Difference between revisions of "BBTag/Ruby Rose"

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(The deleted "weakness" is just an opinion of Ruby's voice acting rather than a legitimate shortcoming of her playstyle in the game.)
(Rifle Shot)
 
(28 intermediate revisions by the same user not shown)
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*Has absolutely every advantage one could ask for in a character's arsenal: great damage, speed, confirms, projectiles, assists, distortions, etc.
+
*Very easy to learn, has low execution combos, and lacks any overt weakness.
*One of the easiest characters in the games to pick up, and is a solid pick for any duo due to her versatile assists.
+
*Has versatile assists; lacks any redundant or ineffective assists.
*In addition to her large disjointed range, Ruby's normals also have excellently fast startup
+
*Ruby's normals have long disjointed range and good start-up speed.
*Has a tricky projectile property in all her special moves, which can be a hassle to deal with both from afar and up close.
+
*Has multiple attacks that hit both in front and behind her, granting her cross-ups and denying enemy cross-ups.
*Easy to follow up her BnB combos with an assist thanks to Buzzsaw Blast's generous timing window as an aerial combo ender.
+
*Has projectile properties in many of her special moves, which can ignore head, body, or foot invulnerability.
*Ruby's ground-to-air speed gives her outstanding mix-up potential in her blockstrings.
+
*Buzzsaw Blast's long animation makes assist extensions very easy.
*Can punish opponents from near fullscreen when using her Petal Burst distortion.
+
*Gun Blast makes almost any blockstring safe, grants safe-jump set-ups at the end of most combos, and can create cross-up situations on demand.
*Her 6P is one of the faster projectile assists in the game.
+
*Petal Burst can deny zoning from nearly full-screen.
*Ruby's dashes (Gun Blast specials) can be incredibly bothersome to defend against when utilized by an effective player.
 
*Because of the large wide-reaching hitboxes on her aerial normals and her very high speed, Ruby's is extremely good at crossing-up opponents, even without an assist.
 
 
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*Opponents may have a tendency to drop out of combos when getting hit at the absolute max range of her scythe.
+
*Smart Combos don't link together well at max range, resulting in combo drops and whiffs.
*Zoning game is not very strong. Though she does have good fireballs, they are announced quite heavily, and can be easily circumvented.
+
*Zoning game is not very strong due to long endlag and very pronounced start-up animations / sound effects on all of her projectiles.
 +
*Previously mentioned projectile property on some specials makes her vulnerable against characters with projectile invincible attacks.
 
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{{#lsth:BBTag/Ruby Rose/Data|2B}}
 
{{#lsth:BBTag/Ruby Rose/Data|2B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Head invulnerable
+
{{Description|6|text=
* Jump cancellable
+
* Head attribute invulnerable.
* Vertical anti-air
+
* Jump cancelable.
  
Is a little lacking as an anti-air, as it's hitbox is low to the ground. Is still useful as an anti-air, but doesn't excel as one.  
+
Diagonal scythe slash that acts as Ruby's primary anti-air. Shrinks Ruby's hurtbox considerably while also making her invincible against air attacks. However, the actual range and angle of the attack makes this move somewhat difficult to use. Good for stopping IAD jump-ins and neutral jumps but gets completely blown up by cross-ups. Not used often in combos as her B Smart Combo actually launches grounded opponents, does more damage, and is safer to use.
 
  }}
 
  }}
 
}}
 
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
* Good for corner combos
+
* Hits low.
 +
* Launches grounded opponents.
 +
 
 +
Universal low that can knockdown opponents. Can be made safe by using Gun Blast. Can only be converted into a full combo by using either Guillotine or an assist, which makes this move difficult to use without resources. Great for metered punish combos as it is Ruby's best practical starter.
  
Big sweep, but a bit difficult to pick up off of without an assist
 
 
  }}
 
  }}
 
}}
 
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{{#lsth:BBTag/Ruby Rose/Data|j.A}}
 
{{#lsth:BBTag/Ruby Rose/Data|j.A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Good horizontal hitbox
+
{{Description|7|text=
 +
* Double jump cancelable.
 +
 
 +
Horizontal aerial attack used for air-to-air situations and combo filler. Reaches behind Ruby, making it good for cross-ups. Has identical damage and scaling as j.B.
  
Used for air-to-airs
 
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
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{{#lsth:BBTag/Ruby Rose/Data| j.AA}}
 
{{#lsth:BBTag/Ruby Rose/Data| j.AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Angled more downwards than jA
+
{{Description|7|text=
 +
* Double jump cancelable.
 +
 
 +
Diagonal aerial attack used for jump-ins and combo filler. Has identical damage and scaling as j.B.
  
The hitbox is a bit better for opponents belowing Ruby, but since it's gated behind jA, it's not as strong as a jump-in
 
 
  }}
 
  }}
 
}}
 
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{{#lsth:BBTag/Ruby Rose/Data|j.B}}
 
{{#lsth:BBTag/Ruby Rose/Data|j.B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=Air to ground normal. Can cross up.
+
{{Description|7|text=
 +
* Double jump cancelable.
 +
 
 +
Diagonal aerial attack used for jump-ins and combo filler. Has identical damage and scaling as j.B.  
  
 
  }}
 
  }}
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{{#lsth:BBTag/Ruby Rose/Data| j.BB}}
 
{{#lsth:BBTag/Ruby Rose/Data| j.BB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Important points go here
+
{{Description|7|text=
 +
* Double jump cancelable.
 +
 
 +
Horizontal aerial attack used for air-to-air situations and combo filler. Reaches behind Ruby, making it good for cross-ups. Has identical damage and scaling as j.B.
  
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">j.C</font> ======
 
====== <font style="visibility:hidden" size="0">j.C</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Ruby_jC.png |caption=
+
|image=BBTag_Ruby_jC.png |caption=Protagonist Privilege
 
|name=j.C
 
|name=j.C
 
|data=
 
|data=
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{{#lsth:BBTag/Ruby Rose/Data|j.C}}
 
{{#lsth:BBTag/Ruby Rose/Data|j.C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= Instant overhead.
+
{{Description|6|text=
 +
* Hits overhead.
 +
* Knockdown on hit.
  
Instant overhead if used immediately after jumping. Hard knockdown.
+
Downward gunshot with the compact mode of Crescent Rose. Can be done immediately out of a jump, making this an instant overhead. Very strong as it can be special canceled to make the move safe on block or to convert a successful hit into a combo. Doesn't lead into much damage midscreen without resources but can get 5k damage meterless in the corner and above 6k with meter or assists anywhere.
  
Very, very good instant overhead, especially with how many buttons she can jump cancel on block. Midscreen, you need an assist to convert off of this move, but in the corner, you can do a solo combo.
 
