Prototype909 Posted May 28, 2014 Author Posted May 28, 2014 On the topic of old habits, I find the main one I need to change is to use 5[C] for blockstrings so I don't end up at -1. 5[C] is not better by default. It does leave you at a frame advantage but it also has a delay which makes it mashable/easier to IB on reaction.
IndigoNovember Posted May 28, 2014 Posted May 28, 2014 5[C] is not better by default. It does leave you at a frame advantage but it also has a delay which makes it mashable/easier to IB on reaction. Yeah, I meant that I should switch between the two more often to mix things up. At the moment I'm not using it enough.
Eggz Benedikt Posted May 30, 2014 Posted May 30, 2014 Yo guys, new to posting on these forums, and I'm also scrubalicious, but I've been playing mainly Bullet since the JP release of this game. 1.1 really did give us a few new options. A few things I figured I'd point out just in case people don't know (I have read through this forum, but apologize if some of this was brought up already): -6B is an OTG. Nobody has ever told me this, but it actually is very useful for initial pickup after a backwards grab. Due to the change in same-move properties, this will allow you to save your 236[A] for a post-Snaphance 6A>236[A] pickup later on in the combo. As always dash momentum will help the pickup -6D seems to hit late jumpers as long as they don't instant airdash/super jump. I'd have to test this again, but my roommate said it hit him through air block. In corner at H2 this can Roman Cancel into ~4200 with a reset to H1. Not a bad mixup tool but use sparingly. -6A is wicked useful now and i think should be overused. It's a great conditioning tool and with your fireballs will make visual mixups for your opponent. Nobody seems to see the 2B through the fireball when I dash approach - They're too busy worrying about the 6A possibility or my drive threat. Just a few things :] like i said I'm a scrub but 1.1 has definitely made me feel more formidable as a CHARACTER. Now I just need to learn how to beat the zoners.
IndigoNovember Posted May 30, 2014 Posted May 30, 2014 -6B is an OTG. Nobody has ever told me this, but it actually is very useful for initial pickup after a backwards grab. Due to the change in same-move properties, this will allow you to save your 236[A] for a post-Snaphance 6A>236[A] pickup later on in the combo. As always dash momentum will help the pickup I did not know this. Thanks for sharing. -6D seems to hit late jumpers as long as they don't instant airdash/super jump. I'd have to test this again, but my roommate said it hit him through air block. In corner at H2 this can Roman Cancel into ~4200 with a reset to H1. Not a bad mixup tool but use sparingly. Yeah, I've noticed this as well. It isn't the easiest thing to take advantage of, but it is there.
Kriegdrache Posted May 31, 2014 Posted May 31, 2014 Yeah, the 6B OTG thing is neat, I was practicing it last night, but in actual matches, I kept doing 236[A] instead because of muscle memory. It's a really cool thing to keep in mind though, especially if you backthrow while in H2. And I feel a lot more comfy throwing out 6A now. I used to be super afraid because I would always get mashed out, but using it as a meaty or just conditioning your opponent to get hit by it is super fun. I'm also really loving the new serpentine assault, I've stole so many games now that you don't need as much heat, it's like I'm really Tager! (Bullet 360 command grab when? Make the Red Devil obsolete!)
wauhti Posted June 5, 2014 Posted June 5, 2014 Developed some j.d air resets http://www.youtube.com/watch?v=JXNTc_qFuyo
Sadeyo Posted June 5, 2014 Posted June 5, 2014 lol, those jD rapids are so troll like I never thought of using them to my advantage, when my inputs are too quick for the animation I get them by complete accident and accused of trolling for the most part. I just pick them back up with 5B 6B jC jD just to get back at least one stock or 5B 6B serpentine if I know it's going to kill or need the breathing space. I do like the jump grab reset since some like to immediately tech in the air, reminds me of CT games but a little bit more advance.
Eggz Benedikt Posted June 8, 2014 Posted June 8, 2014 Developed some j.d air resets http://www.youtube.com/watch?v=JXNTc_qFuyo Thank you. Thank you thank you thank you.
IndigoNovember Posted June 22, 2014 Posted June 22, 2014 Sometimes I wish 6D and 2D were extra inputs during 5D. Like I could press 5D and then press 6 and release D for 6D or press 2 and release D for 2D or nothing and release D for 5D kinda akin to a stance. Though this is probably just me wanting an easier time doing oki without losing a heat level. Edit: Oh and I'm not sure if there's any real use for this, but I've been having fun using 5C to clash with random projectiles. Thank you random projectile properties.
Sadeyo Posted June 23, 2014 Posted June 23, 2014 I'm content with her performance as it is because anymore would be agreeable and much better in the long run but I guess we must play with the cards that we are dealt. I think you're the only one that goes for 5C clashing with projectiles, me on the other hand I prefer using After Burner projectille invincibility and taunting them from a distance after getting a level 2 stock build. Makes them think twice about zoning at that point. Have anyone gotten used to 5C command dash xn? I'm going to start applying that in my combat for better corner carry and slightly some more damage. Any hints would help since the timing is kind of strict. Lately on pad I've been doing 5C mid attack I'll buffer in 4129C and the combination will work at least 90% of the time but I don't if that's my comfort zone within an actual fight.
