Marvel versus Capcom 2 - Ruby Heart: In depth

How do you do the Triple Fantome? I’ve never seen or heard of it!:confused: That’s a useful technique:cool:

HaoGui:

I haven’t known about her Triple Fantome long enough to come up with ways to apply it yet. She doesn’t have to be as deliberate as Juggernaut does with his power up XX tag out to pull it off, but then again, it’s not exactly the easiest thing to pull off in a match, either.

Triple Fantome as a title is kind of miselading, anyway; I should call it the Multi Fantome or something like that. In reality, there’s not really a limit to how many Fantomes she can have on the screen at one time; it’s a matter of how many your opponent will let you have, but I think the most any rational opponent would “allow” is three (hence the name). Either the opponent is going to get hip to it, or the player is going to find a way to lose the offensive initative in the match, and the Fantomes along with it.

Anway, execution is as follows:

Ruby Heart calls a Fantome, as she normally would. If she can force a throw action (an actual throw or a tech throw) after the actual Fantome emerges from the treasure chest, but not before the treasure chest opens and not after the actual Fantome itself disappears, her Fantome counter will be reset, and she’ll get the opportunity to call another one; if her throw combos her opponent into a Fantome, that’s okay, it’ll still work.

The most important thing is that she cannot let more than two seconds elapse after a Fantome disappears from the screen before she calls another one, whether it be because it got blocked, it flew off the screen, or it connected with an opponent and just ran its course; if so, that Fantome is lost. As long as she is able to play by that rule and work within that window of time, she gets to keep it, and for every additional throw she lands in the manner listed above, she’ll get an extra Fantome to work with.

As a lot of players already know, a cancelled dash allows for a throw against an opponent not in blockstun, but with that said, she’s not exactly Magneto or Storm when it comes to looking for throws, so she’ll have to resort to other tactics most of the time. Her most nondeliberate setup for landing a throw against an opponent is after a connected Sublimation.

Like I said…I’m not exactly sure how she would apply something like this in a match yet, and I think that it’ll be something that’s just done in spur of the moment situations rather than as an actual primary match tactic, but who knows.

Can someone explain how exactly Hyper Schwarzaile works? I’m talking about the redirection specifically. I try holding some direction and tapping buttons but then she redirts a bunch of times in the same direction. I tried waiting for a few hits before taping some buttons but the super just ends. So what exactly does one do to get all those hits in?

Hyper Schwarzaile FAQ:

Depending on what you want to do with Ruby Heart, she has a number of different ways in which she executes Hyper Schwarzaile. As far as basic execution goes, as I posted before, the move hits in groups of threes. After every third hit, she will have to redirect herself either in the same direction she was travelling, or a different one of her choosing if she wants to continue the combo. She has the initial three hits, plus a total of four redirects at three hits apiece, for a grand total of 15 possible hits, at 54 points of unscaled damage against a character with standard vitality. Anyway, after the third hit connects in each grouping of hits, her window of time to redirect is about half a second; if she doesn’t redirect before then, the combo ends. Additionally, if she redirects before a third hit, she loses the other hits she could have connected in that particular grouping, if that makes sense.

Personally, I always redirect with fierce punch, as it just works better for me. Only press your button that you’re redirecting with one time per redirect; otherwise, you’re losing redirects that she could be using, as well as extra potential hits, not to mention the fact that you don’t have as much control over which direction she’s going to take. Most importantly, if you mash the redirect, you’re slowing down her lateral movement…that’s not as big a problem with Hyper Schwarzaile as it is with her standard Schwarzaile. If you mash that one, she can lose blockstun on her opponent, allowing for a counter assist to be used against her, like Captain Commando-Beta.

Anyway, anyone who has read the thread knows that she has the potential to land follow up hits after she finishes Hyper Schwarzaile, so I’ll break down the exact way the move needs to be executed in order to enable those options.

OTG option:

Hyper Schwarzaile, cancel up after three hits, u.forward after six hits, u.backward after nine hits, delay, d.forward after twelve hits, land, s.short.

Once again, the key to the whole thing are those last three hits, number 13, 14, and 15; she has to land all of them, or she’ll land at the same time as her opponent instead of before, which is too late. The delay timing is just practice.

