BBTag/Ruby Rose/Combos: Difference between revisions

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=====With Assists=====
=====With Assists=====
* Exact damage and the assist needed for proper extension varies depending on partner choice.
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{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
! # !! Combo !! Position !! Assist Type !! Difficulty !! Notes
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
|-
| 1  
| 1
| 5BBB > j.AA > 236B > [Call Assist] > 236B+C || Any || Upward Launch || <span style="color:lightblue">[1] Very Easy </span> ||
| 5AAAA > [Call Assist] > dash 5AAA > 5BBB > jc > j.AA > djc > j.AA > j.236B || Any || 6390 || <span style="color:lightblue">[1] Very Easy </span> || Basic assist extension off of A Smart Combo.
|-
| 2
| [Call Assist] > 2C > dash 5BB > jc > j.A > j.214A~C > 5BBB > sjc > j.AA > djc > j.AA > j.236B || Midscreen || 6738 || <span style="color:blue">[2] Easy </span> || Neutral assist should be called just before the sweep to conserve Cross Gauge. The assist should hit after the sweep to both convert it into a combo on hit or extend pressure on block.
|-
| 3
| [Call Assist] > 2C > dash 5BB > jc > j.A > j.214A~C > 5BBB > sjc > j.AA > djc > j.AA > j.236B > [Call Assist] > 2C > A+D || Midscreen || 7102 || <span style="color:green">[3] Intermediate </span> || Extension of the previous combo utilizing an additional assist which is only possible because the first assist was a neutral assist. Corkscrew Slice can be replaced with a super if meter is available.
|-
| 4
| [Call Assist] > j.C > dash 5BB > jc > j.A > j.214A~C > 5BBB > sjc > j.AA > djc > j.AA > j.236B || Midscreen || 6200 || <span style="color:blue">[2] Easy </span> || Uses the same logic as the previous combos, but starts with an instant j.C instead.
|-
| 5
| [Call Assist] > j.C > dash 5BB > jc > j.A > j.214A~C > 5BBB > sjc > j.AA > djc > j.AA > j.236B > [Call Assist] > 2C > A+D || Midscreen || 6563 || <span style="color:green">[3] Intermediate </span> || Extension of the previous combo utilizing an additional assist which is only possible because the first assist was a neutral assist. Corkscrew Slice can be replaced with a super if meter is available.
|-
| 6
| [Call Assist] > A+D > dash 5BB > jc > j.A > j.214A~C > 5BBB > sjc > j.AA > djc > j.AA > j.236B || Midscreen || 5447 || <span style="color:blue">[2] Easy </span> || Corkscrew Slice anti-air confirm that is only possible by using a neutral assist.
|-
| 7
| [Call Assist] > A+D > dash 5BB > jc > j.A > j.214A~C > 5BBB > sjc > j.AA > djc > j.AA > j.236B > [Call Assist] > 2C > A+D || Midscreen || 5802 || <span style="color:green">[3] Intermediate </span> || Extension of the previous combo utilizing an additional assist which is only possible because the first assist was a neutral assist. Corkscrew Slice can be replaced with a super if meter is available.
|-
| 8
| 5BB > 2C > [Call Assist] > dash 5BB > jc > j.A > j.214A~C > 5BB > 236A > 214B > (5AAA > A+D) || Midscreen || 7432 || <span style="color:green">[3] Intermediate </span> || 5B punish combo extended with an assist. Timing is tight so the assist may need to be called early to prevent hitstun from decaying too far. Side switches during the part in parentheses, requiring you reverse the directions for your inputs.
|-
|-
|}
|}

