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Posted
yes because you cannot punish whiffed moves in this game

Exactly :v:

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Posted

If having a wall bounce on crush trigger leads to new combo routes it will go a long way in alleviating her biggest problem. If she can get damage (especially midscreen) without an RC or using her heat levels she might actually be viable. The buff to blackout seems strong, after a safe jump with 50 meter she'll have a legit three way mix-up with 5k waiting in the wings.

I would have liked to see them speed up afterburner though, or give it a hit box like Order Sol.

Posted (edited)

Speaking of that, she doesn't seem to have that many combo routes that lead into a CT on airborne target.

- Forward throw is a good fit: it's a Short starter, which means that strong early attacks that deal good damage are perfect follow-ups.

- CH 6B and 6C are situational, especially since you need a corner for the wall bounce (the patch notes imply that it's not a midscreen one).

- Miquelet might be good, especially since you never had a reason to use it on H0 - now you can at least get a level and a knockdown off of it. EDIT: Oh yeah, you can already do it in the corner, so whatever.

- Can you do it after a Cutting Shear? I feel no, but the frame data says otherwise. Gotta test it later today - in fact, I should've written this post after testing all these routes :v:

EDIT: Tested it, the results are as follows:

- Forward throw into CT works and already leads into good damage in the corner (though you have to be on a specific distance to not let the enemy fly over your head as you do the CT).

- Miquelet has much bigger recovery on hit than on whiff, meaning that you can't CT after it unless you RC. But if you do, you can probably combo after it, yeah.

- Cutting Shear is the same: the recovery is bigger on hit, but even if you RC it, the combo is going to be very short and weak (not sure the wall bounce is going to change it in any way).

- 6B works well, unlike 6C (even with the FC, you just don't have enough time to land and CT).

- CH 3C also works, but you can already do a combo after it.

So yeah, I feel like this change won't affect Bullet that much.

Edited by SoWL
Posted

I like the fact that she only needs to have heat up lv 2 to pull off Emerald Tager Buster damage with Serpentine Assault. That's a great buff I think.

I'm also relatively pleased with the buffs to 3C and Miquolet Capture, since know Bullet actually has a method to approach Zoner who get a little projectile happy.

I'm a little saddened by the damage nerfs to 5B and 6B, but given the other moves that got damage buffs, and the fact Bullet's damage output is still insanely good for not having to spend heat, I'm okay with it.

My only question with the longer recovery on Miquolet Capture. If the recovery increased, is it still possible pull stuff off like.

5B > 5C > Capture > 5B > 6B > j.C > J.D in the corner

or 5DD LV2 > Capture > 5B >6B > J.C > J.D in the corner?

Posted
My only question with the longer recovery on Miquolet Capture. If the recovery increased, is it still possible pull stuff off like.

5B > 5C > Capture > 5B > 6B > j.C > J.D in the corner

or 5DD LV2 > Capture > 5B >6B > J.C > J.D in the corner?

The patch notes say nothing about the increased recovery, the point I made in the last post only compares the hit and whiff recovery of the current version. So yeah, there's no reason to believe those combos will no longer work.

Posted

New wallbounce on CT is gonna ruin one of my favorite corner combos :(

CH 6B, CT, 6A, 236[A], 6C...

I really like how that looks.

Posted

About blackout on H2, do we still get he option to do it the old ways (H1+100 heat)?

Wake up od 720 on H0 100 meter saved me a lot of time and make my opponent salty, Illbe sad if we cant do it anymore lol

Posted
About blackout on H2, do we still get he option to do it the old ways (H1+100 heat)?

Wake up od 720 on H0 100 meter saved me a lot of time and make my opponent salty, Illbe sad if we cant do it anymore lol

Doesn't seem like it, which is a shame, but I can understand that: what if you had both 100 meter and H2?

Posted

i can already think of a couple new decent combo routes with these changes but her dmg wasn't really a problem. It might be possible to get 4k with 25 meter and 1 heat mid screen though and thats nice.

Posted

The patch is out, and though there are no Bullet videos in the main video thread yet, we at least have some recorded streams with her. For instance:

http://www.twitch.tv/team_exe2/b/513216393

This stream was brought to my attention because Bullet seems to land a standard mid-screen combo and get less damage out of it. The combo in question starts on 36:09 and goes like this:

[CH, H2, 50 Heat] 5D(3) RC 6B 623C 623D 6A 236[A] 66 6B hjc j.C j.D [DM 3820]

The current damage of this combo is 4297 (or so I've been told), and it doesn't feel like this combo got that many nerfed elements in it. There are two 6Bs (got its damage cut by 50) and the j.C j.D ender (all aerial normals got lower P1), but that's it. So we either got nerfed in some different aspect, or this combo doesn't deal that much damage right now (can't test it at the moment). 

Posted

The current damage is indeed 4297.  Here's a breakdown of damage differences (new on the left, original on the right).  I don't know how to apply proration so someone else will have to look into that.

