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Posted

Anyone else seen the new footage of the Bullet player by the name of 0? This guy's neutral game is unlike anything I've seen before. Easily the best Bullet player I've seen by far.

Courtesy of SoWL, he updated the video page. I'll link it here: http://www.dustloop.com/forums/showthread.php?15348-CP-Bullet-Video-Thread-Updated-10-21-2013/page16

This guy instant air dashes A LOT. Primarily after 5D or canceling from 5A or 5B. He has a lot of weird set-ups and mix-ups, and his pressure is relentless.

Also he makes very clever use of Bullet's 720. This guy hits it regularly. In particular, check out his ridiculous set-ups on the Makoto player in this video: http://www.youtube.com/watch?v=eFRtom6bvC4 (timestamp: 8:20 for the match).

His confirms are on point too. While Keita and MC are amazing in their own way, this guy is doing something different, and I think we should look more on how he plays.

Edit: His combos are also very optimized.

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Posted

There's no trick, you just have to do it very quickly. It's not much harder than Tager's backdash into 720, it's just that you have to spin in a different direction.

Posted (edited)

was that really a dash at 9:00

i can't tell too well but the fact that she said something during the dash and the animation makes me thinks he did capture.

9:57 was certainly a dash.

Edited by WintySoSolo
Posted
There's no trick, you just have to do it very quickly. It's not much harder than Tager's backdash into 720, it's just that you have to spin in a different direction.

I had a really hard time doing it with pad, guess its just my hand that not fast enough

was that really a dash at 9:00

i can't tell too well but the fact that she said something during the dash and the animation makes me thinks he did capture.

9:57 was certainly a dash.

Its a dash, she said yowai sugiru on knocked down opponent, afaik if its capture she only have 2 voice for that, doko miteruno and the command name itself (miquelete capture)

Posted (edited)

Bullet was born into a poor family that had no money because they were poor. In school, she would beat up bullies and take their money because she had been taught to always do the right thing even if she was poor. That was the only way she did not starve to death. When she grew older and decided to go out into the world on her own, she had saved up a bit of money. She tried to use it to buy new clothes but managed to only afford a shirt and a jacket. She still wears the shorts she wore in middle school, though they are incredibly undersized and very worn out. Bullet heard of a fighting tournament and entered it in the hopes she could win some money and buy a real pair of pants. Due to the fact that she has no real training, she is placed low in the tiers.

ps

ok so for H2 when you do 2C 5D you hold 5D for a tiny bit to make sure you get red lock for big damage.

can I just do this delay all the time or will it cause it to drop on other heat levels please respond I just did the big H2 corner combo in a match and didn't get the big damage because I forgot to delay.

Edited by WintySoSolo
Posted

H2 Red Lock appears earlier than H1/H0 Red Lock, so I assume it's the only one you can hold mid-combo, yeah.

Posted

Weeee I did the dash 720 on pad! Well its like 1 success in 10 attempt but at least I manage to do it once lol

I just realized that the start of bullets dash can be jump canceled, no wonder I always jumping when I input 720 too fast, and that 0 bullet also utilized it for approach/cross up since the jump cancel on dash momentum make the jump goes further

Some question, did the game restict the use of jd only once in a single aerial moment? I tried jd>rc 3rd hit (the enemy will float for a while)>od>jd, but the second jd wont out, it work if I used D on the ground as starter, so I suspect when in air jd can only be used once

Posted
H2 Red Lock appears earlier than H1/H0 Red Lock, so I assume it's the only one you can hold mid-combo, yeah.

no i mean

will 2C delay 5D combo without H2

should I always add a delay there so that when I do have H2 it will red lock

Posted
Some question, did the game restict the use of jd only once in a single aerial moment? I tried jd>rc 3rd hit (the enemy will float for a while)>od>jd, but the second jd wont out, it work if I used D on the ground as starter, so I suspect when in air jd can only be used once

You are correct, you only get one jD attempt per aerial movement.

no i mean

will 2C delay 5D combo without H2

should I always add a delay there so that when I do have H2 it will red lock

Red Lock only takes 5F more in H2 so it's def worth going for in most cases. Outside of H2 it's iffy.

