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Leonil_Requiem

[CS2] Ragna vs Haku-Men

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I'm a little scktical about putting up this one. Heh, but I guess it had to be done. Go ahead and see if you can break this Iron Wall of defense know as the white void... That sounded a little cool in my head. You know what to do, theory play it out and watch for the counters!

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What is the best way to bait counters? Can Haku counter Ragna's "mix-up" on reaction?

Yeah, actually. I'll tell you what I do (though it may not be best). Treat it like a DP or reversal, and bait it as such. Thankfully, his counters are weaker in comparison to CS1, so even if you get hit, it wont' hurt as much.

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What is the best way to bait counters? Can Haku counter Ragna's "mix-up" on reaction?

Ragna had some moves are kinda slow like 6B, 6D, and 623C or you can just grab him. But however Hakumen 5D last longer than rest of the counters transition from CS1 to CS2. On reaction, it's always the player and not the character.

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Ragna had some moves are kinda slow like 6B, 6D, and 623C or you can just grab him. But however Hakumen 5D last longer than rest of the counters transition from CS1 to CS2. On reaction, it's always the player and not the character.

It's because of their speed, 6B is by FAR the easiest of his moves to counter on reaction. Avoid throwing these out stupidly, as it'll just get you hit for it. Also, 623C is 7 frames (where as 6B is 24 frames of start-up).

Throwing is another good way to get them when you think they are going to attempt a counter.

ALSO: Yukikaze does not have the super flash anymore. You REALLY need to be careful about pressuring him when he was 4 or more stars. Hotaru also becomes an issue at that point, since it's fully invul. Again, treat it like a DP (more like a reversal that requires heat like many supers), and bait it accordingly.

Editted to fix mistakes.

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Hakumen can actually counter you out of ID if he expects it. 6D will smack him out of it since it will outlast the invincibility. His other counters will rape you too since ID will just whiff through him and then he can get a punish. Here's an example. And here.

And his counters DO start on frame 1. :P

Just not 5D.

And they're invincible. lol

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It's because of their speed, 6B and 6D are by FAR the easiest of his moves to counter on reaction. Avoid throwing these out stupidly, as it'll just get you hit for it. Also, 623C is 7 frames and 1-18 invul, so he can't really counter you for it.

If you're pressuring Haku-men, try to leave as small of gaps in pressure as you can, and stagger in order to bait his counters. Remember, they don't start from frame 1, and aren't invinsible, so you can still hit him out of their start-up. Ragna can stagger pressure really well, so use this to your advantage, and it'll keep you safe from counters.

Throwing is another good way to get them when you think they are going to attempt a counter.

ALSO: Yukikaze does not have the super flash anymore. You REALLY need to be careful about pressuring him when he was 4 or more stars. Hotaru also becomes an issue at that point, since it's fully invul. Again, treat it like a DP (more like a reversal that requires heat like many supers), and bait it accordingly.

I'm not saying do those moves out of stupidity. It's better when those moves are combo along with those moves expect 623C. Start-up frames of 623C that's when he can't get you, if it's past those frames he can. True, about the spacing between Ragna and Hakumen, use that on your advantage. I already say grab him for it. If you usually attack him head-on, just grab throw head-on. Mix-up your game a little bit, don't be too obvious with Ragna even thought alot of people block Ragna's moves easily.

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Playing against Hakumen is like trying to crack a turtle open. It's not impossible, but it's difficult. Ragna definitely has the tools he needs to do it, though.

Typically when I fight good Hakumen players I mix it up a bit with fast moves and a whole ton of fakeouts. Pushing him into the corner is a must, too. Some of the best moves to use against Haku in mixup is 6D, 2B, 5B, 5C and 6A depending on the time. 5B is good for catching him and continuing pressure with some decent range, but it's pretty easy to counter so don't be predictable with it. 2B->5B and 5B->2B gatlings are good for basic pressure strings because they're fast and hard to counter if you time it right. 6D is amazing when you use it on the right occassion, because you can either do 6DD for overhead pressure and then cancel it to keep it on him, or you can delay it a bit to discard some landing frames and you can go straight into pressure with maybe a 2B or 6C because they'll be expecting the overhead that won't come out. Orrrrr, you can do 6D and jump cancel it to try and bait something out, or if you're feeling really aggressive you could jump cancel a 6D and then do j.5A->j.5C and as the j.5C lands on him you can either try to mix him up again or go straight for the grab.

Anyways this is probably my favorite matchup in the game, even if I suck at it lol. I can ramble about random tactics all day, but basically just don't let Hakumen breathe or give him an opening to punish your pressure. Oh, and don't drop combos lol otherwise he might tech out and then airgrab Ragna into a lot of damage or something. 0;

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Question: Ragna air-to-air combat with Hakumen ---> can I win, or it is something that should be avoided?

Cause so far, I usually lose to j.5C (long range) or j.2C (wide range)

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6D is fun when you think he'll 3C (many Hakumen can get predictable with this move in my experience).

If he does Mugen full screen away, it's a free Carnage Scissor.

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