Marvel versus Capcom 2 - Ruby Heart: In depth

If you glitched Ruby MAYBE, but I severely doubt it. The ghost counter resets after a throw I believe, so you can send out multiple ghosts. Or something. Unlikely.

Anyhow, the begginning notes that Magz is a good matchup for Ruby. Well, I get my ass kicked by a local magneto. He’s really fucking good, and I’m sorta shitty. I cant even get anything out because he rushes my ass down. I’ve tried AAA and that works, but only for a little bit, before he starts kicking my ass.

Any advice? How to begin the match, how to keep him off and locked down, etc.

Also, what are some good DHCs with Storm/Ruby or Ruby/Storm? If you connect an AC with Storm ending in lightning storm, will Mille Fantome or partinelle connect?

let me geuss - lk triangle jumps?

Maybe if I had an opportunity to play against the best Magneto players I would think differently, but I think Magneto is her easiest matchup of the ones she has against the top characters.

Admiral Akbar, what team do you play, and what team is your opponent playing? Describing the tactics you’re using against him would help a lot, also.

Anyway, the best DHC from Lightning Storm is Tour De Magi, hands down. She gets to DHC to her semi-infinite at full strength which is just plain wrong. Partnaire will connect, but you’re bottlenecking overalll damage potential unless you have someone at anchor to DHC to. I very rarely use Mille Fantome, and it functions much better as a DHC out than a DHC in as is.

Ruby Heart/Storm can DHC just about anything into anything, but the DHC you use depends on who you have at anchor. If Storm has a strong DHC behind her, you’re usually going to go with Hyper Schwarzaile (Partnaire) XX Lightning Storm XX DHC, and if she doesn’t, the best bet would probably be Hyper Schwarzaile (Partnaire) XX Hailstorm.

Well, my team is Ruby/Guile/Doom, but I really should probably replace Guile with Storm. The thing is, I can barely handle Magneto with an AAA, how am I supposed to do it with storm? I suck with her pretty bad. I cant really even do the lk,lk, LA xx LS. Speaking of that, what is the timing to cancel the LA into the LS?

Back to ruby. This magneto is just a rushdown beast and I can barely get anything out, and I cant keep him away from me. I couldnt rush down him or I would get fucked up. My only option seems to be die. Or try AAA everyonce in a while and watch Guile die.

Where can we find Meikyoususi vol.7 vid?

Try using Direct Connect ( Goforbroke hub thread on Fighting Game discussion)
or IRC#
gamecombos on EFNET.

It’s a long ass combo on collosus, about 5, 6? Hyperschw’ - Full bar.

Yes, Doom is my main assist with Ruby on point.

I like the hot tag idea, and actually I did get the counter to work as a way of getting Cable in. I did it literally by accident, but I found it works really well. I generally get him in by waiting for someone to super jump and position on my point character; that way, they’re in the air while I’m coming in, taunting and recovering.

Admiral Akbar: I have used that very same team, in my early days of playing, before anyone else knew the goodness that is Guile (when played decent). Guile/Ruby/Doom works well with DHCing out characters: Sonic boom/Partenaire/either of Doom’s ground supers.

Other stuff:

I don’t play as much as I used to, hence I’m not on here as much I used to be. However, it seems everytime I play, I’m playing a Magneto. These days, I run Ruby/Doom/Cable (which will probably change order thanks to Ten) as a “feeler” team: I use them to gauge the opponent’s level. If they know how to defend against Ruby/Doom and/or beat that team then they generally know what they’re doing. If they can’t beat that team consistently, then they probably don’t know what they’re doing. Then again, it might be the shock of a girl actually playing and knowing what to do.:lol:

Either way, with most Magneto players, I’ve come across one type, time and time again: wait for a good opening, rushdown. Every single time.

What I tend to do is, cross them up with the chip. Make them think they can get into Ruby since most Mags players seem to think their speed is so much higher than hers. It is, but you can still beat them if you anticipate how they will set up their combos. I have seen many, many Mags run smack into a Doom assist (always rocks for me) or neglect to block a fantome or sublimination. After a while and enough Doom’s rocks, it adds up.