 
  }}
 
  }}
 
}}
 
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{{#lsth:BBTag/Ruby Rose/Data|BC}}
 
{{#lsth:BBTag/Ruby Rose/Data|BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* 100% minimum damage
+
{{Description|6|text=
 +
* 100% minimum damage. (2000).
 +
* Holding back while pressing throw results in a back throw.
 +
* If Ruby isn't close enough for the grab to connect, she will run a short distance then attempt a throw.
 +
* Puts Ruby into an airborne state after a successful throw.
 +
* Opponents cannot burst during a throw.
 +
 
 +
Ruby pulls in the opponent with her scythe before uppercutting them with a gun shot boosted slice. Can be special canceled to begin a combo though it does provide enough of a frame advantage that a dashing 5A will work as well.
  
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">Corkscrew Slice</font> ======
 
====== <font style="visibility:hidden" size="0">Corkscrew Slice</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Ruby_CorkscrewSlice.png |caption=Never stop believing in DP
+
|image=BBTag_Ruby_CorkscrewSlice.png |caption=Never stop believing in DP.
 
|name=Corkscrew Slice
 
|name=Corkscrew Slice
 
|input=5A+D
 
|input=5A+D
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{{#lsth:BBTag/Ruby Rose/Data|AD}}
 
{{#lsth:BBTag/Ruby Rose/Data|AD}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=A pretty fast DP, but doesn't have the best range. Also has a huge amount of recovery, so this is insanely easy to punish
+
{{Description|6|text=
 +
* Invincible on start-up.
 +
* Hits 3 times.
 +
* Launches grounded opponents on hit.
 +
* Opponents cannot burst during this attack.
 +
* Does 5% minimum damage. 62 x 3 = 186.
 +
 
 +
Using the momentum from a gun shot, Ruby spins Crescent Rose around herself, launching opponents away. Has a diagonal hitbox that hits both in front and behind Ruby. Very good at stuffing cross-ups but very poor at catching opponents in the air directly in front of her, which hurts her as this is Ruby's only air unblockable move. In exchange, this is one of the easier reversals to extend via preemptive assist calls due to the lower than average endlag and high hitstun. Very unsafe on block so don't use this carelessly. The height the opponent was at when they get hit by the final hit alters this move's frame advantage. Against grounded opponents the oki provided is very basic, but at max height Ruby can perform a safe-jump set-up.  Cannot be used in mid-air, meaning Ruby has no invulnerable options while in the air.
 +
 
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Ruby Rose/Data|236A}}
 
{{#lsth:BBTag/Ruby Rose/Data|236A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Fast, single shot from Ruby's gun
+
{{Description|6|text=
* Cancellable into Gunblast on hit
+
* Launches opponents away on hit.
 +
* Cancelable into Gun Blast on hit.
 +
 
 +
Fast projectile with notably long endlag. Used to poke opponents in neutral. Can lead into a combo in the corner by canceling into A Gun Blast. Very unsafe on block or whiff.
  
Is useful in neutral to throw out a quick shot.
 
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Ruby Rose/Data|236B}}
 
{{#lsth:BBTag/Ruby Rose/Data|236B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Ruby slams her scythe down, then fires two shots, with a delay between the two shots
+
{{Description|6|text=  
* Cancellable into Gunblast on hit
+
* Cancelable into Gun Blast on hit.
 +
* All hits launch opponents away on hit.
  
Is an annoying tool for some characters to get around. The initial scythe hit also has a hitbox, and the two shots are staggered, which can making it tough for people to dash in on Ruby. If you active switch from it, your other character can move in under the cover of the shots or easily combo from it if you hit with the inital slam hit.
+
Ruby slams her scythe down, then fires two shots, with a delay between the two shots. The initial scythe hit also has a hitbox, and the two follow-up shots are staggered which can making it tough opponents to close in on Ruby. Note that the gap between the scythe swing and the gun shots is enough for opponents to jump out, leaving Ruby wide open to a counter attack so don't use this move carelessly in block strings. Great for Active Switchs as the partner character can move in under the cover of the shots or confirm into a combo from if Ruby successfully hit the opponent. Not very useful in midscreen combos but can lead into a full combo in the corner by using A Gun Blast after any of this move's hits connect.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Ruby Rose/Data|j.214A}}
 
{{#lsth:BBTag/Ruby Rose/Data|j.214A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=This is the ultimate “get out of jail Free card”, has good blockstun and wall spalts for some reason, if she uses this hard punishing her is simply NOT POSSIBLE.
+
{{Description|7|text=
* Puts a hitbox in front of Ruby and propels her backwards
+
* Launches opponents away on hit.
* After the propulsion, you can press B or C to cancel this gunblast with a new one
+
* Wall sticks in the corner.
* You can chain up to 3 gunblasts total, including your initial one
+
* Can be chained into a maximum of 3 gunblasts, including the initial one.
* Ground version can pass through on frames 9~15; Can cancel into another Gunblast on frames 18~25
+
* Ground version can pass through on frames 9~15; Can cancel into another Gunblast on frames 18~25.
* Air version can pass through on frames 9~15; Can cancel into another Gunblast on frames 21~23
+
* Air version can pass through on frames 9~15; Can cancel into another Gunblast on frames 21~23.
  
Detailed description of the usefulness of the move go here
+
Ruby fires in front of herself and is propelled backwards. Has fast start-up and low hitstun, effectively allowing Ruby to disengage from a bad situation at almost any time. Can be canceled into from all normals (except 5C) and special moves, though some special moves only allow this cancel on hit. In the corner, it can combo into 5A against grounded opponents and 5B against airborne opponents.
  
 
  }}
 
  }}
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{{#lsth:BBTag/Ruby Rose/Data|j.214B}}
 
{{#lsth:BBTag/Ruby Rose/Data|j.214B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Puts a hitbox behind Ruby and propels her forward
+
{{Description|7|text=
* After the propulsion, you can press A or C to cancel this gunblast with a new one
+
* Launches opponents away on hit.
 +
* Wall sticks in the corner.
 +
* Can be chained into a maximum of 3 gunblasts, including the initial one.
 
* Ground version can pass through on frames 9~17; Can cancel into another Gunblast on frames 23~26
 
* Ground version can pass through on frames 9~17; Can cancel into another Gunblast on frames 23~26
 
* Air version can pass through on frames 7~15; Can cancel into another Gunblast on frames 16~26
 
* Air version can pass through on frames 7~15; Can cancel into another Gunblast on frames 16~26
  
Detailed description of the usefulness of the move go here
+
Ruby fires behind herself and is propelled forwards. Used to close the distance between Ruby and her opponent, especially if she is in the air as this attack can set-up cross-ups from a notable distance away.
  
