Marvel versus Capcom 2 - Ruby Heart: In depth

gadzap:

If she jumps in on someone with j.fierce while they’re on the ground, she can go s.fierce, s.roundhouse if you dash upon landing. For that matter, if you hit j.fierce on someone, you can combo j.roundhouse before she touches the ground.

I wouldn’t try the combo against Cable or another Ruby Heart, because I believe both can tag her on a connected Rafale Cannon during recovery, crazy as that sounds. That said, I think she’d be comfortable using it against just about anyone else.

She has an assisted combo that lets her hit 5 fierce/roundhouse combinations in a row, with the assist being either Psylocke- Alpha, Sentinel- Gamma, Sentinel- Alpha, Cyclops- Beta, or Hulk- Beta. She even has the option to go to semi-infinite afterward, which would just be wrong.

**j.fierce, j.roundhouse, dash, s.fierce, s.roundhouse plus assist XX Anchor Capture, j.fierce, j.roundhouse, dash, s.fierce, c.roundhouse XX Sublimation, j.fierce, j.roundhouse (XX Hyper Schwarzaile) **

The timing of the assist call would depend on the assist, but the combo is possible with any of the above assists.

Augmint:

I think she beats Magneto, but that’s just me.

Other notes:

Ruby Heart assisted by Psylocke- Alpha or Cyclops- Beta can combo the ground version of Tour De Magi from the semi-infinite.

Setup after landing is as follows:

s.jab plus assist, s.strong XX Anchor Capture XX Tour De Magi.

Damage is reset, with the extra damage added being between 10 points for zero correct guesses to 50 points for all correct guesses.

Unfortunately, with so many other ways to reset damage, I’m not even sure what to think about this one. The plus side is that the reset is guaranteed, but the downside is that the damage compiled from it is random; and she loses her followup ability.

A separate but related upside to this is her ability to reuse her ground chains; if she forsakes Tour De Magi and decides to jump in on her oppnent instead, not only does she get to generate a lot of meter with j.fierce, s.roundhouse, dash, s.fierce, c.roundhouse XX Sublimation, but by the time she gets around to hitting Sublimation, enough time has elapsed that her assist has gone off of the screen allowing her to call another one, setting her up for the throw reset. In case you’re skeptical about her calling two assists in one combo, the reason she call another assist is because she breaks the combo by the time she goes up for her normal jump XX throw.

The other two positive things about the setup are A) the ability go with a Mille Fantome/Partnaire setup or B) the ability to do something with Fantome XX Hyper Schwarzaile, such as reset or hot tag.

On another note, I found out that Ruby Heart has a lot of more control over her teammate’s DHC position than I thought; she has the ability to vary where her teammate comes into the match from a DHC by varying the direction of her breakoff Hyper Schwarzaile redirect. In other words, if she goes with a delayed forward or standard u.forward redirect when she’s ready to DHC, she can get her teammate closer to her opponent, or if she breaks off with a down or d.backward redirect, her teammate will start farther away. Long story short, it goes a long way toward increasing her DHC compatibility with many of the characters.

gadzap:

Tested it last night, and it seems like characters have the ability to activate an aerial super when Rafale Cannon launches them into the corner, but not outside of the corner. Ruby Heart was able to easily counterattack the other Ruby Heart during her recovery, and given that, Cable being able to land AHVB in this instance is obvious.

Ruby Heart Rulz

well i play with ruby heart too and i read all thread and is GREAT
i improved my skill’s with this thread
thanks…

well when i use Ruby is in Ruby/DooM/Strider also i use a Ruby/Bison and i use a Bison Assist mode C (Psycho Field) and when the oponent block’s the bison’s psycho Field i use the Sublimination and call Bison assist…

well i ask for How can i improve that “tactic”? to make more strong

Newbie to Ruby…

Well, I’m not entirely a newbie to playing Ruby Heart (been playing this game a lot over the last couple of years). That said, I’ve got some questions for the experts here…But before I get to them, I just want to say that this thread has been most helpful in improving my game. Great stuff here. Now on with the questions:

  1. About the Tour de Magi super, is there any way to know which button to hit in order to get another shot at a knife throw or is it completely random? Sure wish I knew…

  2. What are the most important combos any Ruby player should know?

  3. What are Ruby’s semi infinites?

  4. What would be the one, single best Ruby combo?

  5. When’s a good time to use Mille Fantome to the best of it’s ability. Seems to me ya gotta be sure this one’s just right or you’re in big trouble.

