Introduction
Story
Ruby Heart is an original character created for Marvel vs. Capcom 2 by Capcom. A French-speaking pirate captain, Ruby Heart travels the world with her crew on the Partenaire, looking for magical artifacts with hidden power to steal.
Gameplay
Ruby Heart is a trap based character, utilizing her projectiles like Fantôme and Sublimation to keep the opponent locked in place. Her normals are pretty good for the most part; many of the ones that use her anchor have great priority, and her 2HK sweep has excellent range and sets up for traps. Her specials and supers are the star of the show though. Sublimation is a 3 hit pillar projectile with an enormous vertical hitbox that's also incredibly plus on block. Her Schwarzaile can be used as a movement tool, and her Fantôme drains the opponents meter when it hits. Rafale Cannon is either a combo ender hitgrab with good range, damage, and speed, or a projectile that puts the opponent into a capture state, allowing for a followup combo. Her supers are also no slouch either. While Pare-tonn're is pretty alright, her Flammeile super is a fantastic movement and damage tool, while also being one of the safest supers in the game. Mille Fantômes is one of the only supers in the game that continues after a DHC, making safe DHCs much more common. Tour De Magie, while a gimmicky super by itself, works extremely well as a DHC, giving unscaling to the followup combo she can perform. Overall, Ruby Heart is a very solid character, with tons of tricks to explore. If you want a tricky trap based character and have a thing for pirates, then sail the seven seas with Ruby Heart.
Ruby Heart is a trap based character who can use her good normals and specials such as Sublimation to lock the opponent down and make it difficult for them to move. Her main strengths are her lockdown and ability to zone well but her weaknesses are her specials having a longer amount of startup time and her lack of mobility, especially in the air.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Schwarzaile (Air OK)
+
or
- After first attack, press a direction and a punch button to redirect up to two times
- Fantôme
+
or
- Sublimation
+
or
- Rafale Cannon
+
or
- Flammeile (Air OK)
+
+
- After first attack, press a direction and a punch button to redirect up to four times
- Pare-tonn're
+
+
- Mille Fantômes
+
+
- Tour De Magie
,
,
,
,
- After barrel connects, press
or
to throw swords
- Type α - Anti-Air Type
- Assist:
Sublimation
- Counter:
Sublimation
- Combination: Pare-tonn're
- Type β - Capture Type
- Assist:
Rafale Cannon
- Counter:
Schwarzaile
- Combination: Mille Fantômes
- Type γ - Enhance Type
- Assist: Power Up Orb
- Counter:
Sublimation
- Combination: Hyper Schwarzaile
Moves List
Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Crossover Assist move. Alpha Counter is LK Sublimation. Team Hyper Combo super is Pare-tonn're. Ruby Heart's most picked assist. Having a lockdown assist with a very tall hitbox that lasts for quite some time is a very nice assist to have in the back. This is the one that most people will be picking. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Crossover Assist move. Alpha Counter is HP Schwarzaile. Team Hyper Combo super is Mille Fantômes. Ruby Heart does her HP Rafale Cannon. A less used assist, but still good for combo extensions and for some added air control. Not a bad assist to use from time to time, and fun to mess around with. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Crossover Assist move. Alpha Counter is LK Sublimation. Team Hyper Combo super is Hyper Schwarzaile. Assist only move. This is Ruby Heart's most interesting assist selection. Ruby holds out a red orb. If your point character touches this orb, they will gain a 25% damage boost for about four seconds. (247 frames) The opponent cannot interact with this orb in any way. Ruby holds the orb for 50 frames, after which she puts it away, taunts, and leaves. Because of it's positioning, some shorter characters need to jump to reach it. Having a damage boost is nice to have, and you can resummon Ruby to get the buff again before the old one wears out. The last thing that makes this assist interesting is the THC. Ruby charges forward like her Flammeile, but this is not directable. It's post-flash unblockable like the normal super, and from about the same distance too. The only problem with the THC is that it's HORRENDOUSLY unsafe on hit, somewhere around -70. After the 10 hits of the super land, Ruby keeps flying while the opponent recovers well before you do. If you do this THC, you need to make sure it kills, otherwise you WILL be punished for doing this. All in all, it's definitely worth giving this assist a shot. |
Normal Moves
-When grounded, Ruby Heart has the Hunter type Magic Series, meaning they can follow the >
>
>
>
>
cancel tree.
