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Posted

That is so a command grab. I'm hoping it's a command grab. it has to be a command grab.

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Posted

Actually, I haven't even thought about the possibility of it being an OTG grab. If it is, I don't see myself using it too often, since it's basically just another combo ender, and we have more than enough of those (and some of them even allow you to keep the enemy close to you). An enhanced Explode Engage isn't something I'd want, either, as Shear's crappy combo rate is unlikely to go away. Now, a meterless command grab? That would be very neat, even if it leaves you far away from the opponent. I'm still not sure whether it gives Heat-Up, but if it does, it won't be too difficult to get in afterwards.

Posted

I don't think it's a Shear follow up. If you look at the trailer again, the combo number starts up when she starts dragging him. I does 7 hits, then 8 when she tosses him. If it is a Shear ender, than that is a dumb idea imo.

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Posted

Does anyone have video footage of themselves playing? I want to compare my approach style to other Bullet players, outside of Japan.

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Posted

Actually, I haven't even thought about the possibility of it being an OTG grab. If it is, I don't see myself using it too often, since it's basically just another combo ender, and we have more than enough of those (and some of them even allow you to keep the enemy close to you). An enhanced Explode Engage isn't something I'd want, either, as Shear's crappy combo rate is unlikely to go away. Now, a meterless command grab? That would be very neat, even if it leaves you far away from the opponent. I'm still not sure whether it gives Heat-Up, but if it does, it won't be too difficult to get in afterwards.

After she used it Bullet seems to not lose heat and we cant tell if she gained heat since she was level 2 already looks like. Also it could be a command grab doing 2.5k? that can lead to a wall bounce. I would hope it REALLY is a command grab to improve our mix-up game.

Posted

In the foilowing combo, do i just mash 5C after 623C?
[H2 -> H2] (Corner) 6A > 5C > 3C > 41236C > 236D > 6A > 236[A] > 6C > side swap jc jD > 623C > 5C > 5D > 623B

Posted

things I'd want changed about bullet:

6B hits OTG again

meterless command grab OR serpentine assault not being a 720

rage aggressor gives 1 heat level

capture frame 1 projectile immunity

Snaphance given CH properties that allow a midscreen followup combo without heat

Posted

Snaphance given CH properties that allow a midscreen followup combo without heat

You can already do that with the ground Snaphance, though the midair one still throws them away even on CH. Never even noticed that until checking it right now, as I almost never use it.
Posted

Made a thread for compiling CF Bullet info to prepare for the loketest this upcoming weekend. Unfortunately, I'll be away in Vegas this weekend like many anime players. But post whatever you find there and I'll update the OP when I get back with what's there and what I can find.

Posted

In the foilowing combo, do i just mash 5C after 623C?

[H2 -> H2] (Corner) 6A > 5C > 3C > 41236C > 236D > 6A > 236[A] > 6C > side swap jc jD > 623C > 5C > 5D > 623B

When you do the side swap, just do jD > 623C > 5C > 5D > 623B. It makes it a lot easier to combo. It also depends on the character. Some go higher up the wall when you snap hance.

Posted

You can already do that with the ground Snaphance, though the midair one still throws them away even on CH. Never even noticed that until checking it right now, as I almost never use it.

oh i guess I'm just grabbing people who aren't actually in counterhit state then.

i'm dum

Posted

Hello All, I’m sort of new but I think I want to main bullet right now. I was wondering if there some general tips or decent beginner combos I can work at now before getting to the more advance stuff?

Posted

There aren't that many specific tools you have to learn, just know your combos (especially H0 to H2 and H2 to H2 ones), know when to use which Drive follow-ups, and have some 720 buffer spots learned. Other than that, you just grind your neutral game, as that is Bullef's greatest weakness, and you can't really practice it in training mode. Oh, and know your pressure strings and how to adapt them to your opponent's behavior.

Posted

Bullet does so much damage with little execution when she's in heat, but her neutral is incredibly sub-par and this makes some matchups really tough for her as most characters have further reaching normals than her. While her AA provides her with insane damage potential during H2 it's weak against crossups. Her pressure is decent so she's scary to deal with in corner, but on the defensive, getting pressured, she's also weak having one of the worst DP's in any fighter I've played. It can be crouched, tiiiny hitbox and can easily be spaced out by most characters.

 

I would argue that learning good combos with Bullet is very important because you get few chances to do them, so you gotta make the best out of it.

