SoWL Posted November 28, 2012 Posted November 28, 2012 Well, at least there is some hope about her other grabs, and Miquelet got projectile invul. I also think that her mix-up is going to get stronger as people opt to use 2D and 6D instead of simply using 5D to get in: the start-up animation on 2D and 6D is very similar, she even jumps before the 2D sweep, so that might help her a lot of cracking people open. And it sure feels bad to post so much stuff about a character who's not as popular as the others. Well, I'm still going to post better screenshots of her moves later today. Miquelet Capture can only be "blocked" by crouching, and it doesn't appear to have an actual hitbox in this situation. This is why it's better to do the Knee Strike (Snaphance Fist) in block strings, since despite the aerial movement it will connect on crouchers. You can hear blocking SFX, though, so I'm not sure it's a grab that whiffs on crouching enemies.
Oytola Posted November 28, 2012 Posted November 28, 2012 (edited) You don't lose Heat-Up when hit, only when you spend it on follow-ups or after 10 seconds of acquiring it. Choosing between damage and Heat-Up is going to be the major point of H1 combos, but we don't have much info about the differences between H1 and H2. Maybe it really isn't that important, and all combos are possible at H1. Seems you also lose one level of Heat-Up if your Drive move is blocked. http://youtu.be/ozccIvsKmaQ?t=5m48s (In this vid. she's in H2, jump near Plat. and try to hit her with a j.D, but is blocked and return to H1.) This means you better use the Drive in a combo to avoid losing Heat-Up. It's regrettable since H2 Drive gives you a fast way to close-in. I guess if you're in H0 you can still use Drive for pressure at close range. About Overdrive, it's rare to see players using it at the start of the round just to gain safely the H1. I remember one guy trying the tech during the first days, then nothing. Do you think it's not worth spending the Overdrive/Burst meter for this ? Normally you regain the icon after ~40 seconds, thus you could Overdrive+Burst in the same round. I saw some Hakumen players using this technique to gain 2 or 3 extra Magatama at the start of the round. Edited November 28, 2012 by Oytola
AegisXI Posted November 28, 2012 Posted November 28, 2012 DLC palettes - http://kurushii.tv/Dustloop/BBCP/Graphics/Bullet/BBCP_Bullet_Palettes_7-16.png Default palettes are not uploaded because they're not on the site. Thanks appreciate it
SolxBaiken Posted November 28, 2012 Posted November 28, 2012 Well, at least there is some hope about her other grabs, and Miquelet got projectile invul. I also think that her mix-up is going to get stronger as people opt to use 2D and 6D instead of simply using 5D to get in: the start-up animation on 2D and 6D is very similar, she even jumps before the 2D sweep, so that might help her a lot of cracking people open. And it sure feels bad to post so much stuff about a character who's not as popular as the others. Well, I'm still going to post better screenshots of her moves later today. You can hear blocking SFX, though, so I'm not sure it's a grab that whiffs on crouching enemies. Fighting game's aren't a popularity contest....they're a loyalty program ' ^' But yeah we're only in the first week, people just need to experiment more, although in concern to her D follow ups, I can honestly see why players opt to keep the Heat (at least at lvl 1) rather than spending it since that will make you lose mobility and expansion (like her projectile is borderline garbage without Heat) and the D follow ups seem to be mostly combo oriented, so unless you are at lvl 2 or in OD I don't think using them up sporadically is a good idea. Especially because getting raw lvl 1/2 is pretty dangerous and it's getting harder to Bullet to get in as people get used to her (I see alot of players block low unless they see Bullet going for her hopping overhead, at which point they'll air barrier, and seeing that Bullet's only other reliable overhead is pretty slow and reactable, that's not good v.v) I'd like to see more people experiment with Crush Triggers, I see too much Counter Assaulting considering that Cutting Shear is an adequate reversal, and others have found really practical uses for their CT in and out of Guard Crush. Seems you also lose one level of Heat-Up if your Drive move is blocked. http://youtu.be/ozccIvsKmaQ?t=5m48s (In this vid. she's in H2, jump near Plat. and try to hit her with a j.D, but is blocked and return to H1.) This means you better use the Drive in a combo to avoid loosing Heat-Up. It's regrettable since H2 Drive gives you a fast way to close-in. I guess if you're in H0 you can still use Drive for pressure at close range. About Overdrive, it's rare to see players using it at the start of the round just to gain safely the H1. I remember one guy trying the tech during the first days, then nothing. Do you think it's not worth spending the Overdrive/Burst meter for this ? Normally you regain the icon after ~40 seconds, thus you could Overdrive+Burst in the same round. I saw some Hakumen players using this technique to gain 2 or 3 extra Magatama at the start of the round. I think that's a bad use of Overdrive for both characters; using it just to secure lvl 1 (which if we're using it at full health will only last...what like 3~5 seconds?) when you'll lose it after 1 follow up is a big waste, I know that getting raw lvls is dangerous otherwise but her Overdrive opens up so much possibility, it should really be reserved for an OD Cancel combo. At the very least at least use it to secure a raw lvl 2 (since after time expires you at least have 2 more follow ups in you, so you can land a smaller but nice combo). Hakumen gains tamas pretty quickly, he should only be ODing (lol) when he's about to combine it with Mugen. ODs and Burst are a precious tied resource, and spending them on such marginal boosts probably isn't the best idea. A round can end within 40s and if it does now you're crippling yourself further and your parlor trick becomes less effective.
