BBTag/Ruby Rose/Combos

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 Ruby Rose
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

Note: While not explicitly stated, all combos that end in 214A~B~A in midscreen or j.214A > 214A in corner allow for Ruby to perform a safejump.

Routes

5A/2A Confirms

Combo Position Damage Partner Meter Usage Video Notes
5AA > 5BBB > hjc > j.AAA > jc > j.AA > j.236B > 214A~B~A Any 5648 YouTube Ruby Day 1/beginner combo. You can also cancel the BuzzsawBlast and go right into Gunblast for easier timing (5596 dmg)
5AA > 5BBB > 236A > 214B, 5AAA > 5BB > jc > j.BB > jc > j.BB > j.236B > 214A~B~A Any 5949 YouTube
5AAA > 5BBB > 236A > 214B, 5AAA > 5BBB > hjc > j.BB > j.236B > 214A~B~A Any 6186 YouTube
5AAA > 5BBB > jc > j.BB > j.214A~C, 5BB > hjc > j.A > j.BB > j.236B > 214A~B~A Any 6125 YouTube Delay Gunblast to make universal or go j.BBB on ender for a bit less damage
5AAA > 5BB > 2C > 236B > 214B~A, 5BB > jc > j.BB > j.236B > j.214A > 214A Corner 6323 YouTube
5A > 5BB > 2C > 236B > 214B~A, 5BB > hjc > j.BBB > jc > j.BB > j.236B > j.214A > 214A Corner 6336 YouTube Omit 1 "j.B" for "5AA" and "5A > 2A" starter
5AAA > 2C > 236B > 214B~A, 5BB > jc > j.BB > jc > j.BB > j.236B > j.214A > 214A Corner 6281 YouTube
2A > 5BBB > 236A > 214B, 5AAA > 5BBB > hjc > j.BB > jc > j.BB > j.236B > 214A~B~A Any 5074 YouTube
2A > 5A > 5BBB > jc > j.AA > j.214A~C, 5BB > jc > j.BB > jc > j.BB > j.236B > 214A~B~A Any 4597
2A > 5AA > 5BBB > 236A > 214B, 5AAA > 5BB > jc > j.BB > jc > j.BB > j.236B > 214A~B~A Any 4708 YouTube
2A > 5A > 2A > 5BBB > 236A > 214B, 5AAA > 5BB > jc > j.BB > jc > j.BB > j.236B > 214A~B~A Any 4239 YouTube
5A > 5BB > 2C > 236B > 214B~A, 5BB > hjc > j.BBB > jc > j.BB > j.236B > j.214A > 214A Corner 5361 YouTube Omit 1 "j.B" for "2A > 5A >" starter

