BBTag/Ruby Rose

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Overview

Overview

Ruby is a mid-range rushdown character that sports easy-to-use buttons and simple yet versatile mixups and sandwich opportunities. She embodies the system mechanics of the game and has a very flexible moveset, making her good for beginners and veterans alike.

In the 1.5 patch, Ruby’s overhead became slower, making it less effective, but she gained the ability to convert any special or airborne move into Gunblast (214A/B/C), providing new combo opportunities. In 2.0, she gained faster startup on all her Gunblasts and the ability to chain the same Gunblast together up to three times in the same sequence, further buffing her already strong neutral, spacing, combo, and mixup game.
Ruby Rose
BBTag Ruby Portrait.png
Health
17,000
Prejump
4F
Backdash
22F (1~7F Inv All)
Unique Movement Options
Gun Blast
Fastest Attack
5A (6F)
Reversals
A+D (13F)
236B+C (17F)
214B+C (15F)
Pros
Cons
  • Easy to pick up and learn, with good fundamentals and a versatile toolkit
  • Combos are generally simple and very flexible, with many combo routes and conversions
  • Great normals with good speed, range and jump cancel opportunities
  • Good mixup options, particularly with assists
  • Can make unsafe enders safe by cancelling into Gunblast
  • Strong sandwich setups, with many jump cancels and side switch/teleport options
  • Can lock down opponents with Buzzsaw/Sy-Pod, allowing her to safely swap between characters
  • Mediocre anti-airs, Reversal Action and 2B are lacking in vertical reach
  • No lockdown assist, all her assists have relatively low blockstun
  • Zoning and anti-zoning options aren’t amazing, aside from fullscreen super


Semblance: Petal Burst
In RWBY, Ruby's Semblance gives her inhuman speed. In the game, Ruby can cancel her various Skills into Gun Blast (214X) on hit or block. This gives her lots of versatility in her combos, mixups, and blockstrings. She can even cancel Gun Blast into another Gun Blast (max 3 times)!

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1200 All 6 3 14 -3 B
5AA 1500 All 11 3 18 -4 B
5AAA 1700 All 15 12 24 -17 B
5AAAA 1700 All 13 18 28 -27 B
  • Jump cancelable.
  • Throw cancelable.

Ruby’s jab. Very fast jab with a disjointed hitbox (meaning it doesn’t project a hurtbox), allowing you to beat out other jabs at certain ranges. A solid poke, due to its speed and deceptive range, and is used as an extender in certain combos. Scales pretty heavily if used as a starter, so you’ll need to adjust your combos accordingly if you start with this. Can be chained into 5A > 2A > 5A > 2A for blockstring pressure. Since it’s safe on block and throw cancellable, it’s great for setting up tick throws and frame traps.


  • Jump cancelable on hit.
  • Throw cancelable.

Mostly combo filler, but since it’s jump and throw cancellable, you’ve got plenty of time to hit confirm after 2A, and you can get a cheeky jump or throw cancel conversion if the opponent isn’t expecting it.


  • Knockdown on air hit.

Drags down airborne opponents on hit, letting you convert with grounded moves even if the opponent was hit in the air. Useful if you want to convert into 2C or Astral, and is vital in certain combos. Scales surprisingly well, so if you stagger your moves and use this as a frame trap, you can theoretically use it as a high-damage combo starter (although if I’m honest, this rarely happens, so don’t rely on it).


  • Switches sides on hit or block.
  • Launches opponents backwards on hit.

Ruby dashes forward and switches sides with the opponent, even on block, and even in the corner. This makes it a very strong - if somewhat situational - option for setting up sandwiches with an assist. Its use is somewhat limited by its lack of cancel options (you’ll need an assist to extend) and vulnerability to pushblock, but if you’ve got them stuck in the corner and you know they can’t (or won’t) pushblock, it has its niche. On hit, you can continue into Cross Raid if you want the extra damage or you need to tag your partner in immediately.

Version Level P1 P2
5A 2 100 75
5AA 2 100 80
5AAA 4 100 85
5AAAA 4 100 85

5A:
5AA:
5AAA:
5AAAA:


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 10 6 18 -7 B
5BB 1700 All 13 4 24 -9 B
5BBB 1700 All 15 3 39 -23 B
  • Jump cancelable.