SoWL Posted November 28, 2012 Posted November 28, 2012 I think that's a bad use of Overdrive for both characters; using it just to secure lvl 1 (which if we're using it at full health will only last...what like 3~5 seconds?) when you'll lose it after 1 follow up is a big waste Her Heat-Up stays after Overdrive wears off, at which point she can only use it by the usual means (not landing a Drive in 10 seconds / having a Drive blocked). I do agree that she's capable of better things with OD, but that's still an option to consider.
SolxBaiken Posted November 28, 2012 Posted November 28, 2012 That's why I'm saying it's a bit of waste to OD.1 to extend passive Heat by 3~5 seconds. At least OD.2 (and definitely 3) are more significant extensions. And if you use it to safely up yourself to lvl 2 not only do you extend your time but afterwords you can afford to have a Drive blocked once since it'll only bump you down now. It's definitely an option, but I just see OD Cancel and just being able to Burst (especially considering her lower health value) more valuable ones.
Mightfo Posted November 28, 2012 Posted November 28, 2012 I also think that her mix-up is going to get stronger as people opt to use 2D and 6D instead of simply using 5D to get in: the start-up animation on 2D and 6D is very similar, she even jumps before the 2D sweep, so that might help her a lot of cracking people open. Yeah, i've noticed that, seems potent. Do we know if either of those are safe? If not, that's more of a mixup on yourself than the enemy.(Guess right and win a punish combo which might be bigger than my combo!) Also, it seems like she safejumps pretty well with J.C. This is why it's better to do the Knee Strike (Snaphance Fist) in block strings, since despite the aerial movement it will connect on crouchers. I know she has good pressure options like that, I just want better options vs crouchblockers and was hoping for a mobile grappler, although she still looks like a potentially fun "normal" rushdown character. I guess you could tick into 623b a lot to make them occasionally eat lows for real damage...still wish she had something like bang's command grab at least...
SoWL Posted November 28, 2012 Posted November 28, 2012 Yeah, i've noticed that, seems potent. Do we know if either of those are safe? If not, that's more of a mixup on yourself than the enemy.(Guess right and win a punish combo which might be bigger than my combo!) jBBS says that 6D is pretty punishable, so I guess that 2D is the same way, too (since they're pretty much the same move in terms of damage and proration).
SolxBaiken Posted November 28, 2012 Posted November 28, 2012 I just want better options vs crouchblockers and was hoping for a mobile grappler ... still wish she had something like bang's command grab at least... Yeah that's why I think her Crush Trigger might become a more vital asset to her pressure; either you get a Guard Crush ( :D ) or you sap alot of Barrier (which will weaken their ability to air barrier your overhead options). But yeah a legit command grab option would've been nice... Back on the subject of Cutting Shear and it's D follow up: As seen here and here it does pretty minimum damage, however it's always good to take what you can and the 2nd example provides a safe distance to raw Heat Up. If there's one thing I really enjoy about Bullet, it's how well she gets to control position (can't wait to throw people into the corner, out of the corner, and then right back into the corner :D )
SolxBaiken Posted November 30, 2012 Posted November 30, 2012 OH CRAP! Bullet's jC is like...Reversal invulnerable!!! Please Arc, don't fix, lol
Koopa_Klawz Posted November 30, 2012 Posted November 30, 2012 OH CRAP! Bullet's jC is like...Reversal invulnerable!!! Please Arc, don't fix, lol Or j.C reaches the ground really fast and has no land recovery.
SolxBaiken Posted November 30, 2012 Posted November 30, 2012 But you can see the moves making contact with Bullet. Either way (for the time being) it's an amazing tool that greatly weakens the opponent's wake up options and decreases Bullet's guessing.
MashThat5A Posted November 30, 2012 Posted November 30, 2012 Fighting game's aren't a popularity contest....they're a loyalty program ' ^' Haven't you dropped like every game you've ever played?
