LionHeartx Posted October 26, 2013 Posted October 26, 2013 Sounds kinky. Hm I actually didn't notice when I typed it but after reading it out loud....yeah lol.
SoWL Posted October 26, 2013 Posted October 26, 2013 I actually think 6A is pretty fraudulent as an overhead. It's slow and easily reactable, even among BB overheads it's prone to all sorts of disrespect. It does have a deceptively large hitbox though and leads to good damage. Not an option to ignore by any means, but probably not something to rely on. I actually prefer going for throws over 6A just because it's a more 'neutral' option if they read it. Well, the only overheads I can compare it to are Tager's and Plat's, and those are pretty horrible, so 6A looks amazing in comparison. We have to work with what we have, but yeah, it's not as safe as throwing. I'll finally have a chance to play at my friend's place tomorrow, so it's very nice that this thread got more active. Hello! I'm not sure if it's been mentioned before, but how should Bullet respond to zoners? I've been fighting quite a bit recently, and even when I rush them and corner they still manage to win. I recently fought a Mu who was able to completely shut down me offensively, from full screen. Bullet's 236a stops projectiles yes, but what about dealing with multiple ones? There's no easy solution to Bullet's main weakness: you have to actively dodge the projectiles to get in, and when you do, expect your opponent to do a DP or something similar to blow you away again. It's especially difficult if they give you no chance to Afterburner, since that leaves you without a full-screen Flint Shooter, long dashes and the Drive radius. At least she can actually dash, unlike some other certain Sector Seven brawlers.
Wild Candy Posted October 26, 2013 Posted October 26, 2013 This might be a stupid question, but how exactly do you put in the input for Serpentine Assault? The game says a circle motion, but when ever I try inputting it, I end up jumping instead of performing the super.
Solid Gold Wall Posted October 26, 2013 Posted October 26, 2013 gotta buffer it while you're doing something else
Mr.Minionman Posted October 26, 2013 Posted October 26, 2013 You are going to need to buffer it in a move that can't be jump-canceled. So try spinning the stick while they are blocking any of the drive moves (at least h1 for 2D/6D), 2B, 5C, or 2C. You can also buffer it after you use all of your air-options and land next to them, but it's a bit more risky. don't forget to use hold-button buffer too.
Prototype909 Posted October 26, 2013 Author Posted October 26, 2013 Match-up threads are up, let me know if I missed anyone
toanenadiz Posted October 26, 2013 Posted October 26, 2013 It looks like you missed Bang, Platinum and Valkenhayn
RurouniLoneWolf Posted October 27, 2013 Posted October 27, 2013 Thanks for all the detailed impressions on her blockstrings guys. It's been very informative. Have any of you importers been experimenting with CTs in blockstrings? Mostly just curious since I wanted to experiment with it myself.
SoWL Posted October 27, 2013 Posted October 27, 2013 My main gripe after playing Bullet for the first time (with little to no time spent in the lab) is that I can't end her aerial combos with j.D to save my life: her lv.1 circle just doesn't reach the opponent. Am I supposed to high-jump or leave some attacks out? As an example of a combo where I can't land a j.D: 4BC 236[A] 5B 6B jc j.B djc j.B j.C j.D
Vlad7779311 Posted October 27, 2013 Posted October 27, 2013 Is it really true that Bullet is considered low tier?
EXonestar Posted October 27, 2013 Posted October 27, 2013 In peoples "personal" tier lists..... mainly yes. But she's like high End of the low tier section in many peoples "reasonable"views. Which sounds a bit more realistic than the hell bottom tier that quite a few people keep spamming all over the internet. i.e people saying "she can't beat anyone" and etc.
Prototype909 Posted October 27, 2013 Author Posted October 27, 2013 My main gripe after playing Bullet for the first time (with little to no time spent in the lab) is that I can't end her aerial combos with j.D to save my life: her lv.1 circle just doesn't reach the opponent. Am I supposed to high-jump or leave some attacks out? As an example of a combo where I can't land a j.D: 4BC 236[A] 5B 6B jc j.B djc j.B j.C j.D If Bullet isn't in heat you just have to sjc j.B j.C or sometimes just j.C. j.B jc j.B j.C doesn't work without heat state.
Mr.Minionman Posted October 27, 2013 Posted October 27, 2013 (edited) Thanks for all the detailed impressions on her blockstrings guys. It's been very informative. Have any of you importers been experimenting with CTs in blockstrings? Mostly just curious since I wanted to experiment with it myself. In my experience thusfar (against people who aren't as used to barrier/guard crush as much yet), it's really only useful if you've conditioned them to a point where they are just waiting to throw break or CH an overhead. It seems a bit too easy to react to in my opinion, and the reward doesn't feel like it's there for a move that costs 25 meter. On the other hand, the range over the other two is nice, and adds to the element of surprise. So I think it's a good option when they are downbacking, but if they are trying to jump out of pressure, or are mashing then it doesn't really do anything for you. Is it really true that Bullet is considered low tier? She feels like a middle-of-the-road type character. It's hard to justify her being one of the strongest when you have several characters that seemingly do the same thing with better reward. She doesn't have alot of mixup, and has trouble building heat against some characters too. She also feels fairly weak against the zoners and Tager, which really doesn't help her odds. She has rather strong normals, and the ultra sexy drive (when she has heat levels), huge combo damage in the right situations, and not to mention being a rushdown character with access to a command grab super. So I wouldn't say she's weak at all, she has all the tools she needs to win against most characters; she just has tough competition to deal with. Edited October 27, 2013 by Mr.Minionman
AMB Bakery Posted October 27, 2013 Posted October 27, 2013 Just a little something I found, if you want to end short air strings (like something off AA 5A), you can combo any jump normal into snaphance fist once you've juggled them high enough. It's not the most advantageous ender, but it's there. Advised only to use in H0.