What are y'all using to hide/set up your 720s? I've been having tons of success with 2B into 720.

Posted

I tend to use the 720 very sparingly so it maintains shock value as much as possible. I'm awful at buffering the sucker off of stuff like jabs, so it's usally off of 5B IAD 720, 5C or some string into uncharged flint shooter to avoid the chance of a purple happening. 2B's good too, I tend to use that one of of H2 5[D] to ensure I'm close enough to the opponent and with enough advantage that some jerk's not going to mash DP before the 2B comes out.

Posted

i tend to spam some sick 5C 2A frame traps and then I will try to do 5C 720 but then I remember I can't 720 and I just do 5C 6A and look like a jackass.

Posted
You are correct, you only get one jD attempt per aerial movement.

Red Lock only takes 5F more in H2 so it's def worth going for in most cases. Outside of H2 it's iffy.

What are y'all using to hide/set up your 720s? I've been having tons of success with 2B into 720.

I see, oh well, guess I'll just use the jc land 5b 6b route after OD

I rarely use 720, like once in 5 match, but when I do it people always jumping out of it :v

My usual set up:

-wake up OD>720

-5d/jd hold (either from dash, blocked 5c, or oki)>cancel (4)>720

-2b/5c>720

Posted

Anyone have and good high or low options when getting in on a defending opponent? Like three jump-ins you're comfortable with to continue the pressure and three neutral/ground to continue pressure. What's your game against a defending opponent. Mashed with her a little bit two nights ago but due to the military I couldn't practice with her over the time and now I'm back in the lab again and her options seem pretty poor unless I'm doing it wrong.

I had a feeling I would be playing her one of these days and I would like the help if possible.

Posted

Bullet's best jumpin is undoubtedly jC. It has good hitstun and bounces on counter in the air. Not her greatest air to air against some though because it's not that fast.

As for opening up someone, her 6A chains in from 5A/2A and maybe (one) of the Bs, don't remember (I'm new to her and have only played her intermittently for maybe a week now). 6D/2D might be able to open up overly defensive opponents if you can RC the hit.

Posted

I shouldn't have asked.

So can we combo into her astral at least?

Something about playing Bullet feels so damn exciting in an actual match. I'm more on the defense against an opponent and her normals are slightly below average. What's the best way to get in instead of always being on the defensive?

Posted

My AH combo

Back throw->AH

H1 in corner, 5a 5b OD 5a 5b 5c 5dd (wall stick) AH

H1 in mid, 5a 5b OD 5b 5c 41236c 236d dash 6a AH (sometimes it whiff, dont know what factor make it whiff, probably character specific or proper spacing)

Got some question myself, is it a smart thing to do milquete capture againts hazama 5d? Is its 100% safe or can he do the swing follow up and punish?

So far it work well againts my friend hazama 5d zoning if I do it at the right range, and looks like he consfused on what to do lol

Posted (edited)

It's just not easy for her and you have to get used to having a strong defense. The easiest way to get and maintain pressure is using your heat. For everything else it's down to neutral game with the tools she has. 2B is a good normal in neutral, will also go under some stuff like jump ins or high standing normals.

And yes, she can combo into Astral w/ stuff like Backthrow> Astral, anything into 6A>Astral e.g. 3C>6A>Astral or vs crouching opponent anything into 3C > Astral.

There's probably more though.

Edit:

Got beat to some astral setups.

To the Hazama stuff:

It's nothing more than a mindgame I guess. I don't know how exactly his follow ups would screw up our capture attempt. I've you have the read on him that he won't retract it soon enough and won't follow up it's a good decision to use it. If they know they can't throw out stupid projectiles at specific ranges vs. Bullet you receive some space as reward.

Edited by Mikros
Posted

Bullet's super dependent on the fundamentals for her neutral and defense games, so you have to be used to moving smartly and blocking if you want to do well with Bullet.

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