Prototype909 Posted October 29, 2013 Author Posted October 29, 2013 Thats weird I am getting 4974DM for 5B 5C 5D (Wadcut) 6 6A 236[A] 6C jc j.C 5B 6B > sjc j.C j.D and 5768DM with RG. Are you holding the drive for red-lock in the combo?
SoWL Posted October 29, 2013 Posted October 29, 2013 (edited) Remember when I said how far charged Flint pushes back people? I'm an idiot who doesn't check his statements (v:v:v), and it turns out to be the exact opposite: it doesn't have any pushback at all. Even 6A and 5B push you farther. That means that charged Flint is actually a valid option to throw out in blockstrings if you feel like they respect you too much... or that they can't react to it, which is less likely. EDIT: This makes me think of using regular Flint to make them respect the charged one. Hmm... Edited October 29, 2013 by SoWL
Ajantas Posted October 29, 2013 Posted October 29, 2013 (edited) Are you holding the drive for red-lock in the combo? Ah man now I feel silly. I was messing around with OD cancel 5C to 5D which you can't red lock-on with I just forgot about the red lock-on feature after a while. Though these are my findings, it might be useful somewhere if not already on the combo list... Below 69HP you can 6A>5C>OD>5DD, (optional JB/JC)>5B>5C>OD>5DD (not sure if you can do with 2B starter) and when the wadcut ends you still have 2H due to the OD affect, allowing you to use an additional follow-up. Though using OD this way actually yields less damage than just using OD cancel at the end of the combo into Rage Aggressor, though I believe I am not using the right combo to fully utilise the second 2H follow-up. The good thing is if you got 1H and opponent got no burst its an easy way to get to 2H to use the wall stick of 2H wadcut. 5B>5C starter with OD to Rage Aggressor in the end is 6944DM but you need 2H for 1H you can do 5B>5C>OD7 and end with Miquelet Capture>follow-up>Rage Aggressor for 6564DM. 6A>5C is 6459DM and 6082DM similar to the situations for 5B>5C starter. All near the corner. Edited October 29, 2013 by Ajantas
ThatHiroGuy Posted October 29, 2013 Posted October 29, 2013 Remember when I said how far charged Flint pushes back people? I'm an idiot who doesn't check his statements (v:v:v), and it turns out to be the exact opposite: it doesn't have any pushback at all. Even 6A and 5B push you farther. That means that charged Flint is actually a valid option to throw out in blockstrings if you feel like they respect you too much... or that they can't react to it, which is less likely. EDIT: This makes me think of using regular Flint to make them respect the charged one. Hmm... I've used it before, when I'd normally use 5C to get back in. Since you don't need heat levels for the full travel, it's actually great to use. If they jump in reaction, you can (hopefully) react with 6236C, or 6B. Also thought I'd like to throw this one out there, though I'm sure people know about it. Cancelling your dash with 3C is a great way to get in on opponents from time to time, albeit pretty unsafe. With heat level 2, I found that I could actually shoot a flint from damn near full-screen, and then do the above for a really solid, unexpected approach.
Wild Candy Posted October 30, 2013 Posted October 30, 2013 Starting to get more accustomed to Bullet. I can finally pull off her combos 90% of the time online, and I'm slowly understanding when to use Afterburner and when to simply try and break in with Lock On Lv0. Still having a hard time against some of Bullet's harder match ups, particularly against Nu. (Then again, I can't think of any character who doesn't have a bad match up against Nu...)
ThatHiroGuy Posted October 30, 2013 Posted October 30, 2013 Starting to get more accustomed to Bullet. I can finally pull off her combos 90% of the time online, and I'm slowly understanding when to use Afterburner and when to simply try and break in with Lock On Lv0. Still having a hard time against some of Bullet's harder match ups, particularly against Nu. (Then again, I can't think of any character who doesn't have a bad match up against Nu...) Eh, you n me both brother. It feels like there's a lot of those matchups though, to be honest. For your information though, you can just charge heat levels from full screen to absorb projectile hits. Other than that, it's still a hard to play matchup.
