Circuitous Posted November 6, 2013 Posted November 6, 2013 OD will be draining right as you input the DD even with the best timing. It's very tight - just try to do everything as quickly and cleanly as you can.
Shameless Posted November 7, 2013 Posted November 7, 2013 Does Bullet have fuzzyguard setups? Im trying to set it up in training mode but its a little bit hard to navigate through the menu for me.
Phones01 Posted November 7, 2013 Posted November 7, 2013 On some characters I think j.c can work after a charged block flint shooter on wake up.
Mikros Posted November 7, 2013 Posted November 7, 2013 Depends on the characters I guess. deep j.B jc j.C should be one too.
Lensta Posted November 10, 2013 Posted November 10, 2013 Okay I've started my training with Bullet. Atm I'm mostly focusing on her neutral and normals along with a feel of how she moves around in different Heat Levels. She's so much fun to play around with. I can't wait till I get into her big combos but I think for the first few days I will just focus on her simplest Bnbs. Do you have advice on specials things I should practice? Also if someone have Bnbs they could link me that'd be nice too. Can't wait to have a few matches with her, but that'll have to wait till next week haha.
Prototype909 Posted November 10, 2013 Author Posted November 10, 2013 Does Bullet have fuzzyguard setups? Im trying to set it up in training mode but its a little bit hard to navigate through the menu for me. After D ender Neutral jump j.B immediate jc j.C j.D. Combos if you have heat.
HagakureStyle Posted November 10, 2013 Posted November 10, 2013 Okay I've started my training with Bullet. Atm I'm mostly focusing on her neutral and normals along with a feel of how she moves around in different Heat Levels. She's so much fun to play around with. I can't wait till I get into her big combos but I think for the first few days I will just focus on her simplest Bnbs. Do you have advice on specials things I should practice? Also if someone have Bnbs they could link me that'd be nice too. Can't wait to have a few matches with her, but that'll have to wait till next week haha. Nice to see another Bullet player! If you're looking for combos, they can be found in the combo thread here. At the start they're a few beginner combos to work with. I'm not a pro Bullet player or anything, but some of the things I had trouble with when starting were mixup/blockstrings and escaping pressure, so I would work on those. Also a good thing to learn is how to take advantage of her moves outside of combos...for example 623c can be used as an anti air against jumping in opponents, however 6B is more reliable for this. Her 41236C can go through bursts if I remember correctly. On an opponents neutral tech you can crossover with an air dash. and j.D...and don't forget about her 720. It's not as good as Tager's, but it's still useful depending on the situation. I would start out just experimenting with a few things like this. In my opinion, it's easier to see these things happen in a real match as a way of learning them, so if you need any help we can play sometime.
Lensta Posted November 10, 2013 Posted November 10, 2013 Yeah I'm practicing her mixups/blockstrings too. Escaping pressure I think I'lll have to practice in real matches. I'm also getting to hitconfirm AA 6Bs and j.Cs too. Depending on the height of the opponent you have to slightly alter the combo. In actual matches it might take some time getting used to that. I'd be happy to play together how I'm in the UK and my connection is not the best so we might have horrible delays haha. But I know a few EU Bullet players so I can always learn from them.