 
  }}
 
  }}
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{{#lsth:BBTag/Ruby Rose/Data|j.214C}}
 
{{#lsth:BBTag/Ruby Rose/Data|j.214C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Places a hitbox behind Ruby
+
{{Description|7|text=
* If on ground, she is propelled up and forward. If in air, down and forward
+
* Launches opponents away on hit.
* After the propulsion, you can cancel this gunblast with a new one using A, B, or C.
+
* Wall sticks in the corner.
 +
* Can be chained into a maximum of 3 gunblasts, including the initial one.
 +
* If Ruby is on the ground, she will be propelled up and forward. If Ruby is in the air, she will be propelled down and forward.
 
* Ground version can pass through on frames 8~15; Can cancel into another Gunblast on frames 19~24
 
* Ground version can pass through on frames 8~15; Can cancel into another Gunblast on frames 19~24
 
* Air version can pass through on frames 10~15; Can cancel into another Gunblast on landing for 6 frames
 
* Air version can pass through on frames 10~15; Can cancel into another Gunblast on landing for 6 frames
  
Detailed description of the usefulness of the move go here
+
On the ground, Ruby fires behind herself and is propelled diagonally upwards. In the air, Ruby fires behind herself and is propelled downward. The grounded version allows Ruby to end nearly any combo with safe-jump oki while the air version is used to reach the ground to preform relaunch combos after an aerial A Gun Blast. Both versions can easily side-switch, making it easy to enforce left / right mix-ups.
  
 
  }}
 
  }}
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{{MoveData
 
{{MoveData
 
|image=BBTag_Ruby_BuzzsawBlast.png |caption=Just do it.
 
|image=BBTag_Ruby_BuzzsawBlast.png |caption=Just do it.
|image2=BBTag_Ruby_BuzzsawBlast2.png |caption2=Don't even think about crossups, buddy.
+
|image2=BBTag_Ruby_BuzzsawBlast2.png |caption2=Don't even think about cross-ups, buddy.
 
|input=j.236A/B
 
|input=j.236A/B
 
|name=Buzzsaw Blast  
 
|name=Buzzsaw Blast  
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{{#lsth:BBTag/Ruby Rose/Data|j.236A}}
 
{{#lsth:BBTag/Ruby Rose/Data|j.236A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* It is recommended to use this frequently as an aerial combo ender.
+
{{Description|7|text=
* Takes a decent amount of time to carry your opponent from the air to the ground on hit, making it easier to time your assist follow-up attack.
+
* Final amount of hits depends on how high Ruby was when she began the move.
* Can cancel into Astral once you reach the ground.
+
* Air hits drag airborne opponents to the ground on hit.
* Can special cancel landing hit and final shot into Gunblast on hit
+
* Landing hit will knockdown opponents on hit.
 +
* Gun shot launches opponents away on hit.
 +
* Gun shot auto-corrects after cross-ups.
 +
* Can special cancel both the landing hit and the final shot into Gun Blast on hit.
 +
 
 +
Ruby falls while spinning with her scythe, slams it down once she lands, then follows-up with a shot from her rifle. As the B version does more damage per hit, has more air time (and thus deals more hits), and has identical start-up as the A version, this attack is rarely used for combos. The reduced air-time makes this better for neutral and blockstrings (especially if an assist is available for Cross Combo sandwich situations) as it gives the opponent less time to react with an anti-air, reversal, or Reject Guard.
  
 
  }}
 
  }}
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{{#lsth:BBTag/Ruby Rose/Data|j.236B}}
 
{{#lsth:BBTag/Ruby Rose/Data|j.236B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Blasts your opponent
+
{{Description|7|text=
* It also auto-corrects the direction if you cross yourself up
+
* Final amount of hits depends on how high Ruby was when she began the move.
* Can cancel into Astral once you reach the ground
+
* Air hits drag airborne opponents to the ground on hit.
* Can special cancel landing hit and final shot into Gunblast on hit
+
* Landing hit will knockdown opponents on hit.
 +
* Gun shot launches opponents away on hit.
 +
* Gun shot auto-corrects after cross-ups.
 +
* Can special cancel both the landing hit and the final shot into Gun Blast on hit.
 +
 
 +
The only viable tool in Ruby's arsenal for ending air combos and since almost every single one of her combos uses launchers she will use this attack to end almost every combo. Opponents don't fall as fast as Ruby, meaning if she is high enough and the opponent is even higher, some of the final falling hits will whiff though the landing hit will still connect. Very easy to follow-up with assists due to the long animation. Note that this attack has somewhat poor scaling and the long animation makes this attack susceptible to combo drops via the depletion of the combo timer so practice combos to avoid unfortunate blow-ups.
 +
 
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">Guillotine</font> ======
 
====== <font style="visibility:hidden" size="0">Guillotine</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Ruby_Guillotine.png |caption=
+
|image=BBTag_Ruby_Guillotine.png |caption=Small girl does big girl damage.
 
|input=236C
 
|input=236C
 
|name=Guillotine
 
|name=Guillotine
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
* Extremely fast for its range
+
* Hits 7 times.
* Really good combo tool
+
* Puts Ruby into an airborne state.
* Opponent experiences additional 5 hitstop on hit/block and 10 hitstop on counterhit
+
* Launches opponents away on hit on any hit.
 +
* Can special cancel any hit into Gun Blast on hit.
 +
* Opponent experiences additional 5 hitstop on hit/block and 10 hitstop on counterhit.
 +
* 10% minimum damage. (80 x 2) + 150 + (40 x 4) = 470.
 +
 
 +
Ruby pulls opponents in with her scythe before flipping herself upside down to finish with a horizontal slash. Ruby's best scaling special move and her best EX move overall. Can greatly improve the damage of any combo she uses this move in with the increase being greater the earlier she used it. Primarily used in situations where the opponent cannot burst, such as after a burst, reversal, or Cross-Combo, so that Ruby can deal huge damage without being interrupted (which would result in the loss of one bar of meter for no reason).
 +
 
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
*Can special cancel landing hit and final shot into Gunblast on hit
+
* Air hits drag airborne opponents to the ground on hit.
 +
* Landing hit will knockdown opponents on hit.
 +
* Gun shot launches opponents away on hit.
 +
* Gun shot auto-corrects after cross-ups.
 +
* Can special cancel both the landing hit and the final shot into Gun Blast on hit.
 +
* 10% minimum damage.
 +
 
 +
Deals both more hits and more damage than the previous two versions of this move. However, the additional damage dealt isn't worth the extra meter meaning that this move will rarely ever be used, if at all.
 +
 
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">6P</font> ======
 
====== <font style="visibility:hidden" size="0">6P</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Ruby_5AAAA.png |caption=
+
|image=BBTag_Ruby_5AAAA.png |caption=Instant left / right mix-ups! Just add Active Change!
 
|input=5AAAA
 
|input=5AAAA
 
|name=5P
 
|name=5P
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{{#lsth:BBTag/Ruby Rose/Data|5P}}
 
{{#lsth:BBTag/Ruby Rose/Data|5P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|6|text=
 +
* Switches sides on hit or block.
 +
* Launches opponents on hit.
  
