Difference between revisions of "BBTag/Ruby Rose"

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(5A)
(The deleted "weakness" is just an opinion of Ruby's voice acting rather than a legitimate shortcoming of her playstyle in the game.)
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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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====== <font style="visibility:hidden" size="0">2A</font> ======
 
====== <font style="visibility:hidden" size="0">2A</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Ruby_2A.png |caption=
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|image=BBTag_Ruby_2A.png |caption=No-toes zone.
 
|name=2A
 
|name=2A
 
|data=
 
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{{#lsth:BBTag/Ruby Rose/Data|2A}}
 
{{#lsth:BBTag/Ruby Rose/Data|2A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Fast low jab
+
{{Description|6|text=
 +
* Cancels into itself, even on whiff.
 +
* Throw cancelable.
  
Ruby's fastest low, essential in enforcing high/low mixups
+
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.
  
Is really strong in pressure, with it being -2. Allows for strong frame traps as well as for tick throws.
 
 
  }}
 
  }}
 
}}
 
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Revision as of 13:11, 17 August 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

"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
  • Has absolutely every advantage one could ask for in a character's arsenal: great damage, speed, confirms, projectiles, assists, distortions, etc.
  • One of the easiest characters in the games to pick up, and is a solid pick for any duo due to her versatile assists.
  • In addition to her large disjointed range, Ruby's normals also have excellently fast startup
  • Has a tricky projectile property in all her special moves, which can be a hassle to deal with both from afar and up close.
  • Easy to follow up her BnB combos with an assist thanks to Buzzsaw Blast's generous timing window as an aerial combo ender.
  • Ruby's ground-to-air speed gives her outstanding mix-up potential in her blockstrings.
  • Can punish opponents from near fullscreen when using her Petal Burst distortion.
  • Her 6P is one of the faster projectile assists in the game.
  • 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.
  • 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.





Normal Moves

5A
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
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
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
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
2B
BBTag Ruby 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 11 4 25 -12
  • Head invulnerable
  • Jump cancellable
  • Vertical anti-air

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
BBTag Ruby 2C.png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 13 3 18 -2
  • Good for corner combos

Big sweep, but a bit difficult to pick up off of without an assist


j.A
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 -
  • Good horizontal hitbox

Used for air-to-airs

j.AA 1500 High 11 5 18 -
  • Angled more downwards than jA

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


j.B
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 -

Air to ground normal. Can cross up.

j.BB 1500 High 9 3 15 -
  • Important points go here

Detailed description of the usefulness of the move go here


j.C
j.C
BBTag Ruby jC.png
Damage Guard Startup Active Recovery Frame Adv.
1700 High 18 3 34L -

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
BBTag Ruby GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
2000 Throw 7-30 3 23 -
  • 100% minimum damage

Detailed description of the usefulness of the move go here


Corkscrew Slice
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

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
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
  • Fast, single shot from Ruby's gun
  • Cancellable into Gunblast on hit

Is useful in neutral to throw out a quick shot.


Sy-Pod Shot
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
  • Ruby slams her scythe down, then fires two shots, with a delay between the two shots
  • Cancellable into Gunblast 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.


Gun Blast
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 -

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.

  • Puts a hitbox in front of Ruby and propels her backwards
  • After the propulsion, you can press B or C to cancel this gunblast with a new one
  • You can chain up to 3 gunblasts total, including your 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

Detailed description of the usefulness of the move go here

Ground B 1200 All 9 3 23 -7
Air B 1200 All 7 3 26 -
  • Puts a hitbox behind Ruby and propels her forward
  • After the propulsion, you can press A or C to cancel this gunblast with a new 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

Detailed description of the usefulness of the move go here

Ground C 1200 All 8 3 20 -
Air C 1200 All 10 3 12L -
  • Places a hitbox behind Ruby
  • If on ground, she is propelled up and forward. If in air, down and forward
  • After the propulsion, you can cancel this gunblast with a new one using A, B, or C.
  • 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

Detailed description of the usefulness of the move go here


Buzzsaw Blast
Buzzsaw Blast
j.236A/B
BBTag Ruby BuzzsawBlast.png
Just do it.
BBTag Ruby BuzzsawBlast2.png
Don't even think about crossups, buddy.
Version Damage Guard Startup Active Recovery Frame Adv.
A 200*N, 1300, 1000 All 16 4*N,4(12)4 22+6L -11
  • It is recommended to use this frequently as an aerial combo ender.
  • 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.
  • Can cancel into Astral once you reach the ground.
  • Can special cancel landing hit and final shot into Gunblast on hit
B 220*N, 1300, 1000 All 16 4*N,4(12)4 22+6L -11
  • Blasts your opponent
  • It also auto-corrects the direction if you cross yourself up
  • Can cancel into Astral once you reach the ground
  • Can special cancel landing hit and final shot into Gunblast on hit



Extra Skills

Guillotine
Guillotine
236C
BBTag Ruby Guillotine.png
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
  • Extremely fast for its range
  • Really good combo tool
  • Opponent experiences additional 5 hitstop on hit/block and 10 hitstop on counterhit


EX Buzzsaw Blast
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
  • Can special cancel landing hit and final shot into Gunblast on hit


Partner Skills

6P
5P
5AAAA
BBTag Ruby 5AAAA.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All (18)+13 12 28 -21
  • Important points go here

Useful combo extender and is also very fast, so it can catch people off guard in neutral.


5P
6P
Rifle Shot
BBTag Ruby RifleShot.png
BANG
Damage Guard Startup Active Recovery Frame Adv.
1500 All (18)+11 Until Hit Total: 54 -16
  • Knocks the opponent airborne and leads to a tech situation 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.

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
BBTag Ruby 5BBB.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All (18)+10 3 39 -23
  • Great defensive Partner Skill

Good for covering jump-ins.

Is also a really good option for beating bursts.



Distortion Skills

Petal Burst
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
  • 73f flash, 5+20f to reach max range

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
BBTag Ruby PetalDance.png
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

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
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
  • Doesn't hit both charaters in a hpd
  • Does 3k damage

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


Astral Heat

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
  • Important points go here

Detailed description of the usefulness of the move go here


Navigation


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RWBY
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System Explanations

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