Jump to content
Dustloop Forums

Recommended Posts

Posted

Maybe it's because I don't have the game/don't have any actual experience with Bullet but personally, I don't see the problem with getting 3.6k off a reversal tool and one of the few ways Bullet has to open people up. It's mostly a utility distortion and isn't necessarily meant to lead to high damaging combos, in my opinion. But again, don't have all that much experience myself so I could be completely off on this one.

  • Replies 135
  • Created
  • Last Reply

Top Posters In This Topic

Posted

you can reach 3.5k just by doing this: http://youtu.be/4UstsbQS2fY?t=2m8s

If you do overdrive to buffer the 720A, I do it every time because you are practically guaranteed H2. Besides that, it's your discretion. It's a great way to finish a match, and I don't really feel like Bullet's corner oki game is all too much better then her midscreen oki game.

Posted
What do you guys have from a 720A 720D ? Even if I activate the OD for an unburstable combo, the damages are really disappointing (can't reach more than something like 3k2 or 3k5 I don't remember)

Without the super at the end

And from a 6C Fatal Counter with drive charged ? I can't reach more than the damage of a regular opening (4k7 at max), it's not that bad, but I expected more from a 6C Fatal

I problem I find with 6C fatal is that the same move attack of 6C stops me from extending combos longer after I have used my drive. When I fatal with 5C I normally don't try and launch them in the air with the 6C at the start and save it for later. As for what you could combo off the ones I use are also only really around 5k. In Corner 6C(Fatal)>JC>5C>5DD(Red Lock)>6A>[214A]>5B>6B>hjc>JB>JC>JD 36% Heat 5.1k, Anywhere 6C(Fatal)>JC>623C>623D>(dash)>6A>[214A]>6B>hjc>JB>JC>JD 4.9k 35% Heat.

Posted
Hmm, It definitely works since I used it for the Trial 30. I noticed it says H1 but I believe you need to start at H2? Also, are you getting red lock on the 5DD?
Is there a video of this? I can't get to the super in time but I don't know what I can do any faster. It feels like the DP throw eats like half the timer, lol
Posted (edited)
Is there a video of this? I can't get to the super in time but I don't know what I can do any faster. It feels like the DP throw eats like half the timer, lol

I think when I was doing it the things I did to shave off time from the combe were, when you do the 623C>623D to bring the opponent into the corner and follow with 5C. You want to hit the 5C when the opponent is as high as possible this saves time as you don't have to wait for the opponent to fall into your combo. Also time the 5D so you just about get the red lock (this is for damage and time saving also). After the wall bounce off 63214C>236D I tried to 623C as soon as possible (no need to rush or it will not come out) just don't let the opponent fly too far from your head. The 623B>22D you can't do anything about but as soon as you rapid cancel, go into your distortion drive thats as fast as you can get the last part.

I feel like doing an video with extensive demonstration of what you can do with your resources (Heat, Meter, OD etc.) not sure if its worth it but I am so free at the moment I feel doing something since I am in-between jobs and I don't start till February. I mean like going through weak starters/strong starters AA, counter, guard crush etc. midscreen ,corner will try and optimised everything.

Edited by Ajantas
Posted

I think that's the next step for this thread personally, it needs to be comprehensive in terms of options/space and advantages for the various combo routes in each heat level. have a visual guide to go with it would be godlike. In general I don't think Bullet's combos are too hard, even for optimal stuff, but the main challenge is deciding when and where to use each of them, and this thread would be most helpful if it guided and facilitated that discussion.

Posted (edited)
I think that's the next step for this thread personally, it needs to be comprehensive in terms of options/space and advantages for the various combo routes in each heat level. have a visual guide to go with it would be godlike. In general I don't think Bullet's combos are too hard, even for optimal stuff, but the main challenge is deciding when and where to use each of them, and this thread would be most helpful if it guided and facilitated that discussion.

That is the idea I am trying to think off, answers like. If I get 6A midscreen 1H what drive follow-up should I use (if any), what about the corner? what if IAM in the corner, How much extra damage or hurt could I do if I spent meter on RC or Rage Aggressor, will OD finish them off? Then just do this for as many situations as possible without trying to just list like 100 combos in no order and say, THERE YOU GO learn them.