Most times, because of my lack of practice, I can’t get a good rhythm going but if you can sucker a Mags into it, you can get a good chip rhythm going. This is where Ruby/Doom are tops. I generally: Ruby short sublimination, Doom assist, fantome, attempt sweep, if sweep doesn’t work, another sublimination, short, short, sweep, call Doom …

(That probably sounds really awkward but I’m typing as I play it out in my head … yes, I’ve done it that much :lol: )

I can usually get about 1/2 life off with chip and the rest from varied assists, Ruby actually nailing them in combos and single hits and switching my characters in.

I wish I were even good enough to run combo vids. It’s just after 4 years of playing the same character, I couldn’t get good enough to do that kind of stuff. I’m just happy this thread is finally here, even if they made the whole character-devoted section a little late …

Rubes

QUESTION1:
What is good team to use with Ruby Heart?

Since we all know that Ruby sucks against Cable, let’s do an assumption: how could I win against anyone who is NOT using Cable.

We heard in this forum all day long about Ruby/?/Doom. I have been thinking a little, and I camed to my attention that Ruby/Storm/Doom is not that great damage wise. Doing that DHC into Storm hail storm does shit damage. Moreover this team stinks against Cable/Sentinel. The way it usually turn out to be is that Cable will keep my Ruby blocking, build his super meters… and slowly get rid of Ruby without using any meter… saving all of that for Storm. And when she comes, she is pretty much dead before anything. It is not better against Sentinel, because of the lack of air counter.

So I am thinking now about Ruby Heart/Sentinel/Doom, but this is weird… I am not used to see Sentinel and Doom much… Moreover this team sucks (again) against Sentinel/Capcom !! My opponent could just j.HK all days long without any fear.

Therefore it came to my mind that the best team would be Ruby Heart/Sentinel/Capcom. But this team is not that great. Usually when Ruby get hurt, Sentinel would get hurt too… and he is the next guy!!

What’s left? I don’t like playing cable anymore cause he is a pretty boring skilless idiotic character, but if I wanted, I guess you could do Ruby Heart/Cable/Sentinel… However this team is too damn close to team tourney… I hate that.

QUESTION2:
BTW, how do you fight Sentinel 1 on 1?

QUESTION3:
Oh… last question… we heard all days long about Sublimation/call Doom/Fantome repeat… hmm… I think that’s the combination… but why not doing c.HK/Sublimation/call Doom/Fantome OR Anchor Capture HP? I find that using Anchor Capture HP at the end is a pretty cool trick against Magneto sometimes. It doesn’t work forever, but yeah, but it slows him down. What do you think?

QUESTION4:
ok ok that’s my last question here: Fantome!! Are they really stealing the super of my opponent or do I have to hit them for that to happen?

OK, I’m going to try to take your questions one at a time:

OK, what I like to do is mix it up a little. My favorite, yes, is Ruby/Doom/Cable, but I like to use Ruby/Doom/Sentinel or Ruby/Cap Com/Sentinel. Now, as you pointed out, the Sent/Cap Com combo will get killed against Cable. But for non-Cable teams, it’s fun because you can stop most characters from even thinking about jumping in on you. Characters like Cammy will have to punish you, but she can’t punish the assist. The one problem I see here is that Magneto could nail both of you once he’s got the Hyper Tempest crap going.

If you ever change your mind about Cable, try Ruby/Cable/Tron with Tron on projectile assist. It’s a glitch asisst that really shouldn’t do that much damage (as much as a super in assist, regular damage as one of her unlisted moves) but it’s fun to hurt people with it.

The other team I like with that assist is Ruby/Felicia/Tron. Have Felicia on point, cross up, call Tron assist, combo into Please Help Me. 38 hits, at least 70% damage even on Juggernaut. I can do it and post the results later.

