WintySoSolo Posted October 16, 2014 Posted October 16, 2014 if you were going to spend meter couldn't you just do 5D 623B RC jD 623B and get the knockdown for 2 heat
SoWL Posted October 16, 2014 Posted October 16, 2014 Wouldn't that trigger SMP? That's the first thing that came to my mind, but it feels like there are many more optimized ways to reach the same result.
Myoro Posted October 16, 2014 Posted October 16, 2014 How would 6/2D>214D act on hit? Would you get knockdown and 2 heat-up? There would finally be some real good incentive to use drive mix-up if so.
WintySoSolo Posted October 16, 2014 Posted October 16, 2014 Wouldn't that trigger SMP? That's the first thing that came to my mind, but it feels like there are many more optimized ways to reach the same result. oh right smp i mean like there's better ways to get safe 2h with meter than RC -> 214D
Shin Oni Posted October 16, 2014 Posted October 16, 2014 I was just stating a route if someone really wanted to do that for some reason. Just take the damage or oki and be fine with what you have. :/
Leopold Posted October 19, 2014 Posted October 19, 2014 Hello fellow airdashers. I started recently learning Bullet. I just love how brute her gameplay style is as well as the sort of sexy tanned mature girl. I have a question for the time being. Is there an option to cancel the stance of her drive while holding/charging the lock on? I want to experiments with faking.
SoWL Posted October 19, 2014 Posted October 19, 2014 Yeah, you can simply press 4 (back) to cancel the stance (though you can't do it right after entering it). You can even use that to hover right over the opponent with Drive and buffer 720 into it (you press 4 during the spin, land, and throw them).
Leopold Posted October 19, 2014 Posted October 19, 2014 Yeah, you can simply press 4 (back) to cancel the stance (though you can't do it right after entering it). You can even use that to hover right over the opponent with Drive and buffer 720 into it (you press 4 during the spin, land, and throw them). Thanks a lot! Its exactly what I had in mind but I was wondering if its possible during a grounded blockstring. Also, i found really disappointing the lack of cross up material on her jumping normals. I'm very used to having cross ups (since i play mainly Azrael) so I'm wondering if there's any particular way for Bullet to set cross ups situations to confuse the opponent.
SoWL Posted October 19, 2014 Posted October 19, 2014 Well, again, there's j.D, though you can't follow it up with anything without meter. Good thing 2.0 changed that.
Shin Oni Posted October 20, 2014 Posted October 20, 2014 Thanks a lot! Its exactly what I had in mind but I was wondering if its possible during a grounded blockstring. Also, i found really disappointing the lack of cross up material on her jumping normals. I'm very used to having cross ups (since i play mainly Azrael) so I'm wondering if there's any particular way for Bullet to set cross ups situations to confuse the opponent. j.C crosses up. Though it's not practical. Only way i've had it cross up was after oki setups. (knockdown via drive, holding upforward, opponent techs, come down with j.A>jc>j.C. opponent blocks j.A and j.C crosses up.) though for the setup above you have to find the timing and you still have to hope your opponent doesn't late tech/tech roll forward/back. It's not the most practical setup if people know how Bullet works and know day 1 safe jump setups (or a character like Ragna who has a DP and doesn't care about your setups.) But nice to remember if you get a read on the opponent and they respect you enough to not mash something out.
WintySoSolo Posted October 20, 2014 Posted October 20, 2014 i've only gotten consistent jC crossups on tager because he's really fat. Other people it just doesn't crossup well enough to be practical outside of setups like that.
RurouniLoneWolf Posted October 23, 2014 Posted October 23, 2014 Just chiming in quickly to say I've created a topic to compile all of Bullet's final CP2 changes into. If I missed something, be sure to let me know! Also, has anyone contacted Prototype about the new 2.0 video and combo thread yet?
Sadeyo Posted October 23, 2014 Posted October 23, 2014 last time I spoke to Prototype was on Twitter about Senran Kagura but all together he seems to be absent about everything. I like to mention my own two cents that after all of Bullet changes why is it so difficult for anyone to play with her? I have seen more matches involving Celica and some Izayoi over Bullet, were her changes that adept that people couldn't adapt to it that well and refused to be recorded? I want to root for somebody but this is extremely depressing. combo videos are not enough to satiate my hunger for her potential and you can bet your ass I'll tear people a new one with her.