Myouhiro Posted November 12, 2013 Posted November 12, 2013 (edited) Disclaimer, I'm not a hardcore player, I play with a huge group of friends of varying skill, to learn so I can help my friend who wants to play pro, get better. My friend imported CP from Japan, and I immediately took a liking to Bullet. I'd never used a grappler before, so I was rather intimidated at first, but that was before I played her. IMO after a few weeks of playing her: Bullet is a very streamlined character, with a simple strategy of find an opening, combo into drive, and keep pressure up, so your opponent can't react well, however she has a lot of the tolls she needs to make that work. Her defensive options are limited, but as long as you can block well/play in and out of the opponents zone, you should be okay. Her j.C is godlike, but don't overuse it or your opponent gets used to it. Use your jabs and 5B/2B as pokes until you get hit confirms, then you can start combos into 5C > 6C > j.B/j.C etc. When ever possible end your combos with your drive. Keeping her Heat Up levels maximizes your potential, and also just having them can make your opponent nervous/wary causing them to play more defensively and possibly make mistakes, which is perfect for Bullet because being offensive is her forte. The way I play I'm somewhat impatient, and very aggressive with Bullet. After finding an openining and comboing up my first drive I either backdash into 236A and follow that in with a jump move, or I neutral jump as they recover and either j.C,B, or A (Depending on how I feel about my priority vs theirs) and try and find an opening, or land and 2A/B if I think they're going to turn aggressive or 6D/2D if they continue to block. With Zoners like nu13 or Kokonoe, play around with 236A (hopefully after finding a point to 214D for the range) and look for openings to move in and begin your offensive pressure game. This can be extremely frustrating at times, but you have to be patient. Kokonoe especially. She has way too many ways to stop you in your tracks, so you kneed to be really reactive and abuse your 41236C's projectile invuln. Against Aggresiveness/Pressure it's very dependent on character, and timing. Against slower characters you can easily take advantage of their need to stay near you, because that's the best place for you to be, Bang for example, if you can catch him on a slower move free combo for you. Characters like Azrael can be harder because his moves although very aggressive keep him out of your zone. Tager on the other hand is very back and forth. The way my friend plays him (His main until Kokonoe was available) three grab links equals dead. So you have to be extremely careful to stay at mid range, poke with 236A and go in when you KNOW you can get a combo off, Lock On, and back off until your next opening. Then there's Taokaka. I don't have a lot of experience yet, but this match up was a nightmare for me because so many of Tao's normals have higher priority, and Tao can interrupt your combos where no one else can. That's really all I can think of to say, most of my matches have been against Tager and Kokonoe with Yuki, Tao, Azrael and Ragna on the side. I can try to answer any questions for anyone who can't play the game yet. Also On some characters I think j.c can work after a charged block flint shooter on wake up. Actually yes, I had a lot of success with this, using 236A Flint Shooter (Not charged, or else it doesn't go anywhere) to apply oki pressure while jumping in with j.C. It's a wonderful thing, and I was forced into it a lot against Tager. Even if a player has an anti-air they're forced to block on wakeup with this, allowing for you to search for openings easier. Edited November 12, 2013 by Myouhiro
NonoV2 Posted November 12, 2013 Posted November 12, 2013 (edited) Hello All <3, I'm also a relatively new european Bullet player, I played her since the launch on the japanese psn, but I'm not really good with her. I understand her basic BnB, RC double heat level up combos and DD corner combos > 6A > 236[A] > 6C > crossunder, but I still lack confidence in pressuring opponents. I never though about 236A for oki after a sucessful drive. Is a single backdash enough to make most DP whiff? I'm not sure (lol Jin). What I did was usually try to meaty 2B or j.C after [D] > 4 cancel, but it's not working as I want it to. People mash DPs way too much (me included). And yeah I agree Tao is a really difficult MU. Her moves are hard to deal with, and she can cross up shenanigans so easily, it's almost unfair... Oh yeah I have a stupid question but... If you neutral tech and buffer a DP (let's say Bullet's 623B), can a perfect meaty force you to block, or you'll go through starting with frame 1 invulnerability? Sometimes I can't reversal and I eat a counter, it feels very random (bad input?). Frame data shows that 623B is invulnerable starting from frame 1... Yeah I'm practicing her mixups/blockstrings too. Escaping pressure I think I'lll have to practice in real matches. I'm also getting to hitconfirm AA 6Bs and j.Cs too. Depending on the height of the opponent you have to slightly alter the combo. In actual matches it might take some time getting used to that. I'd be happy to play together how I'm in the UK and my connection is not the best so we might have horrible delays haha. But I know a few EU Bullet players so I can always learn from them. Would be glad to play against you. I'm usually not available though. =3 Edited November 12, 2013 by NonoV2
Julimano Posted November 12, 2013 Posted November 12, 2013 another new bullet player here, is there any good use for 6C outside combos?