Useful combo extender and is also very fast, so it can catch people off guard in neutral.
+
Dash attack that covers about 70% of the screen. Opponents fall quickly after getting hit which may make confirms off this attack difficult but conserves the combo timer. Very basic when used in combos but incredibly deadly when used in blockstrings thanks to the guaranteed side switch providing free sandwich situations. Use as needed in Cross Combos to keep the opponent stuck between Ruby and her partner.
  
 
  }}
 
  }}
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{{#lsth:BBTag/Ruby Rose/Data|6P}}
 
{{#lsth:BBTag/Ruby Rose/Data|6P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Knocks the opponent airborne and leads to a tech situation on hit
+
{{Description|6|text=
 +
* Launches opponents backwards on hit.
  
Compared to a lot of other assist projectiles, this one is a bit lackluster. Only being one hit, it can't really beat any other projectiles, but it is still useful for covering approaches.  
+
Ruby fires a single shot from her rifle. Compared to a lot of other assist projectiles, this one is a bit lackluster as its single hit nature means that it can't really beat any other projectiles, but it is still useful for covering approaches. Used almost exclusively in neutral due to this move's long start-up and end lag as well as its low damage.
  
On hit, it does actually lead to the opponent going airborne and having to tech, which can be really useful if this hits an opponent, since you get a free avenue to getting in.
 
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Ruby Rose/Data|4P}}
 
{{#lsth:BBTag/Ruby Rose/Data|4P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Great defensive Partner Skill
+
{{Description|6|text=
 +
* Launches opponents on hit.
  
Good for covering jump-ins.  
+
Ruby swings her scythe upward. Good anti-air assist that is also useful for extending combos. As her neutral assist moves her around a lot and her forward assist is slow and weak, this is the recommended assist for Cross Combos.
 
 
Is also a really good option for beating bursts.  
 
  
 
  }}
 
  }}
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====== <font style="visibility:hidden" size="0">Petal Burst</font> ======
 
====== <font style="visibility:hidden" size="0">Petal Burst</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Ruby_PetalBurst.png |caption= Spin to win
+
|image=BBTag_Ruby_PetalBurst.png |caption= Spin to win.
 
|input=236B+C
 
|input=236B+C
 
|name=Petal Burst
 
|name=Petal Burst
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{{#lsth:BBTag/Ruby Rose/Data|236BC}}
 
{{#lsth:BBTag/Ruby Rose/Data|236BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* 73f flash, 5+20f to reach max range
+
{{Description|6|text=
Ruby covers herself in her cape before spinning and going through her opponent, delivering multiple slashes after. This distortion is also a good follow up for distortion's that leave the opponent airborne as Ruby will catch them.  
+
* Invincible on start-up.
 +
* 73f flash, 5+20f to reach max range.
 +
* Only the first hit can hurt assists.
 +
* Hits 8 times.
 +
* (RB) Hits 12 times.
 +
* Launches opponents on hit.
 +
* Switches sides on block.
 +
* 20% minimum damage. 400 + (216 x 7) = 1,912.
 +
* (RB) 20% minimum damage. 400 + (162 x 7) = 2,182.
 +
 
 +
Ruby cloaks herself in her cape and charges full-screen. If the attack connects, the opponent is struck by the dash's air current and is flung back over Ruby, negating the side switch. On block, no additional attacks are dealt and thus the opponent is free to punish her. As this is Ruby's strongest super, this should be used to finish combos and secure a knock out. Can be used as a reversal, one that some opponents struggle to punish as Ruby will pass through them and recover a fair distance away. However, if this move is Reject Guarded, the opponent will be in the perfect position to start a combo so take note of both what characters the opponent is using and how much meter they have.
  
In Resonance Blaze, move works the same way, only dealing more hits after initial dash for extra damage. Note that they have the same minimal damage as regular version (160), so it still does decent damage even at the end of heavily scaled combos.
 
 
  }}
 
  }}
 
}}
 
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====== <font style="visibility:hidden" size="0">Petal Dance</font> ======
 
====== <font style="visibility:hidden" size="0">Petal Dance</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Ruby_PetalDance.png |caption=
+
|image=BBTag_Ruby_PetalDance.png |caption=Have you ever danced with the Reaper in the broken moonlight?
 
|input=214B+C
 
|input=214B+C
 
|name=Petal Dance
 
|name=Petal Dance
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{{#lsth:BBTag/Ruby Rose/Data|214BC}}
 
{{#lsth:BBTag/Ruby Rose/Data|214BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=You can DHC into a character with a fast distortion immediately, if they block it, the 2nd character can recover before the end of the distortion leading to a mixup situation while the distortion still has the opponent locked down. On hit the second character can continue the combo, but if you hit the opponent before the last hit, the opponent may tech out or get knocked out of range of the final hit. Wait for final hit before follow up. 20 dollars to the person that can figure out how to build another bar of meter for a 3 distortion combo.
+
{{Description|6|text=
 +
* Invincible on start-up.
 +
* Hits 7 times.
 +
* (RB) Hits 13 times.
 +
* Second-to-last and last hit launches opponents on hit.
 +
* Last hit is different depending on whether or not the second-to-last hit successfully connected.
 +
* 14% minimum damage. (168 x 6) + 658 = 1,666
 +
* (RB) 13%, 11.3% minimum damage. (156 x 2) + (104 x 10) + 533 = 1,885.
 +
 
 +
Ruby spins her scythe multiple times before slashing the opponent. Ruby's fastest super, making it useful for reversals and combos with tight hitstun. Generally less effective for finishing off characters due to its poor minimum damage. Using a Duo Distortion Skill after the opponent blocks this attack can lead to a mix-up situation if the attack is fast enough, though this is easily beaten by using Reject Guard. On hit the partner can continue the combo though there likely won't be much hitstun left. The opponent may tech out if the partner hits the opponent before the final hit of Ruby's super. Wait for final hit before following it up.
 +
 
 
  }}
 
  }}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
* Doesn't hit both charaters in a hpd
+
* Identical to Ruby's solo version of Petal Burst except it deals slightly higher minimum damage.
* Does 3k damage
+
* 100% minimum damage. 250 + (300 x 6) + 450 = 2,500.
 
