Masked Ruby

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Portrait ruby p1.png
Masked Ruby
SeriesIttle Dew
Weight
Gravity
Fall speed
Move speed
Air speed
85
50
30 / 50
12 / 17
10

Masked Ruby is a playable character in Slap City. He is a crystal who acts as a boss in Ittle Dew. He seeks fame and glory, but is often forgotten.

Physical description

Masked Ruby is a crimson crystal. He wears a black hat, cape, and blindfold, as well as a mustache very much in the style of Zorro. He also wields a rapier, despite not having hands.

Playstyle

Ruby slot.png Masked Ruby is a stylish swordsman, who uses his fast attacks and movement to stay on top of his opponents before leading into a combo game that makes use of his multiple jumps and signature special-cancels.
Play if you like
  • Stylish: Flashy and skillful combos, with the ability to cancel aerial attacks into special moves.
  • Aggressive: A fast, in-your-face playstyle, with the use of a great dash speed, two mid-air jumps, and fast yet disjointed attacks.
  • Player Expression: A multitude of recovery paths, combo routes and movement options that allow for player expression.
Avoid if you dislike
  • Kill Confirms: Rarely being able to close out stocks with raw aerials or edgeguarding.
  • Resource Management: Relying on good resource management to make the most out of your combos and recovery.
  • Skill Dependant: Combos that rely on good spacing to be consistent.

Moveset

Normals

Move Damage Description
Jab
Noble Invitation
4 initial
5
late
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Initial 6 21 5 11 ​-4
AngleBase.svgAngleLine.svg80
100 1.8 1 0.9 (15) 1 No R/R
Late 7-10 21 5 12 ​-3
AngleBase.svgAngleLine.svg120
100 1.65 1 0.9 (15) 1 No R/R
Forward Tilt
Bull Tickler
7
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 8-9 29 6 14 ​-7
AngleBase.svgAngleLine.svg45
100 2.3 1 1 1 No R/C
Up Tilt
Apple Picker
7
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 5-6 22 6 14 ​-3
AngleBase.svgAngleLine.svg90
135 1.3 1.2 0.85 1 No R/C
Down Tilt
Rose Cutter
6
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 5-6 29 6 13 ​-11
AngleBase.svgAngleLine.svg75
100 2 1 1 1 Yes R/C

Aerials

Move Damage Description
Neutral Aerial
Somersault Slash
8

★ Special cancel: This move can be cancelled into any special attack on hit.
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Normal 8-16 38 (8) 7 11 ​+3
AngleBase.svgAngleLine.svg45
100 2.1 1.2 0.6 1 Yes C/C
Tipper 8-16 38 (8) 7 11 ​+3
AngleBase.svgAngleLine.svg45
100 2.1 1.2 0.8 1 Yes C/C
Forward Aerial
Air Lift
8

★ Special cancel: This move can be cancelled into any special attack on hit.
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Normal 6-8 28 (6) 7 9 ​+3
AngleBase.svgAngleLine.svg60
60 2.8 1.2 0.6 1 No No
Tipper 6-8 28 (6) 7 14 ​+8
AngleBase.svgAngleLine.svg60
60 2.8 1.2 0.8 1 No No
Back Aerial
Reverse Air Lift
8

★ Special cancel: This move can be cancelled into any special attack on hit.
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Normal 6-8 28 (6) 7 9 ​+3
AngleBase.svgAngleLine.svg120
60 2.8 1.2 0.6 1 No No
Tipper 6-8 28 (6) 7 14 ​+8
AngleBase.svgAngleLine.svg120
60 2.8 1.2 0.8 1 No No
Up Aerial
Moon Splitter
8 tipper
6
weak


★ Special cancel: This move can be cancelled into any special attack on hit.
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Normal 7-10 32 (6) 9 9 ​+3
AngleBase.svgAngleLine.svg90
0 (370) 1 1 0.6 1 No No
Tipper 7-10 32 (6) 10 14 ​+8
AngleBase.svgAngleLine.svg40
80 2.8 1 0.8 1 No No
Down Aerial
Hedge Clipper
3, 3, 3

