There's a slight delay after teleport dash, to visually time it you need to see if Ruby will come to a full stop before doing attack moves or else dash teleport will come out
How worth it are the combos that go from 236A into 214b into 5A? (Such as 0:30 ) I see that the timing is incredibly hard and I've been practicing for a week now, but when I do pool it off it's only a bit more damage than her basic bnb combos.
These combos are more suited for corner carry and Oki than damage since you can end those combos and set up strong Oki with 214CAC ender or just end it with 2C, this way you can set up 214B or just cover opponent wake up options with assist
@@Bachiru my bad I guess I should have have been more clear. Is it worth doing combos that INCLUDE 236A into 214B into 5A because that specific set is pretty difficult to pull off since the timing is so precise for only 100-200 more damage. There are other combos that Can do it's purpose without being so precise Heavy since you could accidentally just get the follow up gunblast or simply miss the timing for 5A (sometimes the opponent flips out)
@@marioflore1996 no problem bro, It's only worth it only if you want to corner carry or if you want to do 5AAA into 214B which does a knockdown and puts you behind your opponent. The execution is hard but the reward for Oki and utility is worth it in my opinion
@@Bachiru do you have any advice on how to consistently pull off 236A->214B->5A? Is there like a secret to this? I've been practicing for 2 weeks now and i swear I was getting it down. I take 1 DAY off to rest and I come back to it and all of a sudden I can't pull it off anymore. I feel like just giving up and its super upsetting. Especially because I know its required to learn. My opponent always falls to the ground even tho I click 5A right after the 214B
@@marioflore1996 It was difficult for me at first but i think the best advice i can give is that the higher the opponent the easier the combo is to pull-off, also 214B that faster recovery in 2.0 compared to 1.5 however if you press 214B>A quickly that another gunblast will come-out so you need to delay 5A a bit, from my experience it has the same timing across all characters so once you get the timing right it should work on all characters. i hope this helps otherwise i'll try to do a twitter video to showcase it
I keep overdoing the gunblasts on landing because im terrible with timing the 5A on the ground after 214AC in the air. Is there a way to not accidentally gunblast a 3rd time to link 5A easier or do i just have to learn to pause and start at the right time?
You can plink the A>C in 214AC and then wait for Ruby to land before going for 5A, this will make the timing much easier as you introduce more time to negate the cancel window for the 3rd gunblast. Hope this helps!
@@FarewellGreen plinking is when you need press 2 different buttons immediately after each(not at the same time) in order to make some combos execution easier. In the case of Ruby if you press 214A then C immediately afterwards you can land and chain into ground attacks more easily
Murakumo Bachir i got some of these down in training last night but question, why do almost none of these start with 5AAA? i cant really figure out the most optimal combo from 5AAA
@@Jay-vd2jn Usually i can confirm combos on hit from 5AA strings so i didn't consider 5AAA in the combos, i'll lab this for a bit during my lunch break and i'll come back with some optimal combos :)
Murakumo Bachir thanks! i practiced a lot and ive gotten the timing down for most of these combos consistently but im still looking for 5AA and 5AAA combos and im also having trouble finding optimal corner routes
@@Jay-vd2jn Hi Did some labbing: Midscreen 5AA>5BBB>JAA>J214AC>5BB>JBB>J236B>214A 5AAA>2C>236A>214ACA>5AAA>2C>214A or super Corner you need to vary existing combos according to the combo decay :)
when i do combo 0:30 at 214B>5A i cant seem to hit it. when i do the dash, and press 5A, they either flip out or i do the follow up dash. is the timing strict? this is a must for most combos and i cant seem to land a light attack after dashing, it keeps doing the follow up 2nd dash.
Hi you need to cancel 236A into 214B immediately and then delay the 5A a bit to avoid getting the follow up dash, the timing is a bit strict but gets easier if 214B is cancelled immediately to get maximum high off 236A, eventually timing will feel natural.
@@Bachiru yea after a few attempts i noticed that because of the whole being able to cancel into supers from specials while in resonance! Thanks for the help!