+
* (RB) 100% minimum damage. 300 + (240 x 10) + 300 = 3,000.
If your partner has a long animation super then combining it with Ruby DHC you may get some situations where you are really hard to punish if they don't pushblock at the right time
 
Ex: Gord 236BC > Ruby DHC
 
 
 
  
 +
Only use this when it will K.O. one of the opponent's characters.
  
 
  }}
 
  }}
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==Astral Heat==
 
==Astral Heat==
 
{{MoveData
 
{{MoveData
|image=BBTag_Ruby_RedReaper.png |caption=Don't wanna hear ya absolution
+
|image=BBTag_Ruby_RedReaper.png |caption=Don't wanna hear ya' absolution!
 
|image2=BBTag_Ruby_RedReaper2.png |caption2=Hope you're ready for a revolution!
 
|image2=BBTag_Ruby_RedReaper2.png |caption2=Hope you're ready for a revolution!
 
|input=222B+C
 
|input=222B+C
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{{#lsth:BBTag/Ruby Rose/Data|222BC}}
 
{{#lsth:BBTag/Ruby Rose/Data|222BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|6|text=
 +
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
 +
* Invincible on start-up.
 +
* Grants victory upon a successful hit.
  
Detailed description of the usefulness of the move go here
+
Ruby sticks her scythe into the ground and launches off of it to do a dive kick. If it hits, she drags the opponent into the sky and slices them in half. As this move K.O.s the opponent instantly on a successful hit, this move should be used to end combos whenever possible. It can be used as a reversal but this is a very risky play as this move is hilariously unsafe on block or whiff and consumes all of her meter.
  
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
 
==Navigation==
 
==Navigation==
 
{{#lsth:BBTag/Ruby Rose/Data|Links}}
 
{{#lsth:BBTag/Ruby Rose/Data|Links}}

Latest revision as of 06:59, 7 September 2019

Ruby Rose
BBTag Ruby Portrait.png

Health: 16,000

Jump Startup: 4F

Backdash Time 22F / Invul: 1-7F All


Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Aggressive, Mid-range, Speedy
Team role
Point

Overview[edit]

"Ah, this looks interesting. Mind if I join the fight?"

Backstory[edit]

The main protagonist of RWBY and Yang Xiao Long's younger half-sister. Ruby Rose always dreamed of becoming a Huntress like the great heroes talked about in fairy tales. After a chance incident, Headmaster Ozpin extends Ruby an invitation to attend Beacon academy after seeing her skills first hand. Ruby accepts the invitation and begins attending Beacon academy to begin her training to become a Huntress. Soon after, she became the leader of a newly formed team of Huntresses with Weiss Schnee, Blake Belladonna and Yang Xiao Long called Team RWBY.

Playstyle[edit]

Ruby Rose wields a weapon called the Crescent Rose, a weapon crafted by herself that's a hybrid between a scythe and a high caliber sniper rifle. The weapon is capable of transforming into a scythe or a sniper rifle, though it can fire bullets in either form. In the show, she also frequently made use of the recoil from firing bullets from Crescent Rose to propel her in different directions, giving her extra mobility and maneuverability.

All of this is adapted directly into Ruby's playstyle to create a very well rounded character. The Crescent Rose gives many normals that have great reach and hit in a wide arc, allowing her to fight up close very well. She has specials where she fires the Crescent Rose, giving her ranged options to fight from afar. And finally, her Gun Blast special allows her to propel herself forward, backward and at different angles in the air, giving her extra movement options in neutral.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Very easy to learn, has low execution combos, and lacks any overt weakness.
  • Has versatile assists; lacks any redundant or ineffective assists.
  • Ruby's normals have long disjointed range and good start-up speed.
  • Has multiple attacks that hit both in front and behind her, granting her cross-ups and denying enemy cross-ups.
  • Has projectile properties in many of her special moves, which can ignore head, body, or foot invulnerability.
  • Buzzsaw Blast's long animation makes assist extensions very easy.
  • Gun Blast makes almost any blockstring safe, grants safe-jump set-ups at the end of most combos, and can create cross-up situations on demand.
  • Petal Burst can deny zoning from nearly full-screen.
  • Smart Combos don't link together well at max range, resulting in combo drops and whiffs.
  • Zoning game is not very strong due to long endlag and very pronounced start-up animations / sound effects on all of her projectiles.
  • Previously mentioned projectile property on some specials makes her vulnerable against characters with projectile invincible attacks.





Normal Moves[edit]

5A[edit]
5A
BBTag Ruby 5A.png
Gun, scythe, and spear! Convenient!
BBTag Ruby 5AA.png
Knock 'em up...
BBTag Ruby 5AAA.png
...and bring 'em down!
BBTag Ruby 5AAAA.png
Red Like Roses
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1200 All 6 3 14 -3
  • Jump cancelable.
  • Throw cancelable.

Ruby thrusts with the tip of her weapon's hilt. This is the fastest move she has and thus it is important for forcing her way out of pressure or getting the first blow in a scramble situation. Can cancel into 2A and back, allowing Ruby to extend blockstrings and enforce a high-low mix with 2A and 5C.

5AA 1500 All 11 3 18 -4
  • Jump cancelable on hit.
  • Throw cancelable.

An uppercut with the blunt end of her scythe. Mostly used as combo or pressure filler. The throw cancel here can be very tricky as it can be as late as the fifth hit in a blockstring which by that point most opponents won't expect a throw. EX: (On block) 2A > 5A > 2A > 5AA > Throw.

5AAA 1700 All 15 12 24 -17
  • Knockdown on air hit.

Ruby slams down with the blunt end of Crescent Rose. Has excellent damage and scaling, the highest among all her normals. Its air knockdown property allows Ruby to pull airborne opponents down for full confirms. Frame trapping with this move, and thus using this move as a combo's starter, can result in monstrous damage. This move's only flaw is that it is locked behind two other normals which limits Ruby's ability to abuse it.

5AAAA 1700 All 13 18 28 -27
  • Switches sides on hit or block.
  • Launches opponents backwards on hit.

Dashing forward with the momentum of a her scythe-rifle's recoil, Ruby vanishes as she slashes through opponent, reappearing in a burst of rose petals. A fairly poor attack when used solo but is arguably the most degenerate move in her arsenal with an assist or Cross Combo available thanks to the free left / right mix-ups it grants on block, even in the corner. While Reject Guarding 5AAA can make this move whiff mid-screen, it can't stop it in the corner if 5A was done at point-blank range as this move will still reach the opponent. Has identical damage and scaling as 5AAA but is less practical as this move has absolutely zero cancel options, requiring an assist for any sort of extension.


5B[edit]
5B
BBTag Ruby 5B.png
Only you can stop cross-ups.
BBTag Ruby 5BB.png
Yoink.
BBTag Ruby 5BBB.png
Go-to launcher.
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 10 6 18 -7
  • Jump cancelable.