 

5D

623 vs 664
6B

923 vs 1028
623C

1623 vs 1815
623D

2890 vs 3240
6A

3111 vs 3488
236[A]

3415 vs 3831
6B

3546 vs 3990
j.C

3672 vs 4132
j.D

3820 vs 4297

 

There's about a 10% decrease in damage on every move.

Posted

In one of the Nico videos just put up, Zero's Bullet plays against Goro's Makoto.  The result is what you expect...not really much else to say aside from Goro being too strong.

Posted

I'll have to look up that match between 0 and Goro, that's like the battle of the bust! I rarely find people playing her character in the first place when browsing YouTube so my luck must be pretty bad. On another note my buddy has went ahead and picked up Bullet after like his 5th change from the looks of it, there's seem to be a little bit more promise then before and the most progression I seen in him. Hopefully get some videos in the future to watch and provide some advice that I may be missing out on.

Posted

Any advice on opening people up? People seem to be content sitting there and blocking everything. I end up doing dangerous pressure resets. Smart players just blow me up.

Posted

I have the same issue and everyone barrier blocks until I'm out of 5B range. Also, playing at tsb I noticed that no one gets hit by her overhead, but I can throw more.

If they block too much, try and go for a throw. If I feel like they hit buttons a lot, I like to delay button presses. It's risky but its been working out for.

Posted

Yeah, most of my damage is coming from TRM after frame traps with 2A. I just don't feel like this is how I'm suppose to play, 'cause as I said, smart players just blow me up.

Posted

Yeah, my main problem with opening people up right now is that I get blown the fuck up whenever I try to overhead with 6A. I'm implementing more throws into my game, but it only works so many times.

Posted

I don't go for overheads much because a lot of people like pressing 2A. I like to delay 2C after 5C. It catches people pressing 2A but it will get dp'ed for free. If they don't press buttons, then I'll go for an overhead, or throw.

It probably is a useless tactic but it works for me so I'll keep doing it until it gets shut down easily.

Sent from my SGH-M919 using Tapatalk

Posted

I don't go for overheads much because a lot of people like pressing 2A. I like to delay 2C after 5C. It catches people pressing 2A but it will get dp'ed for free. If they don't press buttons, then I'll go for an overhead, or throw.

It probably is a useless tactic but it works for me so I'll keep doing it until it gets shut down easily.

Sent from my SGH-M919 using Tapatalk

You can try instant cancel into 3C instead of delayed cancel into 2C. You'll get a much bigger reward on CH(leads into something like 3.2k meterless) and on normal hit goes into capture. On block there's a 1f gap between it and 236A, which is only -5 on block and can be mixed up with charge version for pressure reset(+3 on block) or canceled into 623B on hard read for someone DPing you, it's slow enough in startup that it should beat any DP except like jin 623C.

Posted

I started playing Bullet back in January and that was my first questions as well when I first came to the boards- 'How do you open up an opponent with Bullet?' Truth be told you can't crack them open with her as you'll have to be risky with your approach and very strong neutral game to get the most out of her character, she's not intimidating in the least without a stock of heat and even with heat there's still not enough options to seal the deal. To overcome this you'll be frame trapping and punishing your opponent on their mistakes to get the damage you want, Bullet can rush down but it won't do the work like other characters so you'll be on the defensive for the most part.

 

236[A]- is good for oki after jD and enough stun to get back in, serves as a great relauncher when opponent wakes up with 2A but be skeptical of their DP (if they have one)

jC- is an excellent way to get in as long as you can apply a micro-dash on landing for confirm or pressure

 

623B- is decent for what it is but I wouldn't recommend using it without having 50 heat in stock

 

6A- Go big or go home because you'll need to optimize this as much as you can for damage anywhere on the screen

 

Hopefully this was helpful because you'll be working off of pokes and exploiting it all for damage, there's no second chances with her character as you'll have to follow through to the end on confirm.

Posted

Welcome to the 1.10 video thread:

http://www.dustloop.com/forums/index.php?/topic/8579-cp11-bullet-video-thread/

One day, it'll be just as pretty as its big brothers from other subforums (such as this one), but for now, this will do.

For the next week, I'd like to update the wiki page with up-to-date info and tech, since most stuff on it was written before the console release (and thus mostly consists of theory-fighting). This is especially important now that the game is out in the US, and more people come to the site to learn the character. Feel free to contribute or give me a good motivational kick over the PM or in this thread.

Posted

Good luck SoWL.  I'd offer up some combos that I see in videos, but the routes that the JP wiki has are probably more optimized @_@ .

Posted

I want to ask something in regards to the 6A discussion.

 

How do you attempt your 6As? Empty oder after 5B as a chain?

 

I don't know if my opponents are to lenient with my pressure game, but i still have moderate success w/ 5B > 6A because a lot of the times I will go 5B > 2B just to condition my enemy into blocking low. I don't feel comfortable with using neutral 6A anymore though.

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