I want to at least cover ground starters they normally work as groups (5B,JB,JC,2B,6A) most combos work off any of those confirms, whilst (5A, 2A) have their own routes. There are a few exceptions where JC,JB,2B doesn't share the same combo route as a 5B though, whilst 6A has the ability to follow up with 5C>3C so there is that route for 6A starter only. Bullet combos aren't difficult but I normally see people uses their drive and think if they could have gotten a better deal if they used the other drive follow-up or if they could have made it so they put their opponent back in the corner instead of miqulet capture their opponent to midscreen.

Personally I won't be starting this project till I come back from my holiday around December anyway, though I have not recorded anything, the combos are straight forward enough that it won't be that hard, I got an Engineering background so I could end up being very meticulous about all the things I cover so hopefully its not too much and end up sounding like a Scientific report...

Edited by Ajantas
Posted (edited)

I spent some time yesterday trying to test the limits of the 6B relaunch combos and although I haven't recorded damage or tested all possibilities yet, I think it's important element of her combo theory, so it'd be good to know when you can use it. Most of these, if not all, are already well known, but I think it's a good idea to organize them and test their limits. As a general rule of thumb though, 2C will strain the proration needed to get through the full combo, and it will never work if your starter is 5A or 2A.

Confirms into chain j.B > j.C > 6B > sjc > j.C > j.D:

- (H1) 2B > 5B > 5C* > Miquelet Capture > Piercing Engage > dash forward 6B > ... (2579 dmg, 18 heat)

- (H1) 6A > 5C* > Miquelet Capture > Piercing Engage > dash forward 6B > ... (2944 dmg, 21 heat)

- (H1) 6C > jc > j.C > Snaphance Fist > Flechette Engage > 6B > ... (3641 dmg, 26 heat)

- 2B > 5B > 5C > 2C > 5D > RC > 6B > ... (2745 dmg, -50+14 heat)

- FC 6C > jc > j.C > 6B > ... (2976 dmg, 21 heat)

- (corner) 2B > 5B > 5C* > Miquelet Capture > 5B > ... (2496 dmg, 32 heat)

- (corner) 6A > 5C > 3C > Miquelet Capture > 5B > ... (2859 dmg, 20 heat)

- (corner, H1) 2B > 5B > 5C > 5D > Wadcut Engage > 6B > ... (2888 dmg, 20 heat)

- (H0) 5D/2D/6D/j.D > RC > 6B > Snaphance Fist > Flechette Engage > 5B > ... (3123 dmg, -50+13 heat)

- throw > dash forward 6B > ... (2623 dmg, 18 heat)

note: won't work if you are are H1 or H2, but then there are better options anyway.

* after 5C, use 3C if they are crouching

Also while doing this, I found out that 5B > jc > j.B does not work on Terumi or Hazama at all. There may be other characters, but I didn't have time to test it.

EDIT: missed a few obvious ones

Edited by Mr.Minionman
Posted (edited)

I was messing around with it towards the end of my training session and I found you can do it twice when you fatal, for example

http://www.youtube.com/watch?v=pBL7WcH0VUs

Works in the corner etc.

Also, I had no trouble doing the relaunch on hazama from 41236C~236D and from 5D~D in the corner.

Edited by WintySoSolo
Posted (edited)

It mostly entails hitting the first 6B(or 5B) as low to the ground as possible, timing the j.C late so that you hit them while you are falling, and hitting the 6B for the relaunch as soon as you hit the ground. It's a little touchier than her other combos, but it's usually worth it if you can get it.

I was messing around with it towards the end of my training session and I found you can do it twice when you fatal, for example

http://www.youtube.com/watch?v=pBL7WcH0VUs

Works in the corner etc.

Also, I had no trouble doing the relaunch on hazama from 41236C~236D and from 5D~D in the corner.

I suppose I meant after 41236C without the followup in the corner. he's not tall enough when he's falling or something >_>

And that combo looks pretty sweet. Looks pretty efficient for a corner combo

EDIT: damage values added to last post

Edited by Mr.Minionman
Posted (edited)

if you have more OD length you do do jC OD jC 623C 623D before super for more damage.(if you try to do like jC Od jC 623C 623D 41236C 236D they tech out before 236D hits...I'm sure this might be a SICK RESET but...)

I hate the combo because it's RLY HARD like you need to delay everything I am sure there are easier combos that do similar damage.

edot:

Was playing around with RC combos. I found that you can 5D~D 5C 3C. So i played around with that a bit compared to 5D~D RC 5B combos.

H0 -> H2

5B 5C 2C 5D~D RC 5B jB jC 6B jC jD = 3185

5B 5C 2C 5D~D RC 5C 3C 41236C 5B 6B jB jC jD = 3461

The second combo works from default starting positions, so it can be done from further away than most 0H capture combos.

