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Posted

2C flint shooter is nice. (cancel either hit of 2C at least.) I use it sometimes like I would 5B/2B flint shooter or if I meant 3C and screwed up because I got 2C instead.

 

as for 3C i've been using that a lot since 1.1. It's grand on full screen Kaguras trying to use whatever his armor stinger like move is out of his stance. Spaced right, it goes under Terumi's 5D and had I known before my Tager match last year at Evo, 3C blows up things Tager can do to get in full/midscreen. (Thanks to MechaMacGyver on that info lol)

 

I still hate how it only combos off crouching hitboxes and CH though.

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Posted

I still hate how it only combos off crouching hitboxes and CH though.

Can't you cancel it into Drive now? Or does it come out too late to connect now?
Posted

You can cancel intro Drive on block or hit. Easy confirm on normal hit. 3C is relatively safe if spaced right (I use it as a 720 set up if it gets blocked) and you can play a game of chicken with them by canceling into drive. This is obviously better at higher Heat levels but you can probably catch someone swinging at H0 every now and then. There's also the option of doing 3C, Lock-on> cancel which if you do it enough folks are gonna try to swing at ya. 

 

Fun note, the 6D and 2D Lock-ons are cancelable on block. Something to toy around with...

Posted

Can't you cancel it into Drive now? Or does it come out too late to connect now?

 

No, on a standing character you can't combo into 3C. Only connects on crouchers.

Posted

No, on a standing character you can't combo into 3C. Only connects on crouchers.

Oh, I get it, so it connects if you start with 6A because it forces them to crouch. That's more than enough for me.

Is anyone going to edit the wiki? Because I might give it a go later this week.

Posted

I don't know any of the frame data for Bullet, so I can't edit the wiki.

Well, I meant the general move descriptions and stuff. I don't have the frame data, either, but we can edit it in later when we get it.
Posted

Another point that has been on my mind lately: did we get any new mix-ups? I appreciate having better reward for our combos, but sometimes it still feels like all you can do is endlessly knock at the opponent's block without any ways to break through.

Someone mentioned that 6D and 2D can now be special-canceled on block, and I find that pretty neat. It's a bit more difficult with 6D, since you have to wait until you fall down to the ground, but you can go for Miquelet right after they block the Drive, or just Flint to make it safe even on H0 (I think it's safe?). Another point worth mentioning is that they didn't get that bounce that 5D and j.D got.

Also, Miquelet Brake into 720 can be done even up close. If they jump, they get Captured, if they don't, they ride a 720. Or that's what I want to do, but I'm not sure you can react to the jump fast enough, since you need to perform the Brake rather early. Maybe you can just 6B/623C after the Brake?

Posted

I've only been playing average players and they fall for the usual mix ups. I go for 2D a lot, and cancel to charged flint. They always sit there and block it, then I usually go for throw, or overhead. I haven't been using 6D that much, but it does sound solid, if you cancel into Miquelet.

I completely forgot about the brake. I definitely need to incorporate that.

Quick question, if you end a combo with Miquelet, and they are in a reset position, can you do it again and catch them with it? Is it a guaranteed reset, or is there a way out of it, besides a delayed wake up? I've done it a few times but it seemed like a questionable reset.

Posted

Quick question, if you end a combo with Miquelet, and they are in a reset position, can you do it again and catch them with it? Is it a guaranteed reset, or is there a way out of it, besides a delayed wake up? I've done it a few times but it seemed like a questionable reset.

 

Yes you can, they can get out of it by not teching but then you can just pick up with 2B 5C 5D.

Posted

I gave her moves barebone descriptions on the wiki. Don't really know much about the combos in this version, so someone else will need to flesh it out where I left it vague. I didn't touch strategy or the pros/cons. I'll be getting the new version of BB sometime this week, and Bullet will probably still be my main.

 

Feel free to proofread/edit.

  • 2 weeks later...
Posted

Question. Can you cancel a blocked 6D/2D into afterburner?

