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KayEff

[CSE] Ragna vs Ragna

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does ragna's buffed J.5c beat his 6a

I don't have extend atm.

umm, no. Unless the j.5C is barely hitting ragna, then it'll clash. But yeah, Ragna's 6A has upper body invincibility. You're not gonna beat it while you're attacking from the air.

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Block Punishes vs Ragna:

Guaranteed:

6C (DC)

- IB > CH 5A

- IB > CH B+C

5D (DC)

- IB > CH 5A

5D(1) (DC)

- FC 2C

214A

- IB > 5A/2A

- IB > ID© (also beats delay 214D)

214A>214D

- dash FC 2C

214B/j.214B

- (dash) 5B

- ID© (also beats delay 214D)

214B/j.214B>214D

- (dash) 2C

623C/D

- dash FC 2C

- BK > 5B/FC 2C

Carnage Scissors(1)

- dash FC 2C

- During flash BK > FC 2C

Black Onslaught

- (dash) 5B

- During flash BK > 2C

Anyone let me know if something isn't true or feel free to add anything I miss.

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6C dash cancel is like, -6 or -7 on normal block, no need for IBing.

Tried it again and I still can't get 5A or 2A on normal block. I can only get them on IB, same for 6C(1)(DC). If it was -6 on normal block, on IB you would be able to get 5B but I'm not able to get that either.

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React to Ragna's DS by jumping over it on block, and punishing with a nice j.B. Would better if you IB before the DS, so that you can get a nice dash 5B counter hit, depending on the range.

Ragna's 2A low profiles his own j.C, when he uses it as an instant air dash jump-in. On his landing, since it whiffs, you can punish with 5B. You can also go to the other side of him with a dash 2A, if you should prefer.

6A is useless against j.C at times.

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It's -4, 6C is a level 4 move.

This was my mistake, yeah, it's -4. Completely safe without IB, sorry about that.

6A will work in most cases against j.C, provided they aren't using it from the heavens or spacing tool. It'll be j.C as a jump in. But j.C has been able to clash and even beat 6A in some cases since CS2, this isn't anything new really. 5A anti-air works too, but more against sloppy jump ins rather than all the time.

You can often hit Ragna out of Deadspike, provided your reactions are that amazing. In most cases, jumping over it is best. Jumping after blocking it in the corner puts you at risk of being 5B'd or air grabbed, both of which lead to 4k.

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You can use the 22C > dash 3C/j.A "mix up" on Ragna. Just remember he can ID if his timing is on point, so keep that in mind. If you bait it have fun punishing him.

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You can use the 22C > dash 3C/j.A "mix up" on Ragna. Just remember he can ID if his timing is on point, so keep that in mind. If you bait it have fun punishing him.

I thought dash j.A goes over ID? But my memory is fuzzy about it.

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I thought dash j.A goes over ID? But my memory is fuzzy about it.

I was just trying it, but the timing to get the ID out is so tight I can't get it :psyduck:

Theoretically you should be able to though, I'm just not getting it, so I'm not sure if it would cause the ID to whiff.

When I teched 22C with a slight delay, I was able to get ID cuz the j.A whiffs, and in that situation he does pass over you and ID misses. But with that delay the dash 3C would catch him, so they shouldn't be delaying anyway unless they were guessing you were gonna do j.A.

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What I do is delay tech slightly and block low. Beats both dash j.A and any low attempt, and if you get it into muscle memory you can just worry about normal mixup.

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What I do is delay tech slightly and block low. Beats both dash j.A and any low attempt, and if you get it into muscle memory you can just worry about normal mixup.

Oh wow, you're right this works. So much for that mix up if they know this :vbang:

I guess the only thing that leaves them susceptible to is blue beat dash 5A, but that's not going to get you much.

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In general, you have to be careful about using 22C. It's all fine and dandy if they respect it and tech immediately, but if they alter their tech times it's a guessing game of its own.

Btw, jumping over Dead Spike to punish is always better than hitting them out of it on reaction cause you can confirm the j.C into 5B 6A into GH/TK GH stuff.

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