Mikros Posted April 24, 2015 Posted April 24, 2015 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 It gained some landing recovery, but this should be of no concern for Bullet with special cancel on every D.
Prototype909 Posted April 24, 2015 Author Posted April 24, 2015 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. I'm pretty sure that it's distance/timing dependent. When you swap sides there might be a timing that results in them being pushed slightly more out of the corner so Snaphance causes them to hit the wall "further up" which gives you more time to 5C. I only tried the combo a handful of times though, so it might be something else entirely. There are a lot of "Back to the corner" Snaphance combos that have these same sort of adjustments though
Lunais Posted April 25, 2015 Posted April 25, 2015 So frustrating, https://youtu.be/xfqhdkJhUP4?t=2m12s. Cannot get the, 5D to land after wall repeat bounce. I swear it must be something about my, 6C jc into j.D height.
WintySoSolo Posted April 26, 2015 Posted April 26, 2015 from aerial 6B hit, if you hit them with 6B high enough when doing superjump (jB) jC jD, you can cross under while doing jD. This is useful if you are facing a corner since you can cross into the corner and then from jD do 623C 66 6C jD 623B https://www.youtube.com/watch?v=SpvDyMsrn-8 an example from what I saw in my hour or two of experimenting, jD capture into second heat often drops. This may work in situations where that doesn't, if you can get the spacing to swap sides. the sideswap existed before but with the changes it's really useful now because you get this out of it.
Prototype909 Posted April 26, 2015 Author Posted April 26, 2015 So frustrating, https://youtu.be/xfqhdkJhUP4?t=2m12s. Cannot get the, 5D to land after wall repeat bounce. I swear it must be something about my, 6C jc into j.D height. Have you tried letting them bounce higher from the 5D before cancelling into Snaphance?
Sadeyo Posted April 26, 2015 Posted April 26, 2015 I think you guys might have to run this on your own because I'm just not feeling her in this at that comfort zone. I'll lab a few things but at this rate she kind of fell of her main status since the update, may the Imperator be with you...I should be saying these words to the Terumi group, lol. ps-she's immensely better in almost every aspect losing a few routes for better options is not always bad.
Lunais Posted April 26, 2015 Posted April 26, 2015 Have you tried letting them bounce higher from the 5D before cancelling into Snaphance? Thanks a lot I got this down now.
VandelMarchen Posted April 27, 2015 Posted April 27, 2015 Hey guys I have a question about Bullets juggle specifically after you 6C into jC jB jC jB jC how do you guys time that after the 6C through the whole combo im really lost on the timing. hope this makes sense.
Rhyllis Posted April 28, 2015 Posted April 28, 2015 Hey guys I have a question about Bullets juggle specifically after you 6C into jC jB jC jB jC how do you guys time that after the 6C through the whole combo im really lost on the timing. hope this makes sense. I believe this combo only works on Fatal Counter, unless 2.0 Bullet is quite different. Although I suppose you could also do it in the corner. Are you making sure your efforts include one of these two conditions? If so, one of the challenge mode combos for Bullet involves the timing more or less. I feel it's actually easier in 2.0, so if you just try that challenge for awhile and let the demonstration play a few times, I bet you'll get it quick!
haitian_sensei Posted April 28, 2015 Posted April 28, 2015 What combos do you guys have with a 5A, or 2A starter? In the corner, I've realized that if you do 5A/2A, 5B, 5C, 5D, 41236C, 5A, they automatically reset and you can't follow up with 6B.
Shin Oni Posted April 28, 2015 Posted April 28, 2015 I don't even bother with long combos if it's off 5A/2A because you get huge proration on big combos and because almost any followup results in them reseting before doing the usual ender. I stick with basic chain combo into 5D>623B if I see 5A/2A hit.
haitian_sensei Posted April 28, 2015 Posted April 28, 2015 I do the same. I just wanted to know if there was a way to get more damage off of 2A/5A.
Shin Oni Posted April 28, 2015 Posted April 28, 2015 If there is, I haven't seen anything. But proration off lights kill most of Bullet's burst damage. Day 1 playing I was skeptical on how to get decent hit confirms and notice them without throwing out lights. But the more I play and do what I usually did pre CPEX, it's not too hard. Sometimes you just have to trust your gut and let D rip when heated up or go for the 4D/6D mixups. As long as you get a knockdown and mix up your oki on their wakeup, you'll get the hits needed that don't come off a 5A/2A.
haitian_sensei Posted April 28, 2015 Posted April 28, 2015 I haven't played any good players yet, but I can open up someone without 5A/2A. What I really need to learn is how to get good damage off of 6B anti air, without heat. I haven't had enough time in training room to practice conversions.
Shin Oni Posted April 28, 2015 Posted April 28, 2015 Her mid screen game without Heat is pretty bland now. I've been sticking to 6B>jc>j.B>j.C>j.D>623B into oki setups. If they're close to the corner i'll replace 623B with 41236C to get them into the corner and followup combo. She may squeeze a small amount more out of CH 6B but it's not much. Having heatless non red lock j.D have startup hurts her ground to air conversions a lot. You could possibly get a tech trap with 623C but that's a hard read and depends on which way they tech/spacing/etc.