5B Confirms

Combo Position Damage Partner Meter Usage Video Notes
5BBB > jc > j.AA > j.214A~B, j.B > (land) > 5AAA > 5BB > 236A > 214B (, hj8.A+B) Any 6047 Twitter All screen safejump routing. Full description and explanation
5BBB > hjc > j.AAA > j.C > j.214A~B, j.B > (land) > 5BB > jc > j.A > jc > j.AA > j.236B > 214A~B~A Any 6657 Streamable May need to do a tiny delay on the first j.A(dl)AA in order for consistency against the full cast
5BBB > 236A > 214C, j.A > (land) > 5BB > jc > j.B > j.214A~C, 5BBB > hjc > j.B > j.236B > 214A~B~A Any 6610
5BBB > 236A > 214B, 5AAA > 5BBB > hjc > j.BB > jc > j.BB > j.236B > 214A~B~A Any 6586 Covers forward and neutral tech
5BBB > jc > j.AA > j.214A~C > 5BBB > hjc > j.BB > jc > j.BB > j.236B > 214A~B~A Any 6481 Easier route, but less damage
5BBB > jc > j.AA > j.214A~C, 5BBB > hjc > j.AAA > jc > j.AA > j.236B > j.214A Any 6416 YouTube Easier route, but less damage
5BB > 2C > 236C > j.214C, 5BB > 236A > 214C, j.A > (land) > 5BB > hjc > j.BB > j.236B > 214A~B~A Any 8392 1 YouTube
5BB > 2C > 236C > j.214C, 5BBB > hjc > j.BB > jc > j.BB > j.236B > 214A~B~A Any 8271 1 YouTube
5BBB > 236A > 214C, j.A > (land) > 5BB > jc > j.B > j.214A~C, 5BBB > hjc > j.B > j.236B > 214A > 236BC Any 8451 2 YouTube Doesn't work on UNIST characters+Ragna unless you omit last 5B at end (hasn't been tested on all chars yet)
5BB > 2C > 236C > j.214C, 236C > j.214C, 5BB > jc > j.BB > j.236B > 214A~B~A Any 9208 2 YouTube
5BBB > 236A > 214B, 5AAA > 5BB > jc > j.BB > j.214A~V, 5B > 236BC Any 8070 2 Not the most meter efficient but will leave for now (haven't visit 2 bars in depth yet)
5BBB > jc > j.BB > j.214A~C, 5BB > jc > j.BB > j.214A~C, 5BB > 236BC Any 8035 2 Not the most meter efficient but will leave for now (haven't visit 2 bars in depth yet)
5BB > 2C > 5P, 5BB > 236A > 214B, 5AAA > 5BB > jc > j.A > j.236B > 214A~B~A Any 8009 X 1 Cross Gauge Damage will vary based on partner, and listed number is using Orie 5P
5BBB > jc > j.BB > jc > j.BB > j.236B > 214A, 5BB > jc > j.BB > j.236B > j.214A > 214A Corner 6649
5BBB > jc > j.BB > jc > j.BB > j.236B > 214A, 5BB > jc > j.BB > j.214A~B~A, 2C > 236A > 214A Corner 6676
5BB > 2C > 214A, 5BB > jc > j.BB > j.214A, 5BB > jc > j.BB > j.214A~C~A, 2C > 236A > 214A Corner 6687
5BB > 2C > 236B > 214B~A, 5BB > hjc > j.BBB > jc > j.BB > j.236B > j.214A > 214A Corner 7067 Twitter Cancel 2nd shot immediately with B-Gunblast
5BB > 2C > 236B > 214B~A, 5BB > 236A > 214C, j.B > (land) > 5BB > 7jc > j.B > j.214A~C~A, 2C > 236A > 214A Corner 7056 Twitter Reverse jump between 5BB and j.B. Dont delay j.214A after j.B
5BB > 2C > 236B > 214B~A, 5BB > hjc > j.BBB > jc > j.BB > j.236B > j.214A~C~A > 214A Corner 7116 YouTube Cancel 2nd shot immediately with B-Gunblast
5BB > 2C > 236B > 214B~A, 5BB > jc > j.BB > jc > j.BB > j.236B > j.214A > 214A Corner 6969 Cancel 2nd shot immediately with B-Gunblast
5BB > 2C > 236C > j.214C, 5BB > 2B > hjc > j.BB > jc > j.BB > j.236B > j.214A > 214A Corner 8302 1
5BB > 2C > 236B > 214B~A, 5BB > hjc > j.AAA > jc > j.AA > j.236B > j.214A > 236BC Corner 8919 2
5B > 236C > j.214C, 236C, 5BB > 2B > hjc > j.BB > jc > j.BB > j.236B > j.214A > 214A Corner 9062 2
5BB > 2C > 236C > j.214C, 5BB > jc > j.BB > j.214A, 5AAA > 2C > 236BC Corner 9902 3
5BB > 2C > 236C > j.214C, 5BB > 2B > hjc > j.BB > j.214A, 5AAA > 2C > 236BC Corner 10010 3

Throw Confirms

Combo Position Damage Partner Meter Usage Video Notes
4/6T > j.214C, 5BB > 236A > 214B, 5AAA > 5BB > jc > j.BB > j.236B > 214A~B~A Any 5302 YouTube Delay the 5A a bit after Gunblast. Side swaps
4/6T > j.214C, 5BB > jc > j.BB > j.214A~C, 5BBB > hjc > j.BB > jc > j.BB > j.236B > 214A~B~A Any 5102 YouTube
6T > j.214C, 2C > 236B > 214A, 5BBB > jc > j.BB > jc > j.BB > j.236B > j.214A~C~A > 214A Corner 5440 Twitter
6T > j.214C, 2C > 236B > 214B~A, 5BB > hjc > j.BBB > jc > j.BB > j.236B > j.214A > 214A Corner 5360 YouTube

