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Leonil_Requiem

[CS2] Ragna vs Λ-11-

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Yea, it hadn't happen yet so I figured I'd start them. Here we'll discuss the pros and cons of different ways to go into the fight against the character above. Note that there are few definite answer when fighting and the best we can do is try our hardest to make safe methods of gaining the competitive edge. Have fun and remember this thread if for the betterment of us all. So try to keep the trolling to a minimum.

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This matchup is still a pain in the a**. Lambdas zoning is god and she has alot of safe moves.

Never. ever. airdash or hellsfang to close distance, its a free combo for Lambda. The safest way to get close is to super-jump or just run a few steps and then block again.

Lambda can zone all day and get good damage and runaway without problems, and if you catch her. Unleash all your rage and destroy her ass.

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So what about super jump > air dash? Also, if I do manage to get a decent jump angle and land on her face, should I just be j.Cing like the masher I am? What will beat most/all of her anti-airs? Is it about using the right move(s) or just getting the right positioning?

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Double jumping is more useful (and a lot safer) as far as baiting moves from Lambda goes, as you can barrier block as needed (where with instant air dashing, you have to basically hope you don't get hit). Belial Edge provides a good quick drop down after baiting a sword or other slow recovering move.

Blocking like your life depends on it is important in this match up, but at the same time, you can't just block everything and never try to move in, since Lambda likes to destroy primers with her Spike Chaser move. Double Jump over that whenever you can, or if you're close to her, Inferno Divider.

All I really have on this match-up is be patient, you're not gonna get in fast, but when you do, you have everything you need to stay in and shut her down. She has no DP outside of her supers, so no way to get out of pressure without 50 meter. Ragna's pressure also got a shitload tighter, and Deadspike > 5A/2A > stuff will keep her in for days, especially in the corner. Remember that 2C and Deadspike are good pressure enders because they are plus on block. 2C can go into 6C, which is dash and jump cancelable (second hit), as well as 3C, and Deadspike is just +3 on block and has an amazing amount of active frames, and dash 5A/2A after Deadspike provides a frame trap that only DPs or reversal supers (or any move with frame 1 invul) can get through. With 5A, there is only a 2-frame window where they can attack (this will only work on standing characters aside from Carl and Platinum), while 2A provides a 4-frame window for them to attack, and works on everyone. And remember, fastest move in the game is a 5-frame 5A :eng101:

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Pretty sure just about everyone knows this, but you can carnage scissor her after she does 5DD if she tries to follow up with 4DD. If shes in the corner and you have 100 heat, you can rapid the CS for a hefty combo, although that would be extremely situational.

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So I've been playing a lot against Lambda, and I've learned some things:

My opponent likes to burst and then try to make me block a wheel a lot. You can just super jump from this. No need to block like a chump. Or regular jump, or dash, whatever.

Super jump goes over spikes. This is awesome.

I can't seem to do anything to beat her 3C at the start of the match. Either 3C or jump back whatever, and I seem poor at dealing with either.

Super jump > air dash is my favored way to gain ground right now, but maybe that could be punished hard. I just find that when I time them well, they get me in, and it's about all I can do.

Obviously if you get Lambda in the corner the match swings way in your favor. (or she has bursts left and you groan)

Carnage Scissors doesn't beat anything. Don't try it. No seriously, don't do it. You know why? Its postflash invulnerability doesn't work on projectiles! Okay, yes, it will beat normals up close. But it loses to any of her projectiles every time, and gets you FC'd if you try it and she does Calamity Sword. Ow.

Speaking of which, I'm getting slaughtered by Calamity Sword. I need to see my opponent's fifty meter and either respect that (ha!) or, much more realistically, just use Inferno Divider like some kind of (awesome) scrub.

Doesn't seem like I can jump out of the wheel as oki after she knocks me down with 236whatever at the end of a ground string.

Speaking of which, is it me, or do those just not combo a lot when you're too far? I've gotta start mashing ID in there to catch her! Or just block and 5A I suppose, but that's boring.

Also, my opponent loves to do 5C > 6C > 236B on block. Far as I can tell, I can't do anything about 5C > 6C, but you can definitely ID the 236B, which is awesome. Carnage Scissors works too I guess. Unless that's also a projectile, which would be depressing but wouldn't surprise me. Okay, I kid, but seriously, Lambda and her goddamn projectiles.

Oh and I guess if she tries to wheel you from normals, just hit her with something. Don't let her get away with this! Even if it's just CH Hell's Fang > 5B 5C Hell's Fang, do it!

