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Posted

I think I've put myself in a corner with some of the player names in the video thread, and I realized that after I started to double-check them in Jourdal's video descriptions. Basically, they changed over time (be it because the players themselves changed them or because me and/or Jourdal have read them wrong originally), and now I'm not sure which names to write for their matches. One example of such player is Tenhou, who I've been writing down as Kawachi -Nagano- because that's what his player card says. And don't even get me started on M shi and other spelling-related issues...

Now, on one hand, I want people to easily find all matches of a certain player in the video thread if they want to, but on the other hand, I'd like it to be as consistent with the rest of the sources (such as Jourdal's channel) as possible. I guess I'll try writing down multiple versions of such player's names and let Prototype decide on what to do with them when the time comes to put them in the OP. That sounds good to you guys?

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Posted

I think the global rule should be use whatever will get you the most returns on nico or youtube. Using the player card is okay if the player isn't prominent or doesn't show up in much videos or if you don't know the player's usual name beforehand. Anytime other than that, though, using the name on the card should be avoided as they can change it at anytime.

Posted

What AMB Bakery said pretty much sounds like the best idea. Additionally, you can ask prototype to add "Other Known Aliases" next to the name of Notable Players in the OP so that people are aware.

Posted

HM I was going to wait till I get my hands on Kagure or terumi But the fact Bulleta is reminding of P4a labrys, I may just decide to main her. She sounds simple in theory.

Posted (edited)

Ok guys, with console CP only two or three days away now (Depending on how you're counting it) It'd probably be apt to review the first post of the thread in terms of the 'ground rules'. Going off topic has never really been an issue for you guys and I'm not worried about it being an issue in the future - just make sure that we keep things on topic once we have the game in our hands.

Additionally, though I'm sure you're all probably aware, Kurushii has created an ID sharing thread for those who want to have people to play the JP release with located here

http://www.dustloop.com/forums/showthread.php?16725-CP-Import-ID-Thread

In regards to player names it's probably best to just reflect multiple possible namings with '/'. We've called Merry/Meri 'Merry' for so long that we might as well just add the additional name so as to not cause confusion for people who are familiar with the ones we've been using. I'll be sure to edit such changes in when I get the opportunity (Or like MC/M-Shi for instance).

If there are any other concerns or questions you have as we transition from 'wishing we had the game' to 'some people having the game' let me know. I'll be throwing match-up threads up in the next few days as we get closer to launch, additionally expect to see the combo thread undergo massive updates once the game is released.

Edited by Prototype909
Posted

Yeah, the combo thread is the one that needs the greatest amount of work right now, I think. Even then, we can't really come up with brand-new combos until the console release, so all we can do right now is separate the optimal combos found in combo videos from the rest. I'm actually a fan of the "Keep these combo elements in mind and make your own combos out of them" approach (that was used in Koopa's Tager guide, for example), but since the BBCP combo system is different from CS, writing down full combos might be more useful for now.

Posted

I'm looking forward to the updates to the combo thread. Though, right now I'm a little more interested to see what sort of blockstrings you guys will come up with to open people up with.

Posted

How do you go about canceling her bullet move, or whatever.

Like, I've seen players charge, have her get next to the opponent, then go for high low mix up.

Posted

I only need trial 30 to finish but I'm uaving trouble getting to 10k. Most I've gotten is 9k butbi think inhave the right starters in mind. So far here's bwhat I do: 5c, CT, 6c,OD, 623c> 623D,5c, 5dd, dash 6a, 41236 c> 236d, 623c, rage aggressor.

Can anyone help with anymore to add to this or a different combo for 10k?

Posted
How do you go about canceling her bullet move, or whatever.

Like, I've seen players charge, have her get next to the opponent, then go for high low mix up.

I think it's supposed to be 4D, but I can't say for sure without the game.

I only need trial 30 to finish but I'm uaving trouble getting to 10k. Most I've gotten is 9k butbi think inhave the right starters in mind. So far here's bwhat I do: 5c, CT, 6c,OD, 623c> 623D,5c, 5dd, dash 6a, 41236 c> 236d, 623c, rage aggressor.

Can anyone help with anymore to add to this or a different combo for 10k?

You got this combo from the combo thread, though I don't know how much life you have there. Oh, and it's a counter.

[H1, OD lvl 3, 100 Heat, FC] 5C FC A+B 6C OD j623C 623D 5C 5DD 6A 41236C 236D 623C 623B 22D(2) RC 2363214C

Posted
I think it's supposed to be 4D, but I can't say for sure without the game.

To add some additional info to what TD and SoWL, I don't think you can cancel the drive once you've already traveled to the opponent but you can cancel it somehow before you travel to the opponent and the drive has a overhead and low version using 6D and 2D as TD said. They both have notable more startup though so use them wisely.

Posted
I think it's supposed to be 4D, but I can't say for sure without the game.

You got this combo from the combo thread, though I don't know how much life you have there. Oh, and it's a counter.

[H1, OD lvl 3, 100 Heat, FC] 5C FC A+B 6C OD j623C 623D 5C 5DD 6A 41236C 236D 623C 623B 22D(2) RC 2363214C

Just messed with it. You do press 4 after holding D to cancel without traveling.

And that combo works for trail 30. Some trouble I had was that you have to make sure you get red lock on the 5dd and you need to still be in overdrive when you hit the super. It's extremely tight timing.

Posted (edited)

so far been love and hate relationship with this character. While her tools have their place, it still leave some stuff to desire.

