Admiral Akbar, To answer your questions:
The only way Id be able to get a video of myself playing in a match at the moment is via digital cameraI suppose it would work, but I don’t know if the video quality would make it worth it.
I think Ruby Heart/Guile/Dr. Doom is the better team overall. Ruby Heart/Dr. Doom/Psylocke was one of the first teams I played, and if you’ll look toward the beginning of the thread, you’ll see that at one time, I thought that she was Ruby Heart’s best offensive assist, but that was 15 months ago, when I was first learning how to play as her.
Superjumping is an important part of her game, but so is Schwarzaile, in my opinion. I can understand why people shy away from it, as it is her hardest move to learn how to use effectively, but shes a completely different character with it, and would be much weaker overall without it.
With Dr. Doom- Beta assist plus Fantome, Sublimation, you’re putting a lot of faith in his ability to both initiate and sustain blockstun as the situation dictates. What I mean by that is that if Ruby Heart calls Fantome at the same time that she calls her assist, she’s counting on him getting blockstun or a successful hit to protect both of them. By doing so, if she gets attacked before the blockstun kicks in, both she and Dr. Doom get hung out to dry. If she activates Fantome slightly after his assist engages blockstun with the intent of executing Sublimation immediately afterward, she’s counting on him sustaining blockstun long enough to cover the execution time of Fantome plus the startup of Sublimation on his own. Neither of the moves have extended time commitments attached to them, but when combined, the amount of blockstun time needed to pull that off is not something he can guarantee.
You have to consider that the only time that Dr. Doom- Beta can generate that amount of continuous blockstun is when he has the opposing point backed against a corner. Out in the open field, he will be able to initiate blockstun for the anti-air aspect of his assist, then initiate it again for the projectile part, and leave an opportunity for the point to make an evasive maneuver/come over the top with an attack/call a counterassist in the process.
A key point here is that if Ruby Heart gets hit before she establishes Fantome, (that is, the treasure chest disappears), Fantome goes away as is, making it a wasted effort; I think that this is at least part of what whomever you talked to meant when they said that there were holes in that approach.
Now, a lot of it depends on which counterassist you’re going to go up against, because against many of the assists in the game, Dr. Doom - Beta can run straight through them without a hitch, but against an assist that can contest him, like Cyclops- Beta, having Ruby Heart in a position where her only line of defense is to activate a super (especially for that extended period of time) is asking for trouble. While a counter Hyper Schwarzaile on reaction can be a successful counter for someone going over the top of her with an attack, it doesn’t take care of everything.
Long story short, for Fantome to be part of the pressure game, she would ideally like to call it after Dr. Doom- Beta assist gets blockstun, then take some measure of her own to establish Fantome on the screen without exposing her to counterattack- she does this either with movement, or some sort of transition attack. Often, in the process of doing so, youll get the opportunity to do Sublimation again. A commonly used transition move to accomplish this is c.roundhouse, although I dont like that move much when used in this fashion.
The alternative you mentioned, Sublimation XX Fantome, on the other hand, is pretty much self-contained. Rather than her using Dr. Doom to set up Fantome, she is using Fantome to set up an opportunity to use a lead normal to get Dr. Doom in the match. Obviously, shes going to be relying on her mobility moreso with this approach. When she leads with Sublimation in an attempt to get a Fantome on the screen, her concern here is putting distance between herself and the potential counterassist in case the opposing point activated the counterassist just before blockstun.
In general, as far as getting Dr. Doom into the match goes, Sublimation is her setup move, and the great thing about it is that once she forces blockstun with it, it gives her the ability to play read and react against her opponent without really committing her to anything; almost all of her options are open. With distance between her and the counterassist, she can react to both him and the opposing point on the fly as necessary.
To a large extent, both how she advances toward her opponent and what she does when she approaches him is going to be dictated by whether the opposing point used advancing guard against her. Again, something to take into consideration is that advancing guard only seems to work on the character that was responsible for blockstun at the time of activation, and with Dr. Dooms assist, that can present a problem for someone that doesnt understand that. Anyway, she can advance with her wavedash and engage with c.short or s.fierce as the situation dictates; the lead normal depends on how close she can get to her opponent without breaking blockstun. If she is farther away, shell want to take advantage of her extended range that comes with lead s.fierce plus Dr. Doom- Beta, c.roundhouse, and in a safety mode scenario, react to advancing guard before she decides to commit to anything further. The s.fierce, c.roundhouse sequence is stronger than just s.fierce and especially just c.roundhouse on its own, because it reestablishes the necessary distance she needs to be able to outrange her opponents counterassist. Also, it largely depends on who the opposing character is, but when the opponent tries to distance himself from her by using advancing guard against her normals, canceling to Fantome or even fierce Schwarzaile would sometimes be a better idea than going with another Sublimation, especially against Cable. Theres going to be many characters that shes not overly concerned with, but against anyone that can capitalise when she potentially whiffs Sublimation due to advancing guard, shell want to be more cautious.
Against most characters that use advancing guard on her during her normals, jab Sublimation is a strong enough safeguard, but Cable presents a worst-case scenario. Speaking of which, against Cable, ideally, she wants to get to the air, and isolate herself from her assist; she can thus try to force the opposing Cable to burn two meters to protect himself when she counterattacks an AHVB from over the top with Hyper Schwarzaile. Against no advancing guard, she can use Sublimation, and move forward.
Another thing about blockstun after a lead Sublimation- its largely dependent on distance, but when she is close enough, she can call Dr. Dooms assist at the first available opportunity, activate jab/fierce Schwarzaile as needed (jab against crouching opponent, fierce against standing opponent), initiate blockstun before the opponent has the opportunity to recover, and fully use the extended blockstun that she has with the move, knowing that by the time the opposing point is able to shake her with advancing guard, hell eventually have to worry about Dr. Dooms assist starting blockstun all over again. As she gets close to the corner, Dr. Doom will be in the position he wants to be in, where he can get continuous blockstun against the point when his assist makes the transition from anti-air to projectile; this will effectively reduce the amount of work she has to do to maintain her desired position.
As for myself, I play Ruby Heart/Dr. Doom differently than described above, mostly because the way I play Ruby Heart/Sentinel (my primary point/assist duo) has had a strong influence on the way I play Ruby Heart/Dr. Doom.