WintySoSolo Posted November 12, 2013 Posted November 12, 2013 you can 6C and then OD or RC and either jC or land 2B for a mixup. Or something like 6C RC/OD airdash jD for a crossup. Basically you can cancel it into STUFF and do THINGS.
Mikros Posted November 12, 2013 Posted November 12, 2013 (edited) another new bullet player here, is there any good use for 6C outside combos? You can test your opponent in blockstrings with it and see what his answers vs 6C are. If they're passive you get another tool for a semi-decent high/low mixup. Either you JC it into j.C or you'll just land and do 2B. Keep in mind though that this is no string which you should be using often. It's pretty unsafe and easy to react to if your opponent knows it's coming. If you're in H2, maybe H1 too, this changes a lot. After 6C you can do backjump j.D which will catch a lot of their possible anti air attempts. The other options would be canceling your drive to go back to neutral, just land while keeping your drive active or use the heat to start your pressure anew. Try to vary your blockstrings alot, then you can get in a 6C from time to time. Bullet has to use every tool available to her, she doesn't have that much options, as everyone of you is probably aware of already. Hello All <3, If you neutral tech and buffer a DP (let's say Bullet's 623B), can a perfect meaty force you to block, or you'll go through starting with frame 1 invulnerability? Sometimes I can't reversal and I eat a counter, it feels very random (bad input?). Frame data shows that 623B is invulnerable starting from frame 1... Work on your execution and keep the button pressed down. BB should repeat your input for 5F every frame and increases the chance to actually hit your reversal window. Edited November 12, 2013 by Mikros
NonoV2 Posted November 12, 2013 Posted November 12, 2013 Work on your execution and keep the button pressed down. BB should repeat your input for 5F every frame and increases the chance to actually hit your reversal window. Oh right, you can buffer stuff by keeping the button pressed. This should help a lot, thanks.
Mr.Minionman Posted November 12, 2013 Posted November 12, 2013 Hello All <3, I'm also a relatively new european Bullet player, I played her since the launch on the japanese psn, but I'm not really good with her. I understand her basic BnB, RC double heat level up combos and DD corner combos > 6A > 236[A] > 6C > crossunder, but I still lack confidence in pressuring opponents. I never though about 236A for oki after a sucessful drive. Is a single backdash enough to make most DP whiff? I'm not sure (lol Jin). What I did was usually try to meaty 2B or j.C after [D] > 4 cancel, but it's not working as I want it to. People mash DPs way too much (me included). And yeah I agree Tao is a really difficult MU. Her moves are hard to deal with, and she can cross up shenanigans so easily, it's almost unfair... Oh yeah I have a stupid question but... If you neutral tech and buffer a DP (let's say Bullet's 623B), can a perfect meaty force you to block, or you'll go through starting with frame 1 invulnerability? Sometimes I can't reversal and I eat a counter, it feels very random (bad input?). Frame data shows that 623B is invulnerable starting from frame 1... Would be glad to play against you. I'm usually not available though. =3 Backdash won't get you away from all dp's and you run the risk of losing pressure. Bullet actually has oki that is easy and dp safe. after ending a combo in drive, or a dp (no followup), or 720A, simply hold up-forward until you jump, and do a landing j.C whilst holding back. If they dp, you get a free punish (or a good position if they RC it), and if they don't you can continue with any sort of pressure. besides that, try to end blockstrings plus or at neutral, and if you expect them to mash in your blockstring, stagger your string and see if the dp will fly out. Once they respect the j.C safejump oki you can start setting up more ambiguous (but not dp safe) mixups; empty jump throw/low, low to the ground airdash j.C, dash forward 2A, etc. And I'm not really in the mood to discuss in detail on my opinion on the Tao matchup, but I really think it's even or even Bullet favored. zone control with flint shooter and j.D really help to shut down her neutral game, and 6B on the ground and j.C are solid buttons Tao has trouble dealing with. and Tao's usual methods of flying out of pressure are rendered moot by Bullet's tools. you can 6C and then OD or RC and either jC or land 2B for a mixup. Or something like 6C RC/OD airdash jD for a crossup. Basically you can cancel it into STUFF and do THINGS. Loool I've not tried it before. Might be fun, though it seems like an extraneous way to use meter. 