2d is really iffy; it seems like you have to use it before they have an attack out. As for 22c, maybe? I dunno, I never use that move because it seems like garbage
6A is supposed to be her designated anti-air move… but according to the frame data (and the experiences of many others), it doesn’t have upper body invincibility like most other 6A’s.
Usually, your best options are simply blocking, jumping back with j.C (depending on the spacing/timing/move), catching them with a Hexa/Pounce (depending on the spacing/timing/move), driving away, or sliding under them like Bison.
I thought the same about 22C, but I’ve been finding more and more uses for it.
22[C] can’t be air blocked without a barrier, so keep that in mind the next time you miss a 236BBBB at the top of a drive loop and are patiently waiting for an angry and unpredictable Ragna to fall on top of you.
Oh, and 22[C] beats all of Jin’s ice cars. The ground versions will just plain lose to the wall of vibrating razors; and as long as you have your back to a corner, his only option out of a whiffed air car is to land on top of you. Considering how long you can keep 22[C] active, this comes in quite handy.
Depends on what 22[c] can link into. They’re in an otg state when it hits, so you might be able to take it into a drive loop. I think the height it knocks them is pretty similar to 6a as well, which means you might be able to take it into the taunt combo. If that’s the case, then its definitely way better damage.
Of course, I can’t even do any of the taunt combos yet, so yeah… I’m not the right person for theoryfightering this
If she’s on the ground, the only thing you can’t block low is the FIRST 4DD overhead sword. So just low block until you see something come up behind your head, stand up to block ONCE, then go low again to catch the spinning one that will surely be at your feet when you’re done.
After that, getting in is easy.
. . . staying in and not dying instantly is the hard part.