  6. What are some of the most creative uses you’ve seen with Ruby (both as a point character and as an assist)

  7. I like Ruby on point, is this here optimal spot?

  8. With Ruby I prefer Doom and then either Sent, IM, or Cable (the usual characters). But I want to get creative too, who are some lower tier compliments to her game?

That should be all. Thanks gang for your help!!

jojojo welcome to the Ruby’s Fan Club :slight_smile:

Ruby Heart vs Sentinel:

There isn’t a lot of info in this thread about this fight even though it’s both the most common one seen as well as the hardest one she has, so I’ll give it a try.

Long story short, she has the advantage on the ground, and he has the advantage in the air, but since the fight is going to be fought in the air most of the time, you have to learn how to fight with her in the air.

The air fight boils down to patience, IMO. She has some advantages in terms of priority, but like many other characters, the two real issues she will run into are Sentinel’s j/fl.fierce priority and its range. Her j.fierce is a far better tool for her when he is on the ground than when he is in the air; it will trade with his j.fierce at a disadvantage, but the bigger concern is the move’s recovery time. Instead, her main attacks that she’ll work with are her j.short and her j.jab.

Her j.short and j.jab outprioritise Sentinel’s j.roundhouse, but only trade with Sentinel’s j.fierce, and even then, it’s definitely not a trade in her favor damagewise. The silver lining is that while those attacks will trade at his range, they will beat his j.fierce at her range. Therefore, she has to limit her jumping leads to situations where she can get the hit on him at her range, and the two best scenarios to accomplish this is when she can superjump directly underneath him with j.jab, or come directly over the top of him on the way down with j.short.

The second important thing the Ruby Heart player has to do during this fight is to jump at Sentinel such that when she is in a position when she has to block, try as much as possible to get on an equal or higher horizontal plane with him. The reason for this is so that she can pushblock and thus maintain that position on the screen for a second. Pushblocking him in the air while he is above her does her no good, but if she uses advancing guard against him with her desired position, she can use it to her advantage. In this position, Sentinel has to be careful as to how he continues to apply pressure, because if he doesn’t back off, she can guard cancel to Hyper Schwarzaile and back him off of her herself. If she has meter, she’s either going to go to the semi-infinite or she’s going to DHC at the end, or both.

Using Schwarzaile in the air is going to depend on how well you know how to redirect with her; there really is no hard and fast pattern she’ll want to use against him, because it’s going to depend on both who he has as an assist as well as her position on the screen. In general, though, she wants to use her redirects such that she would be in a safe landing position even with her worst case scenario recovery time. From a superjump, to me, she accomplishes that better when she has descended somewhat as opposed to the peak of her jump.

On the ground, Ruby Heart has the advantage overall, but even then, her advantage is in terms of her ability to counterreact as opposed to lead. In order for her to dictate what Sentinel does, Sentinel is going to first have to dictate what she does.

Using Sublimation:

Sublimation is going to be her primary zoning tool, although again, she’s going to counter with it before she can lead with it. If you try to lead with it from square one, Sentinel’s c.fierce stops it before it even comes out, and if not that, forward fly XX fl.roundhouse. To use it in the match, she either wants blockstun on Sentinel, or she wants him to be in a position where canceling to flight wouldn’t get him in position to counterattack in time, such as during a superjump. The best way is to get a secondary attack on the screen, either an assist or Fantome.

short Sublimation is important because of the fact that she can advance forward before the move ends. Sentinel doesn’t have a way to advance past the vertical plane that Sublimation locks down during flight mode nor does he have a way on his own to penetrate the move to attack her from flight move while it is active. She can use this to her advantage in one of two ways: first, she can advance forward to get underneath Sentinel if he tries to wait for the move to end in order to get in position to stomp. This gives her the position she needs to challenge his j.fierce with her sj.short. Second, she can superjump at the first available opportunity, and try to bait Sentinel into attacking her with a normal. Here, he cant wait for Sublimation to end because its still active by the time her sj.short comes out, so he has to attack, unfly or move backward. If he moves backward, she can counter with Hyper Schwarzaile, and if he unflies, she gets to go over the top of him with either Schwarzaile or sj.short. Sentinels ability to counterassist dictates much of what happens in this scenario as well. She should avoid using short Sublimation in situations where he could hit her with a counterassist during its startup, as counterassists are less of an issue after Sublimation gets to the point where it is active. Once Sublimation is active and she can move again, she can either block, move, Sublimation will hit Sentinels counterassist, or she can counterassist herself.

