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Posted

I've been having trouble with 42136c > 236d > dash 6a > 236[a] > dash 6b > sj.5b > 5c > 5d.

 

I can get it pretty consistently on heat level 2 but not at all with heat level 1. Capture/engage are both exactly the same with either, right? Everything looks the same on the frame data page and I can't tell if I'm just psyching myself out.

 

Edit: Forgot to write in a move. Also, I'm not actually sure if I'm dashing or just moving forward a bit right before that 6b.

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Posted

That is a Heat Level 2 only combo.  For Heat Level 1 you have to do something like:

41236C > 236D > 66 5B > j.B > j.C > 6B > j.C > j.D

You can throw in a j.B before the final j.C if you think it won't put you out of range for j.D .

 

Edit: Here's a slightly more optimized version of that combo of yours:

41236C > 236D > 66A > 236[A] > 66 5B > j.B > j.C > 6B > j.C > j.D
Posted

Thanks. My friend is a pretty good Nu and I've been trying to squeeze out as much heat level one damage as I can. I never really feel like I can get to two heat levels without a RC, and capture seems to do pretty well.

  • 1 month later...
Posted

0 making some good use of the new Capture brake to dodge projectiles. I might be wrong but it feels/looks like Bullet keeps the projectile invuln, even during the brake part. Or at least for the earlier parts of it.

Also, lately, I've been noticing Bullet players going for jump back j.[D] sometimes for corner oki. I didn't think much of it earlier. I thought it was probably just to catch roll techs. But while watching 0 in this Tachikawa 3on3, I've noticed this happen twice. Pretty neat. It takes advantage of the ton of active frames that her Ds have.
 

Posted

I tried going for the j.D oki a couple of times in 1.1, but it's just inferior to the safejump most of the time. I suppose it's still a better starter tnan j.C, so it's nice to see it being used.

Posted

I tried going for the j.D oki a couple of times in 1.1, but it's just inferior to the safejump most of the time. I suppose it's still a better starter tnan j.C, so it's nice to see it being used.

 

Yeah, I also thought the same thing when I first started seeing Bullet's dong it. But then I thought about it some more and the more I thought about it, the more I realized j.[D] oki has 3 nice pros that make it worth going for sparingly.

 

1. j.[D] oki has good synergy with safe jump j.C against people who try to roll tech out of the safe jump

2. If you don't think you're going to get the timing right for the safe jump because your opponent delay teched or something else, you can always double jump back into j.[D] oki since being able to hold j.D makes it easier to get the timing just right.

3. Due to the changes in 2.0 that allow you cancel Ds into specials, j.D can easily lead into 4k+ meterless with heat in the corner when you catch rolls for a pretty nice reward. 

Posted

What jD oki? If you go for an IAD jD it's almost a 50/50, or at least very hard to react to. If you have 1 heat level and 50 heat you can RC the jD for a at least 4k combo.

  • 1 month later...
Posted

Rare footage of Bullet's 720 being Hype

 

But seriously, I was pretty impressed with how this Bullet wasn't letting him get away with that at all during their set.

Oh man that was sick and that whole set was great. I just recently started playing BB again forgot how fun she was. How is bullet stacking up to the rest of the cast in 2.0?

Posted

The new combo routes make her more effective at what she already excels in. She fairs a bit better against the rest of the cast than 1.1 I guess. A little because of the better combo routes but mostly just because a lot of characters got a nerf bat taken to their knee caps. The vs Nu MU is looking worse though. The new brake on capture helps a little in giving us more options to deal with zoning but it doesn't outweigh Nu's buffs from what I've seen.

Overall, you should probably expect a similar experience to your current Bullet experience when BBCP Extend lands in 2 months. Just more rewards on combos.

Posted

Pretty cool to see 6D used without the follow-up 5D.

 

Edit: Aww yeah, Bullet got 3rd best waifu in the latest character popularity poll and beat Noel by nearly twice the amount of votes XD .

  • 2 months later...
Posted

So been playing new Bullet Extend, 6k combos bullet with only 25 heat. Legit.  Ill share more over time.

