Death From Above - I think you have to snap them out before the ghost hits/touches anything. Then it gives the opponent suki. I think
You might wanna PM eKIN about it cos he used it in one of his vids.
Hey Ten,
I was finally able to pull off these semi infinites… well at least the begining:
s.jab, s.strong XX fierce Schwarzaile, redirect u.forward, delay, Hyper Schwarzaile
But I still don’t get it. After the super, how do you make this combo a semi-infinite? In other term, how do you direct the movement for the super so that you could do this combo again?
That’s not the actual semi-infnite; that’s the setup from one of the resets she can do from the semi-infinite.
The actual redirects she needs to pull off to get in position to land that s.jab are as follows:
At ground to normal jump height
Redirect up after 3 hits, down-forward after 6 hits, up-backward after 9 hits, down-forward after 12 hits.
At superjump height or higher
Redirect backward after 3 hits, forward after 6 hits, u.backward after 9 hits, d.forward after 12 hits.
Those are the only two you really have to mess with. You do the correct one at the correct height, and you can literally go to her semi-infinite from any hit anywhere on the screen.
Now, once you land the s.jab, the old way of doing the semi-infinite was to go c.fierce, sj.short, sj.forward XX Hyper Schwarzaile. Since you’re at superjump height when you pull that off, to get back to the ground for another rep, you have to use the superjump height redirect.
My method of doing the semi-infinite is s.jab, s.strong XX fierce Schwarzaile, redirect u.forward after 3 hits, redierct up after 6 hits XX Hyper Schwarzaile. Again, she’s at superjump height, so that’s the redirect you’re going to use to get back to the ground.
It’s not that hard to do. The second rep is the hardest, because a character at superjump height falls faster than a character at normal jump height, and you have to be able to make the adjustment, but it’s mainly just hand-eye coordination. The other thing you have to remember is that every rep after the second rep has the exact same timing requirements as the second rep, so if you can get the second rep off successfully, it’s easy to keep going until she uses all of her meter.
Anyway, if you’re going to play as her, definitely learn that, because it’s about the most useful setup she has, and it makes her so much more powerful on offense. She’s in a pretty exclusive club, because the only other characters in the game that have comparably useful semi-infinites are Sentinel, Cable and Magneto. Unlike Sentinel and Cable, she can pull hers off from anywhere, and unlike Magneto, hers is inescapable. She has those three beat in terms of DHC compatibility as well. To me, once she gets a decent amount of meter, if she gets an opening, as far as I’m concerned, that other character is good as dead; she easily ranks with the best as a damage catalyst.
Let me double check I understand correctly.
You usually do the following semi-infinite:
[s.jab, s.strong XX fierce Schwarzaile, redirect u.forward after 3 hits, redirect up after 6 hits XX Hyper Schwarzaile(up). redirect backward after 3 hits, forward after 6 hits, u.backward after 9 hits, d.forward after 12 hits]*number of super
But then you could also include a reset inside your semi-inf combo such as:
[s.jab, s.strong XX fierce Schwarzaile, redirect u.forward after 3 hits, redirect down after some hits XX Hyper Schwarzaile (up). redirect backward after 3 hits, forward after 6 hits, u.backward after 9 hits, d.forward after 12 hits]*number of super
That sounds a little bit strange, because anyone would expect the “redirect backward after 3 hits, forward after 6 hits” to miss your target. Anyhow, thanks a bunch. That gave me a lot of ideas and I am going to try that tomorrow.
Anyone that doesn’t understand how Hyper Schwarzaile works, that is. The reason it works is because Hyper Schwarzaile automatically corrects itself for proper orientation. For that matter, even if you did a false reset and landed the reset hit on the same side as the rest of the previous combo, it would still work, because again, the initial hits for Hyper Schwarzaile always activate on Ruby Heart’s side of the opponent.