★ Special cancel: This move can be cancelled into any special attack on hit.
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
1st 17-19 30 (9) 2 5 ​-4
AngleBase.svgAngleLine.svg60
5 2 1.2 1 (15) 1 No No
2nd 20-22 30 (9) 2 5 ​-4
AngleBase.svgAngleLine.svg60
5 2 1.2 1 (15) 1 No No
3rd 23 30 (9) 4 5 ​-4
AngleBase.svgAngleLine.svg60
5 2 1.2 1 (15) 1 No No

Strongs

Move Damage Description
Forward Strong
Precision Strike
12
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 11-14 (5) 39 9 17 -14
AngleBase.svgAngleLine.svg45
120 2.6 0.4/1 1 1 No C/C (​+10)
Up Strong
Petal Hunter
1, 1, 1 scoop
12
finisher
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Scoop (bottom hitbox) 10-13, 14-17, 18-21 (5) 47 1 5 ​—
AngleBase.svgAngleLine.svg160
130 0 0 2 1 Yes R/C (​+5)
Scoop (upper hitboxes) 10-13, 14-17, 18-21 (5) 47 1 5 ​—
AngleBase.svgAngleLine.svg225
70 0 0 2 1 Yes R/C (​+5)
Last 22 (5) 47 9 17 -8
AngleBase.svgAngleLine.svg90
100 3 1 0.9 1 No C/C (​+10)
Down Strong
Dandy Lunge
12
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 21-25 (15) 75 13 10 ​-44
AngleBase.svgAngleLine.svg40
140 2.6 0.6/1 1 1 No C/C (​+10)
Air Strong
Coup De Rose
2, 2, 2, 2 initial
12
release
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Initial 26-29, 30-33, 34-37, 38 104 (20) 1 7 ​?
AngleBase.svgAngleLine.svg80
50 2 0/0.5 1.8 0.1 No No
Release 59-61 (50) 104 (20) 13 17 -3
AngleBase.svgAngleLine.svg30
120 2.4 0.5/1 1 0.1 No No

Specials

Move Damage Description
Neutral Special
Whirlwind Dance
4 ×11

⌥ Clutch: This move can be clutch reversed before active frames begin.
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 14-16, + 32-127 5 11 ​-7
AngleBase.svgAngleLine.svg55
70 2.3 1 1.15 1 Yes R/R
Active 1st-11th 14-16, 28-30, 41-43, 53-55, 64-66, 74-76, 83-85, 91-93, 98-100, 104-106, 109-111
Side Special
Gentleman Revolver
10
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 11-20 39 8 16 ​-12
AngleBase.svgAngleLine.svg75
80 2.5 1 0.8 1 No No
Up Special
Hat Trick
2 hat
10
body
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Hat 4-28 49 (10) 4 7 ​—
AngleBase.svgAngleLine.svg90
40 1 0.5 1 (40) 1 No No
Body 29-40 49 (10) 8 16 ​—
AngleBase.svgAngleLine.svg20
40 2 1 1 1 Yes No
Down Special
Lightning Dive
8

⌥ Clutch: This move can be clutched before active frames begin to reverse vertical direction in the air.
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Normal (aerial) 23-24 32 7 9 ​0
AngleBase.svgAngleLine.svg45
100 1.3 1 0.85 1 No No
Tipper (aerial) 23-24 32 10 9 ​0
AngleBase.svgAngleLine.svg315
100 1.7 1 0.7 1 No No
Normal (grounded) 23-24 32 7 9 ​0
AngleBase.svgAngleLine.svg100
100 1.3 1 0.85 1 No No
Tipper (grounded) 23-24 32 7 9 ​0
AngleBase.svgAngleLine.svg100
100 1.3 1 1.2 1 No No

Throws

Move Damage Description
Grab
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 8-10 30 ​—
Pummel
Blade Twist
2
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All — [4] 27 4 ​—
Forward Throw
Rabble Remover
6
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 16-17 25 0 13 ​+4
AngleBase.svgAngleLine.svg50
160 2.1 1.2/1 0.88 1 No No
Back Throw
Rascal Relocator
8
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 7-8 15 0 14 ​+6
AngleBase.svgAngleLine.svg120
150 2.2 1.2/1 0.7 1 No No
Up Throw
Riffraff Ruffler
7
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All — [7] 15 0 ​—
AngleBase.svgAngleLine.svg90
100 2.5 1.2/1 1 No
Down Throw
Ruffian Riddler
7
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 12-16 [16] 27 0 14 ​-1
AngleBase.svgAngleLine.svg90
75 1.2 0/1 1 1 No No