j.B/j.C Confirms

Combo Position Damage Partner Meter Usage Video Notes
j.B > (land) > 5BBB > 236A > 214B > 5AAA > 5BBB > hjc > j.BB > jc > j.BB > j.236B > 214A~B~A Any 5626
j.B > (land) > 5BB > 2C > 236B > 214B~A, 5BB > hjc > j.BB > jc > j.BB > j.236B > j.214A > 214A Corner 5893
j.C > j.214C~C, j.A > (land) > 5BB > hjc > j.BB > jc > j.B > j.236B > 214A~B~A Any 5293 Twitter Doesn't work on Makoto, Orie, Wald, Hyde, Linne, Yuzu (Need to test a few more DLC). Side swaps
j.C > j.214C~C, j.B > (land) > 5B > hjc > j.AAA > j.C > j.214A~B, j.B > (land) > 5B > jc > j.BB > j.236B > 214A~B~A Any 5392 Doesn't work on Makoto, Orie, Wald, Hyde, Linne, Yuzu (Need to test a few more DLC). Side swaps
j.C > (j.214A lc) 5AAA > 5BB > jc > j.BB > j.214A~C, 5B > jc > j.BB > jc > j.BB > j.236B > 214A~B~A Any 5810 YouTube Uses landing recovery cancel (Strict timing with 214 right before landing)
j.C > 236C > j.214C, 5BB > 236A > 214B, 5AAA > 5BB > jc > j.BB > j.236B > 214A~B~A Any 7465 1 YouTube
j.C > 5P, 5BB > 236A > 214B, 5AAA > 5BBB > jc > j.BB > j.236B > 214A~B~A Any 7141 X 1 Cross Gauge YouTube
j.C > j.214A > 5P, 5BB > 236A > 214B, 5AAA > 5BB > jc > j.B > j.236B > 214A~B~A Any 6354 X 1 Cross Gauge YouTube Less damage than above but a lot easier to confirm into
j.C > 236B > 214A, 5BB > jc > j.BB > j.214A, 5BB > hjc > j.BB > j.236B > j.214A > 214A Corner 5921 YouTube
j.C > 236B > 214A, 5BB > jc > j.BB > j.214A, 5BB > hjc > j.BB > j.236B > j.214A~C~A > 214A Corner 5981

Wakeup supers that can beat Ruby's safejump setup: Makoto #2, Noel #1, Tager #2, Hazama #1(trades), Azrael #1, Mai #1, Hakumen #2, Yosuke #2, Kanji #2

Combo Techniques

Landing Cancel/Landing Recovery Cancel

Ruby is able to cancel her landing animation by inputting a very precise 214 motion right before she touches the ground. The result is that she can combo into a move that wouldn’t otherwise be possible. This can be used to extend air moves in particular, such as j.C or Gunblast.

For example, if you want to do j.C > 5A, you’d do this input:

  • j.C > 214 > 5A

This is useful for when you don’t have meter or assist to extend your combo and you want to convert off an overhead. The timing for 214 is actually very lenient here: the only crucial part is timing the move so it occurs right before she lands. You can also do 6A to make it easier to connect the followup 5A. If it helps, you can also try to find a rhythm by inputting extra inputs to help with your timing. Of course, this motion would still need to be consistent. For example, you could do:

  • j.C > 9632146A

While this technique isn’t necessary to play Ruby, it’s worth learning just to understand how it works, and for situations when it might come in handy. Practice the input and you’ll figure it out very quickly.

Gunblast Landing Cancel

The other application of landing cancel is using it to convert off Gunblast solo. After Ruby uses Gunblast, she goes through a “flipping” animation where she’s considered airborne. By inputting a motion input just before she lands, you can cancel the landing animation and allow Ruby to convert with other moves. This can be used to convert Gunblast into 5B by doing 214A > 6B (as in the corner combo examples), and it can also be used to perform a “kara cancel” into super.

Gunblast Kara Cancel Super

Kara cancel is a fighting game term which refers to moves cancelled into each other by merging similar inputs , allowing you to link moves that wouldn’t normally be possible. You can use this tech to convert Gunblast into Petal Burst without assist.

To use this tech, you need to follow Gunblast with 236B~C. In this case, the 236B cancels the landing of Gunblast, while the C overlaps with the B input and causes super to come out as soon as possible. The timing might seem a little strict at first, but with some practice you’ll be able to pull it off no problem.