Lets assume he doesnt wait for Sublimation to end to get his opportunity, though, and instead backs off. If he backs off upon seeing Sublimation, fierce Anchor Capture as soon as she is able to move, and advance forward, as she has put something on the screen thats going to force him to take an action other than attacking her. Fantome plus assist another option she has, as the assist call should allow her to safely establish that move on the screen.

Using Schwarzaile XX Hyper Schwarzaile:

The other thing that you have to work with is Schwarzaile XX Hyper Schwarzaile. This move can work in one of two ways: first, she can use it to get in to position where she can engage him with her redirects, then challenge his counteraction with Hyper Schwarzaile. This can be effective, but at the same time, he is one of the few characters in the game that can match Ruby Hearts aerial maneuverability, and she is vulnerable to both his movement as well as his assist, assuming he has an anti-air assist available to him. Manipulating Schwarzaile is the hardest aspect of her game to master both conceptually as well as technically, and itll simply take practice to figure out the correct approach angles for a given scenario. Not surprisingly, two of the three locations shell want to position herself are the exact same as before: on an even plane at melee range, directly above his head or directly below his feet. Second, she can choose to very quickly cancel fierce Schwarzaile to Hyper Schwarzaile all in one continuous motion when the opportunity arises. This obviously manages to accomplish several of her intended goals at the same time. It positions her to attack him at melee range with Hyper Schwarzaile without advance warning, because it forces him to use the opposing players reaction time to counter her attack due to the fact that there is no Hyper Combo flash. Also, it allows her to preserve the invincibility of Hyper Schwarzailes startup until she needs it. The double motion is input in less than half a second, and shes already halfway across the screen in her ideal attack position before he can think to unfly or call assist. As was explained earlier in the thread, once she is in her desired range, there isnt a thing Sentinel can do to stop himself from being hit by Hyper Schwarzaile during flight mode. Shes going to always want to get on an even plane with him when she does this, because moves invincibility has worn off if she doesnt make contact with him with that initial forward charge. Not surprisingly, she can use this maneuver to directly counter Dr. Dooms j.fierce in the same fashion, amongst other characters.

With all of that said, her ace in the pocket is her ability to buffer her ground attacks into Tour De Magi. Sentinel cannot unfly against it at a particular height, and like 90 percent of the hits she gets, she can use it to go straight to her semi-infinite, DHC to someone else, or both.

Lead attacks:

In square one situations, Ruby Heart’s best lead attack is j.fierce, with j.short a close second. Her j.fierce gets the edge because forward j.fierce can basically hit Sentinel from full screen by extension when he extends an attack. She doesn’t have to try to wavedash under Sentinel- Gamma when used as an assist against her because sure enough, she can hit him with dash XX j.fierce just fine. j.short is worthy of consideration because of its recovery time advantage. The recovery time advantage will serve her better against anti-air assists whereas shell want to lead j.fierce against Sentinel when backed by assists like Dr. Doom- Beta. Ideally, she’ll want an assist of her own to get blockstun on Sentinel before the lead attack, because then his assist wont be an issue.

From a superjump, again, sj.short is better than sj.fierce. You can stick a single sj.short out there without getting countered by an assist like Cyclops- Beta, whereas sj.fierce pretty much commits you to that lead offensive period.

IMO, the only ground opening lead attacks Ruby Heart should mess with on her own are s.fierce and c.short, and even then, only one on one. c.roundhouse as a lead is susceptible to his instant overhead j.short, amongst other things. dash XX s.fierce is harder to counter than dash XX c.short, so it’s the one I prefer; c.short is better used when blockstun has been established, and s.fierce is better at establishing blockstun.

The sidenote to that, though, is the fact that Ruby Heart herself has an instant overhead against Sentinel with j.short. dash XX c.short, j.short is important because sure enough, she can go to Hyper Schwarzaile right then and there.

Counters:

I say that she has the advantage on the ground because she has a lot of counters for his ground-based tactics. First and foremost, Sentinel needs to establish blockstun against Ruby Heart before he ever uses a super against her, plain and simple, because if he doesnt, Ruby Heart can direct counter every time.

