WintySoSolo Posted April 25, 2014 Posted April 25, 2014 apparently, some of our old BnBs deal less damage now, and no one is sure why. isn't it because 5B and 6B do less damage?
IndigoNovember Posted April 26, 2014 Posted April 26, 2014 In a combo posted earlier that started with 5D, there was a drop in damage of about 10%. So it might not be just 5B and 6B that have changes applied to them.
Kriegdrache Posted April 26, 2014 Posted April 26, 2014 That kind of sucks. I know Bullet can rack up the damage pretty quickly, but I hope the difference isn't a huge deal.
Sashi Posted April 27, 2014 Posted April 27, 2014 If it's easier to beat up Mu, I'm okay with losing even 1k damage every combo.
Shin Oni Posted April 28, 2014 Posted April 28, 2014 I'm kinda at the point that I think Bullet should just be a character who starts and stays in Heat 1. I don't think it'd break the character and it at least opens up the character's options to do more than get hits when you're not heated up to at least H1. At least she'd get more damage off Fatal counters she'd land outside of being heated up. That's just me speculating. Curious to see what other people think of the idea.
Sashi Posted April 28, 2014 Posted April 28, 2014 I don't know if you guys do this, but I start off with OD against zoning characters. Makes me so mad, but it does help a lot with locking them down.
WintySoSolo Posted April 28, 2014 Posted April 28, 2014 yeah, in some matches, it's good to start off OD. In fact, I'd say for around half of the characters in the game, it's not even a bad idea. Obviously it may not the BEST idea, but it's not bad.
Wild Candy Posted April 28, 2014 Posted April 28, 2014 Against characters like Nu and Mu, this is a very viable strategy, hopefully it won't be needed as much once Miquolet Capture gets full projectile invuln in the patch.
haitian_sensei Posted April 28, 2014 Posted April 28, 2014 I started using OD against characters like Valk and Litchi because it's really hard for me to get that initial hit. I feel like without any heat, she gets rushed to easily and its hard to get them off of you. Sent from my SGH-M919 using Tapatalk
zankoku Posted April 28, 2014 Posted April 28, 2014 I'm kinda at the point that I think Bullet should just be a character who starts and stays in Heat 1. I don't think it'd break the character and it at least opens up the character's options to do more than get hits when you're not heated up to at least H1. At least she'd get more damage off Fatal counters she'd land outside of being heated up. That's just me speculating. Curious to see what other people think of the idea. I'm not at a PS3 to test this, but at permanent H1, wouldn't she be able to do 5B > 5C > Miquelet~Piercing > 66 > 5B > 6B > Snaphands~Flechette > 5B > 6B > j.C > j.D for like 4.4k meterless anywhere? That amount of reward for landing a normal hit off of a fairly long-ranged 10f normal seems a bit skewed.
SoWL Posted April 29, 2014 Posted April 29, 2014 You can limit her Engages to one per combo, like in the training mode. But it's all just theory-fighting, so whatever.
Kriegdrache Posted April 29, 2014 Posted April 29, 2014 I don't think permanent H1 would be the best idea, unless it got kind of gimped somehow, but starting in H1 might be cool.
SolxBaiken Posted April 29, 2014 Posted April 29, 2014 You want to know how to improve Bullet? Just look at the evolution of Street Fighter 4's Hakan. He's practically the basis of Bullet. If ARC gave Bullet similar buffs that Capcom gave Hakan, she'd be a god[dess]! Like she doesn't need "permanent" Heat lvl 1, but starting off with it (without the use of OD and the same timer constriction) would be nice. Also give Bullet more legit mixup as her her current combo routes are very linear, in fact let different Heat lvls open up new options outside of raw damage and follow ups. I would gladly sacrifice Bullet's damage for more options. Other things that'd be nice? Faster startup or better recovery on the projectile, being able to cancel the 2nd hit of 2C or cancel the attack on 3C by holding the button, making 623+B just a plain better option. I feel like all of the stuff she's getting in 1.10 is more "cool" than "necessary" outside of like her extended projectile invulnerability on 41236+C. I hope I'm wrong but I don't feel Bullet will be shaking up the tiers or match ups too drastically. But don't listen to me, I'm a bad player.
Fujiwara Posted April 29, 2014 Posted April 29, 2014 I feel like all of the stuff she's getting in 1.10 is more "cool" than "necessary" Arcsys buffs in general to me. I feel like they do what's cool instead of trying to help a character get better. Why else would you buff Azrael who was perfect the way he was. As far as bullet goes, I agree with the idea of starting in H1, in fact I've talked about this idea months ago, but not in the forums. I also feel that getting heat levels should do more than just give D moves new properties. I don't feel like there's enough reward for struggling to get to lvl2 and then having to attempt opening them up again with the same tools as before. When I see another Bullet go into lvl2, I'm only afraid to get hit. I'm not scared to block, I just don't wanna get hit. Whereas, with someone like Valk, when he goes into wolf, I have a lot to worry about. I'm scared of the change because all his options change. When Nu goes into whatever the Halo mode is, I have to worry about her dashing low in blockstrings. When platinum gets a certain item, I have to worry about that item itself. These chars don't necessarily have to struggle to get their mode changes, either. Bullet is still Bullet in any heat level, so she got the short straw. I like her normals as you are now, I don't think they need changing. I like Bullet's design as a whole, she just doesn't feel rewarded enough for her struggles.
zankoku Posted April 29, 2014 Posted April 29, 2014 To be fair, H2 now makes her threaten 5k damage off of a command grab for 50 Heat.
