Marvel versus Capcom 2 - Ruby Heart: In depth

The ghost only brings down the persons bar right?
Or does it do something else I don’t know about?

Oh I got ya… runaway Sent? Thats a good question. I’ve never seen a sent do that ever. Plus he can’t run away. Hes too big and still will get hit by attacks. also not quick enough

As has already been said, Fantome is a good move. Recovery is very manageable, as she can cancel a blocked Sublimation into Fantome without a whole lot of worry.

A connected Fantome drains about half of one meter, which isn’t whole lot, plus it only does about ten points of damage, which isn’t a whole lot, but in its favor, there doesn’t seem to be a whole lot that can nullify it short of actually knocking Ruby heart out of the move. Once it’s on the screen, Ruby Heart’s opponent has to respect it, and the latency allows it to connect at an unusually high rate. If someone is quick enough, they can play off of a connected hit to open up with offense they wouldn’t get otherwise. Truth be told, I don’t know why it wasn’t selected as her Gamma asisst rather than what she has now.

Ruby Heart can cancel into a Fantome from a connected ground normal, and then cancel into either Hyper Schwarzaile or Partnaire. This has two applications for the former; one, if you connect Fantome at the end of a Hyper Schwarzaile hyper combo, you lose the ability to connect an OTG, but consequently, the opponent cannot roll at the end. What good does this do?

Two, theoretically, she could utilise the misdirection with her landing position from Hyper Schawarzaile and the Fantome’s short hit stun to cross up into another air combo, with damage reset. It could be blocked, like Storm’s non-throw reset, but even so, no loss, because she’s still on offense with her assist backing her.

HVS:

You misunderstood, I meant runaway Storm, and Sentinel, not runaway Storm and runaway Sentinel.

In my opinion, Sentinel is probably her toughest matchup against the top tier. The only other character that’s actively trying to attack her is Magneto, as Storm ( the ones I’ve played, anwyay) and Cable are usually backing away from her, and she has some weapons to deal with Magneto; against Sentinel, though, he’s exploiting her weakest zone of defense just by doing something he does naturally with his stomping, plus his defense and super armor make it a long, tough match at best.

Who, me? I didn’t say anything like that…

Fantome Limitations.

I think the only reason to use the Fantome is to annoy the opponent just like Megaman’ uses his Rockball so that his enemy will be on the defensive. The Fantome isn’t as flexible as the rockball but it semi-seeks. Plus if your going to use it to deprive your enemy of his/her meter, your going to have to play runaway to achieve it’s full effect. Even if Ruby is blocking and she gets hit, the ghost will automatically go away.

The good thing about the ghost is that it has good priority. The only thing that can wipe out a ghost is a projectile or a HC projectile unlike some other special moves that a character’s normals can wipe out.

Examples: All of Jill’s projecitles minus the flaming zombie, All of Kobun’s friends, and Amingo’s little people.

Also…

Has a frequent Rogue user, Rogue does a crapload more damage with her normals, ESPECIALLY when she gets a power-up from someone. She ranks 4th in terms of having the most damaging normals [Glitched Jugg’z, Sent, Colossus]. So techincally Ruby isn’t the strongest female in the game. She does however has more options than Rogue in the sense that she can fill the screen with a punch of crap [Fantome, Sublimation, FP Anchor Grab], and has a variety of supers for different occasions.

Also an extra note… just about everything can be comboed after her Standing Fierce, even a Standing Roundhouse.

The Standing roundhouse is a better launcher than her crouching Fierce punch. The only catch is that your opponent must be in the air to do it. This can be accomplished by getting her crouching medium punch out then stand up and do the standing roundhouse.

Fierce Punch Launcher = 13
Roundhouse Kick Launcher = 16

Trust me, it makes a big difference.

I know i’m off topic but um… Tanion you should have magneto on the love triangle team instead of cyke. Since she gets with mag and not cyke. :cool:

ok as like a character shes good but she CANT cant cant beat cable or sentinile she just cant and thats why she sucks and always will
ive fought that fight way too many time with low tiers and you always loose

=/

Ruby Heart does not suck. She is still pretty good because she has certain moves than can annoy even the best of the top tiers. Fantome and Submination are good tools when timed right. Plus when Ruby has good assists covering her, this tools are very good. Her rushing move [I can’t spell it for crap] is also good to nail Sentinel and Mag from above since they don’t have any overhead attacks. Ruby needs to rush down Cable in order to win and this can be easily accomplished by just doing simple ground chains like FP xx RK xx LP Anchor Chain. This move does like 47 something damage… which is awesome damage for the simple’ness of the combo.