Others

Move Damage Description
Get-up Attack
5
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 11-13 (1-20) 32 5 5 ​-16
AngleBase.svgAngleLine.svg30
120 1.45 1 1 1 Yes No
Ledge Attack
6
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
All 15-18 (1-17) 30 6 3 ​-12
AngleBase.svgAngleLine.svg90
120 2 1 1 1 No No
Taunt
Number One in Slap City
Part Active Total Hitstop Shieldstun +/− Angle BKB KBG DI/SDI Stun Shield DMG Reversible Interact
Normal 120 ​—
Cluch 85 ​—
Crouch 20 ​—

Appearances

Ittle Dew

Masked Ruby is one of the three bosses guarding the treasures of the island. His treasure is the Fire Sword. He attacks by dashing at Ittle. The player must lure him to one of the bombs and activate them with the newly acquired Fire Sword. If hit with a blast, Ruby lunges off screen to summon Fishbuns for the player to defeat before coming back down with new bombs.

Ittle Dew 2

He doesn't make a direct appearance, but his portrait can be seen along with his fellow bosses in The Grand Library. El Biadlo also confirms to being Masked Ruby's cousin and glued him back together after shattering into smaller shards.

Card City Nights

Masked Ruby appears as The Delinquent, sporting some slick black hair and sunglasses. He is one of the Legendary Card holders and can be dueled with in The Cave, where his bar-mates candidly announce his cheating methods for the game. When defeated, he apologizes to the player for cheating and rewards the player with the King-Buni DX legendary card.

Card City Nights 2

He doesn't make a direct appearance as an NPC, but he appears on a rare card, dealing 1 damage while granting the user a bubble when resolving.

Alternate outfits

  • Masked Ruby
  • Portrait ruby p1.png
    Ruby 1.png
  • Portrait ruby p2 new.png
    Ruby 2.png
  • Portrait ruby p3.png
    Ruby 3.png
  • Portrait ruby p4 new.png
    Ruby 4.png
  • Portrait ruby p5.png
    Ruby 5.png
  • Portrait ruby p6.png
    Ruby 6.png
  • Portrait ruby p7.png
    Ruby 7.png
  • Portrait ruby p8 humanfred.png
    Ruby 8.png
  • Magic Crystal
  • Portrait ruby magic p1.png
  • Portrait ruby magic p2.png
  • Portrait ruby magic p3.png
  • Portrait ruby magic p4.png
  • Portrait ruby magic p5.png
  • Portrait ruby magic p6.png
  • Portrait ruby magic p7.png
  • Portrait ruby magic p8.png
  • Rubibi
  • Portrait ruby rubibi p1.png
  • Portrait ruby rubibi p2.png
  • Portrait ruby rubibi p3.png
  • Portrait ruby rubibi p4.png
  • Portrait ruby rubibi p5.png
  • Portrait ruby rubibi p6.png
  • Portrait ruby rubibi p7.png
  • Portrait ruby rubibi p8.png

Easter eggs & secrets

  • Down strong and air strong can be canceled into taunt, even before the hitboxes come out.
  • Holding clutch and pressing taunt activates an entirely new taunt animation, where he looks around nervously before pulling his sword out from his mouth. Unlike the standard taunt, Rubibi uses the same animation.
  • Masked Ruby can press taunt while crouching to do a small hop while still crouched.
  • Holding clutch while hitting with air strong makes Masked Ruby whistle.