Launcher option:

Hyper Schwarzaile, up after three hits, forward after six hits, u.backward after nine hits, delay, d.forward after twelve hits, land, s.jab, s.roundhouse.

The key to this option over the OTG option is that her opponent gets less height, allowing Ruby Heart more time to operate once her feet touch the ground. Once again, the last three hits make or break the combo.

A shorter variation that’s easier to execute (but less damaging) goes like this:

Hyper Schwarzaile, cancel u.backward after three hits, delay, d.forward after six hits, land, s.jab, s.roundhouse.

That might work better against characters with strange gravity, such as Cable and Sentinel.

Fantome Option:

Fantome XX Hyper Schwarzaile, u.backward after three hits, u.forward after six hits, u.backward after nine hits, delay, d.forward after twelve hits, land.

Basically, if you can do Magneto’s Hyper Grav XX Magnetic Tempest, chances are you can probably do Ruby Heart’s Fantome XX Hyper Schwarzaile, because the execution is almost identical. This one looks close to the OTG option, but there’s one major difference: when she makes her delay to go back to d.forward, she has to switch up her timing such that only one of the last three grouped hits connects, that is, she wants 13 hits for this to work, not 15. If she hits 14, her opponent will roll upon being hit by the Fantome, and if she hits 15, the Fantome will miss the opponent completely. Hit 13, though, and the Fantome will connect at normal jump height, thus making the combo unrollable.

That Fantome actually connecting makes for the possibilitiy of some confusion. If she wants to follow up, she has three choices: she can either combo a j.short/jab and then do j.forward, j.fierce, j.roundhouse XX Hyper Schwarzaile from there, or she has the option for the fierce air throw thanks to the short hit stun of the Fantome, although it’s difficult to do consistently. Or, she can play for an unassisted reset using a Hyper Combo and some misdirection.

Hope that helps some.

im a new ruby heart user, thanks for that FAQ ten

::bump::

Trying to revive the thread once more.

Random notes from my experience playing as her:

I think she’s far more dangerous at the two spot than at point. She can play point better than most characters can, but if she’s not being relied upon to break the game wide open in the initial stages, she can still break the game wide open after the defenses of both sides have been breached.

Even though her throw doesn’t have extremely high priority, it benefits her game greatly to throw - a lot. She makes up for high priority with practical setups.

I find that if I do Hyper Schwarzaile on the ground, chances are I did it on accident while trying to execute a tk. Hyper Schwarzaile. The startup on both moves is the exact same, as is the damage and recovery, but the initial starting position of a tk. Hyper Schwarzaile over a ground Hyper Schwarzaile makes the move twice as good in my opinion. It’s a very subtle thing, but it genuinely does make a difference.

The only time I deliberately try to use a ground Hyper Schwarzaile is when I’m cancelling from a Fantome. Fantome XX Hyper Schwarzaile preemptively takes away the opponent’s recovery options after being hit with the oncoming attack; Ruby Heart is either going to A) control the direction of the opponent’s roll after the OTG, or B) take away his ability to roll altogether. She can force a backward roll with flying screen and a short Fantome, and she can take away the roll altogether with a roundhouse Fantome.

As far as her launchers go, df/oc.roundhouse has better priority and quicker recovery than both s.roundhouse and c.fierce, yet I don’t often hear it mentioned. Speaking of launchers, her assist infinite is strange, as she has to alternate c.fierce and s.roundhouse.

Her counter doesn’t have invincibility, but if you can get her in the match with a counter without getting her hit, the startup of Hyper Schwarzaile, and in some cases, Partnaire, will speak for itself.

As far as Schwarzaile XX Hyper Schwarzaile is concerned, the fierce version of the move will cover more horizontal distance than the jab version.

Tired, but one last thing…contrary to popular belief, Tour De Magie is not useless. Although its application might not be as was originally intended, it can be used as an effective DHC in.
How? Depends on who you have on your team, but anyone that has a Hyper Combo that leaves the opponent airborne while in the relatively close vicinity of the attacker is a good candidate, like say, Storm with her launcher to magic series, Lightning Attack XX Lightning Storm. If Ruby Heart DHCs in with Tour de Magie before the opponent touches the ground, she hits her opponent one time for maybe four points of damage. Seems stupid to do, right? I’ll use it against people, and they’ll be like " that did nothing, you just wasted a super".