Now against Storm… well this is difficult since there is little Ruby can do to stop her. Ruby’s FP can sometimes trade hits with Storm’s FP but that’s about it. Storm can do her annoying runaway and unleash vertical typhoons. Storm’s Lightning Attack has more priority than Ruby’s rushing attack. even Ruby’s enhanced rushing attack. In fact, Ruby’s rushing attack has one of the lowest priorties in the game, some Normals can stop it.
So Ruby does have a hard time against Storm but then again who doesn’t? The only ones that come to mind that can handle Storm is Cyke and Dhalism and that’s because their moves/styles are suited to take her down. But then again this isn’t always a gurantee.

i can see that this is moreso about strats… but since y’all play her, do ya know her glitches? Especially the free credits one. No thread i’ve found seems to have a definite answer…

What pattern do you use to do Ruby’s traps?
The team I use right now is Ruby(A)/Sent(Y)/BH(B)
Traps w/Sent and Doom assists I want

Trying to revive the thread.

Tanion, regarding Fantome:

The meter she takes from her opponent is trivial in terms of the move’s importance. More important is the screen position she obtains; namely, the safeguard of knowing that as long as she can maintain the offensive initiative for just a few seconds, even if she overpursues, while she’s within the Fantome’s vicinity, there’s a good chance that she can use it to interrupt opposing momentum.

Regarding her launchers:

Regarding her launchers, there’s no question that s.roundhouse is more damaging, but if you’re going to c.jab, c.strong in order to use s.roundhouse, you’re unconditionally committing to launching your opponent, and she’s not well known for the range on her launchers.

Personally, I think that launchers don’t really play a major role in her game as it is; it’s not something that she often actively looks for the way Magneto and Storm do; rather, it’s something that she does in the heat of action. The only time I actively launch with Ruby Heart is when I have an assist that she can put into play, and the only three characters from my list that fit that criteria are Dr. Doom, Iron Man and Captain Commando. If she has Psylocke, she’ll play an OTG s.short, s.roundhouse, assuming she used Psylocke to get herself out of a jam and couldn’t make a better offensive play due to positioning. If I don’t have any meter available to me (a bad thing, because Ruby Heart should always have at least one meter), I’ll launch into a throw if I don’t have an assist available, but that’s about it.

Maybe it is old news, who knows…

I don’t think that there are many people that do actively use her in a tournament, but is Ruby Heart’s Triple Fantome considered a legal tactic for tournament play?

If Juggernaut can legally permanently power up, then I don’t see a reason why Ruby Heart should not be able to legally have three Fantomes on the screen at one time, not that the opportunity to do so arises terribly often anyway.

Ruby Heart dies to Cable as long as he has a good AAA and/or a good zoning assist.

She does okay against Mag simply because he has to consistently put his body on the line to do damage, but Mag still has the advantage. He only needs to land one hit to kill her, and once he gets into range it’s almost certain to happen.

She does okay against Doom, but I’d still say he has the advantage.

She does pretty well against Spiral.

Everyone dies to Sent and Storm, so there’s no point in listing them.

I want to learn Ruby Heart! Why is the ship super usless? I can combo it off a water sprout thingy so why shouldn’t I use it?

Wipeout:

The top two reasons why not to use Partnaire would probably be its recovery and its vertical range.

Actually, the move’s recovery issue is a corollary of its vertical range; basically, if she whiffs Partnaire (which something easy to do against anyone with good vertical mobility like Storm, or someone constantly changing their vertical position by jumping like Cable), she’s asking to be killed, because of the huge recovery delay. Unfortunately for her, she has the same issue to deal with if the move is blocked as well.

The best scenario to use Partnaire is when she herself is cornered, because A) the move gains a one-frame startup-connect property against characters trying to entrap her, B) since the ship’s blade isn’t an extension of her own body, she doesn’t have to worry as much about the ship blade being outprioritised by some other attack, and C) Partnaire happens to be at its strongest in terms of damage when used in this fashion; most of the damage from Partnaire comes from the ship blade, particularly the last hit before the cannons fire.