Combo Theory

In general, Ruby’s combo theory is pretty straightforward yet flexible, following a similar structure that is consistent between all her bread ‘n’ butter routes. The basic structure of her combos is launcher > air combo > Buzzsaw > Gunblast (which sets up safejump), though how you structure your combos beyond this depends on a few different factors. Ruby’s combo routes are flexible enough that you can reliably hit confirm off most normals, so the starter in these combos can vary depending on the situation.

We’ll go through some of Ruby’s more practical combo routes so you understand how they work and how to structure them. Note that these combo examples will all use 5B as a starter, since it’s a more practical high-damage starter compared to 5A, but all of these combos can start with 5A/2A as well - just remember this will cause the damage and hitstun to scale much more quickly, and may reduce the length to which you can extend these combos.

Note on Gunblast ender:
Gunblast ender is an important part of Ruby’s combo structure, as it enables safejumps regardless of her screen position. There are certain situations where you might not be able to cancel Buzzsaw into Gunblast, and while it’s not fully understood why this happens, it appears to be height dependent (i.e. Ruby must be a little higher than her opponent when you use Buzzsaw). While the combos listed below have been tested to ensure they work as stated, certain niche situations where your opponent is higher than normal (e.g. following an anti-air, or with an assist starter) may require you to modify your combo accordingly. See below for details.

Note on relaunch:
In combos where you need to relaunch your opponent midway through, you will usually use 5BBB > jump cancel j.BB. It’s important to remember you can also relaunch with 5BB if the opponent is already airborne, ensuring they’re not launched too high, and you can also use super jump cancel if you need to position yourself above them. Remember, these are not necessary in most combos: they are only necessary in situations where your opponent is launched higher than usual, and you want to consistently cancel into Gunblast ender.

Midscreen

The most basic midscreen Ruby combo is:

  • 5BBB > j.BB > j.BB > j.236B > 214A~B~A

Here we can see the general combo theory: you launch with 5BBB, extend with j.BB (you can also use j.AA here; they’re exactly the same in an air combo), jump cancel into another j.BB, convert into Buzzsaw for an air-to-ground combo extension, then end with Gunblast for a safejump setup. Easy!

Ruby has a couple of midscreen BnB routes that follow this same structure, which you’ll use very often. This is a very simple yet consistent combo route that’s noticeably stronger than the very basic BnB we talked about, while still following the same general structure:

  • 5BBB > j.BB > j.214A~C > 5BBB > sj j.BB > j.BB > j.236B > 214A~B~A

Here we can see a very important aspect of Ruby’s combo theory: Gunblast cancels. By cancelling certain moves into Gunblast, Ruby can reposition herself and extend her combo in various ways. Understanding how to use Gunblast as a combo extender, as well as a combo ender for safejumps, is vital to mastering Ruby’s combos.

It’s important you use super jump during these routes to ensure consistency, as 214A~B~A can whiff depending on your height when the combo lands.

A slightly more damaging, but stricter, version of this combo route is:

  • 5BBB > 236A > 214B > 5AAA > 5BBB > sj j.BB > j.BB > j.236B > 214A~B~A

For this route, you want to cancel 5BBB into Rifle Shot, then immediately cancel Rifle Shot into Gunblast, then catch the opponent with 5A before they’re able to tech. Holding 6A so you can microdash 5A is helpful. After this, you can convert into 5BBB and continue your combo as you normally would. This route has some tight timing that you’ll need to practice to get consistently. The trick here is to cancel Rifle Shot into Gunblast immediately when the bullet leaves the rifle, then after you Gunblast, you delay 5A very slightly so you avoid doing 214B~A and instead do 5A. The timing here is a little strict, but with some practice you’ll be able to do it consistently.

Note that both of the above combo routes are viable options, and which one you use depends on your preference. The second does slightly more damage (about 400), but if you prefer the consistent timing of the first route, you can use this too. The important thing is that you’re getting consistent damage, corner carry, and safejump.

Of course, you’ll also have to think about how to convert off throw. While you can convert with 5A after throw, it’s more optimal to do j.214C > 5BB (not 5BBB, since they’re already airborne). Here’s an example of a simple yet consistent throw combo, which works on both forward and back throw:

  • 5B+C > j.214C > 5BB > j.BB > j.214A~C > 5BBB > sj j.BB > j.BB > j.236B > 214A~C~A

Note that, because of his large hurtbox, you have to modify this combo for Blitztank. He’ll be clipped by the hitbox of j.214C and remain airborne, so you need to run under him to side switch and continue the combo, and relaunch with 5BB to prevent hitstun decay from ending your combo.