(Most pro Lambda mixup: 5C 6C on block, then either 236B or wheel! Oh yeah!)

Oh and since I now know 236C is -6 on block, I'm gonna start punishing that with 5A whenever I get the chance! Thanks frame data!

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A well timed Carnage Sissors will beat her 5D. If she tries to go for anything out of a blocked 5D, you should be able to Carnage Sissors her on reaction for a punish.

Honestly, the best thing I've seen to do in this match-up at the start of the match is stand and wait a second. If she decides to air dash back and do a j.D, it whiffs and you can run in to get your offense going.

I really, strongly disagree with air dashing in the matchup in neutral. Super jumping and clever use of double jumping will work fine. Dashing and barriering on reaction to stuff works really well.

If you think the Lambda is mashing on Calamity Sword, 2C -> block. Since 2C gattlings into both 6B and 6C, people will always think you're trying to go for high low shennanigans.

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1. You barrier way too much. Try to only use it if you need to push them away, block air unblockables, or protect your last primer, cause otherwise, it just takes you closer to the Danger State, which is NO fun for Ragna.

2. You were being too passive. The Lambda match up is one where you will have to block a lot, but there where many chances you could have taken to get in, and still be safe. For instance, high or double jumping forward instead of air dashing in. Both get you closer, but air dashing is riskier, and way easier for Lambda to successfully punish. Don't throw out your normals either in hopes that it will land. Wait until you know you're within range to hit her, otherwise, your whiffing something and she's just gonna punish you for it.

3. Don't forget you have Inferno Divider if the Lambda gets too cocky. I didn't see you use it at all.

I think the Lambda just took advantage of you not knowing the match-up well. See if you can play against him more often, and try a cautiously aggressive approach. Keeping yourself safe, while still getting in.\

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Lumin you are pretty knowledgeable Ima add you on PSN later,

Lambda is ragna's worst match up correct?

Close, I feel he has more trouble with Rachel and Noel though. Lambda is more annoying than anything. Also, I'm on Xbox Live for now, when I do get PSN though (whenever I'm rich enough to finally get a PS3), it'll be LuminAbyss, the PSN ID in my profile is just a joke for now.

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rachel is definitely a bigger problem......lambda's corner pressure isn't nearly as good as her's

you missed alot of opportunity to punish whiffs but you didnt react to it and no never IAD......you get blown the fuck up

if they dont tech after a DID then go for 2B>DID again, free damage and meter and so many dash in CID opportunities and you had to meter to make it safe too

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I love Belial Edge in this matchup. Gets in at a really nice angle that's hard for her to beat, and leaves you at advantage on block to start pressure or CH her if she tries anything. Oh and CH Belial Edge goes into 5B vs. crouch and 5A if you're close enough vs. stand. You can also dash before these. Obviously you need to confirm standing or crouching for this, but even if you don't, 5B is decent for beating stuff or starting pressure if she was standing. Or if she blocked. But... Well... That's a 7F gap. She probably beats you with 5A. Dunno if you can space to beat this, but in that case you probably can't combo off of a CH. Maybe if you dash?

So you have to see if she's standing or crouching, or guess I suppose since she could technically stand up or crouch before your attack will get there: 5A will whiff if she crouches, and 2A is 2F slower and has less range, so is not great if she stands. However, her fastest normal is 5A at 6F, and I'm not sure if that whiffs crouching Ragna (don't have my console right now) so 2A might be fine in any case.

If you know your opponent will respect it, you could go for 5B, but if you know they'll respect it it's hardly better than 2A!

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ok, lamba is smashing 5c, i jump in from above, coming down no matter what i do i get counter hitted. There has to be something that will beat out her 5c from the air? :v

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A few tips:

> Punish whiffed swords by run in 5C

> 3C low profiles a lot of your stuff. 6D if the Lambda starts to abuse it.

> She has no defensive options without 50 meter. This is one of the match-ups where Dead Spike is really good.

> IB 236B or 236C, it's a guaranteed punish. If your reactions are good enough, you can DP on reaction to any of the 236 series.

> Get ready to block a lot. (BLOCKING IS IMPORTANT)

> Learn to barrier dash break

> Her air back dash is slightly faster than our ground dash, so be ready to block swords if she tries to back dash unless you're really close.

> Learn when you can jump out of wheel setups. 6C>wheel can be rolled out of at certain distances safely, and it's free pressure for Ragna if you do.

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