Zeromus_X Posted February 15, 2014 Posted February 15, 2014 Should make air-to-air blockstrings and hitconfirms safer. Ex: reverse beat jB > jA > jB > etc. A minor thing, but should help her air-to-air game a little.
Sadeyo Posted February 16, 2014 Posted February 16, 2014 Bullet with that Labrys treatment, fair buffs but still not enough to make a difference in her match-ups.
Dawn of Musou Posted March 2, 2014 Posted March 2, 2014 I picked Bullet up yesterday and she seems entertaining. I read the guide and it was a pretty good read, helped me with a lot of questions I would have had. I'm still wondering about two things though: what are Bullet's round-start options and are there other ways I can combo into astral besides stuff>3C>Astral?
IndigoNovember Posted March 2, 2014 Posted March 2, 2014 Off the top of my head, you can back throw, air throw, and at corner any D -> 66A into Astral. As for round start options, I sometimes try dash 2B, but none of her moves seem like great options.
haitian_sensei Posted March 2, 2014 Posted March 2, 2014 Depending on the match, I would start with dash 2B or air dash j.C. Other times I will just air dash back and play it safe.
Lucalibur Posted March 2, 2014 Posted March 2, 2014 Dash 2B\5B, air dash\backdash J.C(or just air backdash if don't wanna commit), or just sit there and wait. Comboing into astral is hella easy but most options got covered. Basically anything that leads into air hit 6A or a level 2 D other than non-corner 5D works.
haitian_sensei Posted March 5, 2014 Posted March 5, 2014 Does the safe jump setup not work against hakumen's counter? I tried different timings and I can't get it down.
Layer Posted March 5, 2014 Posted March 5, 2014 If that Safe Jump concept video is to be believed, it should definitely work on Hakumen's 5D. Though I'm right there with you though, I usually mess up the timing and get DP'd anyway.
Phones01 Posted March 5, 2014 Posted March 5, 2014 It works on normal counter but not super counter iirc.
Mikros Posted March 5, 2014 Posted March 5, 2014 It works on normal counter but not super counter iirc. Correct.
haitian_sensei Posted March 5, 2014 Posted March 5, 2014 Thanks fellas. I was losing to a counter happy hakumen and it was bothering me for the longest. Sent from my SGH-M919 using Tapatalk
WintySoSolo Posted March 5, 2014 Posted March 5, 2014 i start rounds with sj9B because I can then airdash forward or backward at the top of the jump. IMO bullet's best round starting option is to activate overdrive.
SoWL Posted March 11, 2014 Posted March 11, 2014 Gentlemen, our changelog: Bullet: Backdash - duration reduced from 26 to 22 frames. Invul frames now go from 1 to 7 (rather than from 1 to 9). Airborne on frames 1 to 12 (rather than 1 to 16). Traveling distance decreased. Negative Penalty Resistance - increased from 3 to 5. Heat-Up Lv.2 - the color of the blinking red aura is now a bit darker. Blowback - Bullet's hitbox is slightly adjusted. 5A - the vertical hitbox is increased. 5B - damage is reduced to 550 (rather than 700). 5C - can now be charged. Regular version: start-up 13, level 3, 750 damage, frame advantage -1, no fatal counter. Charged version: start-up 19, level 4, 800 damage, frame advantage +1, fatal counter. 2A - the vertical hitbox is increased downwards. 2C - damage is increased to 400+700 (rather than 400x2). 3C - damage is increased to 850 (rather than 700). The vertical hitbox is increased. Now only has the body invulnerability that lasts up until the move's active frames. 6B - damage is reduced to 650 (rather than 700). j.B - now has a Revolver Action into j.A. Crush Trigger - now staggers on ground hit and wall-bounces on aerial hit. Miquelet Capture - damage is increased to 1500 (rather than 1000). Now projectile-invulnerable up to the end of the move. Flechette Engage (Lv.2) - the blowback is adjusted, making it easier to follow up. Rage Aggressor - now doesn't kill the opponent until the last hit. Blackout - the requirements are changed to "Heat-Up Lv.2". Lots of damage adjustments all over the place, but we gained more than we lost. 5[C] is not the exact copy of old 5C, since it's 2 frames slower, but having a 13-frame alternative seems fine to me. The backdash nerf hurts, but we're not the only ones who got hit in that aspect. Yeah, I think I'm pretty happy with this overall.