Revision as of 06:40, 8 September 2019

Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Midscreen

Solo
# Combo Position Damage Difficulty Notes
1 5A > 5BBB > jc > j.AA > djc > j.AA > j.236B Any 5364 [1] Very Easy Basic max range A Smart Combo confirm.
2 5A > 5BBB > jc > j.AA > j.214A~C > dash 5BBB > jc > j.AA > djc > j.AA > j.236B Midscreen 5786 [2] Easy Max range A Smart Combo confirm using air Gun Blast for better damage and corner carry.
3 5AAA > 5BBB > jc > j.AA > djc > j.AA > j.236B Any 5744 [1] Very Easy Point blank range A Smart Combo confirm.
4 5AAA > 5BBB > jc > j.AA > j.214A~C > dash 5BBB > sjc > j.AA > j.236B Midscreen 6000 [2] Easy Point blank range A Smart Combo confirm using air Gun Blast for better damage and corner carry.
5 5AAA > 5BBB > 236A > 214B > 5A > 5B > 236A > 214B > 5A > 5BBB > sjc > j.236B Any 5913 [4] Hard Point blank range A Smart Combo confirm into a Rifle Shot loop. Buzzsaw Blast must be tiger-kneed to finish the combo.
6 5BBB > jc > j.AA > djc > j.AA > j.236B Any 5854 [1] Very Easy Basic B Smart Combo confirm.
7 5BBB > jc > j.AA > j.214A~C > dash 5BBB > jc > j.AA > djc > j.AA > j.236B Midscreen 6350 [2] Easy B Smart Combo confirm using air Gun Blast for better damage and corner carry.
8 5BBB > 236A > 214B > 5A > 5B > 236A > 214B > 5A > 5B > 236A > 214B > 5A > 5BBB > sjc > j.236B Any 6172 [4] Hard Rifle Shot loop with massive corner carry. Requires precise execution to prevent the combo from dropping during the loop, especially the last one. Buzzsaw Blast must be tiger-kneed to finish the combo.
9 5BB > 2C > 236C > j.214C > dash 5BB > 236A > 214B > (5A > 5B > 236A > 214B) > 5AAA > A+D Any 8146 [4] Hard 5B Rifle Shot loop punish combo that uses one bar. Side switches when done mid-screen during the part in parentheses, requiring you reverse the directions for your inputs.
10 2C > 236B Any 3754 [1] Very Easy Basic sweep combo.
11 2C > 214C~C > (dash 5BBB > sjc > j.AA > djc > j.AA > j.236B) Any 5379 [3] Intermediate Advanced sweep starter combo that only works at point blank range. Side switches during the part in parentheses, requiring you reverse the directions for your inputs.
12 2C > 236C > j.214C > dash 5AAA > 5BBB > sjc > j.AAA > djc > j.AA > j.236B Any 7844 [2] Easy Sweep combo using one bar to confirm into an air combo.
13 2C > 236C > j.214C > dash 5BB > 236A > 214B > (5A > 5B > 236A > 214B) > 5AAA > A+D Any 7805 [4] Hard Sweep combo using one bar to confirm into a Rifle Shot loop. Side switches when done mid-screen during the part in parentheses, requiring you reverse the directions for your inputs.
14 j.C > 236B Any 3525 [1] Very Easy Basic instant j.C combo.
15 j.C > j.214C~C > (j.B > dash 5BBB > sjc > j.AA > djc > j.AA > j.236B) Any 5162 [3] Intermediate Advanced instant j.C confirm that only works at point blank range. Side switches during the part in parentheses, requiring you reverse the directions for your inputs.
16 j.C > 236C > j.214C > dash 5AAA > 5BBB > sjc > j.AAA > djc > j.AA > j.236B Any 7176 [2] Easy Instant j.C combo using one bar to confirm into an air combo.
17 B+C > dash 5AAA > 5BBB > jc > j.AA > djc > j.AA > j.236B Any 4814 [1] Very Easy Basic throw combo.
18 B+C > j.214C > 5BBB > jc > j.A > j.214A~C > dash 5BBB > jc > j.AA > djc > j.AA > j.236B Midscreen 5071 [2] Easy Throw combo using air Gun Blast to confirm into B Smart Combo.
19 B+C > dash 5AAA > 5BB > 236A > 214B > (5A > 5B > 236A > 214B) > 5AAA > A+D Any 4842 [4] Hard Throw combo into a Rifle Shot loop. Side switches when done midscreen during the part in parentheses, requiring you reverse the directions for your inputs.