Win quotes

  • Masked Ruby versus:
Ittle Dew: Villain, you are defeated! I laugh upon you on this day. Hah!
Masked Ruby: You did your best, but you were only the second best swordsman in the world.
Magic Crystal: Who's this poseur? Get out of town!
Rubibi: It must be nice being famous. What do you have that I don't?
Jenny Fox: Your wild axefoolery is no match for the swiftality of my blade.
Jenny Cat: Shoo, cat! I'm looking for adventurers to duel.
Ultra Fishbunjin 3000: Hah hah! It would appear that your musculent flexitude was nothing but hot air!
Ultra Mechabun: You may be hugetastic, but that just makes you a bigger target!
Princess Remedy: You're quite the charmer, lass - but my heroic duty calls!
Business Casual Man: The sword is mightier than the pencilneck!
Goddess of Explosions: I like your fiery attitude! Would you like to be my crime-fighting sidekick? No?
Asha: What's with the backhandular grip? Did you learn swordfighting from the movies, man?
Ansaksie: Do you think you're cool? Do you think you're hot? Turns out you're simply tepid!
Frallan: Quit throwing those tantrums at me! Act your age!
Bees: Think you're smart, boy? Think your fancy playing cards are sharplier then my sword?
Cruiser Tetron: The bigglier they are, the harderer they fall!
Orka: You don't scare me! I can take a punch or two, I can!
Teams: Good job, team! We gave them what for!
Free-for-All: Now you understand the brilliance of Masked Ruby!
  • Magic Crystal versus:
Ittle Dew: Dial back the items, friend! Do I look like a puzzle to you?
Masked Ruby: Don't bring a sword to a magic duel! Hah hah hah!
Magic Crystal: Dude, you're cramping my style! Uncool!
Rubibi: I don't like pop music. Give me a squealing guitar!
Jenny Fox: Yikes! Reel in those axes, I just had myself varnished!
Jenny Cat: Did you know that in western Sweden it's considered rude to throw boomerangs in peoples' faces?
Ultra Fishbunjin 3000: Put some clothes on, for goodness' sake!
Ultra Mechabun: You're a real piece of work! How about we form an evil alliance?
Princess Remedy: Using magic for good? What a fascinating concept!
Business Casual Man: Psst. Hey. Could you help me commit tax fraud?
Goddess of Explosions: I love explosions! We should be friends!
Asha: We're both wicked. We're both misunderstood. Let's team up and rule this pathetic world!
Ansaksie: Lasers aren't magic, buddy. I'm not impressed by your fairground tricks!
Frallan: You're a magical doctor, huh? Could you teach me a hair growth spell? I'm not exactly young anymore.
Bees: With your psychic powers and my magic, we'd be unstoppable!
Cruiser Tetron: Magic mangles metal, man!
Orka: What a straightforward fighting style. I almost feel sorry for you!
Teams: We're magical, baby!
Free-for-All: I'm magical, baby!
  • Rubibi versus:
Ittle Dew: Your wooden stick is no match for my Nuclear Heart Wand!
Masked Ruby: Jistanes. Who in the world was that?
Magic Crystal: Get away from me, you creep! And what's with that shifty grin?
Rubibi: Who are you, some kind of copycat? Rubibi is one of a kind!
Jenny Fox: Wow! Looks like SOMEONE didn't like my latest album.
Jenny Cat: I love cats! Would you like to be my pet?
Ultra Fishbunjin 3000: Kors i taket, you're strong! I should hire you to be my bouncer!
Ultra Mechabun: Since you like lifting heavy stuff, how about becoming my roadie?
Princess Remedy: Najs outfit! Are you a pop star too?
Business Casual Man: Stopp ett tag! You're the one selling fake tickets to my shows! Get back here and let me hurt you some more!
Goddess of Explosions: I could use a pyrotechnician for my shows. Would you like to join my band?
Asha: Aren't you the president of one of my many fanclubs? Why were we even fighting?
Ansaksie: I won't give you a backstage pass if you can't ask nicely.
Frallan: You've got a lot of energy! How about becoming my backup drummer?
Bees: S-Sorry about that! Cute boys kind of fluster me!
Cruiser Tetron: You'll have to find another world to dominate. I've got this one wrapped around my invisible finger already!
Orka: You're not even a pop star! Orka bry sig, liksom!
Teams: Everything's easier when you work together!
Free-for-All: I won! Now buy my albums, or else!

Version history

Version 1.1
  • Techrolls go slightly farther to match other characters (approximate distance changed from 6.38 to 7.06).
  • Dodgerolls and getuprolls go slightly farther to match other characters (approximate distance changed from 5.25 to 6.00).
  • Ledgeroll now travels much farther
  • Added a seventh and eighth color to the Rubibi outfit
  • Changed shield size from 0.9 to 1.0 to match Ittle Dew, Jenny Fox, Princess Remedy and Frallan
  • Attacks can no longer be special canceled if they hit an invincible opponent
  • Changed non-tipper Forward air shieldstun from 1.0 to 0.5 (-5 frames)
  • Changed non-tipper Back air shieldstun from 1.0 to 0.5 (-5 frames)
  • Changed non-tipper Up air shieldstun from 1.0 to 0.6 (-4 frames)
  • Changed Down air landing lag after the hitbox comes out from 6 to 9 frames
  • Down air can now be special canceled on any hit instead of only the last
  • Added a sound and more particles to Air strong final hit when it connects, unless it hit a blocking or invincible opponent

