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  • 2 weeks later...
Posted

Looking at it now and noticeable things

+ J.C now Jump cancelable

? OD Snapchance followup reverts back to CP version (as in they don't go flying across the screen after the dunk. Fly straight up.)

Posted

- [H1] 360B command grab leads to combos. [H0] 360B > Rapid leads to heat up combo. Both nice to keep 360B pressure at all Heat levels.

- j.C> j.C > Snaphance Fist combos 

 Did we see 5C > 6C happen? From overhead no counter hit.

Posted

j.C being jump cancellable is neat. I'm curious why it wasn't like this from the start though. Guess I'll add things I noted as well

j.D > 214D that someone was interested in seeing before  - https://youtu.be/JsxYICklGZI?t=861 

Command Grab RC Combo route mentioned above - https://youtu.be/JsxYICklGZI?t=365

Picked up back close to corner 623C > 623D With dash 5B https://youtu.be/JsxYICklGZI?t=855

Footage of the return Capture |> 5B in the corner made it from the loketest https://youtu.be/JsxYICklGZI?t=1103

Overall, it seems Futaba is still getting used to CF Bullet so I won't analyze the match itself too much. Something worth noting though is that the new multi-hit flint shooter seems pretty nice in this MU for getting rid of multiple presents, especially the H2 variant. New 5D feels like a mix bag so far for me. 
 

Posted

Yea, the Flint Shooter being multi hit is nice. I really think as Futaba/other Bullet players figure her out more we will see a lot more 360B/720A in their games. The added range on 720A vs pressure/for your pressure plus the new 360B is def gonna make a differance.

Posted

Another thing that I didn't really notice till now (and I could be wrong) she seems to cover the screen much faster during the run super.

Posted

It does cover faster. Maybe because of the Snaphance Fist dunk trajectory change? You can land it from both the 1st and 2nd hit.

Posted

More stuff. This time I found Yusa

Yusa vs Yatarou (Celica) https://youtu.be/9wwnmYIC3oM?t=8

Wow @ Round 1. YUSA. Chill. You have the option to block on wakeup. H2 Flint Shooter loses to Celica projectile.

Race Car vs Yatarou (Celica) https://youtu.be/9wwnmYIC3oM?t=386
Race Car vs Yatarou (Celica) https://youtu.be/EbbPkkQkvsA?t=8
Yusa vs Ponkotsu (Naoto) https://youtu.be/EbbPkkQkvsA?t=424

hmmmmm, I definitely think the height of the flint shooter projectile varies based on heat level. In H2, it gets eaten by Celica's projectile but you can see the H0 one go under the projectile here
https://youtu.be/EbbPkkQkvsA?t=212

  • 2 weeks later...
Posted

Finally a combo video! Interresting to note that 623C have a LOT of untech, wallsplat came so late there. Good to see new 6B in use in grounded combos as well.

Also I didn't catch this in earlier notes but it seems like forward throw in corner doesn't bounce them out anymore. H2 cmd grab in corner goes into H2 with oki dear god

Posted

The thing that caught my eye in that video is that stacking H2 follow-ups doesn't give you the explosive damage it used to. I suppose it makes sense, since the overall changes to her kit give her more options in neutral at the cost of her damage potential. Which does make her a better character in the long run.

Posted

So 6D > 2A > ect. now? Can build 2 Heat levels mid screen now. I already used that for mix up but now get rewarded with 2 heat levels, damn. 

  • 1 month later...
Posted

Got to watch the Kurenai matches while I was adding matches to the BB Video Database this weekend. Good to see he's still playing the character in casuals at least. It was great to see him make use of the midscreen 6B and 6C ground combo routes to avoid having to do 2C > Afterburner enders. I hope the rest of the Bullet players are slowly getting into that habit as well.

  • 2 weeks later...
Posted

Whoaw those were impressive, and seemed very practical as well. I was terrified. That is monster damage. Removing limit on use of specials in combos really benefit her.

Posted

I'm really curious on the damage scaling on RC cmd grab. If it's not crazy high, that's actually really good considering Bullet doesn't use meter for anything.

From the looks of it, most of her super big damage is locked away in OD now (which I personally hate) but this version emphasizes on ODing a lot anyway. Still solid damage outside of OD and it looks as if they addressed her biggest problem which was combos being super inconsistent on most of the cast in CP.

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