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Leonil_Requiem

[CS2] Ragna vs μ-12-

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Didn't forget her, just had to make it home to finish the match-up threads. You used to be able to throw her out of her dp, because it had guard point and not invul, so yea, that's all I have atm. *Shrugs*

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She always had full body level 3 guard point, it autoguards strikes, projectiles, throws, unblockables and bursts. She also is not in counter hit state for large portion of the recovery.

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Don't try to be tough and jump out of stein oki, be mindful that she out-ranges you, and don't derp when she's in the air. Mu's j.C hurts, so make sure you're timing AA's right. If she tries to kite with IAD back > j.C, just don't bother chasing..?

Match-up seems relatively the same. It just hurts more when she hits you.

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We have so many guests here now. :yaaay:

Also, I don't know about Haz, but are you guys complaining about Ragna vs Plat? Our normals destroy hers...

C0R, I can not fight Mu, what do?

Uhhh... Reasons why the matchup sucks:

  1. Her 5c is the best poke in the game and trumps your 5c.
  2. Her average damage makes you look like Bang.
  3. Ragna has a hard time doing anything once he gets in due to her having arguably the best DP in the game, especially since you can't punish it with a CH.
  4. Ragna's best jumpin tool gets shit on by 2c and 6a AA.
  5. Her 2b will clash with ID on your wakeup, her oki leads to solid damage that Ragna has a hard time keeping up with in a momentum fight.
  6. Zoning's rough, especially Habayaa.

What you can do about it:

  1. Bait 5c with Dashbreak, then catch the recovery with 5b. Alternatively the startup of Hell's Fang will move him out of range, then CH her recovery for a decent punish.
  2. Don't take guesses, her CH reward is too high, her damage isn't so obscene if you're just getting clipped by little stuff and throws.
  3. I would not recommend high-risk mixup vs µ, 6d is pretty bad for resetting pressure because her dp is so good. You CAN punish the DP on whiff, but there shouldn't be a situation where you would use the tool at a range where it would whiff.
  4. There aren't many characters who can punish a wild 2c AA, and it's almost never worth the risk to try, avoid being in the air in this matchup, you need to outplay her in footsies if she doesn't have zoning tools out.
  5. Eek out whatever damage you can and end your combos in 22c. You need that reversal-safe stagger mixup to compete with her wakeup tools. The extra meter you would gain from HF enders isn't as applicable because: if you RC ID you're sitting in front of the scariest 2c in the game, which will trounce your falling j.c. You probably want to spend what little meter you do get on picking up random mid-screen hits into corner carry and knockdown via RC, you cannot afford for her to get momentum.
  6. If she summons the ball in the air, normal jump height, run under it and 5c. If she does it on the ground you are capable of jumping over it during the startup and hitting her with j.c, but only at close ranges where it would be a bad idea for the Mu to use that tool anyway. Command laser is godlike, do your best to make sure it never comes out, because if it does the only thing I might suggest doing is... reversal throw? Which is a terrible thing to do, but it just shows how bad the situation becomes when it's out.

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those are good advice....I was really mad because my 6D dosent work like it should against her and I was mad lol

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