WintySoSolo Posted April 7, 2014 Posted April 7, 2014 almost all my 6As are meaty 6As on wakeup. Sometimes I'll do jC 6A.
haitian_sensei Posted April 7, 2014 Posted April 7, 2014 I like to do 6A after j.C, and 5B. I rarely do it after 2A because some people mash 2A. I should try doing it meaty. I'm not brave enough yet. Sent from my SGH-M919 using Tapatalk
Sashi Posted April 7, 2014 Posted April 7, 2014 I do it a lot after empty jumps. "Oh, it's a low/throw!" "No... It's still high." Still, probably best to just do it meaty.
IndigoNovember Posted April 7, 2014 Posted April 7, 2014 I do it a lot after empty jumps. "Oh, it's a low/throw!" "No... It's still high." Still, probably best to just do it meaty. Those mindgames. I like XD .
GcYoshi13 Posted April 8, 2014 Posted April 8, 2014 For some mix-ups or ways to open people up, I really like 5B/5A/2A into IAD over the opponent and j.D for a relatively quick cross-up. This doesn't work well with H0 though since the circle is very small (although still work-able if you don't go too far). Â In the corner it's much less telegraphed when you IAD off of 5B/5A/2A and go into IAD j.C. You can create some high low pattern where 6A becomes pretty effective. Â Off of a 5D, you have her safe jump set-up, but you can air dash j.C to mix things up. Can also be used to catch rolls too. Â Tick throws are also really good, especially off of a H1/2/redlock 5D, where you are plus on block.
Sadeyo Posted April 11, 2014 Posted April 11, 2014 My personal methods of getting in is spacing with 2B or 5A while still keeping a safe distance from your opponent but I'm constantly applying micro dashes between every poke inching me closer to my opponent until that small poke makes in between their defense for one heat stock. Other times I would do a meaty overhead (6A) for resets, if you watch my videos on Sadeyo1 'Feel Me Burn' you can get a general idea how I play and its surprisingly useful for those who want to play competitive level, all of it is online so ignore the dropped inputs, military net sucks. Â I'm a person that utilizes a character whole move list so its kind of difficult to explain every essential tool unless you're specific about where you're weak at and I can provide a decent suggestion. I can't wait for the 1.1 version of her, even though she's a lot less rewarding in many aspects but other then that your approach should remain the same.
Mikros Posted April 12, 2014 Posted April 12, 2014 Why is it less rewarding? Didn't her overall damage only go down by around 10%?
murderjoe Posted April 14, 2014 Posted April 14, 2014 Not sure where to post this.  http://ask.fm/murderjoe  Dunno if you guys have heard of me or anything, but I'm answering questions for Bullet. I've played her since console release and have quite a bit of experience with most matchups. Figured it's about time I do my part to help the community.
haitian_sensei Posted April 14, 2014 Posted April 14, 2014 I played lord knight in a casual set and it made me realize that no one should get hit by Bullet's overhead. He literally stood up, crouched, and then blocked high, all during her animation. I've lost hope in it.
SoWL Posted April 14, 2014 Posted April 14, 2014 I played lord knight in a casual set and it made me realize that no one should get hit by Bullet's overhead. He literally stood up, crouched, and then blocked high, all during her animation. I've lost hope in it.I see no fault in the move itself here: its start-up is pretty much the same as on every other character, so you might as well say that no one should get hit by Ragna's 6B. It'd also help to have some context: did you cancel into it from other normals? Was it a meaty overhead? What other mix-ups did you use? Or did you just try to do it naked?
Sashi Posted April 14, 2014 Posted April 14, 2014 It's not really a mixup like some other character's overheads 'cause it's really telegraphed. Plus, it's one of the slowest ones. There's no other move she has that looks even slightly like what 6A looks like and it looks that way pretty much from the start. Bullet's is kinda just something to make sure they're paying attention. If you do it when they're expecting another mixup option, though, it's not a bad overhead.
haitian_sensei Posted April 14, 2014 Posted April 14, 2014 I see no fault in the move itself here: its start-up is pretty much the same as on every other character, so you might as well say that no one should get hit by Ragna's 6B. It'd also help to have some context: did you cancel into it from other normals? Was it a meaty overhead? What other mix-ups did you use? Or did you just try to do it naked? I tried to do it raw, after j.c, and after 5B. I got the same result after every attempt. Not everyone has reactions to block everything, I'm saying that playing against a Bullet, they are bound to go for it and she only has one. Ragna has two overheads so he can mix it up more.
Sashi Posted April 14, 2014 Posted April 14, 2014 Do it after 6C. :v All the gimmicks. Â It's really just the animation. I don't know why they thought it was a good idea to make it so obvious from the first frame. Like you can say they're the same speed, but you can't tell what Ragna's actually doing until he's halfway done. Same with stuff like Litch's 22f, which is hella ambiguous. Tsubaki's is actually not ambiguous and is hella slow but I can't block it 'cause I'm bad. :v
haitian_sensei Posted April 14, 2014 Posted April 14, 2014 I'm just blowing off steam because I cant get a round off him. Everyone reacts differently to certain things, or maybe he plays against Bullet all the time. I played hollow haven and he ate every overhead I did.