Assuming this is a “strictly for Ruby” question, I try to rush him and force him to make mistakes. If he flies, I jump and use schwarzielles or throw anchors if I’m definite on his location off the screen (you can be if you keep up with him the moment he flies). If he’s close enough on the ground to try and stomp, I use subliminations to get him down, then call an assist. Most often than not, I will rush in and start comboing (see answer to next question for suggestions) to prevent him from even being able to use HSF, which when Ruby is stuck across the screen, is not fun.

As you posted this, you couldn’t have possibly known that I’m working on that combo. Every so often, I work on new setups to use in a match that I know I can possibly pull off. The c.HK, Sublimination, Anchor capture is one of them.

After having done this multiple times with varying degrees of success this is what I’ve found works:

c.HK, sublimination, jab Anchor capture. Fierce is going to pull them in and spit them out (correct me if i’m wrong; I use the one that does not push them away automatically. If I’m wrong here, use that one). At this point they will be a little far from you. You have options here. You can:

  1. Run in, combo and go on from there;
  2. Pause and let the anchor capture wear off; or
  3. Call Hyper Schwarzielle because it has instant start up.

I tend to choose No. 1 here and combo from there. Keep in mind that you can always combo into the c. HK, sublimination, etc.

Also, pay close attention to where you are on the screen. If you’re too far in the corner with certain characters, the anchor will miss. At some point, I’d like to document what characters miss and which don’t.

Ah, this is an easy one to answer since I worked on this in training mode about 2 years ago:)

The fantome, when you call it with either, will float at a set path toward the opponent. The short version will float body level, and the roundhouse version will float head level on most characters. I can’t remember if the roundhouse version is faster; forgive me. Anyway, when it hits the opponent, it will begin to suck away super energy. From my estimations, it takes about 1/4th of a full super meter away if it hits. You don’t get that when it does (as far as I know). And yes, it has to hit for it to take any effect. If the opponent blocks it, it disappears at contact.

I hope I’ve answered your questions well.:slight_smile:

Rubes

About Fantome:

short Fantome travels along the ground across the screen; roundhouse Fantome follows the trajectory of the opponent.

About Ruby Heart vs Cable:

I wouldn’t say that Ruby Heart sucks against Cable. Personally, I’m comfortable with I’m playing Ruby Heart vs Cable. I know that if I lose the matchup, nine times out of ten it’s something that I did wrong on my own and not something that he forced me to do wrong, but I only speak for myself as always.

About Ruby Heart vs Sentinel:

Not going to go into specifics, but the only thing that’s cut and dry about Ruby Heart vs Sentinel is that Ruby Heart needs meter to win that match if Sentinel has a lot of life left. Regardless of how much life he has, she has to use angles to beat him; that is, she’s going to have to figure out ways to fight inside his range advantage air to air, as she can’t approach him head on with his priority and range advantages.

She has to know the correct angles to attack at such that she gets in and gets out without giving him a chance to retaliate, and with that, the limitations to both his normals as well as her own normals.

Additionally, she’s going to have to know how to move herself to get inside his range, plus she’s going to have to know how to manipulate his movement to allow her opportunities to get inside his range.

Finally, I think someone playing this match has to be content with the fact that air to air is where the fight is going to take place. Sentinel really wants nothing to do with her when he’s on the ground; she has too many direct counters for his ground game.

About teams to use with Ruby Heart:

Play who you want to play is all I can say; sounds like you’re trying to come up with the perfect team when there really isn’t one to be found.

My main teams:

Ruby Heart/Sentinel/Tron Bonne
Ruby Heart/Sentinel/Cyclops
Ruby Heart/Sentinel/Iron Man
Omega Red/Ruby Heart/Sentinel
Storm/Sentinel/Ruby Heart
Storm/Ruby Heart/Tron Bonne

None is perfect; each has some teams that they’d do well against as well as others that would give them trouble.