Phones01 Posted October 27, 2013 Posted October 27, 2013 Just a little something I found, if you want to end short air strings (like something off AA 5A), you can combo any jump normal into snaphance fist once you've juggled them high enough. It's not the most advantageous ender, but it's there. Advised only to use in H0. That's good to use to put them in the corner and to give you time for afterburner in some cases you can airdash if snap hance is the first move you used in the air to do j.c j.d.
Phones01 Posted October 27, 2013 Posted October 27, 2013 Thanks for all the detailed impressions on her blockstrings guys. It's been very informative. Have any of you importers been experimenting with CTs in blockstrings? Mostly just curious since I wanted to experiment with it myself. I use her ct mainly on fc bait block strings(2a, 5c or 2b, 5b, 5c) I've had success most of the time but sometimes ppl will mash out of fear. Also her ct is considered a projectile iirc so becareful of azrael who can probably absorb the ct. Ill test it out just to make sure.
Phones01 Posted October 27, 2013 Posted October 27, 2013 Is it really true that Bullet is considered low tier? Honestly and this is imo bullet is like street fighter makoto in an airdasher. High risk high reward kind of character with a lot of potential but with a risky momentum based play style. She has good meterless damage, good normals, and decent health for a female character. Her weaknesses are no good meterless get off me move. Unsafe special moves, not the best grappler for a pseudo grappler character, and her she can be beat by those considered lower than for example tager. She can be a high tier character or a low tier character.
Myoro Posted October 27, 2013 Posted October 27, 2013 (edited) A quick question for those who have the game: does the spin motion tricks mentioned here apply to Bullet? I'm specifically talking about the facts that Tager needn't worry about the direction of his spins go in or which direction they start from, can cancel the startup of his jumps into spin attacks, and must only input 6 out of the 8 inputs expected of a circle motion. If that is the truth Bullet would only need to input 632147-A or 421369-A to get her distortion out and 632147896321-D and 6321478963214789632-D for each respective follow-up. It would also mean Bullet would not have to concern herself with buffering her spins, because the jump would be last second canceled. Edited October 27, 2013 by Myoro
Lunar_Divider Posted October 27, 2013 Posted October 27, 2013 (edited) Don't know if anyone else has noticed this or not but you can CH 5b into 6C at pretty much any but the maximum range and then follow up with snaphance lv1 for about 3.8k meterless. Lv2 does about 4.7k. Also heres a CH 5c combo that carries to the other end of the screen thats also probably been found already: Lv1 5C, 6A, 5C, 5D, RC, 6B, j.B, j.C, j.D-D, 5C, 2C, 5D. Alternatively you can go for the 50/50 or 236A instead of the 5D at the end. It does okay damage for a lv1 midscreen 50heat combo at about 4.7k Edited October 27, 2013 by Lunar_Divider
Phones01 Posted October 27, 2013 Posted October 27, 2013 ok so bullet's CT is considered a projectile so azrael can growler field it, tager has his shoulder rush, hakumen can slash it.
Myoro Posted October 27, 2013 Posted October 27, 2013 ok so bullet's CT is considered a projectile so azrael can growler field it, tager has his shoulder rush, hakumen can slash it. Does that make it safe from Yukikaze?
Prototype909 Posted October 27, 2013 Author Posted October 27, 2013 Lv1 5C, 6A, 5C, 5D, RC, 6B, j.B, j.C, j.D-D, 5C, 2C, 5D. Alternatively you can go for the 50/50 or 236A instead of the 5D at the end. It does okay damage for a lv1 midscreen 50heat combo at about 4.7k Alternative - CH 5C 6C jc j.C j.B j.C land j.B j.C 5C 3C Miquelet > Stuff 4k meterless. 4.8k if you end in Rage Aggressor Or in Heat Lv2 CH 5C A+B 5C 6C Snaphance (Engage) 5C 3C Miquelet 5B 6B (If you end in j.C drive it's like ~6.3k. If you end in Rage Aggressor it's 7.3k)
Phones01 Posted October 27, 2013 Posted October 27, 2013 Does that make it safe from Yukikaze? hmmm that's a good question actually possibly. Im not online right now though someone might want to test it.
Prototype909 Posted October 27, 2013 Author Posted October 27, 2013 The game notates Lock-On levels in terms of None, 1 and 2. Previously the wiki had them listed in terms of 1 (None), 2 and 3. I've since changed the notation to reflect the way the game refers to the levels. Lv0 - No heat state Lv1 Lv2
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