IndigoNovember Posted June 24, 2014 Posted June 24, 2014 Yeah, most of the time I just Afterburner. Like I said, not sure if there's any real use for it since usually people are too far behind the projectile to run into 5C or anything after a clash. Buffering Miquelet Capture during the preceding move is what I do as well, though I stick with 41236C.
MechaMacGyver Posted June 24, 2014 Posted June 24, 2014 Edit: Oh and I'm not sure if there's any real use for this, but I've been having fun using 5C to clash with random projectiles. Thank you random projectile properties. I haven't toyed around with this but it does bring up an interesting possibility of clashing and then canceling into another move. I do a similar trick by using 3C to KO George XIII and then cancel into Flint Shooter or what have you. Very likely this would allow the same kind of cancel. I'll def sit down with this and see what's possible.
Kriegdrache Posted June 24, 2014 Posted June 24, 2014 Edit: Oh and I'm not sure if there's any real use for this, but I've been having fun using 5C to clash with random projectiles. Thank you random projectile properties. Now I've gotta see if it's possible to 5C clash with all of Tsubaki's blade supers. Bullet'll probably get blown up though, but it'd be a pretty sweet "Jotaro punching all of Dio's knives" moment. Also Sadeyo, I haven't even tried the 5C command dash stuff. I'll probably try it tonight though and let people how I do. I've been focusing on Hakumen too much lately, so I haven't had much Bullet time.
Putin Posted June 30, 2014 Posted June 30, 2014 I was fighting this Bullet who kept going for 5C resets, so I started backdashing out of it or DPing when I was using Jin, however he then started to tag my backdashes with his Ds or something, which are + on block iirc. Where are there gaps in her pressure to safely get out and how? The only "reliable" method I found was to wait for the overhead and mash it, but other than that it was pretty much a waiting game for him to make a mistake I obviously have zero Bullet matchup exp, so I'm asking here to speed up the learning process instead of going through trial and error.
SoWL Posted June 30, 2014 Posted June 30, 2014 Her Ds are only + on block when she's in Heat-Up, so she can't just spam it all day long: sooner or later, she's going to cool down, and then she won't even be able to reach you with a D if you backdash. Just be patient and look out for the throw.
Putin Posted June 30, 2014 Posted June 30, 2014 Oh, I just read in the wiki that blocked Ds use up her Heat-Up. That makes things a lot clearer and easier, thanks
SoWL Posted June 30, 2014 Posted June 30, 2014 Speaking of the wiki, I still feel that I should update it with 1.1 stuff (most of that page is more than a year and a half old), but we don't have any frame data for it, so I'm not sure if I should just delete all the old data and update the descriptions. At the very least, I'd like to add the patch notes and fix obvious mistakes in the strategy guide.
unsanctifier Posted July 1, 2014 Posted July 1, 2014 spend the last month roughly grinding the hell out of bullet, why is this character just so damn FUN
Sadeyo Posted July 3, 2014 Posted July 3, 2014 spend the last month roughly grinding the hell out of bullet, why is this character just so damn FUN You're just now realizing how fun she is? Should've just joined the party sooner when you had the chance. Speaking of the wiki, I still feel that I should update it with 1.1 stuff (most of that page is more than a year and a half old), but we don't have any frame data for it, so I'm not sure if I should just delete all the old data and update the descriptions. At the very least, I'd like to add the patch notes and fix obvious mistakes in the strategy guide. I don't know how to do all of this editing business unless there was a manual 101 on this so I clearly just let others do this. Any kind of updated information will help anyone so if you're capable of doing it I say go with the flow and just edit the frame data once it's available. What I like to view about characters other then just browsing their data is the pros, cons, health, and how they're played, and sometimes there background really matters. I'm so bad with frame data I just let someone tell me that that approach is not safe but most of the time common sense just plays a role when fighting and I go off from there. When I think like this it makes me tapping into the character potential in a different approach instead of following a rule book, I just do what feels comfortable.
Shin Oni Posted July 6, 2014 Posted July 6, 2014 I've actually been looking at the wiki and basically forgetting the differences on 5C and 5[C] and feel bad when I forget which one is the safe version and the other being neutral. Because a lot of people still ask me about that (and I derp and forget sometimes.)
7r17r1 Posted July 6, 2014 Posted July 6, 2014 Well, if you don't want to forget, think of it that way : Why would you want to use a move with a longer start-up and less combo potential for less advantage on block ? Clearly the 50 damage boost is not worth it :P So it has to be a 5[C] that is safer, or it would be a useless move :p
haitian_sensei Posted July 18, 2014 Posted July 18, 2014 I took a small break from playing games in general. What is this 5C command dash I've been hearing about? Also, any new tech in the past three months?
SoWL Posted July 19, 2014 Posted July 19, 2014 No idea about any 5C command dashes, but the new charged 5[C] moves Bullet slightly farther, so maybe that's what they meant? There isn't that much new tech post-patch, other than the fact that 2B 5C is the best hit-confirm and that you can now use 3C and Miquelet the way they were intended to be used. And I suppose there are more opportunities to go for the 720 now that you don't need 100 Heat for the last follow-up.
haitian_sensei Posted July 19, 2014 Posted July 19, 2014 I saw someone mention it in an earlier post so I thought it was something new.
IndigoNovember Posted July 19, 2014 Posted July 19, 2014 Probably referring to executing 5C > 41236C. Since 5C is faster now, you have to start inputting 41236C earlier.
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