It is been a week I tried the semi-infinite and I still can pull anything close. Can anyone do a small vid?
yes4me:
I have a video of the semi-infinte that I just put up. The video quality isn’t very good because I used a digital camera, but it shows the basic concepts well enough, so who cares, that’s going to have to do for now. I’m starting with the ground sequence and then use the air sequence for the other iterations.
The example only goes to 91 hits and 130 points of damage because I missed on one of the redirects; done correctly, for four successful reps, she’s going to do 104 hits and 143 points of damage to Cable.
Copy and paste the address into another browser window.
Holy shit… so that’s how you do it… damn… wow
Thanks man.
I got page currently unavailable. oh well - I’ll get it later.
Thanks for putting it up.
Cross up / Reset after any flying screen (FS) - as soon as you recover from FS immediately Hyperschw’ forwards as the opponent is still on the ground.
You end up behind your opponent as he gets up. Aim backwards, then up, u/f, slight wait d/f.
edit - downloaded vid. Very impressed
It would be better to go with jab Schwarzaile instead. You get the option to cancel to Hyper Schwarzaile without spending a meter prior.
The bigger issue is that having used up her startup invincibility, starting with Hyper Schwarzaile as part of a flying screen crossup leaves her in a vulnerable position, as a character can call for variable tag as soon as they get up and would end up having a very clean shot at her. Granted, nine of ten people that you play against won’t know that, but against someone that does, or someone that finds out about it on accident, that’s a major turn in the tide of the match.
By starting with Schwarzaile first, she has the ability to cancel to Hyper Schwarzaile on reaction against a variable tag with her startup invincibility preserved. In addition, Schwarzaile allows her to bait a variable tag out of the other player with a quick cancel downward, and then she’s the one with the clean shot to do damage.
a good ruby team
im new to this site, but ive been playing ruby for a while. the team ive found that works really well is ruby, captain commando, sentinel. or ruby, cable, commando. ruby and commando work really well. and do a ton of damage to people who forget to roll. c. fp, fountain of water, call out commando, then jump and do super and aim up. if u do it right it will take about half life. ruby and commando work real well against sentinel. ive beaten alot of top tier teams with it. and for people who say ruby’s ship super sucks it doesnt. it goes right through sentinels drones. just do it right before the first wave hits. and most people do the spit rocket punch. just push block the spit and duck the punch. trust me it works ive alot of sentinel players with there jaws down because ruby pisses them off. even if they cancel in to another super it usually will still hit. except for against storm. and commando super will some times go through yours. but if anybody wants some ruby tips just ask. i know to beat almost any character off. but ruby most diffucult opponent is still cable.
Geez, I had no idea tag ins had such priority. As soon as they get up they have to reverse their block within a few frames so tagging in would be the last thing I’d think of. Anyways I’ll try Schwarz’ instead.
Ten - Just a quick question in regards to the combo vid. I noticed after the first Hypershw’ you do lp.mp (17 hits) then schwarzailee 18 - 26 hits. Is it always possible to get that many hits from schwarzailee? (8 hits) - it doesn’t combo that well from the ground.
secondly - with the ground sequence for Hyperschw’ (f,u,df,ub,df) do you delay the ub in order to get the juggle?
Yeah, you should always be able to get nine hits from Schwarzaile before the cancel to Hyper Schwarzaile. In general, Schwarzaile is easier to combo from a juggle than straight from the ground.
I really don’t notice much of a delay with the u.backward redirect itself. I do delay after the u.backward so that the final d.forward matches the descent of her opponent, and that’s probably the hardest one to get right, because it’s more hand eye coordination than memorization.
Anyway, Ruby Heart/Sentinel/Captain Commando has always been a very good team. Normally, I play Ruby Heart/Sentinel/Cyclops, but Cyclops is too great a liability against Sentinel/Cable based teams, so sometimes I’ll switch to Captain Commando.
