IndigoNovember Posted May 14, 2014 Posted May 14, 2014 5B > 5C > 5DD > 6A > 236[A] > 6C > 2B > 5B > 6B > sj.C > j.623C (5079, 24 heat) > 2363214C (6159, 36 heat) / OD > 2363214C (6659, 36 heat) This route doesn't have great oki though, since you'll have to do Afterburner (214D) to retain Heat Up level 1. Therefore save it for kill combos. Edit: Random burst safe OD 100% heat corner combo 100% health: 5DD > OD > 5C > 5D > RC > 6B > 623C > 623D > 2363214C (5860, 2 heat) 75% health: 5DD > OD > 5C > 5D > RC > 6B > 623C > 623D > 2363214C (6423, 2 heat) 70% health: 5DD > OD > 5C > 5D > RC > 6B > 623C > 623D > 6A > 2363214C (6562, 3 heat) 50% health: 5DD > OD > 5C > 5D > RC > 6B > 623C > 623D > 6A > 236[A] > 2363214C (6738, 5 heat)
Lunais Posted May 14, 2014 Posted May 14, 2014 Still works for me, 3299 damage. If you can't get it to work - 6B+C -> 5B -> 6B -> 623C -> Dash 6C -> jc -> j.C -> 5B -> 6B -> sjc -> j.C -> j.D 3260 damage On another note how much damage are you guys getting off 5B -> 5C -> 5DD in the corner? I'm getting 5014 from - 5B -> 5C -> 5DD -> 6C -> jc -> j.C -> 6B -> Miquelet -> 5B -> 6B -> sjc -> j.C -> j.D If you end in super you get 5.8k instead How are you getting Miquelet from 6B? For me they can tech right between 6B>Miquelet. The same as you, though I'm going the 6A > 23A[A] route. 5B>5C>5DD>6A>236[A]>6C> jc j.C \/ 5B > 6B jc j.C > j.D for 5031, 5575 with CT, 5778 with super. Edit: Both also build the exact same meter. Your variation though has less opportunities to burst in, so I guess I'll prefer your route more. When I do this combo I get 4627 damage. Where do you even super in that combo? One more thing, I thought Miquelet Capture damage was buffed to 1500. Mine does 975. Sorry I am new to Bullet but I do not understand how you guys are doing more damage. Is this in OD, FC?
Prototype909 Posted May 14, 2014 Author Posted May 14, 2014 Are you delaying the j.C as much as possible?
Lunais Posted May 14, 2014 Posted May 14, 2014 Are you delaying the j.C as much as possible? Yes, but the problem is when I j.C>6B <- right here they are too high for Miquelet and they can air tech. I have another question, my patch version is 1.01. Is it not suppose to be 1.1 or 1.10 or something like that? I thought Miquelet went from 1000 to 1500. Mine currently does 975. Also 2C suppose to be 400+700. Mine currently does 400+376.
BatousaiJ Posted May 14, 2014 Posted May 14, 2014 Fun little midscreen 720A confirm when you only have 1 heat to work with. 720A > 720D > OD > 6A > 5C > 3C > 41236C > 236D > 2363214C (5206) Flashy but resource intensive. Probably better off not trying for 720A without two heat to back it up with but you never know what you might need for a kill combo sometime.
IndigoNovember Posted May 14, 2014 Posted May 14, 2014 When I do this combo I get 4627 damage. Where do you even super in that combo? Are you getting red lock for 5DD? You distortion drive after the 6B.
Lunais Posted May 14, 2014 Posted May 14, 2014 Are you getting red lock for 5DD? You distortion drive after the 6B. Wow, I did not know you can red lock 5DD mid combo. Have to get used to the strict timing. I messed with your 6B>Miquelet more and I noticed you have to buffer Miquelet asap as soon as you 6B. Otherwise they just tech. Having a hard time inputting that command from a 6B on a controller though . Also can anyone verify if I read it wrong or what but whats with the Miquelet and 2C doing less damage than posted on the change log?
IndigoNovember Posted May 14, 2014 Posted May 14, 2014 Yeah, I'm getting the different damages as well. Odd.
Mikros Posted May 15, 2014 Posted May 15, 2014 Isn't it just fine? Our Combo rate is 65% If I calculate 1500 x 0.65 I end up with 975, which iirc because I'm not at home currently, is the exact damage of her miquelet done raw.
BatousaiJ Posted May 15, 2014 Posted May 15, 2014 What's the frames for the projectile invincibility for the Miquelet? Can I use it against Kagura orb oki or something?
SoWL Posted May 15, 2014 Posted May 15, 2014 It lasts for the move's entire duration, though it doesn't last as long when the opponent is close to you. Still, it should be enough to run away from the orb and even grab Kagura if he jumps. The only way for him to screw you over is to crouch and make Miquelet whiff.
WintySoSolo Posted May 15, 2014 Posted May 15, 2014 I'm pretty sure it's still frame 8, it just doesn't end so fast, so you can't really use it on projectile-based oki.
Eshi Posted May 15, 2014 Posted May 15, 2014 My old corner throw combo, 6B+C > 5B > 6B > 623C > 6C > 2B > 5B > 6B > jc > jC > 623C > afterburner, doesn't appear to work anymore. They kept emergency teching after the 2nd 6B and I've never had a problem with this combo before. Anyone know what this combo doesn't work, or can suggest a similar replacement? I figured out the problem here. Apparently this combo is character specific now, and it no longer works on Hakumen. I completely do not understand why, but I have a 100% miss rate on him and no one else. I can replace the 5B > 6B at the beginning with 2B > 5B to get it to work, but the timing is really strange and inconsistent so I'm probably just going to use a worse ender.