Hyper Sentinel Force without first establishing blockstun gets direct countered by Partnaire at any range, and Hyper Schwarzaile at close range. At the end of Partnaire, it is possible for Sentinel to retaliate against Ruby Heart with jab Rocket Punch in the air, but it happens rarely, as Partnaire has less overall recovery time than say Cables Hyper Viper Beam.

Ruby Heart can jump in on a grounded Sentinel all day long because any counterattack he executes himself gets flat out countered by Hyper Schwarzaile: Hyper Sentinel Force, Rocket Punch, s.fierce, both versions of Sentinel Force, Plasma Storm and fly XX fl.fierce. No two ways around it. Additionally, jab Sentinel Force and Rocket Punch get countered outright by j.fierce, as mentioned earlier. The ability to cancel to Hyper Schwarzaile on the fly means she doesnt have to worry about the other aforementioned moves on Sentinels list when she leads with j.fierce, either. In general, air to ground is all Ruby Heart, and is easily her best scenario for the fight.

She can crouch under s.fierce innately, and c.roundhouse is a feasible counter when she is in range. She should look to forward normal jump against his c.fierce, because she can hit Sentinel with her j.fierce by extension. When she cancels to Hyper Schwarzaile from a distance such that her invincibility would wear off by the time he countered, it would serve her well to preemptively redirect up or u.forward because she is then in position where she can go over the top of his counterattack, whether it be Hyper Sentinel Force or Plasma Storm.

Verdict:

As illustrated she has a lot more to work with in this fight than a lot of characters in the game, but the most significant advantage in this matchup for Sentinel is his vitality and the effect it has on both the length of the fight and the way she approaches him. Unless a player knows how to effectively utilise her ability to reset damage against him early and often, she has to exhaust a lot of meter to beat him whereas she can put someone like Cable or Magneto out of the fight with less meter. IMO, it remains her toughest matchup overall.

More about Ruby Heart vs Sentinel:

c.fierce:

She’ll have various opportunities during the match to catch Sentinel with c.fierce during flight when he isn’t mindful of his position. He wants to be careful as to how he chooses to fly over her head, because the move hits suprisingly high and can be effective against low to midrange flight. The closer he is to her as far as his horizontal position with respect to hers, the better; additionally, consider that you can use it to get a positive damage trade with his fl.short when the opportunity arises.

Meter building:

In the air, sj.roundhouse is a good way for Ruby Heart to build meters because the move has quick execution and exceptional recovery time. Quick as the execution time happens to be, when she jumps against him and he chases her, the main thing that she should be concerned about is fl.fierce/sj.fierce hitting her by extension; by extending her attack outward, Sentinel can tag her with it from farther range than usual. To prevent her from coming over the top of him when she advances forward from a superjump, a Sentinel player will often stick the fierce out there to force her to defend it, and then position himselfto deal with her descent. That said, a Sentinel player that makes a habit of this gives the Ruby Heart player an opportunity to exploit his vulnerability; anticipating his jump gives her an opportunity to punish him outright by challenging him with Hyper Schwarzaile against his fierce.

On the ground, she always wants to induce blockstun before she commits to a ground chain against him, especially with the opposing assist available for Sentinel to use. Baiting and countering with a single c.short or sj.short is fine, but the commitment to c.forward, s.fierce, c.roundhouse XX pressure as an attack chain has to be validated beforehand. With a generic assist in mind, she wants to use a lead assist into a lead Sublimation, as she can isolate the counterassist in this scenario, or she wants to use a counterassist into a lead j.fierce, as Sentinel cannot effectively challenge her j.fierce on his own.

To me, I think that she does consderably better as the opening point when she decides to play the clock and not the opponent, and the same applies for her when she’s fighting Sentinel. Maximising her damage potential is centered around the idea that she can use all of her stored meter on any single opening at any time; that she can counteract damage scaling with her hit quantity on her own means that she needs to make sure that she has the meter available to her at the moment that it is needed. For her to use her meter as quickly as she generates it gives him too many opportunities to get himself out of the match; it would be better for her to ensure that she can take him out of the match and make the fight 3 vs 2.

Good info Ten.
I’ll add some stuff.
Building meter with sj HKs can be dangerous in that sent can time his unblockable (I found this out playing against Deus). But Ruby Heart really needs meter for this fight.
Maybe having a ghost out before sj can help.

also, if you block a flying pan at midrange (inside its max reach) you can immediately land a hyperschw’.