 

 It was also fun pulling off the 10264 dmg combo.

 

-Snaphance Fist- can be comboed from on CH, no need to spend Heat Levels.

Posted

I love her miquelet brake change so much. Also her new combos felt quite natural for me at least, need slightly adjust for some lvl0 combo enders because 5d and j.d are slower now. Huge plus for H0 -> H2 and H2 -> H2 combos! Might release something in video soon about changes and some combo apply.

Posted

lol, I'm still doing old combos every now and then. I'm glad the diameter to 5D to increase immensely. It seems a lot of properties have changed on her confirms you got to implement 5A just to carry some of them instead of going into 5B, I tried for almost 5 minutes on an old school bnb and got no luck until I used 5A between it.

 

old bnb. (corner)

6A 5C 3C 41236C 5B <---misses at this point in which you have to foster in 5A instead. Shorter tech time off of miquelet?

 

ps-I'm going to study her combo video routes since some of her mid-screen options are lost for different follow-ups. Who else did a couple of rapid combos in training room instinctively knowing it wasn't necessary?

Posted

I've been out of the loop for quite some time now. Those videos above should cover most of the new essential routes, right?

 

If anyone has been watching current videos, which Bullet player is sticking out, if any? (e.g. Zero Bullet in 1.0/1.1)

Posted

I think the only Bullet player that stood out so far in 2.0 was Yusa and I think they're at the chariot scene, been a minute since I last saw them so probably another scene.

 

rant- even shorter untech time on her throws, they eliminated most of her juggling loop routes, I really liked them. She probably be too good if they kept her juggling properties with the special cancel after the drive, like low B. Is it just me or does she feel a little bit more rigid?

Posted

It feels weird in a good way and jarring as of now. I been hitting Bullet in training for at least 4 hours. I need to rest my brain. A lot to take in atm. Ill share later.

Posted

Of all times to have no money, it had to be now... Looking forward to new Bullet, but she might wait until the end of the month for me.

Posted

old bnb. (corner)

6A 5C 3C 41236C 5B <---misses at this point in which you have to foster in 5A instead. Shorter tech time off of miquelet?

 

Something like that. The new route you need to do is 6A > 5C > 3C > 41236C > 5A > 5B > 6B > jc j.B > djc > j.B > j.C > j.D > 623B

 

If you have H2 then it looks like 6A > 5C > 3C > 41236C > 236D > 236[A] > 6C > jc side swap j.D > 623C > 5C > 5D > 623B 

 

Also, worth noting, is that there is a Tager specific route that works midscreen I noticed Kurenai do in the 21on21 that goes:

2B > 5B > 5C > 3C or 5D > 41236C > 5A > 5B > jc j.B > djc > j.B > j.C > j.D > 623B

 

I'll see if I can find some vid examples of these later and post them in the combo thread.

 

I've been out of the loop for quite some time now. Those videos above should cover most of the new essential routes, right?

 

If anyone has been watching current videos, which Bullet player is sticking out, if any? (e.g. Zero Bullet in 1.0/1.1)

 

Of the stuff I've posted in the video thread, probably 0 and Kurenai. Though sometimes, Kurenai does stuff in pressure that makes me frown but that's really just personal preference on my end.

Posted

Did some video which showcases some changes and their appliances in combos

 

https://www.youtube.com/watch?v=5i03IQHndDg

Posted

The j.D delay feels weird alright.  Does anyone feel "stuck" sometimes? Like after you land from D. Feels like you cant do anything or something. Maybe Im moving too fast, input delays?> Idk

Posted
If you have H2 then it looks like 6A > 5C > 3C > 41236C > 236D > 236[A] > 6C > jc side swap j.D > 623C > 5C > 5D > 623B 

 

 

I like, 6A > 5C > 3C > 41236C > 236D > 3C > 236 [A] > 6B > jc side swap j.C > j.D > 623C > 3C > 5D > 623B  = 5023 dmg. Its fun k?  

 

I cannot land that last 5C from 623C from, https://youtu.be/xfqhdkJhUP4?t=1m25s.

Know what I'm doing wrong? I'm trying it on Kokonoe too.

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