Koopa_Klawz Posted November 30, 2012 Posted November 30, 2012 But you can see the moves making contact with Bullet. That's probably j.C going through the start up frames and she ends up landing before the active frames come out.
Coma Posted November 30, 2012 Posted November 30, 2012 It looks like a safe jump option select. Bullet's invincible command grab is inputted after her j.C but before she lands so that if the opponent gets hit or blocks the j.C, the command grab won't come out but if the j.C whiffs then the command grab is coming out as soon as she hits the ground. I still want to see the options for the opponent not deciding to tech or teching backwards or forwards.
SolxBaiken Posted November 30, 2012 Posted November 30, 2012 Haven't you dropped like every game you've ever played? What? Who told you that? I don't drop games, I just shift focus (I pretty much buy and dabble in any fighter release) if someone (on or offline) wants to play something, I will. It looks like a safe jump option select. Bullet's invincible command grab is inputted after her j.C but before she lands so that if the opponent gets hit or blocks the j.C, the command grab won't come out but if the j.C whiffs then the command grab is coming out as soon as she hits the ground. I still want to see the options for the opponent not deciding to tech or teching backwards or forwards. Ah, yes this makes sense, a most interesting technique, good to see this move with grow application.
Koopa_Klawz Posted November 30, 2012 Posted November 30, 2012 It looks like a safe jump option select. Bullet's invincible command grab is inputted after her j.C but before she lands so that if the opponent gets hit or blocks the j.C, the command grab won't come out but if the j.C whiffs then the command grab is coming out as soon as she hits the ground. I still want to see the options for the opponent not deciding to tech or teching backwards or forwards. Wouldn't j.C hit the person if they didn't tech or tech roll?
SoWL Posted December 1, 2012 Posted December 1, 2012 Seems like we lose Heat-Up not only when D gets blocked, but also when it gets stuffed or simply whiffs. And Afterburner seems to only guard-point projectiles. Well, sounds reasonable. Good to see that players get more creative with their Heat-Up and having little to no problem with Nu. Though Nu is pretty much a brand-new character, so things might change as people get used to playing her.
Digital Masta Posted December 2, 2012 Posted December 2, 2012 Shingo was back in the arcade today and his Bullet has gotten ridiculous...and I have video. I'll have it uploaded...eventually.
SoWL Posted December 3, 2012 Posted December 3, 2012 (edited) Someone finally did the OD Blackout, and it deals exactly as much damage as GETB: 5620 in OD, 5020 raw. This is either the go-to huge damage number for them, or yet another hint at the connection between Bullet and Tager. EDIT: 5C has projectile properties, who knew? Edited December 3, 2012 by SoWL
Oytola Posted December 3, 2012 Posted December 3, 2012 Someone finally did the OD Blackout, and it deals exactly as much damage as GETB: 5620 in OD, 5020 raw. This is either the go-to huge damage number for them, or yet another hint at the connection between Bullet and Tager. That's a neat way to win the round ! Is the animation different from the regular version ? I didn't notice the change. And do we know the changes for the OD version of Rage Aggressor ? Since this move can be comboed into, could make a great finishing move for an OD combo. Something else is really bothering me. It's keeping me up all night. How the hell does she remove her jacket and belt during her win pose ? She has her giant gauntlets at both wrists, but manage to remove her cloth in one move. I'm sure she's a wizard.
SoWL Posted December 3, 2012 Posted December 3, 2012 I think Blackout got more special effects (read: more fire), but the animation itself is the same. Rage Aggressor has an additional attack in OD, which blows the enemy farther away. I suppose the damage is worth it even with a slightly less advantageous position you get. And pretty much every ASW character is a clothing wizard, especially Litchi. At least Makoto doesn't switch her footwear in the middle of animation.
EdWORLD Posted December 3, 2012 Posted December 3, 2012 Not sure if this is mentioned already, but did anyone else notice that Afterburn (214D) absorbs projectiles? http://www.youtube.com/watch?v=RGfNuMKzwIE&t=73m09s Seems like a pretty nifty anti-zoning tool, why is it that I don't see Bullet players use it more?
SoWL Posted December 3, 2012 Posted December 3, 2012 Yeah, it's been mentioned before. I think people don't abuse it that often simply because it's a pretty random thing to learn in-game, so you can only know it from someone else (like jBBS or something). And even then, it can probably be caught on cooldown by a good player.
Oytola Posted December 3, 2012 Posted December 3, 2012 And do we know the changes for the OD version of Rage Aggressor ? Since this move can be comboed into, could make a great finishing move for an OD combo. Found the OD version of Rage Aggressor. Nice combo with Overdrive cancel. The Distortion Drive itself deals 1905dm after the proration of the 5 preceding moves. http://youtu.be/RGfNuMKzwIE?t=1h12m35s
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