Marvel versus Capcom 2 - Ruby Heart: In depth

I’m not too sure about a regular schw being safe due to the fact it has very short block/hit stun - then again I geuss Ten would have to answer it. I’ve been using d+lk and Doom, hp schw(u/f),f, d/b so Doom ends up behind them - kinda like Omega Red and Doom.

Not too sure about TdM either as anti fly/anti storm as I can’t buffer it in consistently nor do I think I could do it quick enough on reaction. qck+K works well against a flying sent - particularly if they’re scared of Tron to call out AAA.

With chippping, having a ghost on the screen helps alot with zoning. I’ve started messing around with Ruby Heart/Hulk/Doom - you’re mag/hulk matches inspired me :slight_smile:

Good reset
Launch + Doom, Sj Lp,Lk, airthrow, rocks hit - slight pause, Hyperschw’

btw did you check out the Tron vid posted in her thread? very nice combo indeed.

Update: Doom/Ruby VERY good DHC - aircombo to Photon Array, after all the photons hit DHC to TdM, jump towards Short->Fwd->Fierce->RH xx HyperSchw, followup. Kills Cable. Also, if you started the combo without using your assist (just d.Short->d.Fwd->d.Fierce, say) you can call an assist after TdM for almost no damage scaling. For only 2 meters, afterwards do jump towards Short->Fwd+Tron->Fierce, land, rings hit, launch superjump aircombo to kill Cable. Especially useful if you land a blind launcher, do TdM, then jump toward combo+Tron, launch into aircombo.
Also, Doom/Tron/Ruby, air Photon Array, DHC to King Kobun (OTG or not, doesn’t matter), then near the end DHC to TdM and followup. Can kill Sent with 3 levels.
Further, if you have Ruby/Doom and they’re running away or flying you can do TdM, wait until the barrel falls a little bit after they are hit, then DHC to ground Photon Array which will bounce them, and dash in for an OTG combo. Especially useful vs. Storm doing repeated float Fierce or LA-down-towards->LA-up to be safe, you can punish the LA-up with death. :^)
Strange how useful that super is turning out to be.

Last note - if you’re constantly rushing down Storm and she does hail, if you’re within 1/2 screen you can do HyperSchw after the Hailstorm’s flash for a positive damage trade. Also, vs Sent, from fullscreen you can do HyperSchw or tk HyperSchw after the flash for an HSF and it’s a positive trade, or you can DHC right when Ruby hits to continue the combo (say, with Lunch Rush). I find that’s more useful than doing Partinelle just because of the added followups.

Mike Z

Good luck at the arcade mike Z cause I’m not going-BB Hood aka BBHoodcontroller

Update…
Finally got a counter Hyperschw’ to connect after blocking storms HK.

Guess maybe I oughta add stuff:
Anything you can Headcrush, you can Hyperschw’, so things like Storm s. or d.RH, Cable s.RH and d.Fwd, Magneto d.Fwd, etc. are fair game. Also try it vs. a Magnetic Temepst. (O.o)
I find the most useful pattern for HyperSchw’ to be:
Do super, let hit for 3, Up 3, UF 3, B 3, DF 3, juggle with s.Jab or immediate OTG etc. It’s a lot easier than most of the other patterns I’ve tried, and you always get at least the first 4 parts.
Also, if you do HyperSchw’ in corner, it seems best to do - let it go F for 3, Up 3, UF 3, F 3, DF. The DF won’t always hit the full 3, but if they roll they end up rolling right back into the corner and you recover, which is incredibly useful.

