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Ruby Rose
From RWBY / Blazblue Cross Tag Battle
Version 1.41
For M.U.G.E.N 1.0 and above
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Notes
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-In Mugen 1.0, The Ultra Burst Meter will cause a string of Debug errors. To fix this, swap out "BurstHUD.cns" with "BurstHUD10.cns" in the Def file.

-This character was made with only single and turns mode in mind, so using this in simul mode is probably not a good idea.
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Change log
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10/09/2023
- AI now scales according to the engine's difficulty setting
- Other minor bug fixes

6/19/2022
-EXA Update has been applied. More Info here: https://drive.google.com/file/d/1s9ySAFwmIriLWjqfqI85obh6GorL-Xv7/view?usp=sharing

01/24/2021 - 1.33
- Fixed an error the Damage Dampener Didn't reset when Ultra Bursting

01/16/2022 - 1.1321
- Fixed minor visual errors

12/23/2021 - 1.132
-Adjusted jC's custom state
-Fixes to Minor Aesthetic errors
-Adjustments to attribute flags
-Relayered the Vignette effect during distortion drives

09/04/2021 - 1.31
-Fixed an error where the projectiles from Rifle Shot and Sy-Pod Shot ignored damage scaling

08/22/2021 - 1.3
-New Mechanic: Not Over Yet
  -Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
   +All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
   +Immediately Gain 500 Meter
   +Slowly gain meter overtime
   +Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
  -Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
  -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Directional inputs now have more influence over air recovery
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes

00/00/2021 - 1.211
- Fixed "sound does not exist" debug errors in IKEMEN GO
- Fixed visual bugs that occur during Ultra Burst in IKEMEN GO

02/03/2021 - 1.21
- General Adjustments to hurtboxes

12/14/2020 - 1.2
- Holding up since the first jump will no longer trigger an air jump
- Fixed an error where jA and jB's effects would still show up when Ruby lands

11/07/2020 - 1.15
- Fixed all Hitdefs so they may properly interact with reversal defs
- Fixed turn to face behavior during normal burst

09/27/2020 - 1.14
- Reduced active frames and adjusted hitbox on air throw attempt
- Fixed an error where air dodge's remaining invul frames would linger upon landing

09/13/2020 - 1.13
- Adjusted Hitboxes and velocities for the 5B auto combo series  and Buzzsaw Blast so they can hit at max range more consistently
- Additional effect for Petal Burst, Petal Dance, and Red Reaper
- Added compatibility for Faust's "This is... Me?"
- Added special intro against Robo-Weiss
- Japanese voice patch has also been updated for the new intro

02/19/2020 - 1.12
- Fixed an error where the Counter message wouldn't show up for projectiles
- Fixed an error where the AI could use the grounded versions of the gun blast follow ups in the air

02/09/2020 - 1.11
- Fixed an error where a ground bounce shockwave would appear misaligned and its sound wouldn't play

02/08/2020 - 1.1
- New system mechanic: Ultra Burst. Burst can now be used in a neutral state, and doing so will put Ruby in a powered up state that gives the following benefits:
 +Health and Meter will gradually recover overtime (Unless you're taking damage)
 +Damage output will be increased by 20%
 +Timer will be frozen
 +Hitting the opponent with the Ultra Burst will launch them upward and will be unable to recover from it
 +Hitting the opponent with the ultra burst will also grant 500 meter instantly
The time that the Ultra Burst state will last is proportionate to the amount of health lost prior to activating, Attempting an astral heat will immediately end the Ultra Burst state
- Implemented throw escape system, the opponent can now escape Ruby's normal throws by inputting A+B, B+C, X+Y, or Z within 14 frames after being grabbed. However, throws are inescapable on counterhit
- New Burst icon
- New cut in portrait for astral heat
- Improved Astral Heat
- General Improvements for effects
- Realigned some sprites and adjusted some hitboxes
- Corkscrew Slice now launches the opponent in the opposite direction if it hits from behind
- jC can now be special canceled
- jC no longer influences horizontal velocity
- jC/5C now ground bounces the opponent
- Ruby is now considered to be in an aerial state from frames 37 to 52 of Guillotine
- Changed running grab's behavior
- Running grab can now be super canceled upon landing
- The landing hit of Buzz Saw now cause the opponent to ground bounce instead of stagger
- The timing for canceling other specials into Gun Blast is now much more lenient
- All versions of Gun Blast can now be canceled into themselves
- Adjusted Gun Blast Animations
- Fixed an error where Rifle Shot and Sy-pod Shot could be canceled into Gun Blast on block
- Significantly reduced Pause time for each hit during Petal Dance
- Fixed an error in the incremental cornerpush code
- Added special intro against Adachi 
- For the sake of lowering the file size, the Japanese voice is now a separate download, which is available here:
https://drive.google.com/file/d/1AMBgu_8jwA1DM75YAVW6dar-1hYd5NuT/view?usp=sharing
- Japanese voice has also been updated for the Adachi intro