Horizontal swing with fantastic range both in front of her and behind her. This is Ruby's best button for long range pokes, starting combos, and denying cross-ups. Should be used heavily during combos thanks to its good damage and scaling.

5BB 1700 All 13 4 24 -9
  • Jump cancelable.
  • Pulls in airborne opponents.

Ruby pulls her scythe back in an arc that drags airborne opponents towards her but not on block or standing hit. Can whiff if 5B hit ax max range. Combo and pressure filler, however if this move hits as the starter via a frame trap, then this move can deal way more damage than just starting with 5B.

5BBB 1700 All 15 3 39 -23
  • Jump cancelable.
  • Launches on hit.

Scythe uppercut that can be jump-canceled for combo follow-ups or to reset pressure. Ruby's only jump-cancelable grounded launcher and thus it is very important for all her bread-and-butter combos. However, this move is locked behind two other normals, has no other normals it can cancel into, can whiff if 5BB hit at max range, and is very unsafe if 5BB was push blocked. Use in pressure at your own risk.


5C[edit]
5C
BBTag Ruby 5C.png
"Oh, please hit!"
Damage Guard Startup Active Recovery Frame Adv.
800+ High 26 3 18 -4
  • Shares the same hitbox and animation as j.C.
  • Airborne around frame 7 - 10.
  • On airborne hit, knockdown.
  • On grounded hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.

Forward jump followed by a downward rifle shot. Has higher start-up than most 5C's but also has more range and is safe on block. As Ruby's only grounded overhead, this move will see some use as a surprise overhead. Has low invulnerability and fantastic range, making it a good call out tool against opponents who like to throw out staggered lows carelessly. However, the obvious animation and long start-up makes this move easy to disrespect. Since every attack in Ruby's B Smart Combo is jump cancelable, the only time this should be used mid-blockstring is after 2C, a low normal that lacks a jump cancel.


2A[edit]
2A
BBTag Ruby 2A.png
No-toes zone.
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 7 2 12 -2
  • Cancels into itself, even on whiff.
  • Throw cancelable.

Ruby thrusts the sharpened end of her weapon's hilt into the ground. Has an astounding amount of cancel options, including throw, 5A into either a jump or back to itself, and even just itself again on whiff. This is also the safest attack she has due to it being only -2 on block and its low overall frames makes it hard to punish even on whiff. Oh, and it is also a low. 2A should be used in every blockstring possible.


2B[edit]
2B
BBTag Ruby 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 11 4 25 -12
  • Head attribute invulnerable.
  • Jump cancelable.

Diagonal scythe slash that acts as Ruby's primary anti-air. Shrinks Ruby's hurtbox considerably while also making her invincible against air attacks. However, the actual range and angle of the attack makes this move somewhat difficult to use. Good for stopping IAD jump-ins and neutral jumps but gets completely blown up by cross-ups. Not used often in combos as her B Smart Combo actually launches grounded opponents, does more damage, and is safer to use.


2C[edit]
2C
BBTag Ruby 2C.png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 13 3 18 -2
  • Hits low.
  • Launches grounded opponents.

Universal low that can knockdown opponents. Can be made safe by using Gun Blast. Can only be converted into a full combo by using either Guillotine or an assist, which makes this move difficult to use without resources. Great for metered punish combos as it is Ruby's best practical starter.


j.A[edit]
j.A
BBTag Ruby jA.png
BBTag Ruby jB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 9 3 15 -
  • Double jump cancelable.

Horizontal aerial attack used for air-to-air situations and combo filler. Reaches behind Ruby, making it good for cross-ups. Has identical damage and scaling as j.B.

j.AA 1500 High 11 5 18 -
  • Double jump cancelable.

Diagonal aerial attack used for jump-ins and combo filler. Has identical damage and scaling as j.B.


j.B[edit]
j.B
BBTag Ruby jB.png
BBTag Ruby jA.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.B 1500 High 11 5 18 -
  • Double jump cancelable.

Diagonal aerial attack used for jump-ins and combo filler. Has identical damage and scaling as j.B.

j.BB 1500 High 9 3 15 -
  • Double jump cancelable.

Horizontal aerial attack used for air-to-air situations and combo filler. Reaches behind Ruby, making it good for cross-ups. Has identical damage and scaling as j.B.


j.C[edit]
j.C
BBTag Ruby jC.png
Protagonist Privilege
Damage Guard Startup Active Recovery Frame Adv.
1700 High 18 3 34L -
  • Hits overhead.
  • Knockdown on hit.

Downward gunshot with the compact mode of Crescent Rose. Can be done immediately out of a jump, making this an instant overhead. Very strong as it can be special canceled to make the move safe on block or to convert a successful hit into a combo. Doesn't lead into much damage midscreen without resources but can get 5k damage meterless in the corner and above 6k with meter or assists anywhere.



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBTag Ruby GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
2000 Throw 7-30 3 23 -
  • 100% minimum damage. (2000).
  • Holding back while pressing throw results in a back throw.
  • If Ruby isn't close enough for the grab to connect, she will run a short distance then attempt a throw.
  • Puts Ruby into an airborne state after a successful throw.
  • Opponents cannot burst during a throw.

Ruby pulls in the opponent with her scythe before uppercutting them with a gun shot boosted slice. Can be special canceled to begin a combo though it does provide enough of a frame advantage that a dashing 5A will work as well.


Corkscrew Slice[edit]
Corkscrew Slice
5A+D
BBTag Ruby CorkscrewSlice.png
Never stop believing in DP.
Damage Guard Startup Active Recovery Frame Adv.
1250*3 Air Unblockable 13 2, 2, 2 47 -30
  • Invincible on start-up.
  • Hits 3 times.
  • Launches grounded opponents on hit.
  • Opponents cannot burst during this attack.
  • Does 5% minimum damage. 62 x 3 = 186.

Using the momentum from a gun shot, Ruby spins Crescent Rose around herself, launching opponents away. Has a diagonal hitbox that hits both in front and behind Ruby. Very good at stuffing cross-ups but very poor at catching opponents in the air directly in front of her, which hurts her as this is Ruby's only air unblockable move. In exchange, this is one of the easier reversals to extend via preemptive assist calls due to the lower than average endlag and high hitstun. Very unsafe on block so don't use this carelessly. The height the opponent was at when they get hit by the final hit alters this move's frame advantage. Against grounded opponents the oki provided is very basic, but at max height Ruby can perform a safe-jump set-up. Cannot be used in mid-air, meaning Ruby has no invulnerable options while in the air.