About Sublimation XX Anchor Capture:

Sure, Sublimation XX Anchor Capture can be used effectively. It’s not an abusable tactic, obviously, but when you pull it off, it’s just another thing the opponent is going to have to find a way to get around.

Some other questions in the thread:

White shadow:

As you can see, I also play with the three characters that you use, but I play Sentinel at two instead of Iron Man.

Mille Fantome XX Proton Cannon is a well protected setup if Ruby Heart can get the treasure chest on the screen, but she doesn’t have any invincibility on her startup, meaning she’s primarily using it from a connected s.fierce (s.roundhouse), as you posted. Like Hyper Schwarzaile, it’s instant, but the delay to the appearance of the treasure chest isn’t, and an immediate DHC to counteract the delay defeats the purpose of using Mille Fantome in the first place. I don’t have very many Mille Fantome setups that I implement into my gameplan, but that’s a personal preference.

I do like the Hyper Schwarzaile XX Proton Cannon framekill setup, but the thing that I don’t like about is that it almost exclusively commits the team to the actions of the opposing point character while she’s on point unless you’re willing to run a full DHC rotation to Sentinel.

What I mean by that is that the DHC to Iron Man has to connect on the opposing point to keep him from getting tagged on recovery, and to limit that DHC to only guaranteed hits is counterintuitive for a point character that has an instant startup super that can be used at almost any time at almost any place.

Additionally, with that, you can’t can’t DHC Iron Man into the match against an obscuring frontside assist regardless of whether the opposing point is blocking or not. Doing so gives the opposing point unfavorable position; it basically says that if he is in a position where he can counter the recovery DHC to Hyper Sentinel Force, he will. And, of course, backside assists can get out against a DHC to Proton Cannon without so much as a scratch.

Also, I know that people really like to use Ruby Heart- Beta on teams Iron Man on board for the setup to infinite, but it’s just not my style. It’s a purely offensive assist, and Sentinel is the best user of Ruby Heart- Alpha in the game.

As far as her semi-infinites are concerned (both of them), if a player that has the execution necessary to pull it off on a relatively consistent basis, he’d be very dangerous to deal with. That she can flatline a character full life just by having enough meter to do so is one thing, but her point-assist and solo setups she can pull off mid-combo are ridiculous.

(Couple of weeks ago, I was playing a seventy-percent life Magneto vs my half-life Ruby Heart one on one; I had two and a half meters, caught him mid triangle jump with the semi-infinite, built my third meter mid-combo, and dropped him).

Admiral Akbar:

If you did ad.uf XX magic series after the first magic series, then went Lightning Attack XX Lightning Storm XX Mille Fantome, that would connect, but it might not have the effect that you would want, as the opponnet would be able to recover after the second or third hit. You’d need to DHC to something else prior to their recovery from hitstun in order to continue running a combo; otherwise you’d just have to be content with block damage.

If you went with one magic series without the ad.uf, the opponent would be able to roll out of the DHC to Mille Fantome.

Augmint:

Hyper Schwarzaile outpriortises any of Magneto’s normals via invincibility on startup. You can’t always read a triangle jump, but she’s got the tools to force him to get around her attacks, obviously. Her objective in the match should be to move him in ways such that you can get good reads on his lead attacks, whether they be ad.df short, c.short or what have you, and then beat him to the punch. When I’m fighting Magneto, I’m not trying to react to and counter his random triangle jump on the fly; it doesn’t work like that, because I don’t think anyone has that sort of reaction time. To the extent that I’m guessing against him, I’m also making him take predictable actions that I can counter should he act upon them. Maybe he won’t act upon them, but then again, maybe he will; maybe he will try to come over the top of Sublimation with sj.short, or maybe he will try to get a c.short to ad.df short setup when he chases me after a safe fall - who knows.

Does the following infinite actually work?
Sublimation LK, Anchor Capture HP

What direction do you use when pulling the Flan?

Is there a way to crossover very very fast using Schwarzelle?