Version 1.0.0

  • Changed Ledge attack invincibility frames from 1-15 to to 1-17
  • Down special and Air strong no longer stay incorrectly snapped to the ground
  • The following six changes should make it harder for opponents to fall out of Ruby's Up strong before the final hit:
  • Up strong second lowest hitbox now has the attack properties of the upper hitboxes instead of the lowest one
  • Changed Up strong weak hit lowest hitbox base knockback from 100 to 130
  • Changed Up strong weak hit lowest hitbox angle from 270 to 225
  • Changed Up strong weak hit lowest hitbox hitstop from 1.0 to 0.5
  • Up strong weak hit lowest hitbox is now reversible
  • Increased size of all Up strong final hit hitboxes by 0.05

Version 0.9.11p1

  • Floorbrake during crouch and down tilt increased 25->40

Version 0.9.10

  • Crouch hurtbox emtallened by 0.2 (Ruby is very proud of this)

Version 0.9.6

  • Masked Ruby's timeline is now available in story mode

Version 0.9.5

  • Shield health increased (50 -> 60)
  • Friction while crouching now consistent with other standing states
  • Floorbrake in crouching states reduced 80->25 to compensate for friction change
  • Third jump can now be done from 15 frames into jump 2, down from 35
  • All tipper hitboxes increased (0.2 -> 0.3)
  • Jab animation tweaked to no longer hit behind
  • Jab starts trail on frame 3 instead of frame 4 to remove trail wobble
  • Forward tilt knockback gain reverted (2.4 -> 2.3)
  • Up tilt animation tweaked so the sword more effectively scoops the opponent
  • Up tilt hitbox slightly extended downwards
  • Down tilt hitbox slightly extended to cover whole sword
  • Aerial empty lag standardized (3 -> 4)
  • Up air weakhit VXDI removed
  • Up air weakhit DI reimplemented (0 -> 1.5)
  • Up air base knockback reverted (100 -> 80)
  • Up air now lasts one extra active frame
  • If last hit of finisher hits, Ruby does not become helpless whle falling
  • First 5 frames of finisher landing lag activate forward strong
  • Forward strong angle reverted (45 -> 40)
  • Forward strong knockback growth reduced (2.7 -> 2.6)
  • Up strong initial hits priority increased (0 -> 5)
  • Up strong hitboxes extended to cover more of rubys body
  • Forward, back and down throws now have hitboxes
  • Forward throw base knockback increased (150 -> 160)
  • Forward throw knockback gain reduced (2.2 -> 2.1)
  • Forward throw langth increased (21 -> 25 frames)
  • Down throw VXDI removed
  • Down throw DI reimplemented (0 -> 2)
  • Movement out of down throw analog instead of digital
  • Up special sweetspot window delayed (33 -> 35)
  • Up special hitbox shifted to be slightly above Ruby’s head

Version 0.9.4p1

  • Fastfall(start:7/secret:25/frames:5/max:50)
  • Trails now begin and end with a move's hitboxes
  • Trails now aligned with the tip of the sword model
  • Grab timing changed (7-9)->(8-10)
  • Getup attack shieldstun 0.5->0.25
  • Horizontal launch fixes:
  • Fstrong angle 45->40, kb gain 2.5->2.7
  • Dstrong kb gain 2.4->2.6
  • Ftilt kb gain 2.3->2.4
  • Finisher last hit kb gain 2->2.4
  • Uair base kb 80->100

Version 0.9.4

  • Updated hurtboxes to be more detailed
  • Length of sword reduced 110%->100%
  • When doing special cancels, Ruby will briefly be tinted pink
  • Last hit of down aerial attack is now the only one for that attack that can be special canceled from, has hitstop increased 0.5->2
  • Neutral special starts falling quicker if special canceled into from an aerial

Version 0.9.3p1

  • Up strong multihits interact bonus reduced 5->0, interact style Rebound/Clang instead of Clang/Clang