6C is mainly just a good way to catch mashers in my eyes, and puts you in a safer spot than any of the other moves 5C cancels into heatless. if it hits, you usually get a FC for a massive reward, otherwise you can try to reset pressure or barrier&jump to land safely (and get an empty jump setup if they respect it). If you try to delay the drive ring for redlock (in H2), you can get a safe and easy way to get back into pressure
Prototype909 Posted November 15, 2013 Author Posted November 15, 2013 I don't think 6C has many practical applications outside of within combos, unless you're playing someone who just doesn't understand the match-up it's just a gimmick. At best they don't understand it's a free AA/their turn and just sit there and take it (Your jump cancel follow-up). Or if you're at Lv1 or Lv2 you may be able to jump back and hit j.D to catch something -maybe- You can just JC barrier and land, but that's the same as giving them their turn for free (And you could've just 5C'd and backed off instead of hitting 6C and potentially getting air thrown/AA'd). Same thing as doing Ragna 6D into jump back barrier, you just gave up all your pressure. At worst they just call you out immediately because they know the only thing you can do out of it is JC or stay at -9. I agree that Bullet needs to utilize almost all her options to even have a chance in the mix-up game, but doing stuff that is literally telegraphed in terms of the one option you have afterwards should be avoided in my opinion.
Myoro Posted November 15, 2013 Posted November 15, 2013 So I read on the wiki in the okizeme section that her drive is apparently canceled to follow up with normal mixup if the opponent keeps guarding. Do they simply mean that I should holw the button until the drive expires? or is there some input that actually cancels it?
Prototype909 Posted November 15, 2013 Author Posted November 15, 2013 (edited) So I read on the wiki in the okizeme section that her drive is apparently canceled to follow up with normal mixup if the opponent keeps guarding. Do they simply mean that I should holw the button until the drive expires? or is there some input that actually cancels it? You hold [4] while the circle is deployed, doing so will cancel the circle. It's not instant though and if they read it or are ready to mash out they can easily stuff you for trying it (Especially if you have to land from high up or something). It's a good tool once people just start to turtle up though. Edited November 15, 2013 by Prototype909
Mr.Minionman Posted November 15, 2013 Posted November 15, 2013 Here's a dirty trick with it: when you are using drive directly above your opponent, Hold it until you get red lock, and spin the stick for a 720A. you'll hit the 4 on your way around the circle, and you'll drop right next to them for a command grab. Of course, if they haven't learned to respect the circle yet, or if they start chicken blocking it, it won't work, but it's nice gimmick that'll stun and dazzle your foes if you can pull it off.
Myoro Posted November 15, 2013 Posted November 15, 2013 Thanks for the speedy responses! ^_^ Here's a dirty trick with it: when you are using drive directly above your opponent, Hold it until you get red lock, and spin the stick for a 720A. you'll hit the 4 on your way around the circle, and you'll drop right next to them for a command grab. Of course, if they haven't learned to respect the circle yet, or if they start chicken blocking it, it won't work, but it's nice gimmick that'll stun and dazzle your foes if you can pull it off. This is beautiful, I need to add this as well as many other tricks to my gameplay. My fundamentals have been good enough to win matches with bullet, but my mix-ups and mind-games as of late haven't given me the ability to dominate matches. Any other tips tricks or gimmiks? or places I can find them?