With Assists
  • Exact damage and the assist needed for proper extension varies depending on partner choice.
# Combo Position Damage Difficulty Notes
1 5AAAA > [Call Assist] > dash 5AAA > 5BBB > jc > j.AA > djc > j.AA > j.236B Any 6390 [1] Very Easy Basic assist extension off of A Smart Combo.
2 [Call Assist] > 2C > dash 5BB > jc > j.A > j.214A~C > 5BBB > sjc > j.AA > djc > j.AA > j.236B Midscreen 6738 [2] Easy Neutral assist should be called just before the sweep to conserve Cross Gauge. The assist should hit after the sweep to both convert it into a combo on hit or extend pressure on block.
3 [Call Assist] > 2C > dash 5BB > jc > j.A > j.214A~C > 5BBB > sjc > j.AA > djc > j.AA > j.236B > [Call Assist] > 2C > A+D Midscreen 7102 [3] Intermediate Extension of the previous combo utilizing an additional assist which is only possible because the first assist was a neutral assist. Corkscrew Slice can be replaced with a super if meter is available.
4 [Call Assist] > j.C > dash 5BB > jc > j.A > j.214A~C > 5BBB > sjc > j.AA > djc > j.AA > j.236B Midscreen 6200 [2] Easy Uses the same logic as the previous combos, but starts with an instant j.C instead.
5 [Call Assist] > j.C > dash 5BB > jc > j.A > j.214A~C > 5BBB > sjc > j.AA > djc > j.AA > j.236B > [Call Assist] > 2C > A+D Midscreen 6563 [3] Intermediate Extension of the previous combo utilizing an additional assist which is only possible because the first assist was a neutral assist. Corkscrew Slice can be replaced with a super if meter is available.
6 [Call Assist] > A+D > dash 5BB > jc > j.A > j.214A~C > 5BBB > sjc > j.AA > djc > j.AA > j.236B Midscreen 5447 [2] Easy Corkscrew Slice anti-air confirm that is only possible by using a neutral assist.
7 [Call Assist] > A+D > dash 5BB > jc > j.A > j.214A~C > 5BBB > sjc > j.AA > djc > j.AA > j.236B > [Call Assist] > 2C > A+D Midscreen 5802 [3] Intermediate Extension of the previous combo utilizing an additional assist which is only possible because the first assist was a neutral assist. Corkscrew Slice can be replaced with a super if meter is available.
8 5BB > 2C > [Call Assist] > dash 5BB > jc > j.A > j.214A~C > 5BB > 236A > 214B > (5AAA > A+D) Midscreen 7432 [3] Intermediate 5B punish combo extended with an assist. Timing is tight so the assist may need to be called early to prevent hitstun from decaying too far. Side switches during the part in parentheses, requiring you reverse the directions for your inputs.


Corner

Solo
# Combo Position Damage Difficulty Notes
1 Rising j.C > slight delay j.214A > land > 5A > 5BBB > j.AB > dj.AB > j.236B Corner [3] Intermediate
2 5BBB > jc > j.AA > 214A~C~A > 5B > jcb> j.AA > 214A~C~A Corner 6422 [3] Intermediate Basic solo gun loop. Have to delay the first j.AA in order for 5B to connect.
3 5BBB > jc > delay > j.AA > 214A > land > 5BBB > jc > j.BB > dj.BB > 236B Corner 6587 [3] Intermediate More consistent gun combo. Delaying the first j.AA is the crucial part.
4 5BBB > 236C > 5A > 5BB > jc > j.AB > dj.AB > 236B Corner 7345 [2] Easy Easy 1 bar combo. Does 5434 if the combo starts from 2A.


With Assists
  • Rising j.C > land > 236B > [Call Assist] > dash 5BBB > j.AB > dj.AB > j.236B - works with most basic combo-extension assists.
  • 5BBB j.AA 236B 5P 5BBB 236B+C


  • 5BBB > jc > j.AA > 214A~C~A > 5B > jcb> j.AA > 214A~C~A > [Call Assist] > 236B

-Basic gun loop with assist


  • 5BBB > jc > j.AA > 214A~C~A > 5B > jcb> j.AA > 214A~C~A > [Call Assist] > 214C+B

-Gun loop with assist and super ender

Combo Theory


Video Examples

Ruby Basic Combos By Meno

Ruby Punish Cross Combos using the Entire Existing Roster By Meno


External Documents and References


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