Maybe. Then again, when the barrel hit the opponent, it spins them upward, as though he had been hit with a variable tag. What makes the attack worthwhile is that Ruby Heart recovers before her opponent hits the ground, meaning that she can attack her opponent again before he hits the ground.

In terms of application:

Let me start off by saying that Hyper Schwarzaile DHC is not as weak as most people think it is; if Ruby Heart can get all 15 hits to connect against an opponent with standard vitality, she’s inflicted 39 points of damage. For a DHC, that’s pretty high. That said, let’s say she follows up with s.jab, s.roundhouse, sj.jab, sj.short, sj.strong, sj.forward XX Hyper Schwarzaile; everything after the DHC in terms of damage has been scaled down to one point because of the fifteen hits from the DHC, so she’s looking at 60 points of damage for two meters.

With Tour De Magie DHC, she’s wasted one meter on the initial hit, for about four points of damage. Her primary solo option afterward is c.fierce/s.roundhouse, sj.jab, sj.short, sj. strong, sj.forward XX Hyper Schwarzaile. The launcher and magic series has been only scaled down by the initial hit, and the Hyper Combo has been only scaled down by the series of six hits pereceding its execution, so instead of 60 points of damage against her opponent for two meters, she has inflicted close to 70 points.

Even with the damage scaling that kicks in when an opponent’s vitality gets very low, with something as simple as Storm’s standard Lightning Storm combo DHCed to Ruby Heart’s standard Tour De Magie DHC, the duo has inflicted 110 points of damage against the victim on only two meters.

That would go something like this:

c.short, s.roundhouse, sj. jab, sj.short, sj.strong, sj. forward, Lightning Attack XX Lightning Storm XX Tour De Magie, s.roundhouse, sj. jab, sj.short, sj.strong, sj. forward, fierce throw.

Better than that, with her ability to follow up coming off of a DHC in, Ruby Heart allows the DHC counter to be reset regardless of which of the two ways she is DHCed into the match. She doesn’t have to worry about an escape via OTG, because she doesn’t have to OTG her opponent to get a follow up attack going after a Hyper Combo.

More later.

What kind of Setups do you mean after the throw? I know in the corner, throw to combo.

What do you gain by tiger kneeing the H.Schwarzaile?

What is her assist infinite?

Just giving you props, Ten, you know your Ruby Heart.

Ten,
You know your stuff, but I wanted to comment that I have had good success using the ship super after a ground combo, linked to her rising water (don’t know the official name) and then going into ship super and then canceling into say Iron Man’s super…

Wouldn’t this be a decent application to it? As long as you have another player to follow the super with, you don’t have to worry about the delay, right? Or is there a better way to do it?

HaoGui:

The most practical setup for connecting a throw with Ruby Heart is as simple as landing a Sublimation. She lands a Sublimation and has an appropriate assist backing her, and her opposing character doesn’t tech hit the throw, and it’s a wrap, because she’s going to land a reset combo for major damage.

She has a handful of appropriate assists; of the ones I use, in order of versatility for the purpose of throw setups, they go: Dr. Doom- Beta, Tron Bonne- Gamma, Iron Man- Beta, Sentinel- Gamma, Storm- Alpha.

Brief synopsis of each one, and applications:

Dr. Doom- Beta: Hands down, the single best assist Ruby Heart can have for landing a throw reset. Unlike the other four characters, she can use him with either a launcher or a Sublimation, and since she doesn’t have a whole lot of difficulty with getting from Hyper Schwarzaile to launcher, she can technically get him involved in the match on almost any random hit, whether in the air or on the ground, provided she has at least one meter.

Simplest launcher setup would go like this:

c.short, call Dr. Doom, c.fierce, sj.jab, sj,short, sj.forward, throw XX Hyper Schwarzaile.

While simple, the combo has a lot of wow factor to it. Ruby Heart throws her opponent downward, calls Hyper Schwarzaile, and out of the blue, the opponent magically appears out of nowhere to catch the full brunt of the combo. Against a standard vitality character, launcher plus magic series tallies in at around 35 points of damage, but the throw allows Hyper Schwarzaile to hit at near full strength, tacking on another 55 points of damage when you include the throw. As if that wasn’t bad enough, Dr. Doom’s assist does not use up her OTG, so she can relaunch again into another magic series and connect yet another throw at the end. Or, she can DHC, completely up to the player.