Starting to get decent with her.
Mike Z

Hope to see some match vids soon :slight_smile:

Thanks for posting the corner directs for Hyperschw’ - I was gonna ask Ten. I’ll compare the directs you posted (f,u,uf,b,df) with Tens (f,u,df,ub,df) and see which one lets you land the standing jab after easier.

btw - ever noticed when you do a Hyperschw’ in the corner, land (not attempting an otg) then do a LK you actually seem to hit behind them - basically the screen scrolls so that Ruby Heart appears on the other side she does the LK from (hope I explained that properly) :xeye:

I have a new favoite team in the game I think, its Ruby/Cable/Doom :slight_smile:

This team is very,very fun for me

Hey try this glitch with omega red and ruby heart. do carbanadium smasher, dhc into the super with barell. Ur opponnent should be twisting round in midair. Not sure if u can do this for a reset but u try it out mike z.

Koo combo with omega red and rubys aaa.

c.lk+ruby aaa,c.lk,s.hk,hk omegastrike( you should be behind them in the air), xx carbanadium smasher. Pretty koo. Also sometimes even if u don’t do it quick enough to connect the carbanadium smasher they sometimes will block the wrong way and still get free carbanadium smasher. Good for crossups.

Oh yea this reset with ruby, prolly old but it works.
c.lk, lk, hk, lk sublimationxxbarrel super,they fall dead weight which resets damage, dash in and launch them for a free combo. U have to wavedash sometimes.

I’m still waiting for those match vids :tup:

preppy’s site has some of mikeZ ruby heart action :smiley:
http://www.zachd.com/mvc2

Hopefully this will encourage people to use Ruby/S/D :pray:

Just thought I’d post about a Ruby Heart Team I’d been messing around with (NKI mentioned seeing someone get a win streak using this team in Japan) - Ruby Heart/magneto/Ironman. (pity I can’t use Magneto or IM very well at all :sad: )

Hyperschw’(f,u,df,ub,quick uf)xx Tempest, crouching Lk otg,slide, IM Tag in, Infinite XX Hp,Proton cannon.
Pretty much a one hit kill(providing you land the otg)

It’s been awhile. Glad to see the thread’s still going.:slight_smile:

I had the chance to play in an arcade the other day for the first time in a couple of months.

I need some opinions: What do ya’ll think about Ruby/Doom as a viable trap/rush team?

Ruby/Doom/Cable has been my mainstay for 4 of the 5 years I’ve been playing but getting back into playing them again regularly has me looking at them objectively. The team works well to a point in building up the meter for Cable but sometimes I can’t get the rushdown going with Ruby on point and Doom jumping in to chip. Any ways to effectively get it going?

I’ve gone back and read some of the posts that Ten and Augmint did to give me some help a few months ago, so I’m working with that as well.

By the way, the assists are Ruby - AA, Doom AA, Cable - either ground or AA.

Rubes

Ruby Heart/Doom is still a good trapping team - obviously no Strider - Doom. A few things I do to get chip…
after any air combo that ends in flying screen, I use a crouching lk + Doom, hp schw’ (qcf +Hp) to get behind them(aim f, then d) so they take more chip from Doom,then I usually do a waterfall and sj Hk’s for more meter.

Suprisingly calling Doom and jumping behind people works alot better than it should. Ruby hearts j Hk crosses up well on big/medium sized people.

If you have the opponent in the corner, don’t use her whip to knock down - putting people in the corner(esp when they are using sentinel or cable) is one of the things you need to do to win.

When you are close to the corner yourself(i.e your back to the wall)you can end any chain with d+Hk plus Doom, then waterfall. If they roll they still take chip from Doom(and you can dash forward so you end up facing the corner)call waterfall, J Hp again and keep pressuring them with Doom.

I’m finding that you have to use Doom a bit more sparingly these days (midscreen anyway), and use schw’ more, but I can’t really describe it well.

As for cable - I’d have him on Anti air - not sure what proj would add to the team. Personally I like to have Rubes with an easy DHC like storm, but if your’ve been using that team for a while and are comfortable with it then keep using it by all means.

Wishing Ten was still posting :sad:

ruby heart aa/cable/doom is a pretty good team since ruby’s a pretty good battery combined with doom and cable needs a battery. just chip with waterfall and doom assist/build meter, and when you have about 4 or 5 meters there is a safe DHC for cable to come in with. when you jump over them and call doom and they are in hit stun from doom rocks do qcfb+2k super (ghosts super) and right as the chest is about to open to time flip super (qcf+2k) and he’ll get in there safely and the ghosts will still be on the screen so you can run up on em and its kind like a camouflage the ghosts kinda hide cable a little so its kinda hard to keep track of where he is on the screen, so if they block low you can do jumpin overhead and then ground combo XX TK HVB combo. or if the block high you can do the crouching short combo XX TK HVB

Just an update on using Ruby Heart/Magneto/Ironman
Much easier to do Hyperschw’ f,u,u/f, u or u/f cancel into tempest (then otg d+ Lk, slide, IM tag in - Inf)

Good DHC with Ruby Heart /IM - d+LK, Hp, GHost wave xx Proton Cannon (you should DHC as soon as you see the chest form, and you should see the opponent still reeling back from the Hp). Nice damage :slight_smile:

some Ruby stuff…

I play Ruby heart in a lot of my teams now. even when i play against top tier players. it is possible for a ruby team to win against MSP or teams like that, yes , even against “good” players.
One of the most underrated things about ruby IMO is her AA assist. It’s really good. You can do all kinds of stuff with it.simple Unmashable tempests air combos, double rocket punch air combos, set up mag and IM’s inf (there are so many ways to set it up, OTG, air combo, or ground combo setup).

using the sublimation move…

  1. do ya’ll notice how if they have an assist on screen and they get hit by the sublimation they get knocked high off the top of the first screen? that means, if you’re backed up with a good assist thats keeps their point character in blockstun like sent ground;etc against the assist you can do jump jab, fierce Hyp. Schwa. super and DHC into hailstorm;etc. and the thing is, this counts as a reset, it doesnt combo from the sublimation.

  2. another thing you can do… if they the assist gets hit by the subl. , you can call commando AA right after it will connect and he knocks the assist high up, then wait a little and you can do ghosts super XXDHC instant startup hailstorm and they will hit the assist character and storm can tri jump to the point character while the ghosts are still on screen.

  3. also can do ghosts DHC PC against the assist and they’re nothing their point characters can do about it because it is safe. I’ve tried this against a cable player, he was trying to punish ironman with AHVB but he couldnt because the ghosts kept him in blockstun after the PC ended

  4. and with cable, you can uncombo the AHVB on the assists with the ruby’s AA! when they are getting hit by the tip of the wave, do a regular jump up and do the super and aim up. then land and do AHVB, and the combo meter will be reset because they were high off the ground when they got hit by the first one. this adds even more damage to cable’s assist punishing that’s he’s infamous for.

  5. if you connect the sublimation and commando AA (or cable or any assist thats knocks them very high up past the top of the screen), you should do the regular ghost move (qcf+k) and throw out the capture anchor before they land. it might connect, if they don’t expect it and aren’t blocking, which means a free combo for you. if not, it builds meter for you anyway.

sublimation AA…

  1. the move is good cuz it keeps em stunned for so long, but also allows you to cross em up for resets sometimes, like other people said in this thread. something you can try to do if they’re point character gets knocked up from the ruby AA, you can walk under them when they land so that they don’t which way to block , then you can do 1) cable’s low short,fwd, rhXX AHVB 2) trijump with storm or low short into aircombo:etc 3) same thing with magneto.

  2. about the ghost super.
    something else i discovered about it is,… if u want to extend a combo from Ironman’s proton cannon, against the assist or (preferably) the point character, you can do this… because when you DHC from the PC it knocks them up higher, you can quickly do the ghost super and DHC while the ghosts are about to come out. for example, in the corner you can do PC DHC ghosts DHC into “auto combo” super, like rogue’s super, venom web, orcharlie’s super and theyll connect before they hit the floor, so it’s not rollable. charlie’s super is better because it will finish before the ghosts leave, so you can follow up with another super or air combo.