RurouniLoneWolf Posted March 11, 2014 Posted March 11, 2014 The backdash change is more or less what I expected when I heard they were altering them to better reflect the characters' reversal options. Since Bullet already has a DP, ASW probably decided to nerf her back dash. No FC on regular 5C is a bit of a bummer. Hopefully, 5[C] being 2 frames slower than the old 5C isn't noticeable when it comes to punishing stuff. 3C lost head invulnerability but I'm guessing this puts it more in line with the anti-footsie tool that ASW probably originally envisioned. Capture's damage boost is nice. The blowback being adjusted on Flechette Lv.2 is an interesting addition. I wonder if this will open up new combo routes. Overall, some nice changes. I look forward to messing around with them.
IndigoNovember Posted March 11, 2014 Posted March 11, 2014 Hmm, So Crush Trigger no longer spins the opponent on ground hit? I wonder how much harder it will be to get Fatal Counters with the charged version of 5C when compared with our current one. I'm hoping not too bad? 2 more frames of startup doesn't sound terrible, but I don't have that much experience. Also here's hoping that you no longer have to 66 6A after Flechette Engage on Litchi and Hazama. Half the time I input A too early and just get 6A OTL . All in all, looking forward to these changes.
SoWL Posted March 11, 2014 Posted March 11, 2014 The blowback being adjusted on Flechette Lv.2 is an interesting addition. I wonder if this will open up new combo routes. Gonna second the notion that we don't have to learn character-specific links against Hazama, Terumi and Litchi now, but there might be something more than that, I guess. Hmm, So Crush Trigger no longer spins the opponent on ground hit? I don't think it's going to matter too much: stagger should still give us more than enough time for 6C or whatever. Speaking of that, it's interesting that they didn't touch 6C at all despite its questionable uses.
IndigoNovember Posted March 11, 2014 Posted March 11, 2014 I don't think it's going to matter too much: stagger should still give us more than enough time for 6C or whatever. Yeah, I just liked it cause it looked silly XD . Stagger makes much more sense according to the animation. Speaking of that, it's interesting that they didn't touch 6C at all despite its questionable uses. Myabe they envisioned it as the awkward pressure tool thing that it currently is @_@ ?
SoWL Posted March 12, 2014 Posted March 12, 2014 Because reversals being unblockable means that they're unpunishable, and that's bad, hmmkay?
Sanity Posted March 12, 2014 Posted March 12, 2014 Sadly seems like the final list of changes are less promising than what the initial changes seem to imply.
SoWL Posted March 12, 2014 Posted March 12, 2014 Uhh, what exactly is missing? Or is it just that you had higher expectations?
haitian_sensei Posted March 12, 2014 Posted March 12, 2014 (edited) Does anyone know the frame difference between 5C and 5[C]? Is it the two frames, as in the time gap between the two? Also, does -1 make a huge difference? Edited March 12, 2014 by haitian_sensei
SoWL Posted March 12, 2014 Posted March 12, 2014 If you press the button, 5C will come out. If you hold the button down (not sure for how long, but probably for more than a single frame), 5[C] will come out. The active frames and recovery are the same, but since the attack level is higher, 5[C] gives more blockstun, making it positive on block. -1 means that if you were to mash 5A (to reset the pressure) at the same time the opponent does, their 5A is going to land earlier than yours (which is bad).
Layer Posted March 13, 2014 Posted March 13, 2014 Oh gawd, I can't wait to Miqueilet through all of Rachael's shit. It's gonna be glorious!!
WintySoSolo Posted March 13, 2014 Posted March 13, 2014 Because reversals being unblockable means that they're unpunishable, and that's bad, hmmkay? yes because you cannot punish whiffed moves in this game
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