Sadeyo Posted April 30, 2014 Posted April 30, 2014 You want to know how to improve Bullet? Just look at the evolution of Street Fighter 4's Hakan. He's practically the basis of Bullet. If ARC gave Bullet similar buffs that Capcom gave Hakan, she'd be a god[dess]! Like she doesn't need "permanent" Heat lvl 1, but starting off with it (without the use of OD and the same timer constriction) would be nice. Also give Bullet more legit mixup as her her current combo routes are very linear, in fact let different Heat lvls open up new options outside of raw damage and follow ups. I would gladly sacrifice Bullet's damage for more options. Other things that'd be nice? Faster startup or better recovery on the projectile, being able to cancel the 2nd hit of 2C or cancel the attack on 3C by holding the button, making 623+B just a plain better option. I feel like all of the stuff she's getting in 1.10 is more "cool" than "necessary" outside of like her extended projectile invulnerability on 41236+C. I hope I'm wrong but I don't feel Bullet will be shaking up the tiers or match ups too drastically. But don't listen to me, I'm a bad player. For a scrub you make some valid points. Though on the question from before I prefer working up my heat levels instead of having a default H1 at the start of each round. I also agree with Fujiwara that Bullet is just Bullet in a different heat level, I mentioned before she has nothing going for her but raw damage potential from H1 or H2, it looks real good when she starts to man handle the whole cast across the stage. Foremost the changes Bullet received are not enough for her to be intimidating, it wasn't even push. Hence in the past I compared her changes to Labrys moving onto P4U2, which she was still the same character with a very poor way to get in, her buffs were not enough to say 'OMG, she may actually be legit'. Bullet requires a strong overhaul to become threatening or she's going to be chilling at the low end of the tier list for a while.
WintySoSolo Posted April 30, 2014 Posted April 30, 2014 5D has a lower P1 value, which explains the damage changes in the combo posted a few pages back. Combos that aren't from 5D(and jD) starter should do similar damage as current, possibly more with the changes to 3C and capture, if you use combo paths that have those moves. also note than new 5C has a lower p2 value, while 5[C] has a p2 value the same as current 5C. edit: info from SKD
Shin Oni Posted May 2, 2014 Posted May 2, 2014 I don't think permanent H1 would be the best idea, unless it got kind of gimped somehow, but starting in H1 might be cool. Honestly i'd take a damage nerf if it meant permanent H1 with more routes/options/etc. starting off the round with h1 but with the possibility of losing it ala Hakan (unless you heat up/drive/whatever for heat up.) would be a decent option too.
WintySoSolo Posted May 2, 2014 Posted May 2, 2014 https://www.youtube.com/watch?v=U6LwsCyEt-o i can't wait to have a way to punish people for doing things to me
Sadeyo Posted May 4, 2014 Posted May 4, 2014 I haven't been in the lab with Bullet for a few weeks but I still watch videos and play off of impulse, interesting results with continual progress. There's one trick during Bullet play I can't figure out for the life of me and would like some help knowing how to do it. For some odd reason I tend to pull it off when I don't think about it but when I want to rely on it I don't know how to do it. It's during Bullet's 6C animation after she launches herself and her opponent defends the attack she's able to repel herself to a safe distance without punishment. She may be mid-range but it evens the playing field all over again. I'll provide a video if anyone wants to see it.
IndigoNovember Posted May 4, 2014 Posted May 4, 2014 Sounds like just jump canceling 6C into the 7 direction.
Mikros Posted May 4, 2014 Posted May 4, 2014 Sounds like just jump canceling 6C into the 7 direction. This.
Sadeyo Posted May 5, 2014 Posted May 5, 2014 Sounds like just jump canceling 6C into the 7 direction. Surprising how easy it was when I go into the training room for 2 minutes with this knowledge. There is a catch instead of jumping off immediately since there's a minor delay but there's also a hint when the jump cancel is available. It's when the magic runes are created on your opponent after 6C you're able to choose where to jump. This might be a Bullet only trick since no other characters are coming to mind with this ability.
BatousaiJ Posted May 9, 2014 Posted May 9, 2014 Bullet's neat. I think I'll sub her. How do you guys deal with her terrible movement speed? It's like she's got Hazama dashes and a even slower air dash without chains to compensate? Just heat up and get in with Ds? Which are + at level 1 and 2, right? Oh and what are your preferred methods to land her 720? I'm liking straight forward dash buffer or a easier 6C > jc > j.a > 720. Any really good ones?
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