Prototype909 Posted April 14, 2014 Author Posted April 14, 2014 Well of course if you use a slow overhead, particularly if you're telegraphing it against a strong player it's likely not going to work. But even worse than telegraphing your mixup is to just give up on it entirely because someone might/is blocking it.
WintySoSolo Posted April 14, 2014 Posted April 14, 2014 if they block 6A you should just RC it and 6A again
haitian_sensei Posted April 14, 2014 Posted April 14, 2014 That is the best idea ever. I gotta come up with another way to land 6A.
Shin Oni Posted April 15, 2014 Posted April 15, 2014 Chances are if you're 6A isn't hitting clean it's because you haven't conditioned your opponent to be afraid of it in the first place. Some people have no real reason to be afraid of it to begin with (cause lol DP to test you.) but it's pretty much on you to mix up your pressure so that they have to worry about a possible 6A>whatever or a 2B>whatever or 720 just to let them know that I have options. Â most of the time though people straight up burst if they have it. If they burst on 6A, i'd get right back in and disrespect them with another 6A. But that's if you're hitting it clean in the first place.
Sadeyo Posted April 22, 2014 Posted April 22, 2014 Conditioning your opponent is pretty much a 'do or die' moment because they respected you enough to guard against your approach. It just depends which one of the three angles you'll attack from and what work you can do from there (low, mid, or high). Like most shounen character and this character in general they're well-rounded but in Bullet case her shining moments are going to be found in neutral state for the most part and playing with lows and mids, after you got them playing to your tune in her forte you can risk it all with either 2D or 6D, you'll never want to end an approach with 2C unless you have the 50 heat to rapid off of it (or a reasonable amount of spacing). After you expressed with your aptitude with either 2D or 6D showing you're not afraid to risk it all (hit or not) you can add in meaty 6A's or 2A 6A or her command dash for kicks since it will catch standing and aerial opponents.  As long as they're not IB and you're proving your knowledge behind the character be risky because that's how you'll get the most out of her.
arkmagnus Posted April 23, 2014 Posted April 23, 2014 How do I play footsies with characters that have a better neutral game than I do? As a new player my fundamentals are pretty bad and whenever I fight Hazama and Azrael, I die a little inside every time because I just don't know how to approach them.
TD Posted April 24, 2014 Posted April 24, 2014 in general: patience is a virtue. in matches like this it is really important you choose you next option in neutral wisely. always always (yes, twice) consider what your foe could do in this split second, even if you are just standing there. right now haz is high in the air, chain started at a 45 degree angle, at 3/4 screen. his life is lower, and he has <50 heat. time is around 20 seconds. you are on the ground with h1. what would one's action be BEFORE time reached 19 sec.? it has to be well thought out and executed perfectly. and remember there may be several right and/or wrong answers, one right and and several wrong etc but you must have knowledge both on your character and the character you are facing, on a level like this. this is where patience comes in. calm, focused decision making will trump hasty, emotional ones. at this stage of you playing, do not be afraid to get hit or even lose, but make sure you are aware of all the options or at least most of them in any given play-by-play.
TD Posted April 24, 2014 Posted April 24, 2014 double post because l forgot something. if you cannot find out how to beat a situation right then, take note. mentally or physically. you can, of course, ask questions here. videos are like cheat sheets as well. find the most competent bullets (should be on first page of her video thread, same with haz and azrael), and look for these situations. see ehat they do and how they deal with each other. coming up with an idea is as simple as back office(frame) data + experience + plus taking note of every action, meter, and icon on screen at any given time.
Wild Candy Posted April 25, 2014 Posted April 25, 2014 So what exactly is Bullet's status in the patch. How does her changes affect her personally, and how does her changes affect her overall match ups and viability.Â
SoWL Posted April 25, 2014 Posted April 25, 2014 Honestly, it's tough to say right now. On one hand, most changes we got are straight buffs, and the few nerfs that we got are not that major. On the other hand, the only thing that makes me go "Boy, I'm glad we have this now" as I watch the match videos is the 1080 buff, the rest are a bit too subtle to appreciate from afar (or maybe no one has implemented them in their gameplan yet). And then there's the matter of stealth nerfs: apparently, some of our old BnBs deal less damage now, and no one is sure why. Because of that, I wish we had someone with the Vita version check out the changes that were not mentioned in the patch notes, partially because there might actually be some hidden buffs, too.Overall, I don't feel like Bullet's going to change too much: her pressure is better, her match-ups against zoners are a bit easier, but she still requires good neutral game and has some problems with the mix-ups. She's still in the "Fair characters with no broken tools" category, though 1080s out of nowhere might make all the difference she needs.
Wild Candy Posted April 25, 2014 Posted April 25, 2014 So basically, it's enough to make it so that Bullet can hold her own in most match ups, but it's not enough to actually get her to sky rocket in terms of tier placement.  I wonder how the other characters changes have affected her match ups.Â
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