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart does a jab forward. Tied for your fastest button, otherwise pretty average. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart swings upward with a punch. Combo filler medium, but the hitbox makes its use cases pretty limited due to range. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart swings horizontally with her anchor. This move has some nice priority and good range, and combos into LP Rafale Cannon at all ranges for some solid damage. The hitbox is solid enough so that it connects against any crouching opponent except the shortest characters in the game. Can also be used for some pushback while cancelling into Sublimation. A very nice move overall. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby does a shin kick. Just barely your longest range light normal. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart does an axe kick. This move hits twice, which can allow for an easy hit confirm, however the damage is pretty low and adds unwanted scaling so you're better off taking a different route. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launch (Airborne opponents only) | - | - | - | - | |
Ruby Heart does a high kick. This move is unique in that it's your strongest launcher, but it only launches airborne opponents. Has a slightly longer horizontal hitbox than 2HP. It's still nice on the ground due to her Magic Series allowing a double heavy chain; doing a simple chain like 5HP > 5HK XX LP Rafale Cannon does great damage for such a short route. Looks like a nice anti-air by the animation, but the kick above her has no hitbox. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart does a small jab while crouching. Tied for your fastest button, but has a smaller hurtbox than 5LP which makes this a nice button to go to in scrambles. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart does a little crouching uppercut. This pops the opponent slightly into the air, which for most characters is pretty gimmicky, but for Ruby it's very useful. Since her 5HK launches airborne opponents, doing this normal allows for 5HK's special property to launch the opponent for a stronger air combo. Also not terribly unsafe on block, so it's a nice confirming normal too. Combo filler, but very useful combo filler. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launch | - | - | - | - | |
Ruby Heart swings upward with her anchor. Very nice hitbox for anti-airing, and has good priority above her. The hitbox only lasts for 3 frames, meaning your anti-air needs to be a little precise, but since it launches, this is a very rewarding anti-air to land. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart kicks the opponent low. It's a low, most lows are pretty useful, and Ruby's is no exception. Usually the go to ground starter. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart does another low kick. Also hits low, like 2LK. It's a combo filler medium. Most useful for when you want to check an opponent who's upbacking, or when you're out of range of 2MP. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart whips the ground in front of her, knocking her opponent down. This normal has exceptional range, covering just a bit less than two-thirds of the screen. Can be used as a long range cancel option into Sublimation for long range lockdown, and this cancel combos on hit if the opponent doesn't roll. One of her go to normals for grounded space control and empty cancelling into specials. |
Air Normals
-When in the Normal Jump state, Ruby Heart has the Hunter type Magic Series, meaning they can follow the >
>
>
>
>
cancel tree.
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart does a little punch upward. Awkward combo starter, but can be useful after things like anti-airs, where the opponent will usually be a bit further above you. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart does a downward punch. Combo filler air medium. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart swings downward in the air with her anchor. Air combo finisher. Has good priority and a big hitbox in front of and below her, making it a great jump in. Can be chained into j.HK for an additional hit if you're high enough. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart does a kick below her. Nice hitbox, and better for starting air chains from grounded launchers for more consistent air chains. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart does an upward kick. Combo filler medium. Has short enough recovery to be linked back into her lights in the air, allowing for some tricky air combos. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart swings downward with a kick in the air. Has great hitstun, making jump in combos easy to land. This move is Ruby's best way to build meter by superjumping and whiffing this normal, as it only has a total duration of 18 frames, meaning you can get five of them in a single super jump. A very solid air attack. |
Command Normals
Ruby Heart has no command normals.