If you want to increase her damage ante, note that she can connect sj.fierce XX Hyper Schwarzaile for an extra 12 points of damage after the initial throw.

Sublimation setup is easier:

short/roundhouse Sublimation, call Dr. Doom, throw XX Hyper Schwarzaile.

When she goes for the grab in the air, she has to throw across her body in the opposite direction in order for Dr. Doom’s assist to connect properly. Amongst the assists mentioned, when used in this fashion, his asisst is the weakest of the lot, contributing a single hit for three points of damage, but in turn, he allows for the least damage scaling for the upcoming Hyper Schwarzaile. She can throw a j.fierce in before her Hyper Schwarzaile for some extra damage, but she cannot get j.roundhouse because of the fact that she is rather low the ground to begin with. As with the launcher setup, the assist does not waste the OTG so she can follow up after the Hyper Combo at her discretion.

She is not limited to trying to land a random Sublimation, either. since she resets her OTG with her throw, she can do any combo using an OTG Sublimation as a setup, too.

From a jump-in, for example:

j.fierce, j.roundhouse, dash, s.fierce, c.roundhouse XX Sublimation.

From a dash-in:

c.short, c.forward, s.fierce, c.roundhouse XX Sublimation.

Tron Bonne- Gamma:

While she ranks below Dr. Doom because Ruby Heart can’t throw into her assist from a launcher, she ranks above Iron Man because A) there is no other assist in the game capable of doing the sheer level of damage (though Iron Man is close), and B) the timing for execution is a bit more lenient.

If done properly, the throw portion of the combo deals 60 points of damage against standard vitality: sixteen coming from Ruby Heart’s throw, and the other 44 points from Tron Bonne’s assist. The Hyper Schwarzaile afterward is scaled down by four hits instead of Dr. Doom Beta’s two, but with the huge initial damage boost, some of the more elaborate setups are capable of doing 100 percent damage against some characters with one meter.

Simplest case is as follows:

short/roundhouse Sublimation, call Tron Bonne, throw XX Hyper Schwarzaile.

j.fierce after throw will work her as well, although trying to combo j.roundhouse afterward will usually cause the combo counter to reset because of Tron- Gamma’s short hitstun. As with Dr. Doom- Beta, OTG is not used, so any follow up after Hyper Schwarzaile will work.

Iron Man- Beta:

Iron Man’s assist is the wild card, because it is the only one that allows Ruby Heart to proceed with a conventional combo after the throw, thanks to its hit properties. An opponent that gets caught by the Repulsor Blast is suspended in the air long enough for Ruby Heart’s feet to touch the ground again after the throw, plus the move’s knockdown property takes away the ability for an opponent to retaliate while in midair. Therefore, she can relaunch if she chooses to, or even take a risk by messing around with an OTG. The assist itself does around 30 to 35 points of damage, not including Ruby heart’s throw.

Example of the latter:

short/roundhouse Sublimation, call Iron Man, throw, short/roundhouse Fantome, OTG s.short, s.roundhouse sj.jab, sj.short, throw.

As you would expect, the throw is into the Fantome; the short version forces a backward roll, and the roundhouse version eliminates a roll.

The weakness, of course, is the timing of the setup, as Ruby Heart’s throw occasionally misses the Repulsor Beams. As with Dr. Doom Beta, she is throwing across her body in order to get the combo to connect.

Sentinel- Gamma:

Sentinel- Gamma ranks below the other assists because it is less damaging and does not have the combo options that Iron Man’s assist has, but ranks above Storm because it does not use up Ruby Heart’s OTG.

She throws forward to get Sentinel- Gamma to connect, and from there, everything is pretty standard. She can combo the normals after the throw, she can follow up after the Hyper Combo, and of the assists that use the Sublimation setup, it probably has the lenient execution and the most consistent results - three hits for 24 points of damage, not including the throw damage. That’s not to say that it is a bad assist to use for this purpose, but it just does not have any significant standout properties above the three above it.