Numbers refer to the numpad notation which is the directions used for the moves, The letters are the buttons related to the moves, This is how combos are written to explain combos, You can learn more about it here: www.dustloop.com/wiki/index.php/Notation
@@yurexpi I'll be covering the whole cast but I'll prioritizing the most wanted characters first :), I'll try to finish her video within this week also so keep an eye out ;) Yuzuriha changed a bit from 1.5 so I don't think her old combos work like before.
Ruby has one of the if not the most satisfying freedom of movement I've seen in a fighting game.
These combos are actually really good . Leads into a set up like damm.. These are up to date as of now?
All combos are up to date :), even older 1.5 and 1.0 combos still work as well
The hardest part for me is timing attack moves after the teleport dash
There's a slight delay after teleport dash, to visually time it you need to see if Ruby will come to a full stop before doing attack moves or else dash teleport will come out
Got a tournament coming up so I’m here
I’m not competitive or anything but I love Ruby’s combos also like Hyde and yang
Ruby is the best character imo, combos for days and can fit in any team
Ok I did not even know half of that stuff was possible lol
Ruby is amazing!
How worth it are the combos that go from 236A into 214b into 5A? (Such as 0:30 ) I see that the timing is incredibly hard and I've been practicing for a week now, but when I do pool it off it's only a bit more damage than her basic bnb combos.
These combos are more suited for corner carry and Oki than damage since you can end those combos and set up strong Oki with 214CAC ender or just end it with 2C, this way you can set up 214B or just cover opponent wake up options with assist
@@Bachiru my bad I guess I should have have been more clear. Is it worth doing combos that INCLUDE 236A into 214B into 5A because that specific set is pretty difficult to pull off since the timing is so precise for only 100-200 more damage. There are other combos that Can do it's purpose without being so precise Heavy since you could accidentally just get the follow up gunblast or simply miss the timing for 5A (sometimes the opponent flips out)
@@marioflore1996 no problem bro,
It's only worth it only if you want to corner carry or if you want to do 5AAA into 214B which does a knockdown and puts you behind your opponent. The execution is hard but the reward for Oki and utility is worth it in my opinion
@@Bachiru do you have any advice on how to consistently pull off 236A->214B->5A? Is there like a secret to this? I've been practicing for 2 weeks now and i swear I was getting it down. I take 1 DAY off to rest and I come back to it and all of a sudden I can't pull it off anymore. I feel like just giving up and its super upsetting. Especially because I know its required to learn. My opponent always falls to the ground even tho I click 5A right after the 214B
@@marioflore1996 It was difficult for me at first but i think the best advice i can give is that the higher the opponent the easier the combo is to pull-off, also 214B that faster recovery in 2.0 compared to 1.5 however if you press 214B>A quickly that another gunblast will come-out so you need to delay 5A a bit, from my experience it has the same timing across all characters so once you get the timing right it should work on all characters.
i hope this helps otherwise i'll try to do a twitter video to showcase it
I keep overdoing the gunblasts on landing because im terrible with timing the 5A on the ground after 214AC in the air. Is there a way to not accidentally gunblast a 3rd time to link 5A easier or do i just have to learn to pause and start at the right time?
You can plink the A>C in 214AC and then wait for Ruby to land before going for 5A, this will make the timing much easier as you introduce more time to negate the cancel window for the 3rd gunblast.
Hope this helps!
Bachiru thank you!
@@brightboxawesome2702 you're most welcome 😊
Bachiru plink?
@@FarewellGreen plinking is when you need press 2 different buttons immediately after each(not at the same time) in order to make some combos execution easier.
In the case of Ruby if you press 214A then C immediately afterwards you can land and chain into ground attacks more easily
trying to get into ruby, these combos seem super strict unless im doing something wrong
Hi there,
The teleport cancel need to be done super quick as the recovery is very fast,
Ground teleport combos are more strict now and require timing.