SoWL Posted October 23, 2014 Posted October 23, 2014 Just hit him up on Skype or with a PM. It might take him a while to answer, but that's what I did last time before making the 1.1 video thread, so yeah. I still haven't watched any 2.0 Bullet videos yet, so I'm not sure why there aren't that many matches with her. Maybe everyone really is getting used to the game, as it's not even a month old yet. Give it time.
RurouniLoneWolf Posted October 24, 2014 Posted October 24, 2014 All right then. Guess I'll send him a PM then. As far as people still not playing Bullet, to be honest I think it comes down more to there being 28 characters in the game and the amount of footage we're getting of the game is little. Together, it's hard for there to be a lot of footage of any character really unless a big name player does a vs The World sort of thing. We'll just have to be patient.
Prototype909 Posted November 1, 2014 Author Posted November 1, 2014 Now that combo video revealed some real control over her opponent, she's practically a whole new character instead of your basic bnb of 5B 5C 2C 5D xn. I'm seriously looking forward e to her new version and reviving the "Feel Me Burn" videos on my return. btw, is there a Bullet Skype group? There is a Bullet skype, though it's been largely defunct since the game originally released with a slight resurgence upon 1.1's release though nothing really came of it. 2.0 Threads are up but bare, 1.1 video thread unpinned and replaced with the 2.0 video thread. Let me know if anyone else needs to be set up, I'll be monitoring this and the other recently created threads.
Hollysmoke Posted November 3, 2014 Posted November 3, 2014 I have a question regarding executing one of Bullet's chain routes: xx ~ 6C ~ jump cancel ~ JC ~ 5B ~ 6B. It's in Challenge 24, and in this video here: https://www.youtube.com/watch?feature=player_detailpage&v=zWfipnVNs1I#t=578 as a reference. After the jump cancel ~ JC, I always miss the 5B / 6B. They always tech out. Could anyone give me any advice on landing this please?
7r17r1 Posted November 3, 2014 Posted November 3, 2014 You have to jump cancel the 6C as soon as possible and land the j.C as late as possible In fact, you can delay a little bit the jump cancel on the 6C, but it may be easier to learn it by doing the earliest jump possible. The idea is to catch the opponent with you j.C while you are both as close to the ground as possible
Hollysmoke Posted November 3, 2014 Posted November 3, 2014 You have to jump cancel the 6C as soon as possible and land the j.C as late as possible In fact, you can delay a little bit the jump cancel on the 6C, but it may be easier to learn it by doing the earliest jump possible. The idea is to catch the opponent with you j.C while you are both as close to the ground as possible THAAAAAAAANK YOU! I finally figured it out!
RurouniLoneWolf Posted November 6, 2014 Posted November 6, 2014 Thanks for creating the new threads Prototype. I'm going to start posting what we've got so far.
Sadeyo Posted November 7, 2014 Posted November 7, 2014 Thank you Keita and many other Bullet players for showing that after jD/5D the opponent bounces high enough to buffer in another After Burner and still be safe, on the plus side as I saw it Keita just shown me some interesting tech while doing it, buffering in her command grab super after it, the rage that can come after it is priceless I bet. https://www.youtube.com/watch?v=L6VSIj6r9Ds#t=53s
zankoku Posted November 7, 2014 Posted November 7, 2014 The funny thing about that game in particular is that the opponent is so mind-fucked by it that in the very next round, Bullet does the Afterburner again and despite not having 50 meter, Jin jumps on wakeup and gets caught by a psychic Snapchance Fist.
TerraMaki Posted December 3, 2014 Posted December 3, 2014 Could someone help me out here please? I'm having trouble landing the j.D at the very end of 2B > 5B > 5C > 41236C> 236D > Dash 5B > JC > j.B > j.C > 6B > j.C > j.D I delay the dash 5B a bit to compensate, but I'm just out of reach at the end and I'm not really sure what's up...halp.
Mikros Posted December 3, 2014 Posted December 3, 2014 Have you tried superjumping after 6B? This should make it work every single time.
TerraMaki Posted December 3, 2014 Posted December 3, 2014 6B > 28C > 5D? Having trouble with the super jump portion, but I'll keep trying seems grindable. Edit: Had to take my time, but I've got it down now. Thanks.
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