Lunais Posted April 28, 2015 Posted April 28, 2015 Her mid screen game without Heat is pretty bland now. I've been sticking to 6B>jc>j.B>j.C>j.D>623B into oki setups. If they're close to the corner i'll replace 623B with 41236C to get them into the corner and followup combo. She may squeeze a small amount more out of CH 6B but it's not much. Having heatless non red lock j.D have startup hurts her ground to air conversions a lot. You could possibly get a tech trap with 623C but that's a hard read and depends on which way they tech/spacing/etc. If you have your back to the wall remember you can 623C after j.D.
RurouniLoneWolf Posted April 29, 2015 Posted April 29, 2015 Her mid screen game without Heat is pretty bland now. I've been sticking to 6B>jc>j.B>j.C>j.D>623B into oki setups. If they're close to the corner i'll replace 623B with 41236C to get them into the corner and followup combo. She may squeeze a small amount more out of CH 6B but it's not much. Having heatless non red lock j.D have startup hurts her ground to air conversions a lot. I think her midscreen combos without using heat are pretty nice, considering her combos where she doesn't spend heat aren't supposed to be that interesting to begin with. I think there's been an interesting further increase in emphasis on corner carry with her midscreen combos. A lot of stuff has pretty good carry because of the ability to replace knockdown with 41236C corner carry. Even very basic combos like 2A > 2B > 5B > 5C > 5D > 41236C carries them all the way to the corner from round start. CH 6B doesn't up damage too much but it does allow you to carry them to the corner from about 3/4 of the screen away while getting good damage, which seems to be nice in those situations where your back isn't quite close enough to the corner to do 623C side swap like Lunais mentioned. Also, depending on the height and spacing you hit from, you can 6B >jc j.B > j.C > 6B > sjc j.C > j.D > 623B or 41236C for corner carry if you started at around round start positioning.
wauhti Posted May 3, 2015 Posted May 3, 2015 Not yet iirc, they just copy-pasted old data so there's no new data on drives and new charged flintshooters etc
SoWL Posted May 5, 2015 Posted May 5, 2015 Finally got the game, and the question that's been on my mind lately is "Why would you ever use 2C?". If you want a safe blockstring ender, 5C is better; if you want a hard knockdown, 5C 5D 623B is better; if you want to use it in combos, you can only follow it up with 623B, which doesn't give you much damage even with Heat-Up (not to mention that 623B 22D combos are not worth the effort when you could go for the Drive combo instead). The only gimmicky use I found so far is canceling the second hit into Miquelet, but since you have no other options on block, it's going to be blown up every time after they see it.Also, it's weird how H1 combos feel less rewarding than H0 or H2 combos. You don't get double Heat levels, you don't deal explosive damage, you're just doing boring everyman combos that remind me of CP1.1. Or do an H0 combo to get to H2. Maybe there is some fun stuff I'm missing, but it just feels that H1 is the "You screwed up somewhere" mode.Oh, and I tested the Drive frame advantage and found out that red lock is safe on all levels, while regular Drive hits are unsafe on all levels. That certainly makes her H0 pressure a bit better, but on the other hand, you're not as happy when you get your Drive blocked on H1-2. At least it feels like the red lock comes out faster now?
Nyaa Posted May 5, 2015 Posted May 5, 2015 Red lock is definitely A LOT faster. Mind that red lock lvl 0 drive is still safe on block. Personally I would never spend H1 on a combo unless I knew 100% certain it would end the round. Exception is hitting a raw H1 drive in the open and having meter to RC it. That is still good.
MechaMacGyver Posted May 5, 2015 Posted May 5, 2015 (edited) Red is def waaaay faster in H2. As far as 2C is concerned it's not bad. The loss of Lock-on sucks but it still has it's place at the end of blockstrings. Tossing in a 2C after 5C every now then to keep people honest is not a bad idea. CH 2C also lets you confirm into a launch with something as easy as 2B, 6B, etc., you can get more (Charged Flint Shooter) if you're good at recognizing the CH. 2C is relatively safe on it's own and you can cancel either hit into Flint Shooter or Charged Flint Shooter. If you get them to block the CFS you can keep your pressure going. Not something to always go for, but it's good to remember it's there. Edited May 5, 2015 by ShinMechaMacGyver
haitian_sensei Posted May 5, 2015 Posted May 5, 2015 What is everyone's thought on using 3C in neutral? I find myself using it a lot now that it cancels into D. It also goes under some standing normals, so I use it against Ragna's 5B a lot. Do you think it's viable, especially against a better player, since I've only played mostly scrubs.
Dawn of Musou Posted May 5, 2015 Posted May 5, 2015 Yeah I've done 2C>Charged Flint and the players I fought respected it most of the time. As for H1 combos, I'll do them if it gets me the corner or the kill but otherwise I just save up for H2 lol.
MechaMacGyver Posted May 5, 2015 Posted May 5, 2015 What is everyone's thought on using 3C in neutral? I find myself using it a lot now that it cancels into D. It also goes under some standing normals, so I use it against Ragna's 5B a lot. Do you think it's viable, especially against a better player, since I've only played mostly scrubs. 3C is really good IMO. Goes under a ton of stuff, it could even go under Hakumen 5C in CP.
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