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Yggjrasil

[CS2] Platinum vs. Ragna

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Punishes:

Mami Circular for whiffed Inferno Divider on wake-up (bait it out)

6C Fatal if he whiffs Inferno Divider in the corner

Random Hell's Fangs on block can be punished with 5B

Carnage Scissors can easily be punished with almost anything on block.

Anti-airing:

2C for his j.B,j.C, and j.D.

Mystic Momo Bombs work very well for Anti-airing too.

6A works too, it hits him out of TK Gauntlet Hades if spaced correctly.

Zoning: Use j.C wisely,Swallow Moon,Mystic Momo and Dream Sally to keep him at bay, Bombs and Missiles make zoning and approaching him a lot easier too.

Strategy: Stay out of the range of his pokes, zone him out with Dream Sally, Mystic Momo, Bombs and Missiles. If you have meter, Miracle Jeanne the Bombs/Missiles to greatly improve your zoning and approach. He has to respect the SUGOI items. If you're under his pressure, that's fine,its not the end of the match. Look for any holes in his blockstrings (Ragna has plenty of them) and use Bat, CA or Cure Dot Typhoon if you have 50%. Ragna has a horrible time with zoners, just annoy him to death with projectiles and this match is as good as yours.

Item Strategy:

Bat (Keep him away from you)

Missiles (So that you can rush in on him)

Bombs (So that you can pressure him and limit his air movement)

Char specific details:

2B goes under his j.C and his Gauntlet Hades :3

Other details:

A desperate Ragna will do a random Blood Kain at the last possible moment, if this happens, run away from him. Let his HP drain and punish accordingly.

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Here's some small tidbits of information.

Ragna, after 6a can only jump cancel or special cancel now, so if you ib his 6a, which I believe is -5 if he does nothing, you can still out your own 6a to beat his gauntlet hades followup (if he decides to do it) or pressure him after he jumps (most likely he will just get hit though). I'm not too sure about his dash special though, since I don't see Ragna's throwing this out after 6a too often.

2b at appropriate distances will beat Ragna's 5b clean, so at max range, sometimes you want to do 2b buffer into 236b for the counterhit -> knockdown if he sticks out 5b.

Not so useful information, but it's cute. If Ragna is ABSOLUTELY POINT BLANK to you, his gauntlet hades just goes over you if you're crouching.

His 5c beats your 2b clean, but you can zone by doing jump back C.

Ragna's SRK whiffs if you crouch near him at about... how do I describe it? 1.5 platinum's away? It looks like it would normally hit her, but it just goes right over her, so sometimes you can bubble, crouch, and then he just pops the bubble with his inferno divider, but whiffs on you, so if you see Ragna with meter, you can just pretend you're doing something and he might DP you without thinking. I say you should try to learn this distance, but I'm not too sure of it either.

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Ragna's SRK whiffs if you crouch near him at about... how do I describe it? 1.5 platinum's away? It looks like it would normally hit her, but it just goes right over her, so sometimes you can bubble, crouch, and then he just pops the bubble with his inferno divider, but whiffs on you, so if you see Ragna with meter, you can just pretend you're doing something and he might DP you without thinking. I say you should try to learn this distance, but I'm not too sure of it either.

I think it's about the length of the A bubble when it comes out. No need for the crouch too.

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I guess I'll do a write up for this too.

Expect some highly detailed info for later.

Things I learned the hard way:

Do not use your 5B as a poke you will die doing it.

Do not approach him head on without him blocking anything, his everything will probably stuff you.

Your air pokes>his air pokes.

Dead spike pressure is a threat, IB his pokes and jump if you read a dead spike.

Usefulness in items:

Bat is very good here use it if he gets too reckless.

Cat bat has very useful mind games you can jump forward air back dash back and use it to see if he is blocking or DPing, if he is DPing then run up 5C etc etc 5k.

Hammer is ok you don't really need fast fall here, feels like you won't really need this item much in this match. (Hammer is awesome but in my experience it doesn't feel as useful as other items.)

Frying pan is as usual only good on the offense, you can mystic momo AA him with it and it has some mean CH stun lol.

Missles are the best item in this fight, it makes Ragna move in ways he doesn't want to avoid them and it has enough blockstun for you not to get ID'd.

Bombs are hit and miss.

5B is the hardest part of the match up.

Second hardest is dealing with ID.

Both can be done easily, use bubble oki and confirm that he blocked the bubble then stick out a poke.

Watch for ID's since bubble has so little hitstun on IB that he can mash ID out.