Storm- Alpha:

Last and least, Storm- Alpha ranks behind the other four because A) like Sentinel- Gamma, it has no standout properties, and B) timing is a lot more strict in order to prevent the assist from being considered an OTG instead of a standard attack; if she OTGs, she can’t follow up on her opponent after the Hyper Combo. When executed correctly, Ruby Heart will get three hits for about sixteen points of damage from Storm, not including the throw. Like with Tron- Gamma and Sentinel- Gamma, Ruby Heart throws forward in order to get Storm- Alpha to connect properly.

Why do I like tk. Hyper Schwarzaile better than a ground Hyper Schwarzaile?

The biggest thing is the initial starting position. A regular Hyper Schwarzaile starts her so low to the ground that it is often difficult for her to play on something going on above her in the air. A character could be hovering directly over her head by just a few inches, and she’d end up missing them completely. Why? As you know, her initial direction is forward, meaning that she has to redirect u.backward in order to put herself in position to hit anything above her head; by that time her opponent has fallen to the ground, or he has recovered and has initiated his guard, and that opportunity is lost. When does this happen the most often? With Dr. Doom’s assist, of course.

If in that same scenario, tk. Hyper Schwarzaile would have connected, because within the same time frame, she would have been able to get the extra height needed for making contact with her opponent, and would not have had to waste a redirect trying to make a play. tk. Hyper Schwarzaile is assist-friendly, Hyper Schwarzaile from the ground is not; the same thing goes with regard to Sublimation, as well. Generally speaking, it significantly expands her vertical attack range.

Additionally, she’s gaining extra horizontal movement just based on the move’s execution. The increased vertical height gives her better defensive position since she can flat out avoid many low ground attacks, plus she does not have to waste a redirect to get in overhead position against a crouching character, because she’s already there where she needs to be.

As far as her corner throws go, my personal favorite assist to have in those situations would probably be Psylocke- Alpha, Cyclops- Beta, Hulk- Beta, and Sentinel- Alpha.

She’s relying on an OTG, of course, but anyway, my usual setup would go like this:

throw, OTG c.jab, call assist, s.fierce XX fierce Anchor Capture.

Hitstun is long enough for the assist to connect, and as expected, the trajectory of the victimized character is coincides with that of the anchor, allowing the whole thing to combo. Mashing to escape is ineffective until the opponent’s feet actually hit the ground, giving her enough time to set up a dashing or jump-in attack. An Anchor Capture combo is an ideal setup for her because does not have a way to get an opponent into a state where she can land a ground chain from an OTG otherwise.

Plus, if she’s fighting Sentinel, that’s about as good an infinite setup as she’s going to get, practically speaking.

In general, from there, she can go a couple of different ways. Seeing as how she’s already used her assist, j.fierce, j.roundhouse, dash, s.fierce, s.roundhouse/c.roundhouse would probably get her the most damage.

If she uses c.roundhouse, OTG Sublimation, j.fierce, j.roundhouse XX Hyper Schwarzaile.

If she uses s.roundhouse, either tk. Hyper Schwarzaile or Fantome XX Hyper Schwarzaile.

Don’t want to use a meter? Try j.fierce, j.roundhouse, dash, df/oc.roundhouse, magic series into throw; damage is comparable, while more economical meterwise.

Unfortunately, the Fantome setup I sometimes use with Psylocke doesn’t work with a throw since the OTG is being used up already. Anyway, it goes:

c.short, s.roundhouse, call Psylocke, Fantome, dash, s.short, s.roundhouse, magic series into throw/flying screen.

Some characters won’t allow for a jump in after an Anchor Capture, namely Blackheart and Storm amongst the more commonly used ones. From what I can gather, the reason is that while in the grasp of the Anchor Capture, these characters are still considered airborne, meaning that a j.fierce is regarded as an air to air attack rather than an air to ground attack. Anyway, here, you might instead go with s.roundhouse, sj.fierce XX Hyper Schwarzaile, or something like that.

Moving on…

Unassisted crossup Hyper Combos:

Because of her ability to change direction in the air, Ruby Heart has some opportunities to land some crossups, even when she’s doing it on her own. Though generally overlooked, the Anchor Capture and Fantome can be of great assistance when trying generate mistakes from the opposition.

I’ll focus on two:

With the Anchor Capture she can do this:

short/roundhouse Sublimation XX Anchor Capture XX Hyper Schwarzaile, redirect up/u.backward.

This works because:

A) Her opponent is just recovering from hitstun, but is still not in blockstun, meaning that a chosen direction in which to block has not been set in stone.