Skills[edit]

Rifle Shot[edit]
Rifle Shot
236A
BBTag Ruby RifleShot.png
"OH NO! She's gonna shoot President Lincoln!" - Mega Man
Damage Guard Startup Active Recovery Frame Adv.
1500 All 11 Until Hit Total: 54 -16
  • Launches opponents away on hit.
  • Cancelable into Gun Blast on hit.

Fast projectile with notably long endlag. Used to poke opponents in neutral. Can lead into a combo in the corner by canceling into A Gun Blast. Very unsafe on block or whiff.


Sy-Pod Shot[edit]
Sy-Pod Shot
236B
BBTag Ruby SyPodShot.png
DON'T-CHA MOVE
Damage Guard Startup Active Recovery Frame Adv.
1000, 1500*2 All 13 6(18)X(21)X 42 -11
  • Cancelable into Gun Blast on hit.
  • All hits launch opponents away on hit.

Ruby slams her scythe down, then fires two shots, with a delay between the two shots. The initial scythe hit also has a hitbox, and the two follow-up shots are staggered which can making it tough opponents to close in on Ruby. Note that the gap between the scythe swing and the gun shots is enough for opponents to jump out, leaving Ruby wide open to a counter attack so don't use this move carelessly in block strings. Great for Active Switchs as the partner character can move in under the cover of the shots or confirm into a combo from if Ruby successfully hit the opponent. Not very useful in midscreen combos but can lead into a full combo in the corner by using A Gun Blast after any of this move's hits connect.


Gun Blast[edit]
Gun Blast
214A/B/C (Air OK)
BBTag Ruby GunBlast.png
A
BBTag Ruby Gunblast2.png
B
BBTag Ruby GunBlast3.png
C
BBTag Ruby GunBlast4.png
j.C
Version Damage Guard Startup Active Recovery Frame Adv.
Ground A 1200 All 9 3 23 -7
Air A 1200 All 9 3 20 -
  • Launches opponents away on hit.
  • Wall sticks in the corner.
  • Can be chained into a maximum of 3 gunblasts, including the initial one.
  • Ground version can pass through on frames 9~15; Can cancel into another Gunblast on frames 18~25.
  • Air version can pass through on frames 9~15; Can cancel into another Gunblast on frames 21~23.

Ruby fires in front of herself and is propelled backwards. Has fast start-up and low hitstun, effectively allowing Ruby to disengage from a bad situation at almost any time. Can be canceled into from all normals (except 5C) and special moves, though some special moves only allow this cancel on hit. In the corner, it can combo into 5A against grounded opponents and 5B against airborne opponents.

Ground B 1200 All 9 3 23 -7
Air B 1200 All 7 3 26 -
  • Launches opponents away on hit.
  • Wall sticks in the corner.
  • Can be chained into a maximum of 3 gunblasts, including the initial one.
  • Ground version can pass through on frames 9~17; Can cancel into another Gunblast on frames 23~26
  • Air version can pass through on frames 7~15; Can cancel into another Gunblast on frames 16~26

Ruby fires behind herself and is propelled forwards. Used to close the distance between Ruby and her opponent, especially if she is in the air as this attack can set-up cross-ups from a notable distance away.

Ground C 1200 All 8 3 20 -
Air C 1200 All 10 3 12L -
  • Launches opponents away on hit.
  • Wall sticks in the corner.
  • Can be chained into a maximum of 3 gunblasts, including the initial one.
  • If Ruby is on the ground, she will be propelled up and forward. If Ruby is in the air, she will be propelled down and forward.
  • Ground version can pass through on frames 8~15; Can cancel into another Gunblast on frames 19~24
  • Air version can pass through on frames 10~15; Can cancel into another Gunblast on landing for 6 frames

On the ground, Ruby fires behind herself and is propelled diagonally upwards. In the air, Ruby fires behind herself and is propelled downward. The grounded version allows Ruby to end nearly any combo with safe-jump oki while the air version is used to reach the ground to preform relaunch combos after an aerial A Gun Blast. Both versions can easily side-switch, making it easy to enforce left / right mix-ups.


Buzzsaw Blast[edit]
Buzzsaw Blast
j.236A/B
BBTag Ruby BuzzsawBlast.png
Just do it.
BBTag Ruby BuzzsawBlast2.png
Don't even think about cross-ups, buddy.
Version Damage Guard Startup Active Recovery Frame Adv.
A 200*N, 1300, 1000 All 16 4*N,4(12)4 22+6L -11
  • Final amount of hits depends on how high Ruby was when she began the move.
  • Air hits drag airborne opponents to the ground on hit.
  • Landing hit will knockdown opponents on hit.
  • Gun shot launches opponents away on hit.
  • Gun shot auto-corrects after cross-ups.
  • Can special cancel both the landing hit and the final shot into Gun Blast on hit.

Ruby falls while spinning with her scythe, slams it down once she lands, then follows-up with a shot from her rifle. As the B version does more damage per hit, has more air time (and thus deals more hits), and has identical start-up as the A version, this attack is rarely used for combos. The reduced air-time makes this better for neutral and blockstrings (especially if an assist is available for Cross Combo sandwich situations) as it gives the opponent less time to react with an anti-air, reversal, or Reject Guard.

B 220*N, 1300, 1000 All 16 4*N,4(12)4 22+6L -11
  • Final amount of hits depends on how high Ruby was when she began the move.
  • Air hits drag airborne opponents to the ground on hit.
  • Landing hit will knockdown opponents on hit.
  • Gun shot launches opponents away on hit.
  • Gun shot auto-corrects after cross-ups.
  • Can special cancel both the landing hit and the final shot into Gun Blast on hit.

The only viable tool in Ruby's arsenal for ending air combos and since almost every single one of her combos uses launchers she will use this attack to end almost every combo. Opponents don't fall as fast as Ruby, meaning if she is high enough and the opponent is even higher, some of the final falling hits will whiff though the landing hit will still connect. Very easy to follow-up with assists due to the long animation. Note that this attack has somewhat poor scaling and the long animation makes this attack susceptible to combo drops via the depletion of the combo timer so practice combos to avoid unfortunate blow-ups.



Extra Skills[edit]

Guillotine[edit]
Guillotine
236C
BBTag Ruby Guillotine.png
Small girl does big girl damage.
Damage Guard Startup Active Recovery Frame Adv.
800*2, 1500, 400*4 All 7 4(8)3(15)X(3)2,2,2,2 18+12L -8
  • Hits 7 times.
  • Puts Ruby into an airborne state.
  • Launches opponents away on hit on any hit.
  • Can special cancel any hit into Gun Blast on hit.
  • Opponent experiences additional 5 hitstop on hit/block and 10 hitstop on counterhit.
  • 10% minimum damage. (80 x 2) + 150 + (40 x 4) = 470.