Version 0.9.3

  • Edgeclimb attack hitbox start delayed by two frames (13->15)
  • Changed rollback length 39->34 frames, intangibility 16->18 frames
  • Changed rollfwd length 39->34 frames, intangibility 16->18 frames
  • Changed spotdodge length 23->24 frames, intangibility 13->14 frames
  • Changed standup length 30->24 frames, intangibility 18->14 frames
  • Changed getupfwd length 28->34 frames
  • Changed getupback length 28->34 frames
  • Changed techland 22->24 frames, intangibility 15->14 frames
  • Changed techrollfwd 28->34 frames
  • Changed techrollback 28->34 frames
  • Changed edgeclimb 25->24 frames, intangibility 17->16 frames
  • Changed edgeroll 35->34 frames, intangibility 21->20 frames

Version 0.9.2

  • Canceling an aerial move on hit into a special move now produces a special effect
  • Increased Jab startup by 2 frames
  • Slightly decreased range of Jab
  • Increased Dair startup by 2 frames
  • Changed Dair landing lag from 4 to 6 frames
  • Changed Dair shieldstun from 1.0 to 0.4
  • Changed Finisher SDI from 1.0 to 0.5
  • Changed Finisher knockback gain from 2.5 to 2.0
  • Changed the positioning of the Finisher special effects (cosmetic only)

Version 0.9.1

  • Changed grab total length from 25 to 30 frames

Version 0.9

  • Tweaked the animation of Dspecial
  • Ruby's sword is now 10% longer except during Nspecial and Dspecial (which also makes it easier to sweetspot Fair, Bair and Uair)
  • The last hit of Ustrong now always sends the opponent straight up (knockback angle stacking during hitstop is disabled)
  • Nspecial now has an interacting hitbox with standard aerial priority that Rebounds on losing and tied priorities
  • Changed Finisher DI from 1.0 to 0.5

Version 0.8.10p1

  • Changed getupattack invincibility frames from 1-25 to 1-20 (12 vulnerable frames total)
  • Changed getupattack knockback angle from 15 to 30
  • Changed walljump from 40 to 35 frames (was accidentally too long)
  • Changed spotdodge total length from 19 to 20 frames (was previously a mistake)
  • Changed getupforward, getupback, techrollforward, and techrollback total length from 27 to 28 frames (was previously a mistake)
  • Changed grab total length from 24 to 25 frames (was previously a mistake)
  • Changed edgeattack total length from 29 to 30 frames (was previously a mistake)
  • The first three hits of Ustrong now drag the opponent towards Ruby and into the last hitbox
  • Changed Ustrong final hit hitstun from 1.0 to 0.9

Version 0.8.10

  • Added a hitbox inside Ruby's body during Utilt
  • Changed Fstrong DI from 0.6 to 0.4
  • Changed Fstrong selflag from 1.0 to 1.4
  • Changed Ustrong floorbrake after the charge from 25 to 100
  • Changed Ustrong weak hit hitstun from 1.0 to 2.0
  • Reduced Nspecial horizontal range (changed outer hitbox X offset from 3.0 to 2.6)
  • Changed Nspecial damage from 5 to 4
  • Changed Nspecial base knockback from 75 to 70 and knockback gain from 2.0 to 2.3 (to compensate for the damage change)
  • Changed Dspecial hitstun from 1.0 to 0.85
  • Changed Fthrow hitstun from 1.0 to 0.88

Version 0.8.9p1

  • Turned off visual mesh smearing on Uspecial and Dspecial
  • Tweaked airdodge animation so it transitions into tumble instead of fall
  • Changed Jab damage from 4 to 5
  • Changed Jab knockback gain from 1.8 to 1.65 (to compensate for the damage change)
  • Ruby's light aerials can now cancel into any special on hit, but not on block (This is experimental and may be too powerful!)
  • Added a slight screenshake when Ruby connects with aerial Dspecial sword tip

Version 0.8.8

  • Changed Fair/Bair close hit hitlag from 0.7 to 1.0
  • Uair now sends opponents forward when hitting them with the tip of the sword, and upwards when hitting them up-close to make it more consistent with Fair/Bair (Previously Uair only sent opponents upwards on the first frame of the attack)
  • Changed Uthrow base knockback from 150 to 100
  • Changed Uthrow knockback gain from 2.0 to 2.5
  • Dspecial now has a downwards knockback angle on the tip of the sword during both active frames of the attack, rather than just the last frame
  • Changed edgeclimbup duration from 24 to 25 frames (was actually a mistake)