B) There’s two projectiles headed at the opponent at nearly the exact same time from opposite directions and at mirrored trajectories: the first one is the anchor, coming directly at the target, and as far as the other one goes, it’s Ruby Heart, approaching from the lower rear flank. I can be difficult to accurately defend against because Ruby Heart’s lateral position relative to her opponent can change so quickly with a redirect.

As far as execution goes, the transition from Sublimation to Anchor Capture should be free of delay, as otherwise, she might not release the anchor by the time the Sublimation has disappeared . As soon as the anchor is released, cancel to Hyper Schwarzaile, and from there, the rest will take care of itself.

With Fantome:

Fantome XX Hyper Schwarzaile, u.backward after three hits, u.forward after six hits, u.backward after nine hits, delay, down/d.forward after twelve hits, land.

This works because:

A) By its nature, Hyper Schwarzaile drives an opponent in the direction of the initial hit regardless of which direction she chooses to redirect in.

B) Ruby Heart gets to the ground faster than her opponent, meaning that the screen is shifted to the opponent’s vantage point and not hers, so when the Fantome strikes an opponent in the middle of a freefall, there is less time for him to react to Ruby Heart’s position down below than is normally the case.

C) Because of A) and B), she can d.forward for her last redirect and end up on one side of a character, or down the last redirect and end up on the other side. She launches the abruptly stopped character with c.fierce, and goes from there.

Launcher-assist combos:

If Ruby Heart has an assist available, and is in position to land a launcher, depending on who the assist is, she can put them into play in order to increase her combo damage potential without having to use up meter. Beyond damage potential, certain assists have attributes that can be exploited in order to produce results that might not be possible otherwise.

When you land a launcher, if you attack with a fierce or roundhouse normal immediately afterward, flying screen is not activated. Because of this, she can combo into assists that would be too slow or too out of position to combo in a ground chain under normal circumstances.

Take Iron Man- Beta, for example; Repulsor Blast comes out so slowly that someone wanting to combo it has to preemptively call Iron Man under normal conditions. That creates problems, obviously. First, he is being committed to the battle without knowing whether you’re going to be able to land the hit that puts him to use, leading to the second problem, successfully protecting him from a counterattack afterward. If she does this instead:

c.short, call Iron Man, c.fierce, sj.fierce/roundhouse

He is involved in the match because the trajectory of the opponent is going to lead him directly into the Repulsor Beam, and because a connected hit from Iron Man knocks an opponent down, he is protected from harm by his assist property, plus Ruby Heart has the opportunity to land another launcher or OTG after she herself touches the ground again. The landed melee range hits before the assist call keeps him from being stranded, because the opponent does not have an opportunity to counter assuming you don’t mess up the simple execution. As far as execution goes, she’ll want to make sure that she jumps straight up after the launcher, then connect with the fierce or roundhouse as quickly as possible; if she jumps too far forward with her superjump, she both takes Iron Man out of position to get maximum effect on the Repulsor Blast, and herself out of position to prepare for the relaunch/OTG.

Tron Bonne- Gamma is another example.

c.short, call Tron, c.fierce, sj.roundhouse

For many characters that try to use Tron in a ground chain, Tron has to be preemptively called, because her assist isn’t optimised in conventional ground chains unless you happen to be in the corner. If, upon getting a legitimate melee hit, she launches, then goes straight to sj.fierce or sj. roundhouse, again, Tron is being involved in the match under a controlled scenario. Not only are all three hits of the assist going to connect, but since Ruby Heart has crossed over to the other side of the opponent upon landing if she uses sj.roundhouse, she done a lot to remove Tron from the battlefield herself; the opposing point is totally out of position to try to attempt a melee range hit on the assist, because the assist is now behind him, and the only thing assistwise that has a shot at a counterattack is a projectile-based attack like Sentinel- Gamma or Storm- Alpha, but by the time the opponent has recovered from hitstun to call one of those assists, chances are, Tron’s long gone. Furthermore, Ruby Heart has given herself better offensive positioning, because she has changed the fight from ground-to-ground to air-to-ground. A lot of hasty retaliation attacks have been taken away from the opponent, because Ruby Heart’s position to counter with Hyper Schwarzaile is too good. sj.fierce will allow Tron’s assist to combo correctly, but as opposed to landing behind her opponent, Ruby Heart will instead land in front of her opponent.

