BBTag/Ruby Rose/Combos: Difference between revisions

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{| class="wikitable"
{{Notation-BBTag|additional=
}}
<br style="clear:both;"/>
==Combo List==
 
===Midscreen===
 
=====Solo=====
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| 1
| 5A > 5BBB > jc > j.AA > djc > j.AA > j.236B || Any || 5364 || <span style="color:lightblue">[1] Very Easy </span> || 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 || <span style="color:blue">[2] Easy </span> || 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 || <span style="color:lightblue">[1] Very Easy </span> || 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 || <span style="color:blue">[2] Easy </span> || 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 || <span style="color:red">[4] Hard </span> || 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 || <span style="color:lightblue">[1] Very Easy </span> || 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 || <span style="color:blue">[2] Easy </span> || B Smart Combo confirm using air Gun Blast for better damage and corner carry.
|-
|-
! Combo Notation Guide
| 8
| 5BBB > 236A > 214B > 5A > 5B > 236A > 214B > 5A > 5B > 236A > 214B > 5A > 5BBB > sjc > j.236B || Any || 6172 || <span style="color:red">[4] Hard </span> || 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
:{| class="wikitable" border="1"
| 5BB > 2C > 236C > j.214C > dash 5BBB > jc > j.AA > djc > j.AA > j.236B || Any || 8131 || <span style="color:blue">[2] Easy </span> || 5B punish combo using one bar.
|-
|-
| 7 {{7}}
| 10
| 8 {{8}}
| 5BB > 2C > 236C > j.214C > dash 5BB > 236A > 214B > (5A > 5B > 236A > 214B) > 5AAA > A+D || Any || 8146 || <span style="color:red">[4] Hard </span> || 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.
| 9 {{9}}
|-
|-
| 4 {{4}}
| 11
| 5 {{5}}
| AA 2B > jc > j.AA > djc > j.AA > j.236B || Any || 4811 || <span style="color:lightblue">[1] Very Easy </span> || Basic 2B anti-air combo.
| 6 {{6}}
|-
| 12
| AA 2B > 5BBB > sjc > j.AA > djc > j.AA > j.236B || Any || 5371 || <span style="color:lightblue">[1] Very Easy </span> || Low altitude 2B anti-air combo (like from an IAD).
|-
| 13
| AA 2B > jc > j.A > j.214A~C > 5BBB > jc > j.AA > djc > j.AA > j.236B || Any || 5321 || <span style="color:blue">[2] Easy </span> || Advanced 2B anti-air combo.
|-
| 14
| AA 2B > 5BB > jc > j.A > j.214A~C > 5BBB > jc > j.AA > djc > j.AA > j.236B || Any || 5792 || <span style="color:blue">[2] Easy </span> || Advanced low altitude 2B anti-air combo (like from an IAD).
|-
| 15
| 2C > 236B || Any || 3754 || <span style="color:lightblue">[1] Very Easy </span> || Basic sweep combo.
|-
| 16
| 2C > 214C~C > (dash 5BBB > sjc > j.AA > djc > j.AA > j.236B) || Any || 5379 || <span style="color:green">[3] Intermediate </span> || 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.
|-
| 17
| 2C > 236C > j.214C > dash 5AAA > 5BBB > sjc > j.AAA > djc > j.AA > j.236B || Any || 7844 || <span style="color:blue">[2] Easy </span> || Sweep combo using one bar to confirm into an air combo.
|-
| 18
| 2C > 236C > j.214C > dash 5BB > 236A > 214B > (5A > 5B > 236A > 214B) > 5AAA > A+D || Any || 7805 || <span style="color:red">[4] Hard </span> || 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.
|-
| 19
| j.C > 236B || Any || 3525 || <span style="color:lightblue">[1] Very Easy </span> || Basic instant j.C combo.
|-
| 20
| j.C > j.214C~C > (j.B > dash 5BBB > sjc > j.AA > djc > j.AA > j.236B) || Any || 5162 || <span style="color:green">[3] Intermediate </span> || 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.
|-
| 21
| j.C > 236C > j.214C > dash 5AAA > 5BBB > sjc > j.AAA > djc > j.AA > j.236B || Any || 7176 || <span style="color:blue">[2] Easy </span> || Instant j.C combo using one bar to confirm into an air combo.
|-
| 22
| B+C > dash 5AAA > 5BBB > jc > j.AA > djc > j.AA > j.236B || Any || 4814 || <span style="color:lightblue">[1] Very Easy </span> || Basic throw combo.
|-
| 23
| B+C > j.214C > 5BBB > jc > j.A > j.214A~C > dash 5BBB > jc > j.AA > djc > j.AA > j.236B || Midscreen || 5071 || <span style="color:blue">[2] Easy </span> || Throw combo using air Gun Blast to confirm into B Smart Combo.
|-
| 24
| B+C > dash 5AAA > 5BB > 236A > 214B > (5A > 5B > 236A > 214B) > 5AAA > A+D || Any || 4842 || <span style="color:red">[4] Hard </span> || 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.
|-
|-
| 1 {{1}}
| 2 {{2}}
| 3 {{3}}
|}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}A becomes 236A
<br style="clear:both;"/>
: '''>''' = cancel into the next attack
 
