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
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Normal Moves
5A
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5B
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5C
5C |
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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
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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 |
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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
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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
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j.B
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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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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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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 |
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Detailed description of the usefulness of the move go here |
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