More later.

holy shit there’s more strats here regarding Ruby Heart than there is for Dhalsim :eek: i think it’s safe to proclaim you the official Ruby Heart god :lol:

Damn Ten, you long winded… anyways thanks for all the info on Ruby.

Ruby is NOT the strongest female character in the game. Ever heard of Cammy, Rogue, Tron, and uhh… STORM.

Ruby is fun to use, but overall IMHO very mediocre.

Ten: you have ‘some’ good info in your posts, but they are kinda long winded.

Rairu:

Everyone has their opinion. If for nothing else, thanks for bumping the thread back up to the top, so that someone who might find use for the info in this thread has the opportunity to see it.

Anyway, moving on…

Trailing assists:

Trailing projectile assists (Storm- Alpha and Sentinel- Gamma, specifically) used with Schwarzaile provide her with strong ground coverage, plus give her the opportunity to get to a different side of the screen. Basically, if she forces blockstun on an opponent with jab Schwarzaile within a half screen range, she’ll pass straight through him and land on the other side of him if no other redirects are used. The trailing assist comes into play because as you already know, Schwarzaile’s hitstun/blockstun is very short - short enough for an opponent put into hitstun to recover, then be hit by some projectile trailing from behind. If she is out of range to pass through an opponent, the recovery from her landing in front of her opponent is protected by the blocktsun of the trailing assist. When she finds herself on the short end of the screen, it is convenient to know that she does have an opportunity to free herself other than by superjumping.

As a more offensively focused tactic, connected Sublimation, call assist, Schwarzaile can be put to use as well. Here, the correct blocking direction is being determined by her redirect actions, and any induced hitstun from the trailing assist due to a crossup can be immediately capitalised upon by cancelling to Hyper Schwarzaile and taking it from there. As would be expected, the trailing assist also protects her from someone looking to immediately retaliate.

Just things to think about.

No posts for a while:(
Got a question about Ruby Hearts d/f + HK launcher.
How does it match up against other characters jump-ins(e.g magnetos HK, cables HK, cyclops d + HP, etc…)
(Hoping Ten can answer this…) when you guard break with jumping jab… pause, Hypershw’ how do you aim it so you can get an otg? ( I normally play Ruby Heart/ storm / Doom so I DHC to Hailstorm when I have the meter).
Also, any good Doom combos using Ruby hearts sublimation assist would be appreciated.
:slight_smile:

Been a while since anyone has posted anything here…

Augmint:

To answer your question, oc.roundhouse will beat out a lot of jump-in attacks but the move really doesn’t have the vertical range to make it practical against most jump-ins. c.fierce, while it does not have as much priority, does have very good vertical range, will usually beat Cable’s j.roundhouse, and will trade with Sentinel’s and Magneto’s. If an opponent is going for a delayed jump-in, oc.roundhouse would be a good idea, but otherwise, take advantage of c.fierce’s vertical range.

As far as getting an OTG from Hyper Schwarzaile after the guardbreak, you can try this for starters:

HS, redirect u.forward after 3 hits, u.forward after 6 hits, u.forward after 9 hits, d.forward after 12 hits.

The redirect sequence that I use now goes like this:

HS, redirect up after 3 hits, d.forward after 6 hits, u.backward after 9 hits, d.forward after 12 hits.

Takes practice, but it lets you do anything that you want to do, juggle with s.jab, OTG, whatever…

As far as Dr. Doom combos using her assist, he doesn’t take advantage of it too well for comboing purposes, but it is useful to him for crossing up a point character.

Take something like this:

c.short, c.forward, call Ruby Heart, c.fierce, sj.short, airdash df, land.

The opposing point is in a bad situation, because he or she either has to guess a correct blocking direction against Dr. Doom’s c.fierce, or the point has to challenge him air to ground against his oc.roundhouse without an assist.

Thanks for the reply. d + Hp still seems a bit slow though.
I’ll try the Hyperschw’ redirects you listed although I have a bit of trouble getting the last part as I tend to do it too fast.
btw the combo you listed earlier… launcher + Doom, sj lp, lk, mp, air throw onto last part of Doom rocks.
Works great. :slight_smile: