Why do you guys say that Ruby Heart dies horribly to runaway storm? Woudn’t Ruby’s capture attack (the ancker thing that goes diagonally upwards) be VERY usefull to bring her back to the ground?
Nope. I’m fairly certain that once storm superjumps then airdashes upwards she’s out of range for the anchor (above its max height) I could be wrong about how high it goes as I don’t use it.
Add to the fact storm can float so shes above you and can airdash as soon as she hears the sound it makes.
What team/s are you using?
Armagedon:
Ruby Heart vs runaway Storm is a difficult matchup, but after looking things over, it’s not as difficult as I once thought it was.
Anchor Capture does not reach the very top of the screen when thrown, and Anchor Capture is not an anti-Storm attack as is.
K, thanks for clarifing.
What options then does Ruby Heart has against runaway storm?What about the blue ball thing?
Blue Ball will get eaten alive by…
Storm’s FP
Storm’S FK
Storm’s lightning attack
Her blue ball dash has garbage priority. I think the only way to bring Storm down is to have Capcom’s AAA assit. Because if Ruby does manage to nail Storm with her blue ball… Ruby will have to fall alllll to the way down and the Blue ball doesn’t cause knockdown. The Red ball does cause knockdown but her normals and lighting attack will knock Ruby out of it.
As to argue that Ruby is the strongest female in the game… well she isn’t. Stat wise perhaps… because stat wise this is how it should go
-
Rogue [Above Average Attack and Defense and she can increase her power and defense with Power Drain ]
-
Tron [Above Average Attack and Defense]
-
Ruby Heart [Normal Attack and Defense]
-
Storm [Normal Attack and Low Defense]
But of course… strategy wise… it’s going to be Storm, Psylocke, Rogue and Cammy who will just simply own in the female divison. Ruby just can’t hack it. I would probaly say that she is one of the weakest female characters. She better than Chun-li, Roll and Marrow and perhaps a few others but that’s it.
Ruby is kind of like a poor man’s doom in the sense that she can put a bunch of garbage on the screen. Plus if she has Doom then the only option for the opponent to avoid all that mess is to super jump. I think that’s why Ruby/Captain Commando are really good together. That way if they try to escape, Captain Commando that shit. Plus that totally helps you defeat Storm’s runaway.
Even though Captain Commando’s assist isn’t invincible… it’s quick and he ducks
so for some reason he avoids a lot of attacks that way. So I think a good overall team would be either…
Ruby/Doom/Capcom
OR
Ruby/Storm/Capcom
Ruby can also combo in Capcom’s AAA for a air combo too. Just dash in… c.lp, c.mp, Call AAA, Assist hits, s.rk, aircombo into Red Dashing super or throw or j.fp.
Ruby is mostly a batter character in my opinion because you NEED for her supers to connect or your dead. And even if you do connect the ship super… sometimes you will get nailed. This sometimes happens if you do the ship super when they are really close to you. There are a lot of things that can hurt her…
Magneto = wavedash, combo into whatever
Cable = AHVB
Cyke = lp optic blast xx super optic blast
I am not sure about Storm or Sentinel but I think Sentinel can at least get a c.fp in and Storm can wavedash but that i am not sure.
Also you have to be careful with her rushing super. If you do combo it to high in the air or if you miss a hit, the opponent will fall down first and then Ruby after. The opponent most often than not would not roll so they can catch Ruby and have their way with her.
Overall… I think Ruby should be used first as a battery and that’s all. She doesn’t have much and she isn’t quick enough so she will get nailed most often than not by mere super jumping away from her.
Tanion:
Going to have to disagree with you.
Using her as a poor man’s Dr. Doom is shortchanging her offensive capability. There are better ways to fight with her.
She can be used as a battery character, but can realistically be effectively played at any position.
Just my opinion, of course, but the only female characters I would rank above Ruby Heart are Storm and Spiral.
She’s a solid 2nd tier character.
And who the hell would use her ship super if she didn’t have the meter to DHC?
Augmint:
Yeah, a lot of misconceptions about her. That said, on the other hand, how much has been published about how to play as her strategywise? Outside of this thread…you’re going to be hard pressed to find any information about her at all that doesn’t involve someone’s story about how they froze an arcade machine using her glitch.
Speaking of this thread, looking back at it shows me just how much my game with her has evolved since I started playing as her, especially when I read my own posts. Over the last two months, my whole outlook on how she is supposed to be played has changed significantly, from which characters comprise her best assists to how to approach opponents in general. Like, for, example, some of the tactics I wrote about can still stand on their own two feet as they are, but some of the concepts are just raw and unrefined by comparison, and still other things are just plain outdated. She has a very strong upside, moreso than I initially thought, but she is a lot more complex to learn than people would think.
As far as her assists go, I personally think that Cyclops is the best conventional anti-air assist for her.
didnt feel like reading everything…so if some or all this stuff has been said, please forgive me.
ruby teams i use:
ruby, sent, doom
ruby, doom, capcom
ruby, strider, doom
ruby tips, strats, combos, etc…
-if you want to chip an opponent you could do something like:
call in doom, jump over, qcb + KK super XX HSF*, jump over opponent while calling in doom again, land, RP XX HSF, fly, stomp…
*the HSF will before the ruby super even starts up, call in doom again while ghost are hitting. does insane amount of chip damage. also works with XX into orbs, begin trap.
-for a near safe tag out, drop a ghost, when it gets near the opponent, tag out.
*if you get it close enough, the opponent will either have to block the ghost and you’re safe or they’ll attack, get hit by ghost and get pushed back…
-dooms rocks + ghost + RH water tower= ghetto trap potential…lol.
*ghost is for pressure, quick end lag so you can attack right after you drop it. i do the RH water tower to make a little “wall” between dooms rocks and the opponent for a couple of reasons.
1-if they PB doom, they’ll get pushed back into the water tower.
2-if they try and call out any non-invincible assist, the assist will get hit
3-stops any sj.u/b attempts
-anchor capture assist and move has weird properties. the opponent looks like they’re grounded, but they’re not. something to keep in mind if you try and hit the opponent with a crouching attack and you constantly miss.
-ruby can OTG after her throw in the corner
bleh…ill post more tommorow…im too tired.
I’m only using one team - Ruby Heart - storm - and Doom.
Viscants team. Has some good tricks. I’m not strong enough with her Hyperschw’ redirects to safely use anyone else.
Ten, could you list the teams you use her with, maybe with ratings?
btw, when you do her ghost super and DHC to HSF/whatever, you have to cancel it as the chest starts to shake/a little bit earlier otherwise her ghosts won’t come out.
Almost forgot - I mess around with Ruby Heart - morrigan - Doom as well. Fun team
Augmint:
As far as the best assists to pair with Ruby Heart:
Sentinel- Gamma, then
Dr. Doom- Beta
Tron Bonne- Gamma
Cyclops- Beta
Would comprise my top tier, in that order.
Next tier:
Storm- Alpha
Iron Man- Beta
Captain Commando- Beta
Psylocke- Alpha
Others that I’ve found useful:
M. Bison- Beta
Hulk- Beta
Juggernaut- Gamma
Blackheart- Beta
Colossus- Beta
Regarding teams to recommend to people, depends on who you like to use, but to maximise her effectiveness, you should build a team around at least one of those top tier assists.
Keeping within the context of everyone’s offensive styles, Ruby Heart/Sentinel/Cyclops is probably the most well rounded team, and Storm/Ruby Heart/Tron Bonne is probably the most dangerous.
Storm/Ruby Heart/Dr. Doom (personal preference, Ruby can start first)
Storm/Ruby Heart/Psylocke
Ruby Heart/Sentinel/Dr. Doom
Ruby Heart/Tron Bonne/Sentinel
Ruby Heart/Sentinel/Iron Man
are all solid teams.
As for myself, my main teams are like this:
Storm/Ruby Heart/Tron Bonne
Omega Red/ Ruby Heart/Sentinel
Ruby Heart/Tron Bonne/Sentinel
Ruby Heart/Sentinel/Cyclops
M. Bison/Ruby Heart/Sentinel
Fun teams:
Storm/ Ruby Heart/ Hulk
Ruby Heart/Sentinel/Colossus
Juggernaut/Ruby Heart/Hulk
Ruby Heart/Juggernaut/B.B. Hood
Guess this thread has stagnated once again.
If anyone has any specific question they’d like to ask, I’d be happy to answer it.
Anyway, some interesting uses for Mille Fantome.
I generally don’t use Mille Fantome, but that has to do with the characters that I use, I suppose; I use it with Juggernaut/Ruby Heart/Hulk, and on occasion I’ll use it if I have Dr. Doom sitting behind her, but I don’t even really have a Ruby Heart team that has Dr. Doom on it anymore.
Ok Ten, Hyperschw’ question…
launcher, sj HP, Hyperschw’… which way to direct it so I can follow up?
Couple of ways you can do it from a sj.
Redirect up after 3 hits, down-forward after 6 hits, up-backward after 9 hits, down-forward after 12 hits.
Generally regarded as the universal method for doing the semi-infinite; it’s the same sequence she uses when she does Hyper Schwarzaile from the ground.
or
Redirect up-backward after 3 hits, up-forward after 6 hits, down-forward after 9 hits, down-backward, down-forward.
In this case, you’re going to skip hits 10-12, and catch them with on the descent with the final three hits to keep the combo going.
or
Redirect down-backward after 3 hits, up-forward after 5 hits, backward after 8 hits, down-forward after 11 hits.
Unorthodox way of doing it, but still an option nonetheless. On the down-backward redirect, only two of the three hits should connect so that her opponent is in the proper position.
On a related note, I personally, don’t use her ability to follow up to actually do the semi-infinite against my opponent; I think that’s a waste of meter unless it’s in endgame. I’ll usually do Hyper Schwarzaile, land s.jab, and then go for one of her several resets.
Something I’d been meaning to post for a while for damaging assists when playing as Ruby Heart with storm 2nd.
Sublimation(qcf + k) xx ghost super cancel into Hailstorm as soon as you see chest form, Hailstorm ends and ghosts are still on screen(still hitting assist), typhoon xx hailstorm again. Can get the sublimation to hit after Doom rocks hits assist, should work well with cyclops assist too(probably better than Doom).
peace
btw this does about 75% - 80% on assists if you REALLY mash the hailstorms (I play on a level 2 damage machine).
bump
Do you think that Ruby Heart (AAA) / Strider (Variety)/ Doom (AAA) team would work ?
Tour De Magi(Rk,Jp,D,Sk,Fp)-More of a joke move than anything, Ruby calls a barrel from the top of the screen, if it hits, press Jp or Sk and laugh at how much damage it does, and if it gets blocked or misses, have fun watching the combo the opponent pulls on you. This is more of a move to humiliate scrubs with.
I disagree. I was playin at my arcade, and some dude’s ruby hit me with this, and im like w/e. then the bytch started throwin knives in the bucket I was in. . . shyt did like 60%, I was pissed. Anybody know how to milk this?
My God, someone did something cool for a change on SRK and put up all of the old post threads for Ruby! I haven’t been on here in about 4 months so the last I saw of the Ruby thread there wasn’t much going on. I’m extremely proud.
Ten, you are awesome in your Ruby knowledge! I have been playing her for the last 3 years, and I could execute everything you’ve said, but could not articulate it as well. I’m just getting back into Marvel, and I will be picking up some tips from your posts.
Strat stuff:
Lately, I’ve started just messing around with her and found a decent reset combo with her.
c. jab, c. jab, c. roundhouse, either sublimination, fierce anchor capture, dash in, start ground chain into launcher, jab, weak, jab, weak, Hyper Schwarzielle.
Right now I can’t remember the damage, but the reset occurs when you do the fierce anchor. It seems to work best when you do the motion as soon as possible. Like, sublimination, then immediately do the anchor capture.
I’m still running Ruby/Doom/Cable except against high-level Cable players with Cable on point. I tend to use another team because I need Cable in soon, and Ruby/Doom may get killed before making enough meter for Cable.
A big thank you to HaoGui for getting me hip to this thread!
Rubes
She’s still my favorite character in the game.
She has a few reset type moves she can do from her launcher. I’ll focus on two.
First one:
c.strong, c.fierce, delayed sj.jab, delay, Hyper Schwarzaile.
variation after Hyper Schwarzaile:
s.jab, c.fierce/s.roundhouse, delayed sj.jab, delay, Hyper Schwarzaile.
This works because Ruby Heart has the best aerial critical range in the game, period. By critical range, I mean the distance between two opposing characters whereby a move that is activated on a single frame such that an opponent that was not defending an attack just prior to execution cannot defend the attack at the point of execution. Few characters have moves like this, at least with one frame startup; by this definition, Juggernaut has the greatest critical range on the ground, and Ruby Heart has the best critical range in the air.
For the first variation, she needs to land c.strong because the hit pops the character upward in the air a bit, and she needs the extra height from the launcher. j.jab hits high as she reaches upward to strike her opponent; because of this, she can flank an opponent from below during her ascension.
Side note: (Additionally, it has a lot of priority; anyone who knows the Ruby Heart vs. Sentinel matchup very well knows that this is why Sentinel cannot try to stomp a grounded Ruby Heart with fl.roundhouse, especially when he is close to being directly overhead against her.)
Anyway, she needs to delay the sj. such that she flanks her opponent from underneath. Her forward momentum starts her on the left side of her opponent, the sj. jab enables her to be parallel to her opponent on the right side, and from there, the player across from you only has one choice: read the left to right move and block accordingly.
Her critical range comes into play when your opponent doesn’t recognise that she just made a move from left to right; unless they’ve seen it before, they won’t. After a delay only long enough such that the combo breaks up, she activates Hyper Schwarzaile. If you weren’t blocking before she activates her super, you get hit. If you try to counterthrow her, you get hit. If you try to do counterjab/countershort, you get hit; Hyper Schwarzaile is invinvicble against all normals at critical range. If you try to activate a counter Hyper Combo, you get hit. Like I said, best aerial critical range in the game. She can even bait Cable to do AHVB first, because AHVB doesn’t have critical range.
For the second variation, this becomes more useful for anyone that knows how to connect s.jab after Hyper Schwarzaile, because she can do the exact same thing described above in that scenario, too. I like to go with s.roundhouse after s.jab out of habit, although it really shoudln’t make a difference since the combo has been damage scaled down anyway. c.fierce is technically better because you can come back with s.roundhouse if you mess up the timing and they block somehow, but whatever.
Second one:
c.fierce, sj.jab, sj.short, sj.forward, delay, sj.jab, dash, c.fierce.
This works because she uses the sj.forward to make her move left to right, as it pops the character upward into the air as she begins her descent. If they don’t recognise the move, sj.jab connects because they were defending in the wrong direction. Basically, it’s the equivalent falling onto a knife; her opponent descends quicker than she does, and will fall directly onto the sj. jab. If they do recognise the move, she’s challenging her opponent to match or beat the priority and hit range of her sj.jab. Few people can; even for a character like Magneto, the best he can do is trade his sj.short with it. He reads the move and defends sj.jab, you counter by making them defend Schwarzaile, and start from square one.
Anyway, when the opponent takes the hit, it pops him up long enough that by the time she hits the ground again, he’s still hanging in the air; this gives her enough time to make another move with her dash, this time right to left. You make your opponent try to guess against which way she’s coming with c.fierce, because if you try to challenge it, the best most characters can do as far as the counterattack is trade with it. If Magneto tries to trade sj.short with c.fierce, it’s he takes the worst of it; Cable flat out can’t trade sj.roundhouse with it, because it beats it clean. If they defend c.fierce, force them to defend Schwarzaile and start over again.
If c.fierce or s.fierce or whatever move you decide to do does whiff, and they were looking for you to do that by playing read and react, just remember that they are in her critical range, and you can eat up a counter sj.jab/short with Hyper Schwarzaile. One of the great things about the move is that it is self-correcting as far as orientation goes when cancelled from another move; in this case, that other move would be the s.fierce or c.fierce that you missed.
All of that pertains to her just by herself. Assists add another dimension.
If you play Ruby Heart/Dr. Doom as most Ruby Heart players do, sure enough, you can call his assist in addition to your dash and act as the situation dictates. Myself, I don’t play Ruby Heart/Dr. Doom; I usually play Ruby Heart/Tron Bonne. Tron gets called with the dash, but I sometimes don’t even bother with doing anything else except the dash; I just dare the opponent to do something stupid on the way down, and react accordingly.