BBCF/Ragna the Bloodedge/Matchups

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Ragna the Bloodedge


Template-info.png This page covers advanced topics which require competitive expertise. Content here can be considered incomplete until expertise is given.

Matchups

Please note: This section is a work in progress, and still requires more information covering the entire cast.

vs Amane

Amane Nishiki

Neutral

Offense

Defense

Closing Thoughts

vs Arakune

Arakune

Neutral

Offense

Defense

Closing Thoughts

vs Azrael

Azrael

Neutral

Offense

Defense

Closing Thoughts

vs Bang

Bang Shishigami

Neutral

Offense

Defense

Closing Thoughts

vs Bullet

Bullet

Neutral

Offense

Defense

Closing Thoughts

vs Carl

Carl Clover

Neutral

Offense

Defense

Closing Thoughts

vs Celica

Celica A. Mercury

Neutral

Offense

Defense

Closing Thoughts

vs Es

Es (Guide written by Betadood)

Neutral

• The strongest tool she has is her projectiles. You don't really want to overcommit to anything until Es uses up both her projectiles or if she has waited too long for a delayed second projectile. A well timed bloodscythe can also get you in past a projectile.

• Once that's out of the way you need to keep in mind her reach with 5C 3C j.B and j.C. Her C normals have a lot of recovery so she will probably spend some time in the air trying to poke with j.B j.C or j.236A/B. She has decent anti airs with 6B and 2C so approaching from the ground will be much easier. Barrier braking just out of her optimal ranges will keep her on her toes and keep you within range to whiff punish a potential 5C/3C.

Offense

• Some things to keep in mind: Es loses all of her on screen drive projectiles if she blocks, techs a throw, or gets hit. She also loses her 214D if she techs a throw or gets hit.

• Her DP is slow enough to OS through so on knockdowns you shouldn't have to worry actually getting hit by it. But it's still something to keep in mind as she can RC on second hit and be safe at most ranges, potentially escaping out of the corner as well. Pretty standard stuff besides that as far as your offensive game is concerned.

Defense

• Es doesn't have too many safe pressure options/mixups during blockstrings. Some examples are no jump cancels besides her 5A and 2C, 236 specials punishable on close range/IB, options like 6A/214A/2C/5D/2D/ can all be punished by OD/ODr. In general to keep herself safe she has to structure her pressure in very basic ways to not risk eating a lot of damage which leads to never really opening the opponent up.

• If she does open you up she can convert into to decent knockdowns in the corner though. Stuff like using j.D ender to setup into a j.C/2B mixup is good but unfortunately for her you have one of the best DPs in the game. Still, if she can condition her opponent into respecting her knockdowns then she has access to some good pressure and mixup opportunities. The hard part is getting that knockdown in the first place.

Closing Thoughts

• Es' best strength is her strong neutral game and you basically match her there. While her aerial game is better and she has access to projectiles your better ground game is more than enough to make up for those differences. She deals with the same problems during pressure/mixup Ragna suffers from only much worse. And she generally has a harder time on defense than you would due to Ragna's better pressure options combined with her slow DP. As long as you can play the neutral game right you shouldn't have to worry much about this matchup.

vs Hakumen

Hakumen

Neutral

Offense

Defense

Closing Thoughts

vs Hazama

Hazama

Neutral

Offense

Defense

Closing Thoughts

vs Hibiki

Hibiki Kohaku

Neutral

Offense

Defense

Closing Thoughts

vs Tager

Iron Tager

Neutral

Offense

Defense

Closing Thoughts

vs Izanami

Izanami (Guide written by Betadood)

Neutral

• Round start depends on the Izanami player but most of the time they try and go for a backdash so a microdash 5B/5C could be a solid option. Jump forward barrier is also great since you haven't really committed to anything yet and can just read the situation.

• Neutral game is rough but you can make her scared of spending too much time in D mode/in the air with 214A j.214B and j.214D. These also get you in on block if you have 50 meter so it's worth going for even if she's not in stance. I wouldn't spend too much time in the air though, her air mobility is better and her anti air is extremely good.

• I find it easier to approach from the ground with 5B/5C/214A and go for the occasional IAD.j.C/TK.j.214B. You just have to be really patient and wait for some kind of opening after she use one of her drive/magtama moves.

• If she ribcages in neutral get prepared to start jumping and teching those throw attempts. It's annoying to deal with but if you can manage to keep away from her the ribcage is going to waste a lot of if not all of her barrier. Watch out for the manual decast and get ready to punish her.

Offense

• On offense utilize crush triggers! Even if she ends up blocking them they're still reducing her ability to use ribcage. Be careful about using the charged versions if Izanami still has her burst though, they are very telegraphed and will most likely be overdrived through.

• Don't let her backdash away from you on midscreen knockdowns. Layering a microdash 5C from a 2A/B is a good option to try and catch backdashes if you don't want her pushing buttons on wakeup. If she's backdashing during gaps in pressure try chasing her down with 236D/214A.

• Once you get her to the corner it's pretty standard stuff as far as your pressure goes. Just play it standard and don't leave any gaps for her to use OD through. And always keep in mind if she has 50 meter or not for a reversal attempt.

Defense

• Midscreen knockdown situations aren't too bad but then again she rarely gets them in the first place due to her massive corner carry. If it does happen though she's going to have to keep in mind of your DP without setting up ribcage first.

• Winding up in the corner is basically her win condition so be extra cautious about your positioning. Save your bursts for when she gets that first corner knockdown. If you do end up in the corner without your burst though your reactions need to be on point due to her numerous offensive options. Fuzzy jumping is a solid option if you think she wants to go for a command throw, otherwise you just have to weather the storm and try to barrier her out. It's worth noting that if she has little to no barrier left a DP>RC can take away her ribcage and get you back into the fight.

Closing Thoughts

• It's definitely a tough matchup. You have a lot of long range normals/specials to try and take her down during the neutral game while she has lots of options to keep you out with her drive and anti airs. Both characters get a lot of momentum once they get their corner knockdown but Izanami definitely benefits more. Like many of the S tiers this is another matchup where you just have to play patiently in neutral and wait for your opening.

vs Izayoi

Izayoi

Neutral

Offense

Defense

Closing Thoughts

vs Jin

Jin Kisaragi (Guide written by Betadood)

Neutral

• Round start can go either way. As Ragna your 5B is a terrific round start but Jin could potentially go for a 3C to punish. It’s more of a callout for Jin though and not something he can reliably open up with unlike your 5B. Most Jins will just stick to walking back to punish a potential whiffed 5B or go for jumping options.

• The neutral phase is what’s going to decide the match. Playing primarily at mid range, both characters are trying to accomplish similar goals. Find an opening to move in on the opponent while also countering any attempts they make trying to move in. It’s a very back and forth neutral game for every tool one character has the other will have a similar answer.

• Layer your neutral game with lots of barrier braking/neutral jumps/pacing back and forth etc. You don’t want to give away your true intentions on how you want to move in, while also being ready to counter any sudden movement from Jin. Sticking to a ground game while using IAD to punish whiffed normals/specials would be a good plan to stick to.

• If you have 50 meter make sure you keep Jin in check from using his projectile with 632146D. Just don’t try and punish a 236D from Jin unless you are close enough, the projectile invul will run out before you can actually punish him.

• Jin’s 2C reaches very high so I wouldn’t recommend going for too many j.214C attempts.

Offense

• Keep in mind potential gaps in your pressure that Jin will try to create with IBs. It’s a fine line you have to walk. Too much respect and Jin can just IB and press buttons, but without enough respect you’ll just get DPd. Cycle your offense options to remain from becoming too predictable.

• Both of Jin’s DPs have the same startup (13F) so a well timed meaty 2A can bait out both options.

• Jin’s counter super will punish your safejump attempts so don’t go for these as often if at all once he gets 50 meter.

Defense

• You generally don’t want to try and GCOD Jin’s pressure due to his numerous jump cancels/ safe ways to end pressure. Use IBs to create gaps to threaten him with a potential 623C/2A/632146D. I wouldn’t advise going for 2A often though, Jin has numerous frame traps and great reward on CH.

• Jin has more options once he gets 25 meter, primarily with 236D and j.214D. If he uses a 236D use GCOD>EA or 632146D if you are close enough. j.214D fastest possible startup is 22f so watch out for potential jump cancels into it.

• Be careful if he has 50 meter. Jin’s will go for more 6As once they have the meter to combo off of them. And while less common some Jin players like to go for high low mixups after a blocked 214B.

• Ice resets are potentially round ending, especially when combined with OD. Do your best to not get hit by them but you might want to save your burst for these situations.

Closing Thoughts

• This is a very close matchup, only a little in Jin’s favor due to him being able to play a more balanced style compared to Ragna’s need to be close to his opponents. Be sure to pay close attention to Jin’s meter to know what options he has at any given time. The neutral game is what will decide the match.

vs Jubei

Jubei

Neutral

Offense

Defense

Closing Thoughts

vs Kagura

Kagura Mutsuki

Neutral

Offense

Defense

Closing Thoughts

vs Kokonoe

Kokonoe

Neutral

Offense

Defense

Closing Thoughts

vs Lambda

Lambda-11

Neutral

Offense

Defense

Closing Thoughts

vs Litchi

Litchi Faye Ling

Neutral

Offense

Defense

Closing Thoughts

vs Mai

Mai Natsume

Neutral

Offense

Defense

Closing Thoughts

vs Makoto

Makoto Nanaya

Neutral

Offense

Defense

Closing Thoughts

vs Mu

Mu-12

Neutral

Offense

Defense

Closing Thoughts

vs Naoto

Naoto Kurogane

Neutral

Offense

Defense

Closing Thoughts

vs Nine

Nine the Phantom (Guide written by Betadood)

Neutral

• Neutral game is what's going to make or break you in this matchup. You have a lot of range to try and work your way in but one wrong move and she just dashed away/punished you. Her buttons also have great range but are just slow enough on recovery that you can get a whiff punish, or at the very least force her to block and let you get in.

