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*Special moves
*Special moves
All of Ragna's special moves have specific counters to them:
All of Ragna's special moves have specific counters to them:
**Dead Spike
  *Dead Spike
A common special move to see in Ragna's pressure as it is a reliable pressure reset that is long-range, gets Ragna back in close, and is plus on block. However, it has several powerful counters to it, that once you start applying will force Ragna to be very careful about using it.
A common special move to see in Ragna's pressure as it is a reliable pressure reset that is long-range, gets Ragna back in close, and is plus on block. However, it has several powerful counters to it, that once you start applying will force Ragna to be very careful about using it.
The first is to jump over it. Dead Spike is pretty much always fuzzy jumpable (171), and if you jump over it you can get an easy punish.
The first is to jump over it. Dead Spike is pretty much always fuzzy jumpable (171), and if you jump over it you can get an easy punish.

Revision as of 07:12, 21 July 2021

Defense

Ragna's pressure is basic, but effective, and learning to counter each of his moves is integral to beating it.

  • Stagger pressure

If Ragna gets in close and starts using 2A stagger pressure, the safest way to counter this is to use barrier block (or preferably instant barrier block). This will quickly push them out and force them to use other means to maintain their pressure.

  • Special moves

All of Ragna's special moves have specific counters to them:

 *Dead Spike

A common special move to see in Ragna's pressure as it is a reliable pressure reset that is long-range, gets Ragna back in close, and is plus on block. However, it has several powerful counters to it, that once you start applying will force Ragna to be very careful about using it. The first is to jump over it. Dead Spike is pretty much always fuzzy jumpable (171), and if you jump over it you can get an easy punish. The second is instant block (IB). Dead Spike is +2 at the earliest possible dash cancel, meaning that if IB'd it will be minus on block. Against careless players this is an easy spot to score a counter hit, but be aware that better Ragnas will react to the IB and play around it. Even so, you are still robbing him of his frame advantage and putting yourself in the power position.

    • Gauntlet Hades

One of Ragna's few mixup tools, and a risky one, as it is punishable on block. In order to punish Gauntlet Hades on block, use a crouching normal, as otherwise you may get caught by the Spin Kick followup attack. Most Ragnas will not use this move without 50 meter to keep it safe, but even so it is an option to always keep in mind. The best counter to Gauntlet Hades is to simply react and block it, then punish accordingly. You can hit him out of the startup, but this is obviously risky, especially since it can high profile some moves.

    • Blood Scythe

An extremely slow pressure reset, mainly used by Ragnas to keep the opponent grounded. It is +3 on block, so if normal blocked be wary of your next action, as Ragna is at significant advantage. Note that on IB it becomes neutral, opening up your options immensely. The main caveat to this move is that it has 38f startup, making it easily reactable. Do not block Blood Scythe, simply anti air Ragna out of it. Air Blood Scythe is a very different move, with much faster startup but much worse frame advantage. Ragnas will generally use this in pressure to catch opponents trying to jump out, but if blocked note that Ragna is very minus, potentially punishable depending on the height the move was used at.

    • Hell's Fang

Hell's Fang is typically used to catch jump startup, or as a powerful pressure reset with 50 meter. On block this move is -4, making it relatively safe but putting Ragna at significant disadvantage. If IB'd, it becomes punishable, making this the preferred counter to Hell's Fang. Overdrive is also a powerful counter to this move, as ODing through it gives a guaranteed punish (make sure to punish with a faster button if ODing through the first hit, or you may be hit by the followup attack).