3)another way to use ghosts after PC is with beam/projectile super. you can get the full damage.usually when you DHC to Doom’s electric cage, he throws the blue ball and it goes past them and it doesnt even connect because they are too high!but if you dhc from PC to ghosts to electric cage it will connect.
or for example usually if you dhc from proton cannon into cable’s super it will actually stop comboing because the character is knocked too high from the PC for the beam to connect. but with the ghosts u can do PC dhc ghosts DHC Cable and the ghosts will be on screen and cable’s beam super WILL connect for ALL the hits(and they’ll also get hit by the ghosts). and it’s a good combo to do if you to finish them off, and its a lot more safe (except against cable) because the ghosts are on screen.

  1. about the regular ghost move
    whenever you have a chance, “plant” the ghost on the ground. it seems weak cuz it don’t do much damage, but it DOES control space. and allows you to move around after you plant it. So many times i’ve done the ghost move,jumped over to a different part of the screen so that they can’t see the ghost chest on the screen, and people forget that the ghost is gonna come out because they dont see it, and they try do their combos and are interrupted by the ghost, which sucks away their meter. just try to call it out while they are in blockstun from an assist, because the startup is horrible. i recommend doing a roundhouse ghost against a flying sentinel or a bigger character, because the angle is a lot higher. short ghost is good against regular size/ short characters who are standing on the ground.

thats’ all i got. we gotta keep this thread alive. other ruby players gotta post stuff you know.

[quote=Ill E]

  1. also can do ghosts DHC PC against the assist and they’re nothing their point characters can do about it because it is safe. I’ve tried this against a cable player, he was trying to punish ironman with AHVB but he couldnt because the ghosts kept him in blockstun after the PC ended

[quote]

With the Cable example - if the assist character is in front of cable - getting hit by Proton Cannon, cable is free to move unless the ghosts have travelled far enough to put him in blockstun. Not sure how safe it is to be honest.

Ghosts are good to have on the ground when you want to get meter with sj HKs - schw’(qcf +P) doesn’t build much. Can help you avoid being crossed up.

Sublimation assist is good for setting up throws - Storm can usually follow up from a Hp throw onto Sublimation assist, IM can set up his infinite,etc…

edit - adding some more stuff. After landing a sublimation (qcf + K) vs a flying sent you can follow up with ghost wave(qcb + 2K) cancelled into Hailstorm, LA as ghosts combo after hail finishes.
Also d+ Lk plus storm alpha, d+Mk, Hp, Qcf +Hk, qcf + Hp (u/f), pause aim f, pause Hyperschw’ will hit them from the other side :pleased: Yeah I know Ten covered this, but I’ve found that you need to delay the second direct of a schw’ so that you are closer to the opponent when you hit. If you do it too fast she doesn’t travel past her opponent within the window of time you have to cancel into the super. Hope it helps someone.

actually i made a mistake… the combo is actually

launch, sj. jab, sj. short, sj. jab, sj. fierce, s.j. roundhouse

and it does 48 damage on cable and 50 damage on storm/mag.

also, my new combo video is comin out, one of the things it has on it is some combos w/ ruby heart’s AA assist.

Adding some throw onto assist stuff
(corner) call storm proj, Hp throw. Launch into aircombo (sometimes the Hk wont launch cos storm proj has to hit your opponent when hes still slightly in the air)
You can use mag proj in the corner to set up a Hyperschw’ (launcher is too slow). Also in ch 25? dj B13 Ruby Heart - had a combo where Ruby Heart call drones and does a Hp throw behind her.

While Ruby Heart doesn’t have huge range on her throw I geuss if you can make your opponent defensive i.e geuss between teching a throw or eating a Hyperschw’ at point blank range - then grabs can be more useful.

EDIT - can follow up Hp throw onto storm projectile with Hp, Hk into air combo.
Also you can do a j Lk after mag proj assist hits (eg. j Lk, mk, Hp Hk into super) doesn’t always work as mag proj has to hit opponent when it is fully formed.