Your right, the d/f is the hardest part to get right
Is it possible to land a standing jab on sent after the ground sequence for Hyperschw’? (actually landed it in a match against sent recently) - does he fall too fast to land the lp juggle?
Just out of curiousity (& I’m not being argumentative) - but why would cyke be a liability against sent/cable?
He’s got semi invincibilty, hits three times - gives plenty of time to put a ghost on screen, or land an anchor (maybe even setting up the jumping Inf on sent?) and get a snapback, and does well on point vs sent.
Don’t think it has been mentioned, but you can counter Ruby Heart in after a blocked AHVB (within whip range) and land a Hyperschw’ - it hits cable as he is pulling away his gun in the last few frames. Must be really quick.
Much like cable can cAHVB a blocked AHVB. Although cable can aim his AHVB up so the last few frames miss to spoil the cAHVB.
Will test it to see if it can hit storm after a countered HK.
I think counter Hyperschw’ could be pretty useful in matches.
A bit off topic but I found a guard break for Doom using Rubys AAA.
In corner - fly, call Rubes assist just before a flying Lk as the opponent comes on screen,pause, (still flying) Hk which guard breaks, fly again as Rubes assist hits, start corner Infinite ( still learning it myself yet to get more than 5 reps).
no posts for a while
Double air combo for Rubes
Launch + storm proj, sj Lk, Hk, Lk (while still in air), land d+Hp into whatever. Or you can do a schw’ after the light kick.
Suprised that d+Hp combos, tried d/f Hk - doesn’t connect for some strange reason(even though it’s faster)
yo TEN
hey. the file link doesn’t work. you must’ve removed the semi-inf file from your website. can you please repost it. or just email it to arw28@cornell.edu and i will post it for download from my homepage.
peace
NemoDC - just sent it. Check your email. If you don’t get it within 48 hours, PM me.
Wow, now that’s a thread!
Well, I just decided I want to learn Ruby, so:
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Is a regular Schw safe to do for chip? By that I mean, does a ground Jab Schw, on 3rd hit redirect fwd, on 6th hit redirect DF keep them in blockstun, or can they assist out of it or hit her afterwards? If not, is there any use for the Schw for chip?
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Does anyone use the TdM for anti-runaway / anti-fly? The startup seems quick enough that you can punish a Storm who is floating doing Fierces or a flying Sent, and you get free combos afterward. I found it’s a decent thing to use in this manner, like Hulk’s Gamma Quake.
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Ruby and Tron can do the same thing that Doom and Tron can do, namely, dash in d.Short+Tron->d.Fwd, dash in combo off the rest of the rings, or Fierce->d.RH xx Sublimation to keep everyone safe. Since I can do the redirect combos, I had to find decent DHCs, so here’s what I came up with:
Ground Hyper Schw, up-back after 3, fwd after 6, up-back after 9, then a little bit after the 12th hit DHC to Doom’s Photon Array. It will hit 5x and allow an unrollable OTG so you get dash in s.Short->d.Fierce /\ sj.Jab->Short->Strong->RH dash toward Photon Array. If you began with d.Short+Tron->d.Fwd, dash in, Short->Fierce (or Fierce->RH), this kills Cable. -
Alternately, ground HSchw, up-back after 3, fwd after 6, up-back after 9, then after 12 wait and redirect up-fwd so she misses, then right after redirecting DHC to Lunch Rush. If you started with the combo w/Tron’s assist, this does 139+ dmg to Cable, and the free drill afterward kills him.
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Other DHC orders like Doom air Photon Array to King Kobun to HSchw, redirects, OTG combo will kill Cable (or Sent if you started with Doom combo + Tron assist), but I have yet to find anything very useful if the order is Doom/Ruby/Tron. Mostly just air Photon Array to TdM, jump Short+Tron->Fierce land launch etc.
Doom/Ruby/Tron’s not too bad, especially since I can play Doom/Tron already, but now I need safe chipping.
Mike Z