No. Even if short Sublimation XX Anchor Capture does successfully combo, then due to the fact that Anchor Capture is a capture type move, it can be mashed out of before the next Sublimation kicks in. Roundhouse Sublimation XX Anchor Capture does not combo, but in the event that the anchor does hit the opponent, the attack hits high enough such that an opponent would not be able to mash out of the attack while in freefall.

I’ve explained, detalied, and repeated at least a dozen times how to do this in this thread. All I can say is, read the earlier reponses in the thread.

By crossover, not really sure if you mean triangle jump, or if you mean simple move from left to right. Her using Schwarzaile as a triangle jump has three limitations on it right from jump: the first is that she can’t combo from Schwarzaile to a normal attack; she can only go from normal attack to Schwarzaile. The hitstun is simply too short to do so. The second is that Schwarzaile is treated as a mid attack; that is, it hits neither high nor low, meaning that an opponent is unconcerned with whether he is standing or in a crouching stance when she executes it.

Third, and the biggest obstacle to get around of all, is with the previous two limitations, you also have to take into consideration that, as I posted earlier in the thread, her recovery time from Schwarzaile is dependent on how she lands upon reentry; for someone that knows what they are doing, it could be short enough for her to recover by the time an opponent retaliates, or for someone that does not know what they are doing, it can be long enough that he has plenty of time to come back with a counterattack. The recovery time has been what has scared many people away from using it; if you’re going to play as her, it is by far the hardest move in her moveset to learn how to use properly.

All of that said, it’s still my opinion that it’s her best offensive move overall, and it’s what makes her a character that stands out from the rest of the cast. Sublimation is still her most important move overall, but to me, it’s her offensive setup move and not her primary offensive tool. As far as the limitations to Schwarzaile, once you figure out how to work within them, there’s a lot of possibilities available that weren’t there before. One of the reasons I like playing as her is because of her ability to improvise on the fly.

Thought I’d add some random stuff -

  • Corner, with Doom
    Launch + Doom, sj Lk, Hk, pause… as Rock hits,Hp, HK,
    OK damage, plus you have your opponent in the corner with Doom to use again.

  • I got to test this but her snapback can hit behind her ( I’ll edit this later). Also, if I read the frame data correctly at video-opera, its only 4 frames .

  • Double snapback (character + assist) - you can Hyperschw imm after and get the assist (now if only I could aim Hyperschw’ then get the d+Hp, Hk, d+Hp, hk… assist kill). Can’t see myself doing this in a match anytime soon (if ever) , but maybe someone will get some use out of it.

  • Instead of her j.HP, pause Hyperschw guardbreak, you can also do an early Hp Anchor (hits them offscreen), then Hyperschw’ as you see them come out of blockstun.

Augmint:

Any standard Hyper Schwarzaile sequence ending in down or d.forward will work for the assist infinite setup. If she is really close to the corner, she can just cancel down after the initial third hit, and go from there. Most of the time she isn’t so close, and trying to do that from a distance only gets you two out of three hits. While you have a lot of freedom with what you want to do, the same rules that apply for the semi-infinite also apply here: the biggest one being that two out of three hits upon reentry isn’t good enough. She needs all three hits, and while the c.fierce, s.roundhouse sequence will work, she should ideally be looking for s.short as the setup move instead due to its superior quickness and range. The sequence I usually use is very simple: up after three hits, down or d.forward after six hits.

You can add c.roundhouse after the snapback as a convenience, but it’s something that you’ll probably only want to do against characters that fall to the ground at a slower rate. The reason is that c.roundhouse is obviously an OTG attack, and characters that have been hit with an OTG attack fall back toward the ground at an increased rate; also, more than one OTG attack will not work in the same combo. Ruby Heart’s limitation to using Hyper Schwarzaile to setup the assist infinite is that since Hyper Schwarzaile is that she does not have a transition move that will allow her to break the combo while keeping the assist on the screen; Hyper Schwarzaile knocks the opponent down, meaning that if she uses c.roundhouse as a setup prior, she has to use a juggle as her transition move and not an OTG. Normally, her juggle that she would use would be the same as the one she uses for her semi-infinite, s.jab. She’s not going to get to the ground in time to set up s.jab due to the increased fall rate of her opponent, so she has to go with something else. s.short will juggle if timed correctly, but given the opportunity to kill an assist, the success or failure in doing so being hinged on it being timed correctly is not something you’d want to leave to chance.