Mr.Minionman Posted November 15, 2013 Posted November 15, 2013 (edited) This is the best place for Bullet stuff for the time being. Course, a problem with Bullet's inherent gameplay is that she really doesn't have too many good gimmicks to exploit despite being so reliant on the mixup game. She has ambiguous mixups with 6D/2D, or after 6C, but they are both limited and a bit slow, and rely on the opponent respecting the move to begin with. Though I suppose there are a few gimmicks you can use, at the end of the day, you have to play a solid fundamental game with Bullet in a not so fundamental game :P With that said, I can try to describe my thoughts on mixup/mindgames that hopefully might help: the first mixup I do is none, you can catch many people mashing or jumping out of pressure by using Bullet's safe strings (2A 2B 5B 5C, 2A 5B 5C 2C 5D, etc) and studying their reaction. If they aren't frantically mashing out of pressure, then you can mix them up. note: there is a tiny gap in 5B 5C that reversal mashers can catch you with. stagger pressure works wonders mitigating this problem Personal opinion on effective mixups, in order: - Microdash 2As/throw: relatively safe, continuous, and throws lead to good damage. but throws are rather easy to tech for many people in this game - Microdash 2As/5A/5B ~ Overhead: If they are expecting throws when you are using microdashes, then they are less likely to be watching for overheads. If they are watching for the string instead of reacting, keep em honest with 2B. - 2A/5A/5B ~ jump cancel ~ air mixup: useful especially if they are trying to jump out, as you can airdash throw to catch them. Of course you can be anti-aired, but you should know how that metagame works. IAD j.D can be a sexy chasing tool that will cross them up if they decide to stay on the ground - Crush Trigger: requires meter and is pretty slow, but if they are focused on breaking throws and can react to overheads, then they are often vulnerable to this. people love bursting after being hit by it too. - 2B/5C/2C ~ 720A: won't work at all if they are up-backing your pressure. but can be dirty in online settings when they are blocking honestly. Avoid offline because everyone and their mother can hear you spinning the stick -____- - 5C ~ 6C jc ~ air mixup: the 5C ~ 6C can catch mashers for massive reward, and the mixup is ok after 6C, but for reasons prototype mentioned people rarely respect this move because you have almost no options in the air. - 6D/2D: dirty and ambiguous, but no knowledgeable player will ever let you use it. can be mashed, jumped, reversaled, or in rare cases, just blocked with a good guess. Edited November 15, 2013 by Mr.Minionman
WintySoSolo Posted November 16, 2013 Posted November 16, 2013 if you like spending meter to do COOL SHIT it's worth noting that the first hit of 2C is a higher level than the second hit and produces 18 frames of blockstun. Considering that people will be wanting to IB the second hit for a free 2A punish, there may be some legitmacy in 2C(1) RC 6A. Upon thinking heavily, I see little reason not to spend meter whenever the fuck you want with bullet, since unlike characters such as, say, jin, your damage output isn't heavily reliant on having meter, it seems rather productive to just throw it around wherever the fuck you want to get hits in and do stuff.(such as the 6C RC mixup I mentioned previously)
Mr.Minionman Posted November 16, 2013 Posted November 16, 2013 While it certainly isn't as important as her heat, I dump almost all of my meter on 3 things: -RC after 5D for immediate H2 or comboing into Snaphance Capture / Engage -720A <3 -being able to get full combos after cross up j.D oki I can't really bring myself to use it on much else, sans using super to finish a match :P
WintySoSolo Posted November 16, 2013 Posted November 16, 2013 i have brain damage and can't 720 so I have 30% more meter than you to do dumb shit with.
Lucalibur Posted November 16, 2013 Posted November 16, 2013 i have brain damage and can't 720 so I have 30% more meter than you to do dumb shit with. lmao this is almost sig worthy. I have been trying to find good setups to buffer the 720A, but alas, the only one I can find are off of safe jump J.Cs and the scumbag method mentioned that consists of J.D>720>Landing and pressing A. Nothing really consistent like super scumbag 720 off of a 2B whiff like Tager does. I probably shouldn't bother trying to learn how to do 720s at the moment, though. I literally just picked up Bullet and am trying to get the hang of her. Can't get used to the fact that if I stagger strings then nothing will end up comboing if it does hit, but if I don't stagger than frame trapping is just so much harder, although 5C is a cool guy.
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