Marvel versus Capcom 2 - Ruby Heart: In depth

One of our local matches… I used Ruby/Iron Man/Bulleta (THC kind of team) LVL1 Damage…

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B B Hood can do D + Lk, Mp, Hcf + 2K super (Granny one), DHC to qcf + 2P as she is lifting the opp. in the air - qcf + 2P whiffs - IM tag in. Inf - call assist to build meter.
Gotta make sure that you DHC under the opponent.

@ Tofa - get the Magnetro Ruby Heart vid at preppys site (zachd.com: Video game videos: Marvel vs Capcom 2)
should be in the combos section.
The tag stuff with cable works with IM as well

I have an idea for something really, really annoying with Ruby.

She has a lot of resets and mix ups. Most of these knock down in some way. And the upward energy otg’s.
When she turns herself into a fireball, she can cancel that super by running into the ground. Ruby will be standing though, while the opponent can be possibly knocked down. So, it is possible to do ruby fire cannonball, cancel, do her upward wave, and repeat. Very cable like 0_0.

Also, he ghost super should have something to do with this as well, and it covers a ton of space, so there is a possible loop.
I can just imagine the dickery with her. cable, and capcom. zooooooooned
my team is anti air sonson, her with her anti air, or capture, and amingo.
Question though: What’s with her ghost special? Does it slow the enemy down?

By Ruby Fire you mean her ball super( qcf + 2P), & upward wave being qcf + K (waterfall / spout - whatever you wanna call it)?

After she does her ball super she can only link normals ( s.LP, or DF HK). They fall too quick for her to do qcf + K (unless they land on a ghost or an assist)

You can link multiple supers … qcf + 2P - forward, up, df, ub, df, jab, mp, qcf + Hp, aim up + HP, qcf + 2P - forward, b, f, ub, df, Jab again.
You can reset (after a ball super) with a standing jab, mp, qcf + P, slight delay, ball super - hits from the opp. side due to her the qcf + P giving her forward momentum.

You can’t loop her ghost super - it recovers too slow for Ruby to follow up. She can get jabbed out of it, a few ghosts can come out and she’ll be free to move again. Its best used with storm - ghost super xx DHC to hail, Hail again. Can use others besides storm - marrow, Hulk, etc

The ghost special move drains meter from the opponent - not all that much either.
Good for ground control, and to link tag combos. Doesn’t have alot of hit stun either.

Found a nice combo on sent in training mode
Ruby @ sj height qcf +2P f, b, f, u/f DHC to Hail so storm comes in on the opposite side Ruby started her super from. dash Lk otg, launch + Ruby anchor, sj Lk, Hp, anchor hits, falling Hp, jumping Infinite on sentinel.
The DHC to Hail has storm close to the screen edge so an airdash Lk, or dash otg is easier to land - although not guaranteed.

also storm can start a combo on sent when he’s crouching and use the anchor assist to have him standing.

I really like that, nice find!

Found a 100% with Ruby / thanos. Ruby - down jab and bubble, down Mp, Hk, sj Hk, bubble hits, falling Hk, dash Hp, Hk, ghost xx Ball f, u, u/f xx Thanos qcf +2K rock super. Leaves cable and doom with a few pixels.

Also, tried various Guard breaks on sent - trying to land an anchor, then jumping inf. ( tried bulleta, WM proj, Magneto, cyke, without much success)

Only thing that worked was j. Jab, GB’ with qcf +2P f, u/f, aim down, Down Lk + bubble, down Mp, s.Hp, bubble hits, do jumping inf. Unf. it scales alot due to using a super

I’ll be uploading a vid shortly. If anyone wants to see any of the stuff posted in the threads then I’ll do individual combos.

OK vid is up on youtube
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great video

wanna add 2 quick things

  1. after a throw on ground throw out a lp anchor to catch peeps on wake up sometimes.

  2. after launcher do the blue ball move uf and the db ( Doesnt Hit ) and what u create is a 50/50 setup on the ground should look like a triangle jump if done fast enough. - switch it up on either side for the 50/50 relaunch and the repeat while switching up your patterns.