Once you got that part down then its all about dealing with his mix up and pressure.

If you can't block Ragna then you are going to lose...a lot.

As for 5B, do not try to beat it, too inconsistent and you will sooner be in the corner blocking dead spikes than actually beating it, there are things to beat it posted before me but they are all risky.

Just avoid the 5B, this at least makes him not want to get wild and throw it out.

TL:DR Missle, bat, and cat bat are awesome in this match up and hammer is ok.

Ragna 5B/ID is broke.

L2Block

Plat 5B sucks.

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Got caught on his pressure without Bat/Heat is pretty much means death ... But Plat can zone him pretty easy j.c and bubble are very good to keep him at bay, just watch out for HF and you can yomi DS with Heart Car :v:

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If you're godlike on reacting, reacting to Dead spike with her gigantic gauntlet-hades like dive thing can score you a counter hit that rewards you quite nicely if Ragna is anywhere near the corner. Consider it if your opponent is not hiding his Dead spikes well.

I'd also say approach this matchup as a zoner, since you gain advantage the longer you're at neutral for the ability to use projectiles.

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If you're godlike on reacting, reacting to Dead spike with her gigantic gauntlet-hades like dive thing can score you a counter hit

lol you mean mami circular(surfboard) XD

and oh another thing guys.. Is it me? or does dream sally to 6c - 22c doesn't work on rags. it whiffs for me >_>

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Same timing as usual for everyone.

Just the hit boxes will deceive you.

Also heart car on deadspike requires yomi.

And for god sakes do not just randomly jump out of deadspike! actually react to it.

Get hit by 6D near corner is like 5K.

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you sure man, i know how to 6c to 22c pretty well but on rags it COMPLETELY whiffs. it's ridiculous :(

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you sure man, i know how to 6c to 22c pretty well but on rags it COMPLETELY whiffs. it's ridiculous :(

Yep...just step back a bit.

I don't know I do it the same on everyone.

Sometimes it hits them a bit late but 5C still hits, other times I can do 22C>6A>22C>stuff.

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Yep...just step back a bit.

I don't know I do it the same on everyone.

Sometimes it hits them a bit late but 5C still hits, other times I can do 22C>6A>22C>stuff.

http://www.youtube.com/watch?v=QXTp9CKz6FE - am i doing something wrong?

i can do it on jin and pretty much the rest of the cast. it's not the 22c it's the 6c not hitting :/

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1. You're doing your bubble too quickly, you need to delay it as much as possible.

That was the problem. thanks :DDDDDDD i feel like such a noob :sweatdrop:

thank god for asking questions :keke:

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Allright, i'm going to start now. gathering insight about a certain character not only helps me out with the matchup but i learn alot more about the character that i never knew(since i didn't start playing blazblue until june 2nd this year)

Ragna the Bloodedge :RG:

Summary

He is pure rush-down and very aggressive. Ragna doesn't have any projectiles or ways of zoning so he needs to come up to you personally if he wants to "talk".

Ragna has some amazing normals with great range such as 5C and J.C and let's not forget everyone's favorite normal; The Dreaded 5B. Ragna's main goal is to get his opponent to the corner and make sure they NEVER leave(kinda what we want and everyone else). Once he gets you in the corner, his damage potential increases so try not to get hit otherwise your gonna eat 4 or 5k Every Time and it WILL add up fast considering our health situation.

Pros/Cons

PROS

  • Does Great Damage
  • Can recover health thanks to Soul steal
  • Has a DP(Infernal Divider)
  • Great at Catching Opponents and Closing Distances
  • Decent Mixup Game
  • Great set of Pokes


    CONS
    • Below Average Health
    • Midscreen Damage Sucks



      My Opinion

      In my honest opinion, I'm going to say what everyone else says zone him out and stay away from corners. once you are in the corner; stay calm and look for a opening or you better hope you have the bat equipped. This is one of my toughest matchups if not the worse.

      Normals

      I'm going over the noticeable normals not each and every one of them.


      5B

      • The Roundhouse Kick. Ragna's 5B is one of his most used normals and his basic combo staple. One of his main normals he uses to approach with. It has wonderful range and it's very quick on Start-Up. It is Air-Unblockable. It is a hassle to deal with because it can pretty much thwart whatever your trying to do. Don't challenge it, we don't have any normals to beat it out. I've tried our 5b and I sometimes trade but majority of the time i get beat out and CH.