Version 0.8.7

  • Fixed faulty shield/parry shield hurtboxes
  • Gave Ruby a new victory pose for his default skin
  • Changed Fair/Bair close hit so it no longer pushes Ruby back, but instead induces 0.6 hitstun instead of 0.9 and 0.7 hitlag instead of 1.0
  • Made the Fair/Bair sweetspot easier to connect with
  • Changed Dair base knockback from 0 to 5 (so Fishbunjin can no longer use his armor at 0 damage to ignore the knockback)
  • Changed the rapid hits of Finisher hitlag and selflag from 1.0 to 0.3

Version 0.8.6

  • Jab now has a different knockback angle on the first frame (80 degrees)
  • Hitting closely with Fair/Bair gives Ruby some pushback (more pushback the more hits he's gotten without landing). But if only the tip of his sword connects (which is now slightly larger without altering the total range), Ruby does not get pushed back
  • Changed first active frame of Uair DI from 2.0 to 0.0 and VXDI from 0.0 to 12.0
  • Uair now has a regular "punch" effect when hitting the opponent with the first active frame
  • Changed first frame of Uair set knockback from 400 to 370
  • Changed first frame of Uair hitstun from 0.5 to 0.6
  • Changed Dspecial spike (the tip of the sword on the last active frame) knockback gain from 1.3 to 1.7
  • Changed Dspecial spike (the tip of the sword on the last active frame) hitstun from 0.8 to 0.7
  • Dspecial now has a regular "punch" effect unless the sweetspot connects (the tip of the sword on the last active frame)
  • Changed dthrow knockback gain from 1.5 to 1.2
  • Changed dthrow DI from 1.2 to 0.0 and VXDI from 0.0 to 12.0
  • Added 5 x speed to Ruby on dthrow release depending on if player is holding left or right
  • Increased finisher startup by 5 frames

Version 0.8.5

  • Increased Ruby's hurtbox upwards when he's hanging on a ledge
  • Extended the hitbox of Dtilt below Ruby
  • Changed Nair active frames from 5-16 to 7-16
  • Changed Nair base knockback from 60 to 100
  • Changed Nair knockback gain from 2.5 to 2.1
  • Changed Nair hitstun from 1.0 to 0.8
  • Changed Uthrow damage from 5 to 7
  • Changed Bthrow damage from 6 to 8
  • Changed Bthrow hitstun from 1.0 to 0.7

Version 0.8.4

  • Changed getupattack duration from 31 to 32 frames (was actually a mistake)
  • Changed getup duration from 29 to 30 frames (was actually a mistake)

Version 0.8.3

  • Now has an edgeroll
  • Changed forward and backward roll invincibility frames from 0-10 to 0-12
  • Changed run acceleration from 40 to 60
  • Changed floorbrake from 65 to 80
  • Changed sword slash hit effects and sounds.
  • Tweaked Ftilt animation
  • Improved ledge attack hitboxes
  • Added extra hitboxes in the Z axis to the tip of the sword during Jab, Ftilt, Fstrong and Grab, so it actually connects with Fishbunjin and BC Man during -their idles when it looks like it should
  • Changed Fstrong DI from 0.7 to 0.6 (due to a mistake it was still 0.7)
  • Changed Dstrong DI from 0.7 to 0.6 (due to a mistake it was still 0.7)
  • Changed Dstrong hitlag from 1.0 to 1.5
  • Changed Dstrong selflag from 1.0 to 1.5
  • Changed Ustrong (first four hits) selflag from 1.0 to 0.5
  • Changed Dair hitlag from 1.0 to 0.5
  • Changed Dair selflag from 1.0 to 0.5
  • Can now hold the Special button during Nspecial instead of having to mash it
  • Nspecial can now be repeated a maximum of 12 times
  • Fixed grounded Dspecial having a faulty hitbox and sword trail
  • Changed grounded Dspecial total frames from 29 to 32 (actually a mistake since version 0.7.1p1)
  • You can now press Clutch during the startup of aerial Dspecial to flip it vertically at the cost of one double jump
  • Changed aerial Dspecial so the tip of the sword has a downwards knockback angle on the last active frame
  • Changed Air strong (final hit) hitlag from 1.0 to 1.5
  • Changed Air strong (final hit) selflag from 1.0 to 1.5