Had no idea that d+HP hits so high, might have to test it out. But it has recovery, and sent uses assists alot.
So what I’m asking is - is it safe?

Would using Hk ghost be more helpful? (as it floats at normal jump height if I recall correctly)

Alot of the matchup depends on who has what assists, and getting him into the corner helps IMO and having a good DHC.

EDIT - Hk ghost doesn’t float as high as I thought - damn.

Will I tend to get in a Ruby Heart mood at times but her best attack is crouching HK, good range and knocks down, made to be abused espcially as a combo finisher

Fantome does nullify a projectile attack so long as you establish it.

Ruby Heart does have the advantage when she has Sentinel cornered, but then again, she has the advantage against almost all of the characters in the game when she has them cornered, really.

As far as Sentinel’s assists being problematic for her c.fierce is concered, I can’t say that I’ve noticed it. If he’s flying, he’s not blocking, and if he’s not blocking, contact with Sentinel stops the assist from executing his move when Sentinel tries to go for a lead normal plus assist, or for that matter, an assist call right before she attacks.

I think of all of her fights against the top characters, her fight against Storm is the least assist dependent, and this one is probably the most assist dependant. It puts a lot of undue stress upon her to fight this fight without A) a lead assist that can induce blockstun on Sentinel, and B) an assist that manipulates his flight to some degree. She doesn’t need someone that keeps him from flying, but she does need someone that will stop him from going directly from point A to point B.

On the flip side, Sentinel is going to have some difficulty against her if his assist can’t deter her from jumping in on him while he’s on the ground, because again, he really can’t stop her from jumping in on him on his own.

Other applications of the semi-infinite:

The semi-infinite is the most versatile setup that Ruby Heart has available to her, as she has options on top of options as far as how she chooses to run the offense. Two of the applications that I haven’t seen discussed, but that add even more versatility to her game, are as follows:

She’s one of the best characters in the game as far as her ability to maintain offensive momentum; with that said, it should come as no surprise that she can go directly into her trap from any iteration of the semi-infinite that she chooses. Once she lands s.jab, she can use either a lead normal or an assist to establish the blockstun necessary to start the trap, regardless of whether she used an assist in the combo or not. The transition from s.jab to her initial move to start the trap breaks the combo, but does so in such a way that the opposing point can’t counterattack her in the air by mashing jab or short. Also to her advantage is the fact that the opposing point cannot call a counterassist until his feet touch the ground; the only character capable of stopping her from starting the trap is the opposing point character himself.

A player might get cute and start mashing on c.short with the hope of catching her off guard, but doing so does naturally comes with a risk attached. A) Ruby Heart can call her assist before the opposing point can call his, so her lead assist can easily catch him extending an attack outward. B) Ruby Heart can flat out counter an opposing point’s c.short with Hyper Schwarzaile, and there wouldn’t be a thing in the world the he could do about it as is. C) One also has to consider that her lead normal might just beat her opponent’s.

If this was a tactic she was to pursue during the match, ideally, she should try to start her trap in the corner, as it is strongest here.

The other application of the semi-infinite to be discussed is the ability to throw into assist directly from the s.jab. Countermashing by the opponent would be more effective here than against just starting the trap, because Ruby Heart herself has to be the one to initiate the throw. In her favor, her ground throw has more priority than does her air throw, but she has to execerise more caution here than she does with the previous scenario, obviously. Nonetheless, it’s probably one of the best setups for her ground throw that she has available to her. She would ideally want Tron Bonne, Dr. Doom or Sentinel as the backing assist, but her ground throw works well with several other characters, too.

Newbie to Ruby…

No ones answered so I thought I’d bite. I don’t know what would constitute being an expert - not many people use Ruby Heart & I’m the only one who uses her in my area.

  1. Random AFAIK

  2. Being able to redirect a Hyperschw’ so you can follow up with reset (eg otg d+Lk, launch + Doom, sj, Lp,MP, mk, airthrow…) would be high on the list.

Also being able to guard break (j Hp, pause GB with Hyperschw’, follow up with otg and assist…).
I think her Hyperschw’ is absolutely pivotal to her game.