• Nine is going to try and bait you into pushing higher recovery buttons during neutral by using her dashes. Use low commitment options like 5A for anti air, 5B for poking, and j.A for air to air situations. Go for higher recovery moves like 5C, 6A, or 5D once she has used up all of her movement options. It's worth noting that 5D is a great tool to catch Nine's that use their second dash to move into the air. It's active enough that if she uses her second dash poorly she'll end up right on top of the 5D. Not as safe as going for a 5A anti air but still worth going for if you think you have the read.

• If you have 50 meter you can play around with much more tools. Things like 214A, j.214D, and j.214B can be used to close the gap during neutral while 632146D can net you a nice punish on some of her longer startup spells. You could also try going for something more explosive like a TK.j.214B to cover a huge amount of the screen at once or go for a 214D with it’s invul to close the gap . Try not to rely on these options too much though as they're not a substitute for proper neutral game. You want to use them just sparingly enough to put the fear in Nine.

• Her options to control the screen from the ground or air are both very solid so there really isn't a preferred method of trying to get in. Keep her on her toes by trying to attack from the ground and air equally while also applying barrier braking/neutral jumps to try and catch her overcommitting.

Offense

• Once you get in range she's going to try and push you out with barrier until she can use one of her defensive options. Try sticking to mostly A and B normals for your pressure and get ready to punish/chase down her backdash attempts. Make sure you use 236D sparingly, all of her 4 normals can be used to eat the deadspike. You can try and go for a 214A after you get pushed out to try and catch her backdashing. Use when you have 50 meter to keep it safe or get a nice reward on hit.

• On knockdowns you want to meaty her so she can't get away with backdashes on wakeup. This can get more annoying midscreen, especially if she has meter for her faster reversal. If she doesn't though just make sure you watch out for and punish her meterless DP with an instant block.

Defense

• Pay attention to what spell she is currently building towards. Kunzite is a fast overhead but it is telegraphed thanks to spell combinations. Keep her in check by using 632146D to go through Kunzite or any other longer startup spells she will try and throw at you. Preferably while she's on the ground for a better punish on counterhit.

• Barrier/IB barrier helps to escape from pressure midscreen but Nine's range is so large I wouldn't really use it until you're at least a 5Bs length away. With any luck you might be able to get her to whiff a 3C by catching her off guard with the IB.

• Most of the time Nine is going to be out of range to try and go for a DP/GCOD. Save your bursts for when you need to deal some damage/get some life back or for when you're stuck in the corner.

• Be mindful of when she freezes you mid combo for a potential reset. Just block low and get ready to react to a Kunzite. It’s risky but if you want to hard callout the reset with the right timing you can 214D through the Kunzite reset.

Closing Thoughts

• It's a tough one, probably around bottom 3 matchups for Ragna. She has further range than you and doesn't have to commit nearly as hard during neutral. Her offensive pressure doesn't generally allow for system mechanics to work on her thanks to said range. And to top it all off her defensive mechanics make sure you play with no holes in your offense. The neutral game is stilted, but if you can get her to the corner you can work your offensive game much easier. If I were to prioritize any matchup a player should learn first in BBCF it would definitely be Nine due to the sheer number of players who main/sub her.

vs Noel

Noel Vermillion

Neutral

Offense

Defense

Closing Thoughts

vs Nu

Nu-13

Neutral

Offense

Defense

Closing Thoughts

vs Platinum

Platinum the Trinity

Neutral

Offense

Defense

Closing Thoughts

vs Rachel

Rachel Alucard

Neutral

Offense

Defense

Closing Thoughts

vs Ragna

Ragna the Bloodedge

Neutral

Offense

Defense

Closing Thoughts

vs Relius

Relius Clover

Neutral

Offense

Defense

Closing Thoughts

vs Susano'o

Susano'o

Neutral

Offense

Defense

Closing Thoughts

vs Taokaka

Taokaka

Neutral

Offense

Defense

Closing Thoughts

vs Tsubaki

Tsubaki Yayoi

Neutral

Offense

Defense

Closing Thoughts

vs Valkenhayn

Valkenhayn R. Hellsing

Neutral

Offense

Defense

Closing Thoughts

vs Terumi

Yuuki Terumi

Neutral

Offense

Defense

Closing Thoughts

Navigation

Ragna the Bloodedge

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