The old reliable. 5B is an excellent normal: it’s Ruby’s longest range grounded poke, is fairly fast, and is Ruby’s main source of damage when starting out a combo. It even reaches behind her, making crossups and side-switches very dangerous for the opponent. Be careful with throwing it out recklessly, as it has a pronounced hurtbox on startup and is difficult to convert off at max range. While it’s not safe on block, you can jump cancel or confirm into either 2C or Gunblast, which, with an assist, can even allow you to set up an easy sandwich. You’re going to be using this move a lot.


  • Jump cancelable.
  • Pulls in airborne opponents.

Drags down airborne opponents on hit, like 5AAA. This move is mostly combo filler, as it doesn’t have much use on its own, but it can potentially be used as a high-damage starter if you hit it as a frame trap. If the opponent is already airborne, you can go straight from this into your air combo instead of continuing into 5BBB. Can whiff if 5B hits at the tip. It’s jump cancellable, so you have plenty of time to hit confirm/cancel from a 5B starter.


  • Jump cancelable.
  • Launches on hit.

Ruby’s main launcher and a very important tool in her kit. This move is integral to all her main combo routes, as it’s a jump cancellable launcher that sets up for whatever air combo you want to use. Extremely unsafe on block, and can whiff if 5B or 5BB hits at the tip, so you should never use this in a blockstring if you can help it.

Version Level P1 P2
5B 3 100 80
5BB 4 100 85
5BBB 4 100 75

5B:
5BB:
5BBB:


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 7+11L -4 H
  • Shares the same hitbox and animation as j.C.
  • Airborne around frame 7 - 10.
  • On airborne hit, knockdown.
  • On grounded hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.

Ruby’s Clash Assault, uses the same animation as j.C. Universal overhead. Like the other RWBY characters, it has slow startup but is safe on block. It has some niche use as a surprise overhead, can low crush certain moves, and can confirm into Clash Assault for good damage at the cost of meter, but due to its reactable startup animation and j.C being pretty much a more versatile and consistent version of the same move, you’re rarely going to use this.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 2 12 -2 F
  • Cancels into itself, even on whiff.
  • Throw cancelable.

Ruby’s go-to low mixup and a good poke in its own right. Can be chained into 2A > 5A > 2A > 5A for blockstring pressure. Can also be confirmed into itself once, but doing so means you can’t use it again in the same string. Not jump cancellable, so if you want to convert your blockstring into a jump, make sure to end with 5A.

Level P1 P2
1 90 70


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 11 4 25 -12 B 8~14 H
  • Jump cancelable.

Ruby’s main anti-air. Head invulnerable, meaning it can’t be hit by any move with the head attribute (i.e. most air moves). Not an amazing anti-air, since its hitbox is fairly small and it’s useless against crossups, but since it comes out fast and shrinks Ruby’s hurtbox while she uses it, it does its job decently well. Jump cancellable and has very flexible combo routes - you can convert into 5BB if the opponent is fairly close to the ground, giving you more damage than you’d get from a regular jump cancelled 2B. Can be used as part of a BnB combo to punish burst if you know they’ll commit to it, or to set up unblockables with assist and DP, but otherwise you won’t really be using this in combos except as an anti-air starter.

Level P1 P2
3 90 80


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 13 3 18 -2 F
  • Launches grounded opponents.

Ruby’s universal sweep, causes knockdown on hit. Ruby’s most practical high-damage starter, and actually launches the opponent on hit. Although you can’t convert this into another normal, you can convert it into specials, and following it up with Guillotine Slash (236C) is a very strong metered punish that’s vital in Ruby’s highest damage combos. Surprisingly safe on block, but since you can’t get anything off it on block and it doesn’t really provide good oki on hit, you’re usually better off cancelling into Guillotine for an extension on hit, 214A to reposition yourself, 214B for sandwich setup, or assist to continue pressure.

Level P1 P2
4 90 85


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 9 3 15 H
j.AA 1500 High 11 5 18 H
  • Double jump cancelable.

Horizontal air button and Ruby’s main air-to-air, since it’s faster and reaches further than j.B. It’s a vital part of her air combos, and since it’s jump cancellable, you can do j.AA > j.AA as a combo extender. Reaches behind Ruby, allowing it to punish crossups. You want to use this to convert off 5BBB in situations where j.B won’t reach. This move is the exact same as j.BB - the only difference is that the moves are reversed in these sequences.


