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Leonil_Requiem

[CS2] Ragna vs Makoto

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This one's not all that fun either. The damage deficit is the most apparent disadvantage here. But what's damage to a player that can block. She as all the same tools and Ragna with 3 time the damage. Have fun and keep up the good work.

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Anyone have any helpful advice on specific strategies/punishes in this match?

I have somewhat limited experience against her.

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It feels like no one knows what to do for this match and it doesn’t surprise me.

I have been researching how to deal against the high tier characters for quite a while and I know what to do against everyone EXCEPT makoto. Even after hours of checking all her normals and supers in training mode I still can’t truly find a weak point in her game and so I usually see myself depending more on her mistakes than in Ragna’s own tools to win. Main differences I see here is that she can do the same as Ragna but with more damage and being more safe in blocks, so it means that in this match Makoto is allowed to have mistakes in her game, but Ragna not.

Only advice I may give as It worked for me is to be more defensive on mid-screen until Ragna can corner her; being too aggressive against a character that can input this insanity of damage from almost nothing and also has a good DP AND a parry move is asking for a serious rape. At least her blockstrings are not that hard to block but one mistake and youll regret it.

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Key to the match-up: Spacing and footies and not being predictable with your spacing and footies. She's dangerous up close, but she can't get up close if you keep her out with your obscenely long legs. 5C and Deadspike work just as well. Bait her DP like you bait any DP.

You don't need to rush-that-shit-down anywhere outside of corner to win, honestly. Better safe than sorry. Just don't be predictable so she doesn't parry your ass.

She touches you there goes a good 50% of your life. You touch her you won't get more than 20-25% unless you have meter or corner. But you can touch her way more than she can touch you. Your normals are just as good, if not better cause of their range, as hers. Damage is the only thing she has over you in this match-up as far as I can see, and even then, with 50 heat, you're both dangerous.

Bottom-line: Spacing is your best friend. Overly-simple maybe, but that's how I see the match-up.

But I'm a scrub.

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Glad to see that someone finally started to post something for this lol, thank people.

Sorry but I don’t think in any way that she’s like another Ragna with more damage, she has far more mixups and options and her DP even if is not ID still does the job. Heat gauge is irrelevant because Ragna needs it to do heavy damage outside of corner, but Makoto don’t and so she can store it for some counter assault if she’s pressured in the corner and use it only as a finisher, so even in this condition she’s still in advantage.

But I agree that spacing is the way to go here, after all in CS2 Ragna's gameplay is strongly focused in spacing, but still one must be really careful. For example 5B is always good to keep distance but Makoto can use DP, parry, or even 3C to skip over it and start a heavy combo so I find 5C more reliable even if is slower.

By the way, I never tried to say that this match is terrible, horrible or abusive. This match can be won for sure after all, but is a very uphill one were Ragna is not allowed to have mistakes and playing against a Makoto that knows well Ragna’s options can get thing even worse.

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Makoto has a lot of fuzzy gaurd set-ups she can exploit in this match-up. I'm not gonna explain fuzzy guard until i see 5 post xD. Makoto average damage output is very good force a damage deficit on ranga's behalf. Makoto has more health, health deficit on ragna's behalf. Ragna my have more range on his normal but parry broke and can't be bait OTHER THAN THROW A LOW DURING IT'S ACTIVE FRAMES! Ragna's reversal is better bet it can be parry. 6-4 makoto. yea i said it. anti air with parrys and and os parry with low block to force a ragna into risk. also exploit his increased blocking hitbox to have you mix-ups hit soon than normal on crouching opponents. hit comfirm properly and you win. i'm tell you this so you guys can build on it so i can find a way to beat it. :/

(Find a way around it guys. I believe in you as a people.)

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Glad to see that someone finally started to post something for this lol, thank people.

Sorry but I don’t think in any way that she’s like another Ragna with more damage, she has far more mixups and options and her DP even if is not ID still does the job. Heat gauge is irrelevant because Ragna needs it to do heavy damage outside of corner, but Makoto don’t and so she can store it for some counter assault if she’s pressured in the corner and use it only as a finisher, so even in this condition she’s still in advantage.

