dash cancel. But if they just do a really close Deadspike and dash cancel it, you should definitely disrespect it with a 2A.

-In general, IB DP is very strong in this matchup. Here is some advice from C0R back in CSE but it's still relevant:

IB > 623 super strong in this matchup.

Omohikane through attempted meaty deadspikes, omohikane is gi-fucking-gantic horizontally, and there's no real way for him to bait it without giving up his oki entirely in a deadspike situation.

Ragna's j.c safejump does not work on µ, uppercut it anyway, he'll be stuck in hitstop on the guardpoint and you're out for free.

6d pressure is weak to 5a mash, uppercuts, supers, the universe and more, you can also jump out.

IB

IB

IB

-If you're really not sure or you're low on health and need to get out ASAP, don't neglect Mu's Counter Assault. You just need to really pay attention to their blockstring and try not to use it when they're using moves that can low profile it, which happens a lot more now

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