Even with all of that said, unless she is 100 percent sure she’s going to connect with it, she’s better off with using Hyper Schwarzaile, which is a lot safer to use; not does she not have to worry about Hyper Schwarzaile being blocked, but also, in most situations, she can follow up on her opponent for even more damage after the move is finished.

Besides that, Ruby Heart has much better options than Partnaire if she connects with Sublimation. That’s the last thing someone opposing Ruby Heart should want to get hit by, depending on who you have on your team.

A lot of her simpler options are more dangerous; for example, by herself, she can use Subimation, then while her opponent is still in the air, j.fierce, j.roundhouse XX Hyper Schawarzaile, good for an easy sixty points of damage, more than she would get by comboing Partnaire.

Can Ruby be AHVBed after she HITS Cable with Partenaire? 'Coz it sure seems like she can, similar to how Cable can AHVB back after getting hit by a grounded HVB. I play Ruby myself but I’ve never dared try Partenaire on Cable no matter what.

Hmm…

I think Ruby can get AHVB’ed after a successful Partnaire. But this all depends on where she is. If she is pretty close to Cable, she can probaly get nailed because even though Cable gets dropped after getting shot, Ruby will stay in her little pose for a little bit. I don’t know if this is enough time for a AHVB but you can still damage her easily with a sweep or a ground special/super.

If she is in the corner when she does this, she will have enough time to at least BLOCK Cable’s AHVB. But then again… you never know.

Moral: Don’t use her super at close range.

Also… the Fantome is just a ghetto version of Megaman’s Rockball except it does less damage and sucks super meter. It goes away if Ruby is hit… blocked and all. It’s a decent tool for anti-rushdown purposes [if you got a good assist].

Thanks for the information. Can she connect that combo after nailing a subimation from 2/3 of a screen away? I am too lazy to try it out myself(actually, I have work to do).

That combo is automatic from anywhere within a half screen range. If she’s farther away than that, she has to use her quick recovery from Sublimation to dash before she makes her normal jump, and she might be better off not trying to do j.roundhouse.

On another note:

Now, when she lands after doing Hyper Schwarzaile, she can connect a s.short OTG style and go from there, and she has a lot of options to exploit.

One example, if she gets that s.short to connect, that would be a good time to use Partnaire assuming she has another meter to spare and she has a character with strong DHC playing behind her, like Iron Man or Sentinel.

Continuing:

More on Hyper Schwarzaile’s properties; when she’s pursuing a follow up attack, she can avoid having an opponent roll out of her OTG attempt by bypassing the OTG hit altogether. Her success or failure depends on how she executes Hyper Schwarzaile, and the biggest key is still landing the last of the grouped hits when she makes her descent downward.

If she approaches correctly, when she lands she can connect with a s.jab before her opponent lands, and then play it from there. The issue is not when she lands, but where; she obviously has to be within jab range of her falling opponent when she lands, but this makes it a lot easier for her to do extra damage with her against more advanced players. Furthermore, since she hasn’t used her OTG, she can put an OTG style assist into play without having to reset first, like Iron Man, Tron Bonne, or Sentinel.

So, a typical Ruby Heart solo combo would go something like this now:

s.fierce, s.roundhouse XX Hyper Schwarzaile, land, s.jab, s.roundhouse, sj. jab, sj.strong, sj.forward, fierce air throw.

As an example of how s.jab lets her play an OTG assist, she could extend the base combo listed above like this:

s.fierce, s.roundhouse XX Hyper Schwarzaile, land, s.jab, s.roundhouse, call Iron Man, sj.roundhouse, land, s.short (OTG), s.roundhouse, sj. jab, sj.strong, sj.forward, fierce air throw.

Also, although it’s not new, it should be noted that Ruby Heart can super jump cancel after a connected s.roundhouse. Because of this, she can tk.Hyper Schwarzaile after connecting one in the same manner that Cable can use his AHVB, although the reasoning for doing so is entirely different. She would do so not for speed purposes, as would Cable, but rather for position. If she’s got Psylocke on her team, and she tries to put her in play after a s.fierce, for example, normally, she would have to backtrack with Hyper Schwarzaile in order to get the combo to connect. Same thing with Dr. Doom, and unlike Psyocke, she has a limited window of time to play off of his assist because he doesn’t knock his opponent down. That extra height she gains from the tk motion allows her to make a lot more spontaneous plays.