  1. Um, I can barely get 2 Hyperschw’ myself (thats why I use Ruby Heart / Storm). I only play her casually.
    Ten posted it somewhere ( yeah, he posts essays - lots of good info though :wink: j/k

  2. I only use her ghost super when I need to get Storm in and want to chip (Doom AAA then sublimation xxGhost super xx Hailstorm), or to punish assists.
    When Doom hits an opponents assist, quickly do sublimation to put the assist in the air xx Ghost super DHC imm to Hailstorm as soon as the chest appears, ghosts juggle assist when Hailstorm ends, Hailstorm again - mash well for at least 70%. Got a wow when I first landed it in a match.

  3. Creative, hmm
    She has quite a few “tricks” that have been posted - basically resets.
    The damage reset you get from a Tour de magi when it connects to an opponent in the air ( opponent spins up) is one.

I vaguely remember (long ago) hearing japanese players using her capture assist with IM to set up infinites. Would work well I think with fly combos, use assist to bring them to the ground,snapback then guard break if you are close to the corner.

After landing storms big corner combo (launch, sj Hk, AD Hk, d+lk otg, mp,hp, hk) you can call Ruby Hearts AAA, HP throw with storm, last hit of Rubes AAA combos so you can follow up.

  1. Ruby / IM / Sent is pretty beastly - some nasty DHC options.
    I use Ruby Heart/Morrigan/Doom when messing around.
    Ruby Heart/ Hulk/Doom has some big damage -
    Launch, sj Hp, Hyperschw’, DHC to Gamma Crush (hits on the way up & down) - watch the MikeZ vids at evilslash.com
    to see the damage Magneto/Hulk do - exchange Magneto for Rubes - same principle.
    Cyclops works well.
    Charlie, Guile would be good too.

Resetting the semi-infinite using Schwarzaile:

I’ve mentioned it, but haven’t really talked about how to do it. She has several different ways to pull off a reset right out of the blue, and some of the more useful ones are as follows:

s.jab, s.strong XX fierce Schwarzaile, redirect u.forward, delay, Hyper Schwarzaile

Probably my most commonly used reset, because it’s tough to defend whether you’ve seen it once or ten times. This is difficult for an opposing character to gauge because A) it’s sudden and inconspicuous, and B) it really takes advantage of the short hitstun property of Schwarzaile. When she lands the s.jab, s.short setup to go to Schwarzaile, she can continue her semi-infinite just by redirecting u.forward as expected, but because the hitstun is so short, she can delay a split second beyond the her first or second redirect input and instead pull out Hyper Schwarzaile from out of nowhere. Not only is the combo broken, but it hits in the opposite direction, and as a twitch super at critical range, cannot be defended against after startup. The hitstun is so short, when done correctly, it looks practically seamless. A player that tries to preemptively defend against it by holding forward upon being hit also has to take into account that her input delay breaks the combo while still hitting the opponent from the same initial direction if they chose not to reset . The nastiest thing about it is that it acts as a brand new iteration of the semi-infinite, meaning that a Ruby Heart player with three meters can kill a full life Cable solo with just one reset.

s.jab, s.strong XX fierce Schwarzaile, redirect u.forward, redirect down XX Hyper Schwarzaile

This is an unorthodox but effective reset, because the way Ruby Heart breaks off of the combo with her down redirect is going to determine the side that the down redirect hits on. If she breaks off early, she hits on the initial front side of her opponent, and if she delays her input, she eventually connect on the opposite side of her opponent thanks to her opponent’s forward momentum.

s.jab, c.fierce XX jab Schwarzaile, redirect u.backward or (u.forward) or (up) XX Hyper Schwarzaile

The idea here is that the opposing character is going to have to guess which side she’s going to end up on, and thus which way to correctly block as he descends and she ascends. Ruby Heart’s inputs have to be quick, because she’s going to want to be on a horizontal plane parallel to her opponent so that if he guesses wrong, he cannot change his mind to correct the mistake. The redirecting directly upward has Ruby Heart flanking her opponent from the below from either side depending on when she executes the upward input. Here, she’s looking to make contact with her opponent and basing a decision to proceed on her success or failure. If the opponent defends, redirect back down, and if not, proceed.

s.jab, c.strong XX jab Schwarzaile, delay, Hyper Schwarzaile

Probably the most basic one in terms of execution, but still effective. It’s can be a good form to use for an assisted reset as well, because she’s close enough to the ground that she can play off of the assist if need be. In terms of her semi-infinite sequence, she’s going to want to use her ground form instead of her aerial form, because the opposing character is going to be very close to the ground.