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (upward) | - | - | - | - | |
Ruby Heart does a unique air launcher, kicking upward into the air. Has very slightly more range than 2HP while doing the same damage, so it's not bad as a launcher on the ground. It's anti-air functionality is much worse though, so this is just for combos mostly. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart grabs the opponent and punches them away. Gives you enough time to setup a meaty HK Sublimation or a Fantôme if the opponent doesn't roll the knockdown. Even if they do roll, there's only a very small window to punish a Sublimation. Having an assist that can hit behind you is great in this situation, as it keeps you safe on the off-chance they can hit you. Very nice for creating the space and time Ruby Heart needs to get her traps set back up. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart punches the opponent to the ground. Causes an unrollable hard knockdown, allowing for oki afterward. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
It is certainly a raw tag. Based on j.LK, with slightly better hitboxes. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart's snapback is 4 frames, and has a slightly thinner hitbox than 5HP, but reaches very slightly lower as well. Only the absolute shortest characters can duck under this, so it's pretty good as a quick reversal for 1 bar. Getting an incoming situation allows Ruby to re-setup her traps, so this is a nice way to get some breathing room. |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart surrounds herself in energy and charges forward. If you've played Darkstalkers, this functions similarly to Jon Talbain's Beast Cannon special move. A multi-purpose tool for Ruby, as it's a decent combo ender and useful for movement too. The LP version charges straight forward first, while the HP version charges at a 45 degree angle upward first. Both versions are the same in the air, charging directly forward. After the first rush, you can press a punch button and a direction to redirect this attack up to two times. As this is one of her only ways to alter her momentum in the air, it's invaluable for that reason. Not a bad special move to have in her kit, and sees a fair bit of use. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart places a chest down, and after 110 frames, a ghost spawns and slowly makes it's way across the screen. If this ghost makes contact with the opponent, it will attach to them and slowly drain their meter. The LK Fantôme flies horizontally, and the HK Fantôme flies upward at about a 30 degree angle. The ghost will not attach to the opponent if they block it, and if Ruby is hit, the chest will despawn, but will not disappear when Ruby blocks a hit. If the ghost is out, it will not disappear when Ruby is hit or thrown. The ghost can be destroyed by projectiles. Ruby Heart can move well before the ghost comes out, making this a quick thing to throw down while keeping up your trap pressure. A very complicated and weirdly programmed special that has some good uses. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart takes out a book, points, and a flume of water raises up from the ground. LK puts the flume close to Ruby, HK puts it about three-quarters screen. This is one of the best special moves in the game; a multi-hitting projectile that's very plus on block and is extremely tall, reaching all the way up to just below superjump height. This move grows on a cycle, starting short, growing to maximum size, before resetting and doing it again. Simple loops of normal into flume, normal into flume can go a very long way, and is a big knowledge check for newer players. This is one of the core special moves you'll be doing with Ruby, so be prepared to hear "Sublimation!" over and over again. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart takes out a chain and throws it toward the opponent. The LP version is a horizontal projectile hitgrab that goes into a canned throw animation, while the HP version is a projectile aimed 45 degrees upward that puts the opponent into a capture state. Multiple of these projectiles can exist on the screen at once. Both versions of these moves serve different but useful purposes. The LP version is a fast, reliable combo ender for good damage, while the HP version is to stop people from jumping around or away from your traps. The HP version is probably slightly more useful simply because it covers a great angle, but both versions are very nice in their own ways. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart surrounds herself in energy and charges forward. If you've played Darkstalkers, this functions similarly to Jon Talbain's ES Beast Cannon special move. Much the same as Schwarzaile, and functions much the same way. This super is only 2 frame startup, and goes very far quickly. A good combo ender and useful for movement too. After the first rush, you can press a punch button and a direction to redirect this attack up to four times. Great super for damage, movement, and for DHCing out. This super is also post-flash unblockable anywhere closer than about one character length away. It's also very safe on block when going into the ground, because it cuts the super short. This is the primary super you're going to be using for it's sheer versatility. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart summons her ship, the Partenaire, to shoot the opponent with its cannons. The best way to describe this super is Blodia Punch, but with guns. It does go all the way across the screen, so it may be useful to punish some things that recover far away. This super is fine, but there's better options to spend your meter on. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart summons a giant chest, and six ghosts come out to go across the screen. These ghosts just deal damage, unlike the regular ghost that drains meter as well. A good super for chip damage and screen control, but has one extra use that's very solid. If you DHC from this super, the chest will not despawn, and the ghosts keep going. Because of how much area they cover, this makes this super very good at setting up safe DHC's that are normally not safe. A really good super to keep in mind for swapping out and chipping out. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ruby Heart summons a barrel from the sky onto the opponent. This super functions as a minigame super on the ground. A crewmate holds up the barrel and Ruby must throw swords into it. Guessing correctly allows you to throw another one. You can throw up to four, and every sword does more damage than the last. The correct position of the sword is random each time. Getting all four right does a total of 50 damage, while getting the first one wrong makes it do only 10. Because the super is RNG, this super is not that great as a grounded connect. However, it still has great use when connecting on airborne opponents in a DHC. This super sets up a spin stun that allows Ruby to combo after easily, and the DHC will unscale the combo. This makes it a great damage super in this situation. This is a good super in the right contexts, so don't forget about it. And if you REALLY want to style, try to get lucky with all the swords. |
Other
Taunt
Colors
First row: ,
, A1. Second row:
,
, A2.