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Posted

Wouldn't that trigger SMP? That's the first thing that came to my mind, but it feels like there are many more optimized ways to reach the same result.

Posted

How would 6/2D>214D act on hit? Would you get knockdown and 2 heat-up?

 

There would finally be some real good incentive to use drive mix-up if so.

Posted

Wouldn't that trigger SMP? That's the first thing that came to my mind, but it feels like there are many more optimized ways to reach the same result.

oh right smp

i mean like

there's better ways to get safe 2h with meter than RC -> 214D

Posted

I was just stating a route if someone really wanted to do that for some reason. Just take the damage or oki and be fine with what you have. :/

Posted

Hello fellow airdashers.

 

I started recently learning Bullet. I just love how brute her gameplay style is as well as the sort of sexy tanned mature girl. 

 

I have a question for the time being. Is there an option to cancel the stance of her drive while holding/charging the lock on? I want to experiments with faking. 

Posted

Yeah, you can simply press 4 (back) to cancel the stance (though you can't do it right after entering it). You can even use that to hover right over the opponent with Drive and buffer 720 into it (you press 4 during the spin, land, and throw them).

Posted

Yeah, you can simply press 4 (back) to cancel the stance (though you can't do it right after entering it). You can even use that to hover right over the opponent with Drive and buffer 720 into it (you press 4 during the spin, land, and throw them).

Thanks a lot! Its exactly what I had in mind but I was wondering if its possible during a grounded blockstring.

 

Also, i found really disappointing the lack of cross up material on her jumping normals. I'm very used to having cross ups (since i play mainly Azrael) so I'm wondering if there's any particular way for Bullet to set cross ups situations to confuse the opponent. 

Posted

Well, again, there's j.D, though you can't follow it up with anything without meter. Good thing 2.0 changed that.

Posted

Thanks a lot! Its exactly what I had in mind but I was wondering if its possible during a grounded blockstring.

 

Also, i found really disappointing the lack of cross up material on her jumping normals. I'm very used to having cross ups (since i play mainly Azrael) so I'm wondering if there's any particular way for Bullet to set cross ups situations to confuse the opponent. 

 

j.C crosses up. Though it's not practical. Only way i've had it cross up was after oki setups. (knockdown via drive, holding upforward, opponent techs, come down with j.A>jc>j.C. opponent blocks j.A and j.C crosses up.)

 

though for the setup above you have to find the timing and you still have to hope your opponent doesn't late tech/tech roll forward/back. It's not the most practical setup if people know how Bullet works and know day 1 safe jump setups (or a character like Ragna who has a DP and doesn't care about your setups.) But nice to remember if you get a read on the opponent and they respect you enough to not mash something out.

Posted

i've only gotten consistent jC crossups on tager because he's really fat.

Other people it just doesn't crossup well enough to be practical outside of setups like that.

Posted

Just chiming in quickly to say I've created a topic to compile all of Bullet's final CP2 changes into. If I missed something, be sure to let me know!

 

Also, has anyone contacted Prototype about the new 2.0 video and combo thread yet?

Posted

last time I spoke to Prototype was on Twitter about Senran Kagura but all together he seems to be absent about everything. I like to mention my own two cents that after all of Bullet changes why is it so difficult for anyone to play with her? I have seen more matches involving Celica and some Izayoi over Bullet, were her changes that adept that people couldn't adapt to it that well and refused to be recorded? I want to root for somebody but this is extremely depressing.

 

combo videos are not enough to satiate my hunger for her potential and you can bet your ass I'll tear people a new one with her.

Posted

Just hit him up on Skype or with a PM. It might take him a while to answer, but that's what I did last time before making the 1.1 video thread, so yeah.

 

I still haven't watched any 2.0 Bullet videos yet, so I'm not sure why there aren't that many matches with her. Maybe everyone really is getting used to the game, as it's not even a month old yet. Give it time.

Posted

All right then. Guess I'll send him a PM then.

 

As far as people still not playing Bullet, to be honest I think it comes down more to there being 28 characters in the game and the amount of footage we're getting of the game is little. Together, it's hard for there to be a lot of footage of any character really unless a big name player does a vs The World sort of thing. We'll just have to be patient.

Posted

Now that combo video revealed some real control over her opponent, she's practically a whole new character instead of your basic bnb of 5B 5C 2C 5D xn. I'm seriously looking forward e to her new version and reviving the "Feel Me Burn" videos on my return.

 

btw, is there a Bullet Skype group?

 

There is a Bullet skype, though it's been largely defunct since the game originally released with a slight resurgence upon 1.1's release though nothing really came of it.

 

2.0 Threads are up but bare, 1.1 video thread unpinned and replaced with the 2.0 video thread. Let me know if anyone else needs to be set up, I'll be monitoring this and the other recently created threads.

Posted

You have to jump cancel the 6C as soon as possible and land the j.C as late as possible

 

In fact, you can delay a little bit the jump cancel on the 6C, but it may be easier to learn it by doing the earliest jump possible. The idea is to catch the opponent with you j.C while you are both as close to the ground as possible

Posted

You have to jump cancel the 6C as soon as possible and land the j.C as late as possible

 

In fact, you can delay a little bit the jump cancel on the 6C, but it may be easier to learn it by doing the earliest jump possible. The idea is to catch the opponent with you j.C while you are both as close to the ground as possible

 

THAAAAAAAANK YOU! I finally figured it out!

Posted

Thank you Keita and many other Bullet players for showing that after jD/5D the opponent bounces high enough to buffer in another After Burner and still be safe, on the plus side as I saw it Keita just shown me some interesting tech while doing it, buffering in her command grab super after it, the rage that can come after it is priceless I bet.

 

https://www.youtube.com/watch?v=L6VSIj6r9Ds#t=53s

Posted

The funny thing about that game in particular is that the opponent is so mind-fucked by it that in the very next round, Bullet does the Afterburner again and despite not having 50 meter, Jin jumps on wakeup and gets caught by a psychic Snapchance Fist.

  • 4 weeks later...
Posted

Could someone help me out here please? I'm having trouble landing the j.D at the very end of

 

2B > 5B > 5C > 41236C> 236D > Dash 5B > JC > j.B > j.C > 6B > j.C > j.D

 

I delay the dash 5B a bit to compensate, but I'm just out of reach at the end and I'm not really sure what's up...halp.

Posted

6B > 28C > 5D? Having trouble with the super jump portion, but I'll keep trying seems grindable.

 

 

Edit: Had to take my time, but I've got it down now. Thanks.

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