  • Double jump cancelable.

Diagonal air button. Combo filler for air combos. This move is the exact same as j.B, except since it’s locked behind j.A, you’re not going to use it for the same function.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1500 High 11 5 18 H
j.BB 1500 High 9 3 15 H
  • Double jump cancelable.

Diagonal air button and Ruby’s main jump-in tool, due to its downward-reaching hitbox and fast startup. A crucial move for safejumps, as the hitbox makes it a good meaty option. Also a great mixup option when used out of an airdash: the large angled hitbox and overhead properties make it a good crossup, so blockstring > instant airdash > j.B and assist > delayed airdash > j.B (when mixed up with empty jump 2A) can open up even the most stubborn opponents. In an air combo, it has the same function as j.A. This move is the exact same as j.AA - the only difference is that the moves are reversed in these sequences.


  • Double jump cancelable.

Horizontal air button. Combo filler for air combos. This move is the exact same as j.A, except since it’s locked behind j.B, you’re not going to use it for the same function.

Version Level P1 P2
j.B 3 80 80
j.BB 3 80 80

j.B:
j.BB:


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 18 3 34L -15 at best H
  • Knockdown on hit.

Essentially Ruby’s 5C, but as an aerial. Hits overhead, and can be used as an instant overhead immediately after a jump. This makes it a useful solo mixup tool when used instead of a low mixup like 2A. Reactable, so it shouldn’t be your main mixup tool; use it sparingly when you’ve conditioned the opponent to expect another mixup. Still a solid move in its own right, as it can be converted into Guillotine, Gunblast and Sy-Pod on hit, or land cancelled (see the Landing Cancel section of this doc) to convert solo. Very useful as a mixup during a sandwich and provides a good Active Switch opportunity. Can be made safe with special cancels.

Level P1 P2
4 80 85


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7-30 3 23 T
  • Holding back while pressing throw results in a back throw.
  • If Ruby isn't close enough for the grab to connect, she will run a short distance then attempt a throw.
  • Puts Ruby into an airborne state after a successful throw.
  • Opponents cannot burst during a throw.

Ruby’s universal throw. Fairly standard throw: Ruby will run forward a short distance and grab the opponent if they’re in range, then leap up and launch them into the air. While the opponent is airborne for quite a while, Ruby is also airborne for most of this time, meaning you need to follow up with either 5A or 214C. Very strong in tick throw setups, thanks to Ruby’s reliable blockstring pressure and throw cancellable jabs.

Level P1 P2
0, 4 100 50
  • Minimum damage 2000


Corkscrew Slice

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1250×3 Air Unblockable 13 2,2,2 47 -30 B 1~18 All
  • Hits 3 times.
  • Launches grounded opponents on hit.
  • Opponents cannot burst during this attack.

Ruby’s Reversal Action (also known as a “DP”). Has a large horizontal hitbox, but a small vertical hitbox, mitigating its use as an anti-air. It also has fast startup, but a lot of recovery, making it a very risky button to use in general. Since it’s a DP, you also can’t burst if you’re punished. This move has niche use as a callout against very unsafe jump-ins and stagger pressure, and in some unblockable setups with assist, but in general you don’t want to rely on it.

Level P1 P2
4 80 60
  • Minimum Damage 62×3 (186)


Skills

Rifle Shot

236A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 11 Until Hit Total: 54 -16 P1
  • Launches opponents away on hit.
  • Cancelable into Gun Blast on hit.

Ruby’s main projectile. One of the fastest projectiles in the game, but since it only projects a single hitbox and has a fair amount of recovery, it’s not great as a zoning tool. You’re generally going to use this to poke opponents who are turtling or who can’t contest it. An important part of some of her BnB combos when converted into Gunblast. Very unsafe on block and whiff, so be cautious when you use it.

Level P1 P2
3 80 80
  • Minimum Damage 75


Sy-Pod Shot

236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000, 1500×2 All 13 6(18)P(21)P 42 -11 B, P1×2
  • Cancelable into Gun Blast on hit.
  • All hits launch opponents away on hit.