But I agree that spacing is the way to go here, after all in CS2 Ragna's gameplay is strongly focused in spacing, but still one must be really careful. For example 5B is always good to keep distance but Makoto can use DP, parry, or even 3C to skip over it and start a heavy combo so I find 5C more reliable even if is slower.

By the way, I never tried to say that this match is terrible, horrible or abusive. This match can be won for sure after all, but is a very uphill one were Ragna is not allowed to have mistakes and playing against a Makoto that knows well Ragna’s options can get thing even worse.

First things first, Ragna is not allowed to make mistakes in any of his match-ups, unless he wants to die.

Honestly, her mix-up is just as weak and easy to react to as Ragnas. Yes, she can parry your spacing, but only if you're being really predictable with it. 3C is beaten by 5C, like you said, yeah, but its slow and easy to see coming, so it's never been a problem for me.

Her DP gives her way better damage than ours gives us. But her DP's range is just as bad as her normals range compared to ours, so when you're spacing her, no, it shouldn't be a problem. Just bait it like you would bait Ragna or Jin or Tsubaki's DP. This match up is 5.5-4.5 for a reason, but it's also heavily dependent on Ragna controlling the space. If he can do it, it becomes near even.

Makoto uses meter at lot more than we think she would have to, it's just that she builds meter really fast that we don't notice that. If you're spacing and playing footsies correctly, there should be no problem with you saving your meter for damage.

Silly as this will sound, this match-up is only a problem if she's successfully getting in on you. Just keep her out, Ragna's built to do that, and you'll realize this S tier character is a lot easier to deal with than either CT or CS1.

For the record, I feel this match up is 5.2-4.8 in her favor. Shame match-up charts don't get that exact.

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Honestly, her mix-up is just as weak and easy to react to as Ragnas.

Just wait till you get blown up by her 20 frame overhead.

Her DP gives her way better damage than ours gives us. But her DP's range is just as bad as her normals range compared to ours, so when you're spacing her, no, it shouldn't be a problem. Just bait it like you would bait Ragna or Jin or Tsubaki's DP. This match up is 5.5-4.5 for a reason, but it's also heavily dependent on Ragna controlling the space. If he can do it, it becomes near even.

If you space her DP correctly, the DP's startup then becomes 13 frames in which you can actually throw out a meaty 2A without getting countered.

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Just wait till you get blown up by her 20 frame overhead.

Woah, it's that fast? I haven't had problems blocking/mashing 2A/mashing Divider out of it, I assumed it was near the same speed as Ragna's (which is 24 frames I think)

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Do any of our normals low profile her DP? Also, is 5CC->6B/2C a frame trap? Because I seem to be obly able to DP out of it.

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Do any of our normals low profile her DP? Also, is 5CC->6B/2C a frame trap? Because I seem to be obly able to DP out of it.

I've found that only at max range, 2A, 2B, and 3C will make her DP whiff.

5CC > 6B, you cannot 5A or 2A in time, you will get counter hitted even if you IB.

5CC > 2C, you can only 2A if you IB. Or you can get a CH throw since that's also 7 frames.

If you IB the 2nd C, you can jump out of both but you have to air barrier immediately or 6B will hit you out of the air.

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But going for a disrespecting Inferno Divider would be a good idea right? I don't know if that frame trap would really bait it, though I guess they could stop after second C.

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But going for a disrespecting Inferno Divider would be a good idea right? I don't know if that frame trap would really bait it, though I guess they could stop after second C.

According to the frame data, Makoto's 5C-C is -3 on block, so even on IB, she can bait ID by not doing anything.

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According to the frame data, Makoto's 5C-C is -3 on block, so even on IB, she can bait ID by not doing anything.

Ah, okay, thanks for letting me know.

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If you can IB the first 5C, that's an automatic safe ID punish right there. As for the second 5C, if you can react to either a 6B or a 2C after it, then you can definitely react using an ID as well. They're not that quick, so it's all within viability.

Just watch for her Asteroid Vision. That can fuck up your input.

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