        5C

        • A Leaning Sword Swipe. It has good range. I've noticed that it is jump cancelable but only if he hits you. He can combo this into Hell's Fang at most ranges and can combo his 6c if you are crouching or counter hit. It is also Air Unblockable. I wouldn't worry too much about this one, I don't think Rags is going to try to approach us with this move since the startup isn't all that fast.


          2C

          • A backwards leaning sword swipe. it has frame advantage +1 and It is fatal possible. Most ragna's will use this for their block strings when you are in the corner. As i mentioned before is has frame advantage so don't think mashing is going to save you otherwise you are asking for a fatal into BS.


            6A

            • Ragna does an uppercut launching the opponent in the air. This could be used as an Anti-Air. The move pretty much speaks for itself, it's an uppercut which is Air-Unblockable.


              6B

              • Ragna peforms an Axe Kick. It is an standing overhead. It is pretty slow but don't underestimate slow overheads.


                3C

                • a Short ranged sweep. it is jump cancelable. he can combo into Hells fang and 22C(the pick up move). You can't emergency tech on counter hit. not really sure if this normal was worth mentioning but meh.


                  J.B

                  • A jumping straight kick. It can be used as a cross-up and it is Jump cancelable. I'm not sure if i have seen ragna's approach with this in the air, i usually see the j.c if anything.


                    J.C

                    • A jumping sword swipe. Good offensive hitbox for air to ground and it is Jump cancelable. I've seen many ragna's approach with this one but not too often. i mean we can just 6a him out of it :P


                      Drives

                      5D

                      • Ragna lifts his sword above his head, then slams it back down again. He can Dash Cancel out of it and it isn't safe if he doesn't. Soul Eater property take effect on the second hit only. Second hit eats a Guard Primer. First hit cannot is air unblockable and the 2nd attack will cause a ground bounce if you are in the air. First hit combos into "Deadto Spikuu" on air hit. This is one of his main combo tools he will use when you are in the corner.

                      2D

                      [*]Ragna stabs his sword into the ground. It hits low(BUT LOOKS LIKE A FREAKIN OVERHEAD :arg: )and knocks you down on the floor. Luckily, it cannot be cancelled into anything. on counter hit, it can cause a ground bounce. It is Air Unblockable.

                      6D

                      [*]Ragna hops into the air and strikes with his sword over his shoulder. He is airborne during this move. 1-28 foot invulnerability. since he is in the air he can use the J.D. most ragna use this in their block strings. i believe they will 6D and in the middle of it cancel with the j.D and the j.D will be cancelled because Ragna is already on the ground thus enabling him to rush back in for more pressure.

                      Specials

                      Hell's Fang

                      [*]Ragna dashes at the opponent with a straight punch then extends his other arm and strikes the opponent with dark energy. Very unsafe on block. The first strike has very large stun on block and hit, and massive hit stun on Counter Hit, allowing for dashing combo followups. 2nd hit is for getting his opponents in the corner and it is capable of removing a Guard Primer. This is one of Ragna's main tools to get you to the corner. It covers a good amount of horizontal ground and it is Great for reset pressure. i've seen him combo into this from ridiculous stuff, such as combo'ing bellial edge when the opponent is in the air to hells fang midscreen o_O.

                      Infernal Divider

                      [*]Ragna does an uppercutting motion soaring into the air yelling shoryuken! Ragna launches himself into the air, striking the opponent with his sword. Basic anti-air special. C version's invulnerability is instant, D version's is not. Since the C version is so quick, with 7 on startup he can pull it off during block stun and on wake up. D version launches Ragna higher into the air. Can hit twice. Punishable on Block. Ground versions are air unblocakble. This is basically a big fat "out of my way!"(IRRELEVANCE: can someone translate "Out of my Way" in Japanese for me :D)

                      so, don't expect that you are going to pressure him all day every day otherwise you will eat it. When a Ragna does to you during block stun or wake-up don't rage just bait it out the next time.

                      Gauntlet Hades

                      [*]Ragna hops into the air and delivers a fierce, spinning hook to the opponent. This is also an overhead.

                      Dead Spike

                      [*]Ragna releases dark energy from his sword in the shape of a beast's mouth. It's slow but gives advantage on block. This is by far his most scariest move in my opinion. Not only does it have frame advantage but the fact that it breaks a guard primer too!? When a ragna uses deadto spikuu, you the best advice i have is to use the bat, if you have it if you don't be patient and continue blocking. Don't fight it, please don't. when rags gets you in the corner your goal is to GET OUT!