Ruby’s other projectile, much slower but also much stronger and longer-lasting than Rifle Shot. It will always fire two shots, unless cancelled into another move or interrupted. This is an interesting move: while the startup and recovery make it fairly useless as a zoning tool, it’s an excellent lockdown tool, as the initial scythe slam and the ensuing two shots can keep the opponent pinned down for quite a while and allow Ruby to Active Switch into her partner to maintain pressure, and can used to Active Switch in the opponent to convert during a combo. The main drawback with this move as a lockdown tool is that there’s a gap between the initial slam and the first shot, so unless your opponent is already locked down with an assist, they can escape or punish you during this. It’s also a great Active Switch tool in neutral if you’ve forced the opponent to block the incoming shots. Also has niche use as part of some corner combos using Gunblast land cancel conversions.

Level P1 P2
4 80 85×3
  • Each P in active frames represents a projectile spawned
  • Minimum Damage 50, 75×2 (200)


Gun Blast

214A/B/C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1200 All 9 3 23 -7 B
214B 1200 All 9 3 23 -7 B
214C 1200 All 8 3 20 B
j.214A 1200 All 9 3 20 H
j.214B 1200 All 7 3 26 H
j.214C 1200 All 10 3 12L H

Gunblast is a command dash and an extremely important part of Ruby’s neutral, mixups, and combos. This move has six variations: three grounded versions and three air versions (though only 214C changes trajectory depending on whether it’s grounded or aerial), and different versions will launch Ruby in different directions. Ruby can chain up to three Gunblasts together at a time, and any version can be chained - as of 2.0, you can even chain the same Gunblast into itself! Ruby will automatically recover after three Gunblasts have been used, and she cannot cancel Gunblast into another move unless she lands first, potentially opening up even more combo routes with the landing cancel tech (see the Landing Cancel section of this doc for more info). Gunblast is also invulnerable during its middle frames, as Ruby disappears and then reappears elsewhere, and this allows her to straight-up teleport behind the opponent and set up extremely easy and versatile sandwiches. Any special move or move that puts Ruby in an airborne state can be cancelled into Gunblast on hit, though only normals can be cancelled on block. Last but not least, this move projects a hitbox which will wallbounce the opponent on hit, potentially setting up safejumps (depending on the ender) and letting you convert with assist.

It’s hard to overstate just how crucial this move is for Ruby. It’s used to extend combos, by repositioning Ruby to a more favourable position and enable strings that would otherwise be impossible; to make unsafe moves safe on block, by positioning Ruby out of danger and allowing her to reset to neutral; to set up for safejumps at the end of a combo; to improve her mobility and bolster her neutral presence, or even stall in the air; and to set up sandwiches by teleporting behind the opponent during a blockstring. Put simply, you’re not playing Ruby until you learn to abuse this move.


214A
  • Launches opponents away on hit.
  • Wall sticks in the corner.
  • Can be chained into a maximum of 3 gunblasts, including the initial one.
  • Ground version can pass through on frames 9~15; Can cancel into another Gunblast on frames 18~25.
  • Air version can pass through on frames 9~15; Can cancel into another Gunblast on frames 21~23.

Launches Ruby horizontally and away from the opponent. Your main tool for when you want to make unsafe moves safe on block, as Ruby will dash and reappear a short distance away while remaining relatively safe on block. A very fast ranged move can still catch Ruby before she recovers, but it’s a useful option to have up your sleeve. Also a very important part of her safejump setups when used as a combo ender.


214B
  • Launches opponents away on hit.
  • Wall sticks in the corner.
  • Can be chained into a maximum of 3 gunblasts, including the initial one.
  • Ground version can pass through on frames 9~17; Can cancel into another Gunblast on frames 23~26
  • Air version can pass through on frames 7~15; Can cancel into another Gunblast on frames 16~26

Launches Ruby horizontally and towards the opponent. A great tool for extending certain combos, particularly after Rifle Shot, and an extremely important part of Ruby’s sandwich setups. When used in conjunction with an assist, Ruby can teleport behind the opponent and set up free pressure, allowing her to turn even a simple blockstring into a very advantageous situation. Note that you have to be close to the opponent for Ruby to side switch (otherwise she’ll just dash harmlessly into them) and she’s still vulnerable until she recovers, so make sure you lock down the opponent with an assist before you do this.