 

You want heat for mobility and use her H1/H2 fireball and either jB or 2B because that's all the range she got. And a handy tip for that 720 super, if you got heat and you got the first grab in, spin to win! Spin your stick as much as you please and just tap D for every rotation. Spin, spin, spin for massive damage. Who needs execution?

Posted

What I need to learn is delay tech set ups. I think that's my biggest weakness right now. I lose a lot of matches because I let people get away when I knock them down. They delay wake up, and when I hit them for it, they tech out the corner and run.

Posted

Get used to dash-jump barrier as an approach method - Bullet cannot dash cancel w/ barrier block like other characters to make an approach more safe. And just air dashing in all the time is very high risk/easily stopped approach against more experienced players. Input for dash-jump barrier is just 66 -> 9 -> 4A+B.

 

Bullet's normals are somewhat stubby, but 2B, 3C, 5B etc. are all powerful neutral tools when used in the right situations. 2A and 5C are the basis of her pressure game. In terms of mixup you are basically limited to 6A, basic grab, and Crush Trigger - even though Bullet's pressure itself is strong her mix-up is extremely basic.

 

The only other advice you really need is to just learn to play fundamentally solid. Get used to IBing and understanding where it's possible to 2A or barrier jump out of your opponent's pressure, try to avoid using Cutting Shear (623B) - most characters can actually space themselves just outside of its range while still being able to punish you if you go for it. It has to be said that Bullet has very easy execution - but she is not easy to "play", for most of her problematic match-ups or bad situations you might experience throughout a match such as "I couldn't get in on my opponent" or "I got stuck in my opponent's pressure and couldn't find a way out" there is at times no easy answer other than to improve your neutral game and ability to block well.

 

Understand how to use all your tools, anti-airing Snaphance Fist for instance is not something you should always be trying to do, but showing your opponent that if they keep jumping out of your pressure/flint shooter that you have the ability to punish them for it (And make it hurt) it can discourage them from doing it all the time. You only get a few chances per round with Bullet to actually win, so making your opponent feel some fear is a good way to make sure those opportunities matter more.
 

 

What I need to learn is delay tech set ups. I think that's my biggest weakness right now. I lose a lot of matches because I let people get away when I knock them down. They delay wake up, and when I hit them for it, they tech out the corner and run.

 

If people are disrespecting your pressure on their wakeup -

 

Dash 2A -> 4A+B -> React to the situation.

 

If they do not tech: 4A+B becomes 5B -> pick up into combo.

 

If they do tech: 4A+B becomes barrier block -> react to whatever their wake-up option was as needed.

If they are not teching after long combos in the corner where the 2A pickup is not possible do backup 2A/2B -> pickup combo if they are trying to roll out. If they are just flat out not teching or rolling, just hit them with a charged 236[A], if they react to it and tech DP you though you'll get hit.

 

Sometimes though you just need to accept that they are not going to tech and that you will have to reset to neutral with them in the corner/wherever you left them. Bullet's neutral in H1/H2 is not -that- bad against characters who actually have to interact with her up close so you shouldn't feel that threatened about fighting them at neutral again as long as you managed to get to H1/H2. This is why it's important to make sure that you're never ending your combos in routes that leave you in H0 unless it's to kill, H0 at round start should be the weakest position you're in at in neutral ideally, after you get H1 once you want to maintain that for the rest of the game as your new minimum.

Posted

@Prototype909 I agree with just about everything you said except that I don't really think her combo execution is particularly easy anymore and the 6d 2d 50/50 can be pretty useful.

Also that's an extremely helpful OS and I'm going to be practicing it when I get home. Seriously, I really appreciate you sharing that. I've been thinking of trying not charged 236a > something like 5b as a way to make it safer versus dp, but I'm not sure if that would actually be helpful.

Posted

Should be mentioned that in neutral it's pretty useful to be able to stop air momentum / float in the air with her drive then cancel the drive. Can get you over some projectiles, or go for a dropping jB/2B-mixup after they've whiffed their AA.

Posted

I was wondering if you guys can do me a favor. I'm going to stream later, and I want you guys to come in and tell me what I'm doing wrong. This way, it's live and on the spot. I'm going to start around 8, and I'd really appreciate it. I'm trying not to go 0-2 at TSB anymore. twitch.tv/haitian_sensei

Posted

Quick and dirty, but here are the videos showing the Dash-Jump and 4A+B option select being used. Annotations contain some quick/easy notes from me on what is being shown, inputs are displayed in the video.

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