More stuff:

Connected Sublimation, forward normal jump j.jab is another very good setup for Ruby Heart, both solo and for times when she doesn’t have an assist available to her compatible with her normal jump throw. Done correctly, the jab combos, but also knocks the opponent high enough upward on the screen that Ruby Heart disappears from sight for a second, allowing her to play either side. If she stays on the same side she landed on, she has an easy opportunity to go with c.fierce, sj.fierce XX Hyper Schwarzaile against a player that didn’t catch on to her move. s.fierce, s.roundhouse will sometimes work as well. If she plays the other side, she’s going to use dash XX s.fierce, with the ability to combo c.roundhouse, jab Schwarzaile or Hyper Schwarzaile immediately afterward. As she is using a normal jump during setup, she can call an available assist at any time to make things more interesting.

Also, in a manner extremely similar to her c.fierce, sj.jab, sj.short, sj.forward, delay, sj.jab, dash, c.fierce setup posted earlier, Ruby Heart can sj.cancel from a connected Sublimation into sj.short to set up the same form.

As a secondary throw setup, from a connected Sublimation, she can go with sj.short, sj.forward XX throw. It’s a secondary setup because she doesn’t really need it, considering that she can throw from a normal jump just fine.

I’ll be trying these out. They sound nasty.

Random tip vs cable - if you sj above him as he does a jump back gun, you can (from quite a distance) quickly Hyperschw’ across, and redirect to hit him from above. You lose damage from whiffing the initial redirect/s, but you can bring him to the ground and follow up or DHC.

Augmint:

After defending an assist in the air, Ruby Heart has enough time to go over the top of Cable with a standard Schwarzaile before Cable can call for assist again. Done correctly, it’s solely up to Cable to keep her from getting in on him, but she has a few things to look out for. After his assist has been called is the only time she’ll want to consider doing this, because her window of time to work with is the duration between his assist calls.

On her end, first and foremost, she has to make sure that her redirects are on point; if she doesn’t take care of her reentry lag, he can land the c.short against her that he needs to take her out. If she makes contact with him upon reentry, lag has to be minimal, and if she doesn’t make contact, she needs to be out of the line of fire, bottom line.

The other thing she has to be held accountable for is her approach angle. The whole point of using Scwharzaile to get in is that she can achieve attack angles that aren’t possible with just her superjump, so she wants to avoid the frontside approaches she would get when using a down-forward (315 degree) attack angle against him. That positions her directly where Cable is able to best defend against her, either with df.fierce, jab Psimitar, or backward normal jump j.fierce XX Viper Beam (AHVB).

Whatever he does in reaction to her, she needs to stay as close as possible to over his head, whether he stands his ground and defends, uses a backward normal jump, a backward superjump, a forward dash in the opposite direction or what have you. Her being over his head provides him with the least amount of defensive options, and thus the best chance to engage him before he can call assist again, so her final redirect should be in response to the direction he moves, as he cannot change direction in air.

An interesting, albeit risky way to hot tag a character into the match with Ruby Heart on point is as follows:

Connected short Sublimation, dash XX variable tag

Sublimation sends a character high into the air, but characters coming in from a variable tag take a low trajectory; low enough that they don’t make contact with the target character. By dashing after Sublimation, Ruby Heart tags a character into the match from the other side where they are able to hit the opposing point, and of course they come out quickly enough that it’s hard to defend on reaction. Against players that don’t pick up on it, you have a free tag as well as a free combo.

Frame Data

For those interested, here is Ruby’s frame data, stolen from Joo. =)
s.lp: 4
c.lp: 4
s.lk: 5
c.lk: 5
s.mp: 6
c.mp: 4
s.mk: 9
c.mk: 6
s.hp: 7
c.hp: 8
s.hk: 8
c.hk: 9
df.hk: 7 (command launcher)
j.lp: 4
j.lk: 5
j.mp: 7
j.mk: 7
j.hp: 10
j.hk: 8
Snapback: 4+0
Switchin: 20

Question on suki glitch.

Question on the suki glitch:

Snapback w/ A2, then Fantome, right?
If the fantome hits/gets blocked/canceled out by a projectile, does the glitch still happen? I tried doing this to somebody today, and they blocked the ghost, and the glitch never seemed to happen…

Any vid showing these semi infinites? I tried it today and it is somehow really hard to pull it off.