214C
  • Launches opponents away on hit.
  • Wall sticks in the corner.
  • Can be chained into a maximum of 3 gunblasts, including the initial one.
  • If Ruby is on the ground, she will be propelled up and forward. If Ruby is in the air, she will be propelled down and forward.
  • Ground version can pass through on frames 8~15; Can cancel into another Gunblast on frames 19~24
  • Air version can pass through on frames 10~15; Can cancel into another Gunblast on landing for 6 frames

Launches Ruby diagonally upwards and towards the opponent (if used on the ground) or diagonally downwards and towards the opponent (if used in the air). While this may seem similar in function to the B version of Gunblast, this version has some uses of its own. Grounded, it’s a useful way of quickly gaining aerial momentum, and has some niche use as a safejump setup; aerial, it’s a vital part of many combos, allowing Ruby to quickly transition from the air to the ground and set up combos that would otherwise be impossible. Both versions can side switch with the opponent, making it useful in corner steal setups. Note that this is not an EX move, so it doesn’t cost any meter.

Version Level P1 P2
214A 4 80 75
214B 4 80 75
214C 4 80 75
j.214A 4 80 75
j.214B 4 80 75
j.214C 4 80 75

214A:

  • Can pass through on frames 9~15
  • Can cancel into another Gunblast on frames 18~25
  • Minimum Damage 60


214B:

  • Can pass through on frames 9~17
  • Can cancel into another Gunblast on frames 23~26
  • Minimum Damage 60


214C:

  • Can pass through on frames 8~15
  • Can cancel into another Gunblast on frames 19~24
  • Minimum Damage 60


j.214A:

  • Can pass through on frames 9~15
  • Can cancel into another Gunblast on frames 21~23
  • Minimum Damage 60


j.214B:

  • Can pass through on frames 7~15
  • Can cancel into another Gunblast on frames 16~26
  • Minimum Damage 60


j.214C:

  • Can pass through on frames 10~15
  • Can cancel into another Gunblast on landing for 6 frames
  • Minimum Damage 60


Buzzsaw Blast

j.236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236A 200×N, 1300, 1000 All 16 4×N,4(12)4 22+6L -11 H×N, H, P1
j.236B 220×N, 1300, 1000 All 16 4×N,4(12)4 22+6L -11 H×N, H, P1
  • Final amount of hits depends on how high Ruby was when she began the move.
  • Air hits drag airborne opponents to the ground on hit.
  • Landing hit will knockdown opponents on hit.
  • Gun shot launches opponents away on hit.
  • Gun shot auto-corrects after cross-ups.
  • Can special cancel both the landing hit and the final shot into Gun Blast on hit.

One of Ruby’s signature moves and an extremely important part of her combo structure. Ruby will perform multiple hits as she travels to the ground, ending with a final gunshot that launches the opponent towards the corner, during which she’s considered airborne. Buzzsaw Blast is an air-to-ground combo extender and sets up for safejumps with Buzzsaw > Gunblast, so you’re going to use this move in pretty much every combo you’ve got. It also sees some use as a lockdown tool and combo extender during sandwiches, and it’s particularly useful in the corner as an Active Switch option that sets up for very damaging combos.

The A version and B version of this move have the exact same startup and recovery, but they differ in terms of how long Ruby stays airborne during them. As the B version has more airtime, and thus does more hits and more damage, it’s generally more useful as a combo extender, while the A version is generally better for lockdown.

Version Level P1 P2
j.236A 3×(N+1), 4 80 80, 85
j.236B 3×(N+1), 4 80 80, 85

j.236A:

  • Can special cancel landing hit and final shot into Gunblast on hit
  • Final hit is considered a separate attack with P2: 85%
  • Minimum Damage 10×N, 65, 50 (10×N, 115)


j.236B:

  • Can special cancel landing hit and final shot into Gunblast on hit
  • Final hit is considered a separate attack with P2: 85%
  • Minimum Damage 11×N, 65, 50 (11×N, 115)



Extra Skills

Guillotine

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800×2, 1500, 400×4 All 7 4(8)3(15)P(3)2,2,2,2 18+12L -8 B×2, P1, B×4
  • Hits 7 times.
  • Puts Ruby into an airborne state.
  • Launches opponents away on hit on any hit.
  • Can special cancel any hit into Gun Blast on hit.
  • Opponent experiences additional 5 hitstop on hit/block and 10 hitstop on counterhit.