Parasite_eve25 Posted October 30, 2013 Posted October 30, 2013 Her combos are fairly easy to do online and she has such a wide variety of combos you can go with for mixups getting better at gaining heat levels fast although i hate the tager matchup don't know if its just me sucking or just a bad matchup feels like one to me
Phones01 Posted October 30, 2013 Posted October 30, 2013 Her combos are fairly easy to do online and she has such a wide variety of combos you can go with for mixups getting better at gaining heat levels fast although i hate the tager matchup don't know if its just me sucking or just a bad matchup feels like one to me it's a bad match up for her. you kinda have to zone him with flint shooter and abuse her long range pokes to hit confirm into 5d. basically get in and get out stay in his face for too long and that 50% gone easy. :/
Parasite_eve25 Posted October 30, 2013 Posted October 30, 2013 it's a bad match up for her. you kinda have to zone him with flint shooter and abuse her long range pokes to hit confirm into 5d. basically get in and get out stay in his face for too long and that 50% gone easy. :/ Thanks for the advice happened to me hard match man but just day one lessons still heaps to discover
Mr.Minionman Posted October 31, 2013 Posted October 31, 2013 (edited) 3C > 236[A] looks like a useful chain. if you hit 3C, it combos into 236A, and if you CH with 3C, 3C 236[A] leads into a full combo. On block of course, charged Flint Shooter will leave you plus on block. I'm not 100% certain, but it looks like a tight string. It makes 3C alot more useful because only being special cancelable won't be a liability. Also I've been exploring 5B j.B j.C (land) 6B sj j.B j.C j.D after launchers (M. capture followup, M. capture in the corner, 6A 236[A]) I haven't fully tested it yet, but it seems like the most efficient combo route to go for unless you are starting with a jab, or the combo has gone on too long. EDIT: Also a little late to include this but what do you guys think of 6C? It seems good for stuffing mashers for a high reward, but it seems a bit hairy on block. you essentially only have the option to jump cancel and attack in the air, or jump cancel and block in the air, and neither option seems too good. It puts you at a perfect angle for most characters 6As, and not attacking puts you at their mercy. Edited October 31, 2013 by Mr.Minionman
Prototype909 Posted October 31, 2013 Author Posted October 31, 2013 3C > 236[A] looks like a useful chain. if you hit 3C, it combos into 236A, and if you CH with 3C, 3C 236[A] leads into a full combo. On block of course, charged Flint Shooter will leave you plus on block. I'm not 100% certain, but it looks like a tight string. It makes 3C alot more useful because only being special cancelable won't be a liability. 236[A] has a 25 frame startup. So there's at minimum a 25 frame gap for them to do anything to you after 3C (Which is -7 to begin with). For reference Ragna's Astral Finish is 28 frame startup.
Mr.Minionman Posted October 31, 2013 Posted October 31, 2013 (edited) The gap won't be that large because you can special cancel it. EDIT: Frame Data says 3C has 16 frames of blockstun, so that's a 9 frame gap, or a 1 frame gap canceled into 236A (I think?) So I think it's a guess of whether or not they'll trying stuffing it with a jab/dp Edited October 31, 2013 by Mr.Minionman
AMB Bakery Posted October 31, 2013 Posted October 31, 2013 Small correction, the gap is ~10 frames (16 frames blockstun, 25 frames startup of next move, -1 frame for the frame in which 3C's active and blockstun are incurred at the same time), which is enough for certain characters' 5B's to reach active frames, but of course if your opponent is trying to get out of pressure they're probably going to 2A or reversal. The string is probably still bad but it's kinda all we got. I honestly don't see why her 2C isn't special-cancellable and instead of 3C being a low-profile sweep, it just becomes another anti-air that covers more horizontal range than 6B or does something different. Give the body invuln to 2C, idk why a SWEEP doesn't low profile...
Solid Gold Wall Posted November 1, 2013 Posted November 1, 2013 =I honestly don't see why her 2C isn't special-cancellable and instead of 3C being a low-profile sweep, it just becomes another anti-air that covers more horizontal range than 6B or does something different. Give the body invuln to 2C, idk why a SWEEP doesn't low profile… definitely agree with all that
Mr.Minionman Posted November 1, 2013 Posted November 1, 2013 Small correction, the gap is ~10 frames (16 frames blockstun, 25 frames startup of next move, -1 frame for the frame in which 3C's active and blockstun are incurred at the same time), which is enough for certain characters' 5B's to reach active frames, but of course if your opponent is trying to get out of pressure they're probably going to 2A or reversal. The string is probably still bad but it's kinda all we got. Yeah, messed around with it a little bit, and I'll probably limit it to the "do they know about it?" status, or just do it once in a blue moon. A few notes I took on it: - They can't mash jab out of it if they barrier block; Barrier will also make some reversals whiff after 3C, but not Ragnas. - 3C > 236A will beat anything but dp. - For super-gimmicks, 3C > 623B is a true blockstring, but it combos (delaying the 623B may make their reversals whiff though, haven't tried it yet). 623B is somewhat interesting if RC'd though, because pressing RC right after it comes out will cancel it if it's blocked but not if it hits (which is useful outside this). It also has a vacuum effect that sets you up for tick throws, overhead, or a pressure string. -More gimmicks: 720A after a blocked 3C will beat several characters fastest jab. That aside though, I guess it's not too entirely useful too often in neutral anyway, except in a few situations. I agree with the spoiler tags, that'd make more sense.