H0 -> H1

5B 5C 2C 5D~D RC 5B 6B 623C 623D 5B 6B sjC jD = 3742

5B 5C 2C 5D~D RC 5C 3C 41236C 236D 66 5B 6B jB jC jD = 3538

the second combo may give less damage, but it is a near corner-to-corner carry combo.(from the "back to wall" starting position, I end with the opponent about 2 character widths away from the opposite wall)

Edited by WintySoSolo
Posted

You can also do 5D~D RC 5C 2C 5D, though I haven't found a good use for it yet because it does less damage than air combo variants. two good uses I've found fiddling with to use RC:

-RC after 720A, you have the built-in followups for it, I know, but this doesn't eat your heat level, leaves them in the corner, and still does +/- 4k

-5D~D RC OD *land* 2A etc. Given, it's a combo they give you in her challenge mode, but I like that it essentially lets you get H2 combos without requiring heat first. Because you aren't cancelling a move to get it you retain full OD time, and you'll usually be able to keep the heat you do use to boot. Not exactly your best starter to get into overdrive with, but a hella good one anyway.

  • 2 weeks later...
Posted

i found that, while it does not work from being in the corner, if you are close enough to get a wallbounce from H1 5D~D, but not close enough to hit 5B afterwards, you can connect 3C after the bounce.

Which opens up things like

5B 5C 2C 5D~D 3C 41236C 5B 6B jC jD = 3381

or something like:

5B 5C 2C 5D~D 3C OD 5B 623C 623D 2363214C = 5030(from 59% hp)

  • 3 weeks later...
Posted

Hi everyone. For some time I've been wondering if I'm doing the max damage combos for her midscreen with 6A H1/H2 meterless and something into 5D~D RC 623C 623D H2.

For 6A I'm doing:

6A, 5C, 3C, 41236C, 236D, 66 5B jc, j.B, j.C \/ 6B, air finish/super

usually i want the corner carry if i do it with h1, with h2 the dmg without super isnt that great so i'm somewhat reluctant to use it all the time. h1 is around 3k and h2 around 3.9k~4k

For something into 5D~D RC 623C 623D:

e.g. j.C, 5B, 5C, 5D~D RC 623C, 623D, 6A, 236[A], 6B, j.C, j.D - usually around 4.5k

Would be great if someone could point out to me if i get the most out of my hits.

  • 3 weeks later...
Posted (edited)

Some random stuff that I picked up from the JP wiki: 720 combos! As long as you're willing to spend OD, it's easy to surpass Blackout in damage output with clever use of RC.

[H1, 100 Heat, OD lv.1] 720A 720D OD 41236C 236D 5B 6B 623C 623D 2363214C

[H1, 100 Heat, OD lv.1] 720A RC OD 5[D]D 6C 623C 623D 6A 236[A] 66 6B hjc j.C j.D (RC before the first body blow, dash before 6A against LI/HZ/TE)

[H1, 100 Heat, OD lv.2] 720A RC OD 5[D]D 6C 623C 623D 6A (236[A]) 41236C 236D 66 6B 623C (RC before the first body blow, dash before 6A against LI/HZ/TE)

[H1, 100 Heat, OD lv.3] 720A RC OD 5[D]D 6C 623C 623D 6A (236[A]) 41236C 236D 66 6A 2363214C (RC before the first body blow, dash before 6A against LI/HZ/TE)

[H1, 100 Heat, OD lv.3] 720A RC OD 5[D]D 6C 623C 623D 41236C 236D 66 623C 623D (RC before the first body blow)

[100 Heat] 720A RC 214D 6B 41236C 5B jc j.B j.C 6B jc j.B jc j.B j.C j.D (RC after the last hit)

The most difficult thing about these combos is timing the RC: there are quite a lot of possible positions that you can get by RC'ing in the middle of 720, Bullet even switches sides with the opponent at some points. For most of these combos, you must RC right as the opponent bounces off the wall, just when you bring them to the side of the screen.

And a random tidbit: I thought that the only H1 follow-up you can't super into is 5DD, but that's actually not true. If you use it at a very specific distance from the wall (about 3 forward dashes from the starting position), you can start the super before the opponent hits the wall, but if you do it too far away from the corner, he won't hit the wall, so you won't be able to connect it. Of course, you have better options for 50 Heat after a landed H1 5D, but hey, it's a fun fact to know.