: ''',''' = link the next attack after preceding move's recovery
=====With Assists=====
: '''jc''' = jump cancel
* Exact damage and the assist needed for proper extension varies depending on partner choice.
: '''hjc''' = high jump cancel
 
: '''CH''' = Counter Hit
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
: '''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)
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
: '''(CSpec)''' = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
|-
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
| 1
| 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.  
|-
|}
|}
<br clear=all/>
<br style="clear:both;"/>
==Combo List==


===Midscreen===
===Corner===


=====Solo=====
=====Solo=====
'''5BBB > jA, jB > jA, jB > j236B'''
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
:Damage: 5833
|-
:Notes:
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
:* Conversion from B auto combo.
|-
<br clear=all/>
| 1
| 5B > 2C > 236B > 214A > dash 5BBB > jc > j.AA > djc > j.AA > j.236B || Corner || 6581 || <span style="color:Blue">[2] Easy </span> || Point blank range 5B corner combo.
|-
| 2
| 2C > 236B > 214A > dash 5BBB > jc > j.AA > djc > j.AA > j.236B || Corner || 6169 || <span style="color:Blue">[2] Easy </span> || Same combo as before but starting with a sweep.
|-
| 3
| j.C > 236B > 214A > dash 5BBB > jc > j.AA > djc > j.AA > j.236B || Corner || 5693 || <span style="color:Blue">[2] Easy </span> || Same combo as before but starting with an instant j.C.
|-
| 4
| B+C > j.214C > 2C > 236B > 214A > dash 5BBB > jc > j.AA > djc > j.AA > j.236B || Corner || 5184 || <span style="color:Blue">[2] Easy </span> || Same combo as before but starting with a throw into the corner.
|-
|}
<br style="clear:both;"/>


=====With Assists=====
=====With Assists=====
<br clear=all/>
* 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


===Corner===


=====Solo=====
*5BBB > jc > j.AA > 214A~C~A > 5B > jcb> j.AA > 214A~C~A > [Call Assist] > 214C+B
<br clear=all/>


=====With Assists=====
-Gun loop with assist and super ender
<br clear=all/>


==Combo Theory==
==Combo Theory==
<br clear=all/>
<br style="clear:both;"/>


==Video Examples==
==Video Examples==
<br clear=all/>
 
Ruby Basic Combos By Meno
{{#ev:youtube|uNFNy9vHNvo}}
 
Ruby Punish Cross Combos using the Entire Existing Roster By Meno
{{#ev:youtube|PA_wgZ9aREE}}
 
<br style="clear:both;"/>


==External Documents and References==
==External Documents and References==
<br clear=all/>
<br style="clear:both;"/>


----
==Navigation==
{{CharLinks |charMainPage=BBTag/Ruby Rose
{{#lsth:BBTag/Ruby Rose/Data|Links}}
|videos=
}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:Ruby Rose]]
[[Category:Ruby Rose]]

Revision as of 03:19, 9 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 5BBB > jc > j.AA > djc > j.AA > j.236B Any 8131 [2] Easy 5B punish combo using one bar.
10 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.
11 AA 2B > jc > j.AA > djc > j.AA > j.236B Any 4811 [1] Very Easy Basic 2B anti-air combo.
12 AA 2B > 5BBB > sjc > j.AA > djc > j.AA > j.236B Any 5371 [1] Very Easy Low altitude 2B anti-air combo (like from an IAD).
13 AA 2B > jc > j.A > j.214A~C > 5BBB > jc > j.AA > djc > j.AA > j.236B Any 5321 [2] Easy Advanced 2B anti-air combo.
14 AA 2B > 5BB > jc > j.A > j.214A~C > 5BBB > jc > j.AA > djc > j.AA > j.236B Any 5792 [2] Easy Advanced low altitude 2B anti-air combo (like from an IAD).
15 2C > 236B Any 3754 [1] Very Easy Basic sweep combo.
16 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.
17 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.
18 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.
19 j.C > 236B Any 3525 [1] Very Easy Basic instant j.C combo.
20 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.
21 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.
22 B+C > dash 5AAA > 5BBB > jc > j.AA > djc > j.AA > j.236B Any 4814 [1] Very Easy Basic throw combo.
23 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.
24 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 5B > 2C > 236B > 214A > dash 5BBB > jc > j.AA > djc > j.AA > j.236B Corner 6581 [2] Easy Point blank range 5B corner combo.
2 2C > 236B > 214A > dash 5BBB > jc > j.AA > djc > j.AA > j.236B Corner 6169 [2] Easy Same combo as before but starting with a sweep.
3 j.C > 236B > 214A > dash 5BBB > jc > j.AA > djc > j.AA > j.236B Corner 5693 [2] Easy Same combo as before but starting with an instant j.C.
4 B+C > j.214C > 2C > 236B > 214A > dash 5BBB > jc > j.AA > djc > j.AA > j.236B Corner 5184 [2] Easy Same combo as before but starting with a throw into the corner.


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


Navigation