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[CSE] Iron Tager vs Ragna: Beating the Azure!

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Discuss how little this match changed and how huge our meter gain increased.

Ok so from what I gathered this match up is tough, really really tough.

So I am gonna throw some things out to get the ball rolling.

Objective:

Break Ragna's momentum by knocking the wind out of him.

How is the hard part.

Reason:

Ragna has really good pokes that are hard to beat for us so we have to work around it or simply wait for him to slip up with something risky.

Far range:

If you have spark bolt or you need to build charge then this is the place you want it otherwise press on and get ready to defend yourselves.

Medium range:

You have to contend with Ragna here you can't always beat his approach but you can make him a bit cautious so lets talk about his pokes.

5B: Great reach, good hitbox, and lots of active frames you can beat this by 360ing through it (riskiest option.), out poking it (only if ill spaced.), my personal favorite jumping over it (not as risky but predictable), and lastly blocking it which doesn't beat it but your best means of avoiding damage which is always good.

5C: farther than 5B and leads to better damage, On CH it leads to even more damage at close range or if he has meter.

IB this move when he uses it as max range because its free meter and all of his follow up options are instantly unsafe, if he is magnetized then collect the free 720...that is unless he decides to gauntlet hades after.

j.C: this wasn't so bad before but the hitbox is extended to the entire blade now making it hit farther so it's harder to anti-air and leads to serious damage.

Block it, AA it, IB then punish a gap. All these are ok just make sure you know when and where you should do it.

Close Range:

Ragna on the offense is pretty safe here but with proper defense you can make a reckless Ragna pay for it so lets discuss his close Range.

Strings and pokes:

Generic strings for Ragna is usually something like:

  • 5B>2B>5C>2C>stuff
  • 5B>2B>6B
  • 5B>5C>gauntlet hades
  • 2B>5B>2C>6C
  • 5B>5C>2C
  • 5B>5C>dead spike
  • 5B>5C>2C>dead spike
  • 5B>5D(1 hit)>dead spike
  • 5B>2B>dead spike
  • 5B>5C>2D
  • 5B>2B>3C>jump cancel
  • 5B>6A>jump cancel

the jump in's will usually involve j.C which at close range lets us have a free 2C on occasion expect a j.b as it has plenty of active frames, free punish if he doesn't use a A poke immediately after.

special moves he likes to use:

Dead spike: Beat it with sledge, if he is dumb and magnetized then IB 360/720 the poke before dead spike.

Gauntlet hades: Wow an overhead! Block it since its unsafe and 360B, if you are a cool kid then back dash 360 it as he falls right in range to get snagged anyway.

Tiger knee gauntlet hades: It's faster and can combo off the first hit, leads to really good damage and it's a bit safer on block, punish accordingly.

Do note that gauntlet hades can be followed up with so don't be too hasty on a punish or you eat free damage that drags to the corner.

Hells fang: why is he using it here? Oh well IB it and 360B it's a -7 so it is pretty free and it's meterless damage, we all love unburstable meterless damage!

Ok this is the basic stuff, discuss as you see fit.

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