07/17/2019 - 1.085
- Revised Burst System
- Swish effects are now red and remain on screen for a little longer
- Ruby now makes use of custom fall states, bypassing fall.defence_up

07/15/2019 - 1.08
- Added Special Intro against Es
- Rifle Shot, Sy-pod Shot, Buzzsaw Blast, and Guillotine can now be canceled into Gun Blast on hit
- Adjusted animation times for Gunblast
- Shortened the travel distance on Gunblast
- Adjusted the launch trajectory on Rifle Shot
- Adjusted 5BB's hitstun
- Added shockwave effect to Sy-pod Shot
- Added slide effect to Pedal Burst
- Reduced cornerpush on Corkscrew Slice
- The opponent can now recover from Corkscrew Slice sooner
- The first two hits of Pedal Dance will now pull the opponent closer to Ruby if they are too far away
- Added a new overlay effect to Red Reaper
- The opponent now disappears after being KO'd by Red Reaper
- After a successful burst, none of Ruby's attacks will connect until the opponent has recovered
- Revised Hitstun Decay and Cornerpush systems
- Fixed an error where Ruby could rapid cancel her burst
- Red Reaper can no longer chip kill

05/04/2019 - 1.07
- All attacks now deal extra damage on counter hit
- Implemented incremental cornerpush and hitstun decay
- Fixed a misalignment issue with 5AA
- Made some adjustments to the slash sounds
- Added a landing sound at the end of Guillotine
- Added a slide effect at the end of the grouned A version of Gun Blast
- Counter message now shows up when countering with projectiles

02/11/2019 - 1.06
- Upgraded to Ricepigeon's Damage Scaling System
- Upgraded to Nep Heart's Burst system (Ruby can now burst during custom states, but not during throws and supers)
- Added special intro with k6666orochi's Blake Belladonna
- Adjusted damage values
- Adjusted some animations
- Adjusted frame data on normals
- Fixed an error where Ruby could potentially chain into her normal grab with precise timing
- 2A can now only chain into itself twice
- 2B is now air blockable when used during a block sring
- Reduced the distance Ruby travels during gunblast
- The opponent can now recover from gunblast (sooner if it's used again in the same combo)
- New slash sounds
- Updated Mister Fael's Japanese snd

10/05/2018 - 1.041
- Increased the height of Ruby's hurtbox during the dizzy animation

9/30/2018 - 1.04
- Added more Rose Petals to Petal Burst (Thanks to Takehaya Susanoo)
- Fixed Ruby's Turning Animations
- Added effects to the special intro with Ragna, made an adjustment to the animation as well

9/29/2018 - 1.035
- Increased the amount of time before Ruby reagins control after air dashing
- Fixed a bug where the dust from sliding after a run would follow Ruby while jumping

9/25/2018 - 1.03
- Added special intro with Ragna
- Ruby can now rapid cancel Rifle Shot, Sy-pod Shot, and EX Buzzsaw after the projectile has made contact with the opponent
- Fixed an issue that prevented special intros from playing during turns mode
- Reduced the proration on Petal Dance 
- Made some adjustments to the damage dampener
- Adjusted the hitboxes for some of the grounded normals, so that they won't hit the opponent from behind

9/1/2018 - 1.02
- Slightly increased the player width
- Adjusted the hitboxes during her taunt to fix a bug that allowed certain opponents to walk through Ruby during that animation
- Included Season 1 palette, courtesy of CozySquirtle

9/1/2018 - 1.01
- Changed the default small port to CozySquirtle's Cross Tag small port. the previous small port is now an alternate
- The Stagger Animation now defaults to anim 5012 instead of 5300 if the opponent doesn't have anim 5003 or 5180
- Added footstep sounds for running
- Added Envshake values for distortion drives and astral heat
- Added gunshot sounds from the show
- Slightly lowered the Y offset 
- The opponent now auto turns upon getting hit by petal burst from behind
- Included an alternate japenese sound file courtesy of Mister Fael Chan
- Included extra palettes courtesy of BBSenpai