Mr.Minionman Posted November 1, 2013 Posted November 1, 2013 Just curious, is there a good way to get oki against someone who isn't teching at all? I've been playing a couple of players who'll get picked up for the blue beat 2A 5B 6B j.B j.C j.D after D enders, and will continue to sit there so that they can air tech a second pickup to get out of my pressure. I don't mind too much because they are letting me get H2 for free, but I'm trying to figure out the best way to keep my advantage. I could probably follow it with j.D if I can guess the timing, or just wait for the game to force them to get up, but in the former I'm risking the heat level and the latter I won't be able to time safe pressure. The whole situation seems rather silly, so I'd like to figure out an answer so they stop trying it :P
Ajantas Posted November 1, 2013 Posted November 1, 2013 Just curious, is there a good way to get oki against someone who isn't teching at all? I've been playing a couple of players who'll get picked up for the blue beat 2A 5B 6B j.B j.C j.D after D enders, and will continue to sit there so that they can air tech a second pickup to get out of my pressure. I don't mind too much because they are letting me get H2 for free, but I'm trying to figure out the best way to keep my advantage. I could probably follow it with j.D if I can guess the timing, or just wait for the game to force them to get up, but in the former I'm risking the heat level and the latter I won't be able to time safe pressure. The whole situation seems rather silly, so I'd like to figure out an answer so they stop trying it :P I dunno but its quite funny when you get that extra pick-up for free 2H off a blue beat. Normally once I get the extra movement from 2H I might go in quick for a 6A which catches their tech or a jump into delay JC. I also tried burst baiting when using 6C during a combo by jump cancel to block, works sometimes but I might do like a 5DD(red lock of possible) to 6C string if in near-corner so I have extra protection from burst.
Prototype909 Posted November 1, 2013 Author Posted November 1, 2013 Just curious, is there a good way to get oki against someone who isn't teching at all? I've been playing a couple of players who'll get picked up for the blue beat 2A 5B 6B j.B j.C j.D after D enders, and will continue to sit there so that they can air tech a second pickup to get out of my pressure. I don't mind too much because they are letting me get H2 for free, but I'm trying to figure out the best way to keep my advantage. I could probably follow it with j.D if I can guess the timing, or just wait for the game to force them to get up, but in the former I'm risking the heat level and the latter I won't be able to time safe pressure. The whole situation seems rather silly, so I'd like to figure out an answer so they stop trying it :P If they refuse to tech after the 2A string you can do 2A 5D to force them to either get hit again or block a Lv2 Heated D and continue pressure with Lv1.
Mr.Minionman Posted November 1, 2013 Posted November 1, 2013 Sounds good. I'll try it the next time I expect him to try it.
The Martian Posted November 2, 2013 Posted November 2, 2013 Would anyone be willing to fight my Bullet a few rounds and critique my playstyle? I could probably use some pointers. I'm pretty free to Rachel.
Wild Candy Posted November 5, 2013 Posted November 5, 2013 Kind've a stupid question, but what are some good combo routes for Bullet to combo into her Astral, Hard Kill Bringer?
Phones01 Posted November 5, 2013 Posted November 5, 2013 while in H2 and in the corner anything into wadcutter you can combo into her astral
Prototype909 Posted November 5, 2013 Author Posted November 5, 2013 Kind've a stupid question, but what are some good combo routes for Bullet to combo into her Astral, Hard Kill Bringer? Back throw -> Astral Anything into 236[A] Astral
Hakami Posted November 5, 2013 Posted November 5, 2013 I've been going through Bullet's challenges, but I can't seem to pull off the combo right for the last one (where you need to do 10k damage). The combo i'm trying to do is 5C, AB(CrushTrigger), 6C, jcOD, 623C, 623D, 5C, 5D(RED)->D, 6A, 41236C, 236D, 623C, DASH, 623B, 22D, rc, 63241236C but I don't get enough OD meter to finish the combo with a powered-up Distortion can someone who's finished Bullet 30 give me some input?
Phones01 Posted November 5, 2013 Posted November 5, 2013 Do the junp cancel into overdrive as low to the ground as possible and go int 623c 623d. Afterward hit the 5c kinda high like right on top of her punch into the 5dd red lock. After the 41236c 236d input 623c as soon as possible. That should at least give you enough time for the rest to still be in OD but ur still cutting it very close.
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