Edit:

UntillI read the guide again and realize I missed some viable tools. I was mostly playing footsie game with bullet. I wasn't using 623B at all against rush happy foes (didn't know it had invincibility either) and I rarely was using overdrive I don't burst already as it is should. It reminds me of Umineko cross Declair or better UNIB Veild off.

Edited by Keo-bas
Posted (edited)

Day 1 Bullet goes ham. She is about what I was thinking she'd be like, can't wait to start implementing better confirms than 2A 2B 5B 5C 2C 5D > oki. The only hiccup I've had so far is trying to chase around zoney-type characters like Amane and Rachel, especially when they can tag you for trying to use Afterburner. But I'm sure that won't be so bad when I get more comfortable with the character. Hilarity ensues when I connect her 720A; :P I've had success with tick throws after blocked 2B's, j.D's, and 5C, though the 720 motion is a pain.

Also Motoko color is pretty great, think I'm going to stick with that one.

Edited by Mr.Minionman
Posted

Don't forget to use Flint Shooter and Miquelet against zoners, they work wonders against single-hit projectiles.

Some thoughts on the blockstrings and stuff:

- They should be pretty tight as long as you don't go for mix-ups. Both 2A and 5C are neutral, and the latter also gets you closer to negate the pushback from blocking, but it's not like you can mash them over and over again - especially when the opponent learns to IB them.

- The most obvious way of improving your blockstrings is the Drive on higher Lock-On levels. However, you have to hit them to get it, and it hurts your damage when they block it. Still, I guess it's worth spending a level or two on implementing some 5Ds into your blockstrings, if only to condition them not to throw stuff at you when you go for the 2D/6D mix-up.

- Between Bullet's two main lows, 2B and 2C, I'd certainly prefer the former in a blockstring. It might be -9 on block, but it can gatling into both 5B (-1) and 2C (-5), even cancel into specials in a pinch. By itself, 2C is not too hot: it can't gatling into anything but a Drive, and when you don't have it, IB'ing the second hit leaves enough room to throw a jab at you. I don't consider 3C here because of its 21 frames of start-up, which lets the enemy simply jump on reaction. Oh, and it can't even gatling into Drive.

- Bullet's ground overhead, 6A, is pretty decent: leads into good combos, relatively safe on block (just -3), gatlings into 5C in case you want to stay close or get neutral frame advantage. The only downside is its huge start-up: if they see it coming or disrespect you, it won't be too difficult to DP you.

- 6C is a quirky move, but I feel like Bullet's gonna need it if she wants to keep her enemies on their toes. Yes, it takes ages to come out and can be punished by anything, but leaving her airborne and being jump-cancelable is huge. If they respect you, a whole new world of mix-ups opens to you: JC and use aerial overheads, land and go for the lows instead, or even land and go for a 6A for the authentic Princess Bride experience.

- It's a sad thing that most of Bullet's specials are unfit for blockstrings, with a single questionable exception. Charged Flint Shooter has whopping 25 frames of start-up, but has the greatest frame advantage among all of her non-Drive moves. Too bad that it pushes you a bit too far away and can't even be followed up by anything short of RC. If only you could dash-cancel it...

Posted

shes even more fun then I imagined. and I was just playing footsies with her. need to get some alone time with her though so I can better understand her.

Posted

If only that helped vs Amane :P that jump drill seems to have obscene priority.

And yeah, Bullet's pressure seems rather straightforward and tight. I was not having any problem staying on mashers or people trying to jump out of pressure. The only real problem I had was opening anybody up. People seemed to have time to react and stuff 6A with jabs, and tick throw attempts can be a little broadcast. microdash 2A/microdash throw felt like the best mixup to me though, especially when Bullet's blockstrings almost force them to respect it from the start. I also feel 6C is worth looking into, after 5C seems like a psuedo-frametrap, and it sets up an ambiguous situation.

Posted
If only that helped vs Amane :P that jump drill seems to have obscene priority.

In that case, you have 6B with amazing range and head invul. I suppose Snaphance works too, but that depends on the exact situation. Oh, and you can hold D for more invul!

shes even more fun then I imagined. and I was just playing footsies with her. need to get some alone time with her though so I can better understand her.

Sounds kinky.

Posted

2A, 5c block string is rlly good for fishing for FC i often use that blockstring to condition them for the low so I can tyen mix it up with 6A ir go for a throw or 720.

Posted

Hello! I'm not sure if it's been mentioned before, but how should Bullet respond to zoners? I've been fighting quite a bit recently, and even when I rush them and corner they still manage to win. I recently fought a Mu who was able to completely shut down me offensively, from full screen. Bullet's 236a stops projectiles yes, but what about dealing with multiple ones?

Posted

I actually think 6A is pretty fraudulent as an overhead. It's slow and easily reactable, even among BB overheads it's prone to all sorts of disrespect. It does have a deceptively large hitbox though and leads to good damage. Not an option to ignore by any means, but probably not something to rely on. I actually prefer going for throws over 6A just because it's a more 'neutral' option if they read it.

I would never commit to 2C after they've blocked something like 2B, 5B or 5C - better to just back out and try again at that point.

I definitely don't think she can be played in the manner of other rushdown characters, against people who know how to block she can't really get in and 'push buttons' and make something happen. She's much more of a 'go in' poke poke poke 'get out', pressure with drive, repeat.

Posted
She's much more of a 'go in' poke poke poke 'get out', pressure with drive, repeat.

This actually appeals to me.

Some reason I'm beginning to feel more comfortable playing punishment style with her, and incorporating a cat mouse thing. (obviously this fruitless against zones)

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