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Posted
- 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 -____-

This is why I don't want to get a stick, no one hears my ninja 720s on a pad. Luckily, neither Bullet nor Tager are as execution-heavy as Carl or Rachel, so playing on a pad doesn't handicap me that much.

I wish 6D/2D had proper full-body invuls like 5D: at least it would be immune to DPs/mashing that way.

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Posted (edited)

So I made this list of results with bullets safejump after her drive.

http://tinyurl.com/ptt7qb5

Most of them were tested with different heigths of j.C.

Maybe this will help some of you. If you detect missing reversals or false information feel free to contact me so I can add to/edit my list.

Edit:

Someone told me it can be confusing to read.

Hits = The reversal hits bullet.

Punish = Bullet punishs the reversal attempt.

Block = Bullet blocks the reversal attempt.

Whiff = Everyone whiffs.

Edited by Mikros
Posted (edited)
So I made this list of results with bullets safejump after her drive.

http://tinyurl.com/ptt7qb5

Most of them were tested with different heigths of j.C.

Maybe this will help some of you. If you detect missing reversals or false information feel free to contact me so I can add to/edit my list.

Edit:

Someone told me it can be confusing to read.

Hits = The reversal hits bullet.

Punish = Bullet punishs the reversal attempt.

Block = Bullet blocks the reversal attempt.

Whiff = Everyone whiffs.

Good stuff man.

Is there a specific timing with her safe jump or do you simply do it asap after the drive?

I've been also looking at a few ways to perhaps set up her 720, but I'm not sure how useful they are, nor how useful the actual distortion drive is.

It's kind of problematic to tick into it since so much of her stuff is jump cancel-able.

However you can use her 5A -> D (don't let it go), and then rotate the stick (or D-pad) starting rotating the stick from 4 (assuming your character is facing right). You'll immediately begin the lock on and then cancel it and can use the recovery of the drive cancel to buffer the 720. That's as close as a tick/feint set-up I got.

You can also do it from her 6A too. If you delay it just a slight bit, it won't combo if the 6A hits.

Edited by GcYoshi13
spelling error
Posted

Thanks Mr.Minionman for your inputs.

So I made this list of results with bullets safejump after her drive.

http://tinyurl.com/ptt7qb5

Most of them were tested with different heigths of j.C.

Maybe this will help some of you. If you detect missing reversals or false information feel free to contact me so I can add to/edit my list.

Edit:

Someone told me it can be confusing to read.

Hits = The reversal hits bullet.

Punish = Bullet punishs the reversal attempt.

Block = Bullet blocks the reversal attempt.

Whiff = Everyone whiffs.

Nice, this is great.

Posted
Good stuff man.

Is there a specific timing with her safe jump or do you simply do it asap after the drive?

Jump immediately after 5D/j.D hits and try to hit j.C as low as possible without making it whiff.

Posted (edited)
Just curious, is there a good way to get oki against someone who isn't teching at all? I've been playing a couple of players who'll get picked up for the blue beat 2A 5B 6B j.B j.C j.D after D enders, and will continue to sit there so that they can air tech a second pickup to get out of my pressure. I don't mind too much because they are letting me get H2 for free, but I'm trying to figure out the best way to keep my advantage.

I could probably follow it with j.D if I can guess the timing, or just wait for the game to force them to get up, but in the former I'm risking the heat level and the latter I won't be able to time safe pressure. The whole situation seems rather silly, so I'd like to figure out an answer so they stop trying it :P

Going back to this topic

Other options if you think they'll refuse to tech or delay tech-

2A into IAD j.D (Loses to DP if they decide to instant tech)

2A into delayed (Or low IAD, should work) j.C (Works if they choose to tech mid-air after the 2A)

The good thing about options like this is that you can still have pressure if they choose to tech instantly, but if they choose to instant tech and DP you'll probably get hit out. Problematically if people are -adamant- about not teching there's still not that much you can do... :/

Edited by Prototype909
Posted

'Cause punishing them on whiff is not enough :v: Also because combos, I suppose?

Posted
Going back to this topic

Other options if you think they'll refuse to tech or delay tech-

2A into IAD j.D (Loses to DP if they decide to instant tech)

2A into delayed (Or low IAD, should work) j.C (Works if they choose to tech mid-air after the 2A)

The good thing about options like this is that you can still have pressure if they choose to tech instantly, but if they choose to instant tech and DP you'll probably get hit out. Problematically if people are -adamant- about not teching there's still not that much you can do... :/

Thanks for posting, this were one of my problems since one opponent likes stay on ground. sometimes i managed to just land 4-7 5D a straight since he refused to get up at all.

Posted

I had some Bullet mirror matches with our local Mod, Prototype, and he's really strong. I didn't stand a chance.

I still have tons to learn with Bullet, particularly mix ups and hit confirming into combos.

Posted
As a note for when they do start just blocking the safejump jC, you can jB j9 jC jD for a fuzzy guard.

Does this work on every character?

Posted

A lot of stuff that has auto guard properties eats it though. Only against a bullet goin for safejump j.C oki I will ever land Relius' astral on lol, though I think that's how almost all auto guard moves behave.

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