Edited by SoWL
  • 3 weeks later...
Posted (edited)

Hi everyone, I made this combo video recently and is the first time that I do this for BBCP, so it would be nice if you give me your opinions about it ;)

It haven't got good quality at all (I haven't got an hd capture), so I hope you enjoy and forgive the quality.

Edited by gerwulf
Posted
Hi everyone, I made this combo video recently and is the first time that I do this for BBCP, so it would be nice if you give me your opinions about it ;)

It haven't got good quality at all (I haven't got an hd capture), so I hope you enjoy and forgive the quality.

Thank you, the video definitely gave me some ideas.

Posted
Hi everyone, I made this combo video recently and is the first time that I do this for BBCP, so it would be nice if you give me your opinions about it ;)

It haven't got good quality at all (I haven't got an hd capture), so I hope you enjoy and forgive the quality.

These are some good ideas and concepts.

I don't have my PS3 to check, are these more optimized than most of the other stuff (aka stuff without the IAD).

Sorry if my question is vague.

Posted
Thank you, the video definitely gave me some ideas.

I'm glad to see that the video was useful ^^

That ending sure feels about right whenever I play against Azrael.

I try to use Azrael too, although I prefer bullet, but the 6A from Azrael makes me laugh so hard in this type of clashes xD

These are some good ideas and concepts.

I don't have my PS3 to check, are these more optimized than most of the other stuff (aka stuff without the IAD).

Sorry if my question is vague.

It will depend. if you mean optimized by damage, maybe theses combos do less at the end, but from an strategic point of view you can carry from corner to corner and create some resets stuffs. I didn't record the resets this time, but I'll do it in a month or so, when I got new stuff to show ;)

  • 2 weeks later...
Posted

Finally watched some match videos and started experimenting with no-resource throw combos. You can get corner and pretty damned good damage from literally anywhere if you use the right throw.

In Corner

Forward Throw (opponent in corner)

[opponent crosses over] 5B > 6B > Snaphance Fist, dash 5B > 6B > sj.C > j.D

3059, 22 Heat, 1 Heat-Up

[opponent crosses over] 5B > 6B > Snaphance Fist, dash 6C > jc.C > j.D

3053, 21 Heat, 1 Heat-Up

[opponent crosses over] 5B > 6B > Snaphance Fist, delay dash 6C, 5B > 6B > sj.C > j.D

3280, 23 Heat, 1 Heat-Up

Back Throw (opponent in Corner)

236[A], 6A > Snaphance Fist, dash 5B > 6B > sj.C > j.D

3181, 22 Heat, 1 Heat-Up

236[A] > 5B > 6B > Snaphance Fist, dash 5B > 6B > sj.C > j.D

3194, 22 Heat, 1 Heat-Up

Back Throw (you in Corner)

236[A], 6C, 5B > 6B > j.B > j.C > j.D

3007, 21 Heat, 1 Heat-Up

236[A], 5C > 3C > Miquelet Capture, 5B > 6B > sj.C > j.D

3020, 21 Heat, 1 Heat-Up

Near Corner (at starting position, throw towards closest corner)

Forward Throw

dash 6A > 236[A], Miquelet Capture, (dash) 5B > 6B > sj.C > j.D

2932, 21 Heat, 1 Heat-Up
(this one's hard, don't do this one)

Back Throw

236[A], 5C > 3C > Miquelet Capture, (dash) 5B > 6B > sj.C > j.D

3020, 21 Heat, 1 Heat-Up
(on some smaller characters, you'll need to step back briefly to connect the 5C after 236[A]

Midscreen (between starting positions)

Forward Throw

delay dash 5C > 3C > Miquelet Capture, dash 5B > 6B > sj.C > j.D

2842, 20 Heat, 1 Heat-Up

Back Throw

Nothing gives Corner from starting position, use Forward Throw.

Edit: You can pretty much treat Air Throw as Forward Throw, but because they bounce back so much more, you don't need to dash for the 5C/6A/whatever. Conversely, you need to be closer to the corner to actually get them in there.

Posted

More throw combos, because everyone wants more throw combos.

Corner back throw, Tager variant

Back Throw > 236[A], 623C, dash 5B > 6B > jc.C > j.D

3025 Damage, 21 Heat, 1 Heat-Up.
I wouldn't have expected Tager to be harder to combo than anyone else, but here we are.

Corner forward throw, meter-burn variant

Forward Throw, 5B > 6B > 623C, 41236C > 236D, 623C, 2363214C

4149 Damage, -28 Heat, requires 1 Heat-Up. 4650 with 2 Heat-Up.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...