                      Distortion Drives

                      Carnage Scissors

                      [*]Ragna performs a very fast, dashing sword strike, then releases a huge amount of dark energy from his sword. Covers a lot of ground very quickly, but the invincibility is very short. Deceptively large hitbox. Soul Eater takes effect on second hit only. He can also do this on wake-up so like i mentioned before don't go towards him mashing buttons.

                      Blood Kain

                      [*]Ragna's body emits a black aura. This enhances all of Ragna's Soul Eater moves, greatly increasing their hitbox as well as improving their damage, health drain, and untechable time. Ragna is constantly losing health whilst in this mode, losing up to 3000 in total. Lasts for 10 seconds. Ok, when ragna activates this mode he's basically saying i'm going to rape you for 10 seconds. obviously when goku turns super saiyan your gonna run When ragna is in this mode, don't challenge him. I know it's tempting because he is losing life but trust me. just run away.

                      Devoured by Darkness

                      [*]Ragna's hand turns into a claw as he snatches the opponent, lifts them up over his head and bombards them with dark tendrils, "TEEERUMIIIIII!!!!" dealing a total of 70 hits. The start-up for this Distortion Drive is rather slow and easy to counter-poke, but Ragna regains a large amount of health if it connects. Automatically ends Blood Kain on use. This is my favorite distortion drive that he has. it is Unblockable and he can combo into it after 5D.

                      Random Notes

                      [*]When ranga goes for hells fang and you block the first part be careful because some ragnas like to grab right after.

                      [*]Grabbing is essential to Ragna's mixup game especially in the corner, i highly advice you to look for them because his fwrd grab leads to a wall bounce and then he's going to have fun with us.

                      [*]watch out for the 6b, it's slow but like i said some ragna's can get you in the habit of crouching by approaching with 2b. once he gets you with this overhead prepare to be molested.

                      [*]keep your cool in the corner. his blocks strings seem like they never end but you have to be very patient and look for an opening.

                      [*]Zone him out, the bombs and missiles are very essential in this match-up. i don't care if you have to keep respawning them do what you can to stay away from him.

                      [*]The kitty is spacing, so when he is rushing towards you don't be afraid to reject him.

                      [*]The Bat is simply our best tool in the matchup. you already know it punishes bad strings and it acts like a dp in a sort of way. do what you can to hold onto this, use dramatic sammy in the middle of your strings to recharge. keep in mind, infernal divider can beat out the bat so don't abuse it.

                      [*]6A his air approaches.

                      [*]We have a better advantage in the air so space him out with the j.C. ofcourse don't make this a habit.

                      [*]When he is in the corner and you are going for Okizeme be careful because he has the DP. if you can bait it, you can 6c fatal him into the loop :P

                      [*]don't go for slow start up attacks because he has the DP.

                      That is all the info i have for now. Feel free to correct me on any mistakes or stuff i have left out. like i mentioned this is one of my worst matchups so i learned alot in this process of insighting mr.bloodedge. :sweatdrop:

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If you're godlike on reacting, reacting to Dead spike with her gigantic gauntlet-hades like dive thing can score you a counter hit that rewards you quite nicely if Ragna is anywhere near the corner. Consider it if your opponent is not hiding his Dead spikes well.

I'd also say approach this matchup as a zoner, since you gain advantage the longer you're at neutral for the ability to use projectiles.

I'm pretty sure, unless he does it off 2C or raw, or extremely point blank, Heart Car is going to lose. Hard. I'm not 100% sure though, I just know I've beaten people trying to Heart Car before with Deadspike.

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Well ... Heartcar indeed need to be done on specific distance to beat DS probably around half of his 5b/5c range ... his dashing 5b>ds could also be beaten by Heartcar iirc

@Shadowfiend : his J.B actualy very good for cross up, cross up jump>iad back>j.b ... his knee will hit you, same stuff like Jin, but you will see this rarely on Plat, since her 2c is a really good stuff to deal with this.

And his Hells Fang 1st hit is -4 on block so it's safe unless get IB'ed, and i think HF into grab is kind of long shoot on his side, since on normal situation u can just reverse pressure with 5a ... a more Risky player / most Ragna that have heat will try to beat you with ID if they ever get caught in this situation, this can reset the pressure on his favor or net them 4k at least if u get hit.

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using 2A cross-under on his neutral tech screws up his C ID input. Use it wisely.

yeah about the cross under; is it by random you get it? or do i have to go to the lab and practice the timing?

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