Murakumo Bachir i got some of these down in training last night but question, why do almost none of these start with 5AAA? i cant really figure out the most optimal combo from 5AAA
@@Jay-vd2jn Usually i can confirm combos on hit from 5AA strings so i didn't consider 5AAA in the combos, i'll lab this for a bit during my lunch break and i'll come back with some optimal combos :)
Murakumo Bachir thanks! i practiced a lot and ive gotten the timing down for most of these combos consistently but im still looking for 5AA and 5AAA combos and im also having trouble finding optimal corner routes
@@Jay-vd2jn Hi
Did some labbing:
Midscreen
5AA>5BBB>JAA>J214AC>5BB>JBB>J236B>214A
5AAA>2C>236A>214ACA>5AAA>2C>214A or super
Corner you need to vary existing combos according to the combo decay :)
when i do combo 0:30 at 214B>5A i cant seem to hit it. when i do the dash, and press 5A, they either flip out or i do the follow up dash. is the timing strict? this is a must for most combos and i cant seem to land a light attack after dashing, it keeps doing the follow up 2nd dash.
Hi you need to cancel 236A into 214B immediately and then delay the 5A a bit to avoid getting the follow up dash, the timing is a bit strict but gets easier if 214B is cancelled immediately to get maximum high off 236A, eventually timing will feel natural.
Ruby is the best character in the game
Totally agree,love that character!
Ruby is a love 😍
Probably best all-around if you master her playstyle.
I want to try BBTAG and play Ruby, but Holy shit. What am I watching? I need another hand to do this
Her combos are so fun to pull off so definitely well worth learning these combos :D
Or you could button mash which more often then not results in something like this just way less coordinated lol but yea same
i cant seem to get the last combo with the astral finish every time i go for the last j.BB J.236B they fall out am i not doing it fast enough?
nvm i got it i was letting the 236.C hit too much
@@chris40199 you can also buffer the astral input during J.236B to make landing the astral easier
@@Bachiru yea after a few attempts i noticed that because of the whole being able to cancel into supers from specials while in resonance! Thanks for the help!
@@chris40199 you're always welcome 😁
what does it mean all those letter and numbers
i just play on switch and ps4
Numbers refer to the numpad notation which is the directions used for the moves,
The letters are the buttons related to the moves,
This is how combos are written to explain combos,
You can learn more about it here: www.dustloop.com/wiki/index.php/Notation
Soy al único que cada que juega un juego de peleas entra en la zona?
Do you by any chance play ragna?
I do play him on the side but not as main
@@Bachiru oh I see I was hoping for a ragna combo video since I'm trying to back into the game and my old team was ragna and ruby. All good though.
@@Specialk1982 No worries bro i'll be covering Ragna within this week :)
@@Bachiru will you cover the whole cast or just some characters
Can you do a combo video for Yuzuriha?
I'm new to the game and I'm trying to learn her
@@yurexpi I'll be covering the whole cast but I'll prioritizing the most wanted characters first :), I'll try to finish her video within this week also so keep an eye out ;)
Yuzuriha changed a bit from 1.5 so I don't think her old combos work like before.
What color palate is this??
2.0 color 17
@@Bachiru Thanks! Who do you like anchoring Ruby in 2.0 so far?
@@ProfKisuto Vatista or Elizabeth feel the best for Ruby imo,how about you?
@@Bachiru yeah I really like vatista as well - I was sort of thinking about trying neo... she is so fun
@@Bachiru adachi
Way too hard for me. I guess I'm just getting too old for these sorts of games :(
Practice makes perfect 👍
What does S mean ! i'm new to the game:(
S is part of SJ which means super jump :),you press down then up in any direction to jump higher,helps Ruby with certain combos.
what do these numbers mean?
They are numpad notations same as computer keyboard and they help with writing moves directions for combos :)
@@Bachiru thanks
Yea she’s still good... AND ANNOYING!!!
WHY!!! WHY ARCSTYSTEM!!!
WHY ARE YOU ALWAYS BUFFING TOP TIERS !?!?!?
ARCSYS mentality lol top tiers stay OP
They did nerf a few of the top tiers in this patch so it's not like they're always doing it
Because she is best girl obviously.
@@kaled20001 I see so you're a man of Culture as well.