IndigoNovember Posted May 15, 2014 Posted May 15, 2014 I figured out the problem here. Apparently this combo is character specific now, and it no longer works on Hakumen. I completely do not understand why, but I have a 100% miss rate on him and no one else. I can replace the 5B > 6B at the beginning with 2B > 5B to get it to work, but the timing is really strange and inconsistent so I'm probably just going to use a worse ender. I've been using the one Prototype posted. It feels a bit more stable: If you can't get it to work - 6B+C -> 5B -> 6B -> 623C -> Dash 6C -> jc -> j.C -> 5B -> 6B -> sjc -> j.C -> j.D 3260 damage
Mengjun Posted May 15, 2014 Posted May 15, 2014 More of a proof of concept, but here's a fun little something Bullet can do in the corner now. (H0, corner) 2B 5B 5C 2C 5D RC 5B j.BC 5C 3C Miquelet 5B 6B j.CD (3051 damage) ...it's pretty hard though, and seems character specific. Timing of the underlined part seems character specific as well. Confirmed to work on: Terumi, Relius, Hazama, Valkenhayn, Tager Bullet, Amane, Platinum, Ragna, Noel, Rachel, Taokaka, Kagura, Izayoi Azrael
Eshi Posted May 16, 2014 Posted May 16, 2014 I've been using the one Prototype posted. It feels a bit more stable: Okay, I'm fairly confused now because I can't this combo to work on anyone at all. I do not understand what I'm missing, I can only get it if I leave out the last 5B.
Prototype909 Posted May 16, 2014 Author Posted May 16, 2014 Okay, I'm fairly confused now because I can't this combo to work on anyone at all. I do not understand what I'm missing, I can only get it if I leave out the last 5B. Are you delaying the j.C? EDIT - Wait, why does this not work on Haku-Men :/ Nevermind, getting it on Haku-Men, just less lenient. More delay/faster 6B input I'd just go straight to 6B honestly on Haku at least, :/
Eshi Posted May 17, 2014 Posted May 17, 2014 Are you delaying the j.C? EDIT - Wait, why does this not work on Haku-Men :/ Nevermind, getting it on Haku-Men, just less lenient. More delay/faster 6B input I'd just go straight to 6B honestly on Haku at least, :/ Okay, so it's not just me then. Kokonoe is probably the same leniency because I can't get the original combo to work on either of them. I tested with Ragna/Jin and they are normal.
IndigoNovember Posted May 17, 2014 Posted May 17, 2014 Yeah, I more often than not just go straight to 6B since it's more stable that way.
Dawn of Musou Posted May 18, 2014 Posted May 18, 2014 Not sure if this has been found already but I was randomly testing and I found out Charged Flint Shooter can go into raw OD and be followed up by 5A. I did something like 4B+C>236[A]>A+B+C+D>5A>6B>623C>623D>41236C>236D>236214C for 5303 damage. I used it on Koko so I don't know if it'll be character specific or not.
IndigoNovember Posted May 18, 2014 Posted May 18, 2014 I used it on Koko so I don't know if it'll be character specific or not. For what it's worth, it worked on Jin. - You can raw OD after a wallslam CT, so a combo like this will work: 5B > 5C > 5D[D] > 66A > CT > OD > 2B > 5B > 6B > 2363214C Not sure if this will lead to combos that are stronger than what we have now. More of a proof of concept than anything else.
BatousaiJ Posted May 18, 2014 Posted May 18, 2014 What are some good 5( C ) and 6C FC combos to do with and without heat? I'm not getting nearly as much as damage off of these as I think I should.
Bizzy89 Posted May 19, 2014 Posted May 19, 2014 What are some good 5( C ) and 6C FC combos to do with and without heat? I'm not getting nearly as much as damage off of these as I think I should. You can go 5C>6C>5D (D)>RC>5C>3C>OC>6B>Snap Hands Fist>Flecheete Engage>Rage Agressor If your health is low enough, you'll actually catch them in OD Rage instead of regular Rage
Shin Oni Posted May 19, 2014 Posted May 19, 2014 so goofed around the other day because a friend threw a combo>reset to me on twitter and I personally wasn't too satisfied with it...but I found a CT corner combo that does more damage and 41234C reset. requires 1 heat 6B/3C>CT>6C>jc>j.C>5C>41236C>5B>6B>j.B>j.B>j.C>j.DD = 4121 and leads into 41236C reset.
Dawn of Musou Posted May 20, 2014 Posted May 20, 2014 Not sure if this has been found already but I was randomly testing and I found out Charged Flint Shooter can go into raw OD and be followed up by 5A. I did something like 4B+C>236[A]>A+B+C+D>5A>6B>623C>623D>41236C>236D>236214C for 5303 damage. I used it on Koko so I don't know if it'll be character specific or not. Tried it on Platinum, Noel and Carl and it worked. Going to test out other characters later this week. I also found out that air hit 6A>236[A]>OD can be followed up with 5B instead of 5A. Assuming that 5B will work as long as the opponent gets hit high enough and if not, 5A. Basically did (with H2 in corner): 5B>5C>2C>5D>5DD>6A>236[A]>OD>5B>6B>j.C>j.D (did on Platinum) Probably not practical(kinda tight follow-up) or useful at all but it's a nice find.
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