Midscreen (Metered)

If you have meter and the opponent can’t burst (e.g. you’ve punished their DP), you can extend these routes with Guillotine for very high damage combos. The general Guillotine route follows this structure:

  • 5BB > 2C > 236C > j.214C > 5BBB > sj j.BB > j.BB > j.236B > 214A~B~A

If you have extra meter to burn, you can loop Guillotine into itself twice in order to do even more damage. This is the most practical 2 meter combo, since it doesn’t require a landing cancel, does more damage than ending with super, can be used solo, and Guillotine scaling will cause your combo to decay very fast if you use it more than twice.

  • 5BB > 2C > 236C > j.214C > 236C > j.214C > 5BB > j.B > j.236B > 214A~B~A

Omit the second j.BB from the original combo and do a single j.B near the end so hitstun decay doesn’t kick in. The reason you do 2C in these metered combos is because you need to launch the opponent in order to extend off 236C, and 2C scales better than 5BBB. You cannot convert off 2C without using special or assist, so it’s pretty much useless for solo meterless combos, but it’s very useful when you want to convert into Guillotine without sacrificing good damage.

For a throw combo with super, try:

  • 5B+C > j.214C > 5BB > j.BB > j.214A~C > 5AAA > 5BBB > 236B+C

Corner

In the corner, your combos are going to follow the same general structure as your midscreen routes, but with some changes. The main thing to remember is your safejump ender in the corner is 214A > 214A, which will cover all tech.

The best choice for a simple yet consistent corner BnB is:

  • 5BBB > j.BB > j.214A > 5BBB > sj j.BB > j.BB > j.236B > 214A > 214A

A more optimal, but also much stricter, corner route is:

  • 5BBB > j.BBB > j.236B > j.214A > 5BB > jc8 > j.BB > j.214A~C~A > 2C > 236A > 214A

For this combo, you need to do j.BBB, which might look a little strange compared to the other routes we’ve seen in this doc. In this case, it means you do j.BB, then convert into another j.B as you’re falling. jc8 means “neutral jump cancel” - this is important because you need to be in the right position for the followup j.BB to connect. In order to connect the 5BB after j.214A, you need to land cancel 5B by pressing 6B just as you touch the ground after Gunblast. This combo does a lot of damage, but the timing is tight so you’ll need to practice it if you want to use it.

You can also use Sy-Pod for corner combos, as in this example:

  • 5BB > 2C > 236B > 214B > 5A > 5BB > sj.BBB > j.BB > j.236B > 214A > 214A

The principle here is the same as the midscreen Rifle > Gunblast route, except in this case you’re extending with Sy-Pod. You want to cancel into Gunblast just as the second shot of Sy-Pod is released, then convert with 5A.

For a corner throw combo, try:

  • Throw > j.214C > 5BB > j.BB > j.214A > 5BBB > sj j.BB > j.236B > 214A > 214A

Corner (Metered)

Corner combos with meter usually take advantage of your proximity to the opponent to convert normals into super. A simple metered corner combo would be:

  • 5BBB > j.BB > j.BB > j.236B > j.214A > 5AAA > 236B+C

More optimal metered corner combos use landing cancels after Gunblast to convert directly into super. In that case, with good timing on your cancels, you can do something like this:

  • 5BBB > j.BB > j.214A > 5BB > j.BB > j.BB > j.236B > 214A > 236B+C

Where the final Gunblast is converted into a landing cancel super. For an even more optimal corner combo with super, you could do:

  • 5BBB > 236A > 214B > 5AAA > 5BBB > j.BB > j.BB > j.236B > 214A~B~A > 236B+C

This might seem a little complex, so here’s a video example. For both of these routes, you can “kara cancel” Ruby’s Gunblast into super to make the timing more consistent - in other words, cancelling the landing animation of Gunblast with 236B, then quickly inputting C to convert into super. Refer to the Landing Cancel and Kara Cancel sections of this doc for more info on how these options work.

For a corner throw combo with super, you can do the same as the midscreen throw combo with super:

  • 5B+C > j.214C > 5BB > j.BB > j.214A > 5AAA > 5BBB > 236B+C

Video Examples

Ruby 2.0 Combo Collection by Gears


External Documents and References

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