 

And, sad days... http://a.pomf.se/hbujhj.mp4

I play vs an Izayoi frequently and this situation is always part of the DP mindgame. 720 after Afterburner works on Izayoi 100%. You have to 720 asap AND they have to tech right away. If either of you delay it you will be out of reach. If she 2a's it don't matter you will still 720 her. I just tested it vs a friend. I do afterburner/720 mindgames in alot of my games and it works.

Posted

Bullet got buffs, but was any of them the buffs she needs? She feels like the weakest character in CPEX. They didn't address a single of her weaknesses. How to win BB when 9/10 of the cast outranges her with almost everything.

 

Did they nerf 3C? Didn't it use to lowprofile a lot before? I'm not evading anything with it.

Posted

Bullet got buffs, but was any of them the buffs she needs? She feels like the weakest character in CPEX. They didn't address a single of her weaknesses. How to win BB when 9/10 of the cast outranges her with almost everything.

 

Did they nerf 3C? Didn't it use to lowprofile a lot before? I'm not evading anything with it.

I am having more success with her now than before she def got buffed easy. Her neutral not being as good as some others is w.e to me honestly (and is suppose to be her "weakness" I would believe) She has other things going for her that others don't however. We have our Lock-On to rely on and we have access to Heat levels MUCH more often. Bullets neutral becomes better just cause of H2 lock on alone and it gets to red mark much faster than before meaning more invincibility/counter in neutral. I abuse this neutral either by D on the spot or j.D when in H2 with the near insta red lock-on for a counter hit.

 

-2B, low profiles and has good range (use this a lot esp vs certain characters that rely on body property attacks, once you know what of theirs does not hit low you can 2B them from range otherwise 2A.

-3C, low profiles and has AMAZING RANGE ( slower than 2B  its more of a mid/long range "poke" since you roll so far forward. Great vs projectiles from range too. If you can predict whats coming and have time 3C is really good to start combos with.)

 

She has more tools that I use in these scenarios but for now Ill just leave it at that. Damage wise Bullet is much better and consistent with all the options they opened for her now. This post it too long Ill wait to reply again.

Posted

I don't disagree that she's better. I played her a lot in CP and still play her. I just wish she got something, anything to improve her weaknesses.

 

Salty after a run in with a good Amane.

Posted

I believe double heat up combos is definitely a buff she needed, or rather getting more opportunities for heat up in general. She made due before because she doesn't spend meter as fast as some characters, but needing to rapid cancel for 2-Heat combos never seemed right to me.

 

She still has a weakness, but a character like her typically always will. I definitely don't feel like she's even close to being the weakest character in BB though! Very happy with her in BBCPEX.

Posted

She's better than 1.0/1.1 by a longshot

 

Definitely not the weakest character in the game, she just has a lot of glaring match-up problems, and H0 is still one of the saddest things in the game. Really the fundamental problem is that she needs at least H1 to even become "real" and then even after that she struggles to execute even a basic gameplan against Nu/Mu/Etc. Watch any of the top Bullets fight against the Murakumo characters, it's basically a near perfect against them every time. She just doesn't have the tools necessary to do anything about those characters without major, major mistakes being made.

Posted

idk why they gave her any "nerfs" (6B not picking up OTG, CH jC no longer bouncing, 2C) but she got a lot better with her new combo options.

 

weakest character...I don't know much about the cast as a whole to say anything there. I've played against like, 9-10 characters total in extend since I don't jump into random netplay. It wouldn't surprise me if she ended up being the wost, because she's still extremely flawed and not a good character, but even if she is the worst I don't think she's anywhere near as comparatively weak as she was in the last two versions.

Posted

CH jC didn't become that much worse really, it's pretty easy to OTG for a full combo. CH jC 2B 6B/5B into whatever you want. If you have heat levels you can do CH jC 2B xx 623C into 4K meterless. http://a.pomf.se/jtqups.mp4

Posted

I still can't get over that you can actually do something after connecting 5D without RCing. What am I gonna use all that meter for now!?

 

I need to get this game already. Maybe after SCR Prelude.

Posted

I still can't get over that you can actually do something after connecting 5D without RCing. What am I gonna use all that meter for now!?

 

Astral :)

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