Ruby pulls opponents in with her scythe before flipping herself upside down to finish with a horizontal slash. Ruby's best scaling special move and her best EX move overall. Can greatly improve the damage of any combo she uses this move in with the increase being greater the earlier she used it. Primarily used in situations where the opponent cannot burst, such as after a burst, reversal, or Cross-Combo, so that Ruby can deal huge damage without being interrupted (which would result in the loss of one bar of meter for no reason).


EX Buzzsaw Blast[edit]
EX Buzzsaw Blast
j.236C
BBTag Ruby BuzzsawBlast.png
BBTag Ruby BuzzsawBlast2.png
Damage Guard Startup Active Recovery Frame Adv.
280*N, 1300, 1000 All 16 4*N,4(12)X 17+6L +8
  • Air hits drag airborne opponents to the ground on hit.
  • Landing hit will knockdown opponents on hit.
  • Gun shot launches opponents away on hit.
  • Gun shot auto-corrects after cross-ups.
  • Can special cancel both the landing hit and the final shot into Gun Blast on hit.
  • 10% minimum damage.

Deals both more hits and more damage than the previous two versions of this move. However, the additional damage dealt isn't worth the extra meter meaning that this move will rarely ever be used, if at all.


Partner Skills[edit]

6P[edit]
5P
5AAAA
BBTag Ruby 5AAAA.png
Instant left / right mix-ups! Just add Active Change!
Damage Guard Startup Active Recovery Frame Adv.
1700 All (18)+13 12 28 -21
  • Switches sides on hit or block.
  • Launches opponents on hit.

Dash attack that covers about 70% of the screen. Opponents fall quickly after getting hit which may make confirms off this attack difficult but conserves the combo timer. Very basic when used in combos but incredibly deadly when used in blockstrings thanks to the guaranteed side switch providing free sandwich situations. Use as needed in Cross Combos to keep the opponent stuck between Ruby and her partner.


5P[edit]
6P
Rifle Shot
BBTag Ruby RifleShot.png
BANG
Damage Guard Startup Active Recovery Frame Adv.
1500 All (18)+11 Until Hit Total: 54 -16
  • Launches opponents backwards on hit.

Ruby fires a single shot from her rifle. Compared to a lot of other assist projectiles, this one is a bit lackluster as its single hit nature means that it can't really beat any other projectiles, but it is still useful for covering approaches. Used almost exclusively in neutral due to this move's long start-up and end lag as well as its low damage.


4P[edit]
4P
5BBB
BBTag Ruby 5BBB.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All (18)+10 3 39 -23
  • Launches opponents on hit.

Ruby swings her scythe upward. Good anti-air assist that is also useful for extending combos. As her neutral assist moves her around a lot and her forward assist is slow and weak, this is the recommended assist for Cross Combos.



Distortion Skills[edit]

Petal Burst[edit]
Petal Burst
236B+C
BBTag Ruby PetalBurst.png
Spin to win.
Damage Guard Startup Active Recovery Frame Adv.
2000, 800*7
[2000, 640*11]
All 5+12 12 46 -39
  • Invincible on start-up.
  • 73f flash, 5+20f to reach max range.
  • Only the first hit can hurt assists.
  • Hits 8 times.
  • (RB) Hits 12 times.
  • Launches opponents on hit.
  • Switches sides on block.
  • 20% minimum damage. 400 + (216 x 7) = 1,912.
  • (RB) 20% minimum damage. 400 + (162 x 7) = 2,182.

Ruby cloaks herself in her cape and charges full-screen. If the attack connects, the opponent is struck by the dash's air current and is flung back over Ruby, negating the side switch. On block, no additional attacks are dealt and thus the opponent is free to punish her. As this is Ruby's strongest super, this should be used to finish combos and secure a knock out. Can be used as a reversal, one that some opponents struggle to punish as Ruby will pass through them and recover a fair distance away. However, if this move is Reject Guarded, the opponent will be in the perfect position to start a combo so take note of both what characters the opponent is using and how much meter they have.


Petal Dance[edit]
Petal Dance
214B+C
BBTag Ruby PetalDance.png
Have you ever danced with the Reaper in the broken moonlight?
Damage Guard Startup Active Recovery Frame Adv.
1200*6, 4700
[1200*2, 800*10, 4700]
All 13+2 6(3)3(6){3(7)}*3,3(20)5
[6(3)3(6){3(7)}*9,3(20)5]
30 -16
  • Invincible on start-up.
  • Hits 7 times.
  • (RB) Hits 13 times.
  • Second-to-last and last hit launches opponents on hit.
  • Last hit is different depending on whether or not the second-to-last hit successfully connected.
  • 14% minimum damage. (168 x 6) + 658 = 1,666
  • (RB) 13%, 11.3% minimum damage. (156 x 2) + (104 x 10) + 533 = 1,885.

Ruby spins her scythe multiple times before slashing the opponent. Ruby's fastest super, making it useful for reversals and combos with tight hitstun. Generally less effective for finishing off characters due to its poor minimum damage. Using a Duo Distortion Skill after the opponent blocks this attack can lead to a mix-up situation if the attack is fast enough, though this is easily beaten by using Reject Guard. On hit the partner can continue the combo though there likely won't be much hitstun left. The opponent may tech out if the partner hits the opponent before the final hit of Ruby's super. Wait for final hit before following it up.


Distortion Skill Duo[edit]

Petal Burst
P during Main Character's Distortion Skill
BBTag Ruby PetalBurst.png
Damage Guard Startup Active Recovery Frame Adv.
250, 300*6, 450
[300, 240*10, 300]
All 1+1 12 36 -29
  • Identical to Ruby's solo version of Petal Burst except it deals slightly higher minimum damage.
  • 100% minimum damage. 250 + (300 x 6) + 450 = 2,500.
  • (RB) 100% minimum damage. 300 + (240 x 10) + 300 = 3,000.

Only use this when it will K.O. one of the opponent's characters.


Astral Heat[edit]

Red Reaper
222B+C
BBTag Ruby RedReaper.png
Don't wanna hear ya' absolution!
BBTag Ruby RedReaper2.png
Hope you're ready for a revolution!
Damage Guard Startup Active Recovery Frame Adv.
- All 1+15 4 72 -55
  • Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
  • Invincible on start-up.
  • Grants victory upon a successful hit.

Ruby sticks her scythe into the ground and launches off of it to do a dive kick. If it hits, she drags the opponent into the sky and slices them in half. As this move K.O.s the opponent instantly on a successful hit, this move should be used to end combos whenever possible. It can be used as a reversal but this is a very risky play as this move is hilariously unsafe on block or whiff and consumes all of her meter.


Navigation[edit]


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