Ruby’s main EX move (meaning it costs 1 meter to use), a very strong combo extender with excellent scaling that’s vital in her highest damage midscreen combos. Ruby will slash the opponent multiple times before leaping into the air, at which point she’s considered airborne. Note that you need to use it as early as possible to get the best possible damage out of it. Also a very strong round start option, as its fast startup, disjointed hitbox and unrecoverable damage make it a useful opener that’s very difficult to contest.

While you can technically cancel into Gunblast at any point during this move, cancelling into Gunblast C while she’s airborne will allow you to continue your combo for a high-damage extension. You can loop Guillotine into itself multiple times, provided you have the meter, but the most practical metered combos just use two Guillotines followed by a relaunch into air combo. Note that you can only extend Guillotine if it hits while the opponent is airborne, so for best results, try to use 2C as your starter for these routes (as it scales better than 5BBB while still launching the opponent).

Level P1 P2
4 80 85
  • P in active frames represents a projectile spawned
  • Minimum Damage 80×2, 150, 40×4 (470)


EX Buzzsaw Blast

j.236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
280×N, 1300, 1000 All 16 4×N,4(12)P 17+6L +8 H×N+1, P1
  • Air hits drag airborne opponents to the ground on hit.
  • Landing hit will knockdown opponents on hit.
  • Gun shot launches opponents away on hit.
  • Gun shot auto-corrects after cross-ups.
  • Can special cancel both the landing hit and the final shot into Gun Blast on hit.

Ruby’s other EX move. Very similar to the meterless versions of Buzzsaw, except it does more hits and thus more damage, and the gunshot at the end fires a projectile similar to Rifle Shot. Although it does more damage and is very plus on block, the added benefits aren’t really worth the meter it costs, so you’re rarely, if ever, going to use this.

Level P1 P2
3×N+1, 4 80 80, 85
  • P in active frames represents a projectile spawned
  • Can special cancel landing hit and final shot into Gunblast on hit
  • Final hit is considered a separate attack with P2: 85%
  • Minimum Damage 28×N, 130, 100 (28×N, 230)


Partner Skills

5P

5AAAA

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+13 12 28 -21 B
  • Switches sides on hit.
  • Launches opponents on hit.

Has the same animation as 5AAAA. Ruby travels a good distance with this assist, and while it’s mainly used as a fairly vanilla yet functional combo extender, its true value is its use in oki: by calling 5P on the opponent’s wakeup, you get a guaranteed side switch that can set up a very easy yet reliable sandwich. Note that, unlike 5AAAA, this assist will not side switch on block.

Level P1 P2
4 70 85
  • Minimum Damage 85


6P

Rifle Shot

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All (18)+11 Until Hit Total: 54 -16 P1
  • Launches opponents backwards on hit.

Has the same animation as Rifle Shot. A surprisingly useful assist, despite how weak the projectile itself is: it’s extremely fast and gives you just enough untech time to convert if you’re close enough when the projectile hits, making it a reliable neutral tool for characters who lack fullscreen presence. Very useful for maintaining pressure and extending combos from a distance during Cross Combos, as it has a surprising amount of blockstun and is fast enough to ensure the opponent can’t easily escape.

Level P1 P2
3 70 80
  • Minimum Damage 75


4P

5BBB

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+10 3 39 -23 B
  • Launches opponents on hit.

Has the same animation as 5BBB. A fast and disjointed anti-air assist with a lot of untech time (until the opponent hits the ground). Sees a lot of use as a combo extender, particularly during Cross Combo, where her other assists are too finicky or weak to do the job. Also a strong oki tool, with backdash/retreating airdash + 4P covering a lot of options on the opponent’s wakeup and forcing them to respect your presence. A very useful assist, you’ll be using this quite a lot.

Level P1 P2
4 70 85
  • Minimum Damage 85


Distortion Skills

Petal Burst

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000, 720×7
[2000, 600×11]
All 5+(72 Flash)+12 12 46 -39 B 1~28 All
  • 73f flash, 5+20f to reach max range.
  • Only the first hit can hurt assists.
  • Launches opponents on hit.
  • Switches sides on block.

