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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. | *Opponents may have a tendency to drop out of combos when getting hit at the absolute max range of her scythe. | ||
*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. Though she does have good fireballs, they are announced quite heavily, and can be easily circumvented. | ||
*Voice can be very annoying especially in longer matches. | |||
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Revision as of 16:27, 15 June 2019
Ruby Rose |
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Overview
"Ah, this looks interesting. Mind if I join the fight?"
Backstory
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
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
Strengths | Weaknesses |
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Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C |
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UNI assault style overhead. Rumor has it terrible people DP after this is blocked. Pretty strong as an overhead, since she jumps forward, meaning it can connect at farther distances as well as catch people who pushblock and try to dash in. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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Ruby's fastest low, essential in enforcing high/low mixups Is really strong in pressure, with it being -2. Allows for strong frame traps as well as for tick throws. |
2B
2B |
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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. |
2C
2C | Template:AttackDataHeader-BBTag | ||||
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Big sweep, but a bit difficult to pick up off of without an assist |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C |
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Instant overhead. Instant overhead if used immediately after jumping. Hard knockdown. 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. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Detailed description of the usefulness of the move go here |
Corkscrew Slice
Corkscrew Slice 5A+D |
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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 |
Skills
Rifle Shot
Rifle Shot 236A |
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Is useful in neutral to throw out a quick shot. |
Sy-Pod Shot
Sy-Pod Shot 236B |
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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. |
Gun Blast
Gun Blast 214A/B/C (Air OK) |
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Buzzsaw Blast
Buzzsaw Blast j.236A/B |
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Extra Skills
Guillotine
Guillotine 236C |
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Extremely fast for its range |
EX Buzzsaw Blast
EX Buzzsaw Blast j.236C |
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Partner Skills
6P
5P 5AAAA |
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Useful combo extender and is also very fast, so it can catch people off guard in neutral. |
5P
6P Rifle Shot |
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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. 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. |
4P
4P 5BBB |
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Good for covering jump-ins. Is also a really good option for beating bursts. |
Distortion Skills
Petal Burst
Petal Burst 236B+C |
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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. 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. |
Petal Dance
Petal Dance 214B+C |
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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. |
Distortion Skill Duo
Petal Burst P during Main Character's Distortion Skill |
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Detailed description of the usefulness of the move go here |
Astral Heat
Red Reaper 222B+C |
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Detailed description of the usefulness of the move go here |
move
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