>> |
09/05/11(Mon)21:03 No.109275652>>109274866
Fine, we will take Ragna vs. Hakumen. This
entire matchup also flows one way. Hakumen, unable to even approach
without meter, turtles slightly outside the corner charging the star bar
so that when he gets a hit he will be able to do a 60% combo. While he
does this Hakumen has essentially 3-4 attacks. 4C, j. 6C, D, and
something else. Ragna has to try and get in, but he has no approach.
j.6C is predictable and easily beaten. 5B is predictable and easily
beaten. Hell's Fang? Unsafe, incredibly easy to IB, incredibly easy to
counter. j.B? Worthless, easily beaten, only should be used for
crossups. 5D dash cancel? Easily beaten and also unsafe. He has 2
effective approaches, leading into corner carry, leading into corner
pressure and possibly a corner combo. Ragna can only play this matchup
one way. Since Ragna requires the corner or Blood Kain for high damage
he can't really crossup Hakumen or he risks letting him out of the
corner. He has to fight Hakumen or else he has no meter while Hakumen
gets meter just by existing. His moveset is extremely limited, as is his
gameplan.
And Hakumen? Once again, he cannot approach without
meter, so he MUST turtle for at least the first 10 seconds of the match.
Even if he hits Ragna he'll have poor conversions early game. By
sacrificing early momentum he ensures he will probably have to turtle
for the first half of the game until he gets corner, reverses momentum,
and busts out a giant damage combo. At this point Hakumen likely has no
meter, and even if he has meter he has no okizeme options, so he just
has to break momentum and try to do it over again.
Both players can only play this matchup one way. Again, it's shit. |