8/30/2018 - 1.00
- First Release
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To do list
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- Fix bugs and errors that I might have missed
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Introduction
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This Ruby uses a custom gameplay style. Though she's not source accurate, she still plays similarly to how she does in Cross Tag while having new stuff. This read me will explain how this gameplay style works. Her move list can be found in the .png included in this folder. 
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Default Button Layout
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A, B, and C: Attack Buttons

X: Rapid Cancel

Y: Dodge

Z: Grab
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Gameplay Mechanics
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Super Jump (Tap Down then Up in quick Succession)
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Launches you forward in an upward arc. Covers more height and distance than a regular jump. 

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Double Jump (Tap Up in the air)
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Pretty self explanatory, allows you to jump a second time in the air. Can be canceled into after connecting any of your air normals. Can only be used once in the air, can't be used if you have already air dashed.

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Air Dash (Double Tap Forward/Back while in the air)
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Sends you flying forward or back for a set distance. Can be canceled into after connecting any of your air normals. Can only be used once in the air, can't be used if you have already double jumped.

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Dodge (Y)
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For a very short amount of time, you'll become invulnerable and can pass through the opponent and their projectiles. Just pressing Y will keep you stationary, pressing Y and forward at the same time will have you move forward a short distance, and pressing Y and back will have you back dash. The stationary dodge can also be done in the air. You will become vulnerable again near the end of the dodge animation, so be carful about how you time it.

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Grab (Z)
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Once again, pretty self explanatory. Overrides the opponent's guard, but only works if they're not in the air and not in a hit state

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Air Grab (Z in the air)
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Inversely, only works on airborne opponents and can work even when they're in a hit state. Can be used as a combo ender.

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Running Grab (Z While Running)
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Works on airborne opponents and standing opponents even when they're in a hit state. However, it won't work on crouching opponents.

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Rapid Cancel (X When your attack has made contact with the opponent) (Costs 1000 meter) (Costs 500 meter if used during a Distortion Drive)
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Using this will immediately put you in a neutral state, this can be used to extend combos, make otherwise unsafe moves safe, or make you more unpredictable to your opponent. Holding Forward or back while inputing the command will immediately have you run or back dash respectively (Air Dash Forward/Back when in the air), Holding up will immediately make you jump, and holding down while in the air will quickly bring you back to the ground.

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Dead Angle Attack (Press Forward and X or Forward and B+C While guarding) (Costs 1000 meter)
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Cancels your guard animation into an invulnerable attack animation that sends the opponent flying backward. Deals damage, but doesn't kill.

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Burst (y+z while getting hit) (Can only be used when Burst meter is full) (Doesn't work if you're being thrown or being hit by a super)
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Deploys a non damaging blast around your character that sends you opponent flying away from you. A poorly timed burst can leave open for even more damage, so be carful.

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Ultra Burst (y+z while in a neutral state) (Exhausts Burst)
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Using this will put you in a powered up state that gives the following benefits:
 +Health and Meter will gradually recover overtime (Unless you're taking damage)
 +Damage output will be increased by 20%
 +Timer will be frozen
 +Hitting the opponent with the Ultra Burst will launch them upward and will be unable to recover from it
 +Hitting the opponent with the ultra burst will also grant 500 meter instantly
The time that the Ultra Burst state will last is proportionate to the amount of health lost prior to activating, Attempting an astral heat will immediately end the Ultra Burst state

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Ultra Dead Angle (y+z while Guarding) (Exhausts Burst)
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Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.

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Overheat
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If you let the Ultra Burst timer run out, you will enter Overheat status for a set amount of time. During Overheat, your Burst Gauge will not recover and your meter will slowly drain. Landing an Exceed Accel will prevent an overheat from happening as well as grant you an additional 30% to you Burst Gauge, however you will also immediately go into Overheat if your Exceed Accel misses.

Missing your Astral Heat will also trigger an overheat.
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Wake up Action
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The wake up animation can be canceled into a forward dodge or a back dash. In Ruby's case, she can aslo cancel into Corkscrew Slice.

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Thanks to:
- Ex☆Cham, for providing the rose petal sprites
- CozySquirtle, for providing the alternate small port
- Elecbyte and Mugen Guild, for their very helpful references and documentation on how the Mugen code works
- You, for checking this character out, Have fun
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