SoWL Posted November 16, 2013 Posted November 16, 2013 - 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.
Mikros Posted November 16, 2013 Posted November 16, 2013 (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 November 16, 2013 by Mikros
GcYoshi13 Posted November 18, 2013 Posted November 18, 2013 (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 November 19, 2013 by GcYoshi13 spelling error
Phones01 Posted November 18, 2013 Posted November 18, 2013 for 720 I normally just do it off of 2b since it won't count as it being comboed unlike with 5c.
NonoV2 Posted November 18, 2013 Posted November 18, 2013 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.
Mikros Posted November 18, 2013 Posted November 18, 2013 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.
MakotoTBE22 Posted November 18, 2013 Posted November 18, 2013 Im definitely tryin to main bullet any info would help Sent from my LG-MS770 using Tapatalk
Mr.Minionman Posted November 18, 2013 Posted November 18, 2013 There have been a few beginner questions answered recently on this thread. Check combo thread for combos, and the wiki for frame data
Prototype909 Posted November 18, 2013 Author Posted November 18, 2013 (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 November 18, 2013 by Prototype909
WintySoSolo Posted November 21, 2013 Posted November 21, 2013 someone clashed my 623B why can't grabs be grabs
SoWL Posted November 21, 2013 Posted November 21, 2013 'Cause punishing them on whiff is not enough Also because combos, I suppose?
wauhti Posted November 24, 2013 Posted November 24, 2013 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.
Wild Candy Posted November 24, 2013 Posted November 24, 2013 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.
wauhti Posted November 25, 2013 Posted November 25, 2013 any frame data for bullet? just curious Character page with moves + frame data http://www.dustloop.com/wiki/index.php?title=Bullet_(BBCP) Full frame data http://www.dustloop.com/wiki/index.php?title=Bullet_Frame_Data_(BBCP)
WintySoSolo Posted November 25, 2013 Posted November 25, 2013 when is hitbox data expected to be available?
LionHeartx Posted November 25, 2013 Posted November 25, 2013 wait so how come j.D doesn't have frame data? is it the same as 5D?
DiNyc3st Posted November 27, 2013 Posted November 27, 2013 So I was bored and did a quick safe jump video compilation for the most popular wake ups I've experience per character....Gave a Shoutout to to Mikros btw: https://www.youtube.com/watch?v=E4BKKE3cQgw
WintySoSolo Posted November 27, 2013 Posted November 27, 2013 As a note for when they do start just blocking the safejump jC, you can jB j9 jC jD for a fuzzy guard.
FR05tB1t3 BOB Posted November 27, 2013 Posted November 27, 2013 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?
WintySoSolo Posted November 27, 2013 Posted November 27, 2013 (edited) https://www.youtube.com/watch?v=Jm6tCfP4-8U it whiffs on carl and platinum. Not sure who else. Edited November 27, 2013 by WintySoSolo
NecroTheReaper Posted November 27, 2013 Posted November 27, 2013 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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