The first of Ruby’s supers, she wraps herself in her cape and dashes across the screen. Travels fullscreen and is invulnerable on startup, making it a very strong callout against zoners or characters who are committing to very unsafe or high-recovery moves. As Ruby’s highest-damage super outside of Resonance Blaze and Cross Combo, it’s probably the super you’ll be using most frequently. It only has a hitbox if it connects with the opponent, so it can potentially clash with other hitboxes, nullifying it entirely. While Ruby will side switch with the opponent on both hit and block, it can also be pushblocked on block to keep Ruby close, making it much easier for the opponent to punish. It’s also coded as a hit grab, so although it will hit both of the opponent’s characters if they’re active, it will only perform the followup hits on the point character. Despite these shortcomings, it’s a very strong super in its own right, as it’s very hard to punish unless the opponent has meter to pushblock, can deny zoning from fullscreen, is Ruby’s highest-damage metered ender, and even sets up for safejump oki if used after a Gunblast landing cancel. Use it wisely, and it’s a powerful move to have in your arsenal.

Level P1 P2
4 80 100×7 [×11], 60
  • Values in [] are for Enhanced version
  • Minimum Damage: 400, 216×7 (1912) [400, 130×11 (2182)]
  • Maximum Slide duration 20F


Petal Dance

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200×6, 4700
[1200×2, 1000×8, 4700]
All 13+(60 Flash)+2 8(4)4(6)2{(5)2}×3(20)5
[8(4)4(6)2{(5)2}×7(20)5]
30 -16 B 1~22 All
  • Hits 7 times.
  • (RB) Hits 13 times.
  • Second-to-last and last hit launches opponents on hit.
  • Last hit is different depending on whether or not the second-to-last hit successfully connected.

The second of Ruby’s supers, she performs a series of spinning slashes, then finishes with a decapitating slice. Ruby’s highest damage super when used raw, and also her fastest super, making it a useful reversal in certain situations where you have the meter and don’t want to commit to DP. While it’s very unsafe on block, since the animation will play even on block, you can potentially DHC into your partner’s super to set up a mixup while the opponent is locked down, though this is vulnerable to pushblock and is very resource-intensive. Ruby’s partner can also potentially follow up after the last hit connects, but there will probably not be a lot of hitstun left at this point, so be careful. You should only commit to pressure with your partner if you have no other choice and need to try and make this safe. The last hit will only be used if the second last hit connected, which sometimes causes unusual interactions where the super whiffs, but the opponent is then hit by the second last hit and endures the last hit too. The animation is extended in Resonance Blaze and Cross Combo, doing significantly more damage and giving you more time to DHC during CC.

The animation was drastically sped up in 2.0 while not in Resonance Blaze or Cross Combo, so while it does the same damage, it’s harder to DHC into and can no longer set up double solo supers. It’s still a good super in its own right, as long as you’re aware of its shortcomings and know when to use it.

Level P1 P2
4 80 60
  • Values in [] are for Enhanced version
  • If all other hits are blocked, last hit has base damage 2000 instead
  • Minimum Damage: 168×6, 658 (1666) [156×2, 130×8, 611 (1963)]


Distortion Skill Duo

Petal Burst

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000, 720×7
[2000, 600×11]
All 5+(72 Flash)+12 12 46 -39 B 1~28 All

Has the same animation as Petal Burst. A useful DHC if your partner’s super is very long and they can’t pushblock, since Ruby will recover much faster and is able to run mixups while the opponent is locked down. Otherwise, you’re just going to use this when you can kill the opponent’s character or you absolutely need to tag in Ruby.

Level P1 P2
4 80 100×7 [×11], 60
  • Values in [] are for Enhanced version
  • Minimum Damage: 400, 216×7 (1912) [400, 130×11 (2182)]
  • Maximum Slide duration 20F


Astral Heat

Red Reaper

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 1+(60 Flash)+15 4 72 -55 B 1~19 All
  • Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.

Ruby does a downward kick before transitioning into the iconic finisher she used in her fight against the Nevermore in RWBY. A very versatile Astral that can be used as an ender for pretty much any combo, guaranteeing death on hit. You should never use this raw unless you have a good read, since it’s ridiculously unsafe on block and uses all your resources.

Level P1 P2
5


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