Yeah, she has some creative ways to do damage when she starts manipulating flying screen.

I’ve written a prior post about the throw reset she has with Dr. Doom- Beta, but since you brought this up, I think it deserves special mention again. The setup has a lot of versatility in that not only can she incoporate the throw setup at the beginning of any iteration for her semi-infinite with s.jab plus Dr. Doom Beta, c.fierce (s.roundhouse), but also she can lead with the throw setup and combo to the semi-infinite that way. No matter which way you go with it, you’re knocking on close to 120 points of damage to the opponent (standard vitality) with two meters and you’re killing just about everyone except Sentinel full life with just three meters (he dies with four).

She has a repeated sequence reset that can always be done with Storm- Alpha and can sometimes be done with Sentinel- Gamma.

The setup is as follows:

c.fierce plus Storm- Alpha, sj.short, sj.roundhouse, sj.short.

Storm and Sentinel’s assists suspend the character in the air after flying screen such that Ruby Heart can tag them with the sj.short as she falls to the ground. That fine, but what makes this work is that Ruby Heart has perfect positioning to play her opponent left to right ground-to-air; that is, she can dash underneath her opponent to either side and cancel the dash into a lead attack (c.fierce if she wants to repeat the sequence), and by the time she has done so, the combo has been broken such that she can recall Storm- Alpha or Sentinel- Gamma as necessary. The success of the repeated sequence reset with Sentinel- Gamma is going to depend on how the opponent interacts with his drones at the point of impact; they’re either going to stand the opponent upright when the sequence is timed properly or they’re going to initiate an OTG style safe fall backwards if the sequence is not timed properly.

With Iron Man- Beta, the setup is the similar to the one above:

c.fierce plus Iron Man- Beta, sj.short, sj.roundhouse, sj.fierce, s.short.

Here, she hits her opponent into a Repulsor Blast, then hits her opponent into into Repulsor Blast again as she falls toward the ground, giving her an opportunity to land OTG sj.short. The results that you’ll get with the setup are somewhat random, as Replsor Blast has a active hitbox that varies with time, but the reward makes it worth the effort. She could opt for Hyper Schwarzaile if she wants to use a juggle that allows her to keep her OTG, and go into the semi-infinite as necessary.

She has other setups with lesser used characters, of course, but the point wasn’t to list them all so much as it was to illustrate some of the possibilities she has with this tactic.

I’m sorry but I couldnt find it… what’s the redirection for Hyper Schwarzelle that you should do for max damage off of a magic series?

Its on page 7 … you probably want to a straight launch, sj Hp, hyperschw’ to get the most damage - there would be some scaling with the magic series.

Just a little tidbit - in the corner, you can combo a d+LP,d+mp, standing mk,HK. Every bit helps I geuss.

Ten, you were right about Hyperschw’ start up beating mags lk, good to have a tool even though its still a tough fight.

Rubes d/f Hk is pretty damn fast, along with her snapback. Gotta use them more.

I sort of like this combo cos it does quite some damage and is rather easy to do, for a beginner like me:
(Jump-in, whatever) , s.HP , HCB+LP Rafale Cannon

The s.HP stuns the opponent long enough for the chain of rafale cannon to reach them, even if they are quite far from Ruby Heart.

If you feel that you’re going to be lucky, drop a HK Fantome while being protected by Sublimation before you do the above combo.
If the timing is right, rafale cannon will blast the opponent into the fantome…

And if I’m not wrong, this combo deals just a little less damage than her regular hypers.

Hope this helps…