Version 0.8.2

  • Changed getupattack shield stun from 1.0 to 0.5
  • Can use the Clutch button to reverse the horizontal momentum and direction of Nspecial (only during the startup)
  • Changed Dair damage from 2 to 3 (9 damage total)
  • The crouching state now has a floorbrake of 15 instead of Ruby's usual 65

Version 0.8.0

  • Changed forward and backward roll invincibility frames from 0-12 to 0-10
  • Changed Fstrong DI from 1.0 to 0.6
  • Changed Dstrong DI from 1.0 to 0.7
  • Changed Nspecial startup from 14 to 12 frames
  • Taunt can now be canceled by any input after 120 frames

Version 0.7.1p1

  • Changed Utilt hitstun from 1.0 to 0.85
  • Increased range of Dtilt
  • Fixed animation mistake in Nair (one sword was offset to Ruby's right side).
  • Reduced range of Nair
  • Changed Nair shieldstun from 1.0 to 0.7
  • Changed Nair active frames from 5-20 to 5-16
  • Changed Nair move duration from 37 to 38 (it was accidentally 1 frame too short)
  • Changed Fair move duration from 27 to 28 (it was accidentally 1 frame too short)
  • Changed Bair move duration from 27 to 28 (it was accidentally 1 frame too short)
  • Changed Uair move duration from 31 to 32 (it was accidentally 1 frame too short)
  • Changed Dstrong base knockback from 170 to 140
  • Changed Dstrong knockback gain from 2.5 to 2.4
  • Changed Dstrong shieldstun from 1.0 to 0.5
  • Changed Nspecial hitstun from 1.0 to 1.15
  • Changed Nspecial knockback angle from 45 to 55
  • Changed Fspecial knockback gain from 3.0 to 2.5
  • Changed Fspecial hitstun from 1.0 to 0.8
  • Changed aerial and ground Dspecial shieldstun from 1.0 to 0.5
  • Increased startup of aerial and ground Dspecial by 2 frames

Version 0.7.0p1

  • Polished Jab, Ftilt, Utilt, Dtilt and Fstrong animations
  • Changed Jab hitstun from 1.0 to 0.9

Version 0.7.0

  • Changed Rollforward invincibility frames from 4-16 to 0-12
  • Changed Rollback invincibility frames from 4-16 to 0-12
  • Ruby's hurtbox is now 22% longer vertically
  • Changed Jab base knockback from 80 to 100
  • Changed Jab knockback gain from 1.5 to 1.8
  • Changed Utilt base knockback from 125 to 135
  • Changed Utilt knockback gain from 1.0 to 1.3
  • Slightly reduced range of Utilt
  • Increased Fstrong recovery frames by 6
  • Increased Ustrong recovery frames by 3
  • Changed Nair base knockback from 40 to 60
  • Changed Nair landing lag from 5 to 8 frames
  • Slightly reduced range of Nair
  • Changed Fair landing lag from 5 to 6 frames
  • Changed Bair landing lag from 5 to 6 frames
  • The first active frame of Uair now sends people upwards instead of forwards (knockback angle 90, set knockback 400, DI 2.0, hitstun 0.5)
  • Dstrong now cancels into Taunt
  • Changed Fspecial base knockback from 50 to 80
  • Changed Fspecial knockback gain from 3.5 to 3.0
  • Uspecial can now grab ledges after frame 33
  • Changed Dspecial base knockback from 80 to 100
  • Changed Dspecial knockback gain from 1.0 to 1.3
  • Changed Getupattack base knockback from 80 to 120
  • Getupattack is now reversible (knocks people behind you backwards)
  • Polished Ruby's animations

Trivia

  • His first lines in Ittle Dew is a mixture of French and Swedish. It roughly translates to "Ah Miss! (French) It is time to trick the translators!" (Swedish)
  • Remar confirmed on Twitter that Masked Ruby's taunt in Slap City is a reference to Kaiketsu Zubat A show made in the 70's about the titular hero who shouts "Zubat" a lot and takes down flamboyant villains in a Japanese wild west setting. An example can be found here.
  • Masked Ruby's 2nd and 4th alternate colors were changed during development. In particular, his 4th color was once a simple palette swap before being changed to the Smug Crystal.
  • Old 2nd recolor
  • Old 4th recolor

Gallery

External links

Masked Ruby at Ludosity Wiki