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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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
Ground Throw
Ground Throw 5B+C |
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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
Corkscrew Slice 5A+D |
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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
Rifle Shot
Rifle Shot 236A |
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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
Sy-Pod Shot 236B |
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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
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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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
EX Buzzsaw Blast j.236C |
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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
6P
5P 5AAAA |
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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
6P Rifle Shot |
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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
4P 5BBB |
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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
Petal Burst
Petal Burst 236B+C |
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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
Petal Dance 214B+C |
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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
Petal Burst P during Main Character's Distortion Skill |
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Only use this when it will K.O. one of the opponent's characters. |
Astral Heat
Red Reaper 222B+C |
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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. |
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Click [★] for character's full frame data
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