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FLESHPOUNDER

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  1. Here's a pretty good BU vs AU match video. Watch the spacing and what I do right and wrong. Remember to try to mash out of Sonar, Gas, and Bubble! To do for me: Vary j.mp j.mk to j.mp j.hp into confirm, practice combos o^_^o Bulleta- Late J.lp is the best way to punish TechHits. leads to cr.lp, RENDA st.lp … Japanese Bulleta’s jump on wake-up more than qbee’s. Once you use grounded attacks to beat their Up+Backs, they use grandma. >_>
  2. It's only going to work once you've established that they cannot mash you freely. They've eaten too many d.MPs, etc. Play footsies, chicken block her j.hp, vary your jump in chains to blow up GC attempts. Instead of chaining, stagger, etc. It's poop and will take you time to learn the MU. Cr.lk link cr.lp will destroy many attempts to GC because of the gap.
  3. From an Aulbath's perspective: "Bulleta- (6-4) Such a slippery character! She's very hard to pin down with dash pressure, and can get around projectiles easily with her double jumps. Her ES rockets can trade and sometimes beat gas start-up, even full screen. Bubble traps are fairly effective against her if you do them after a knock down. Her only option out of a meaty cr. mk set-up is to GC it. Her GC isn't great however, and may not even give her time to punish in this case. Be wary of using Dark Force when she has meter, if you go up too high on the screen you can eat a Huntsman super, and you don't want that (each hit would be unscaled in this case). Tech hit often, and watch her angles on her jumps. BB Hoods like to jump and chicken block a lot, as it's one of her only good air to air options. Try and do full jump chains if she double-jumps or starts high in the air, and unblockable st. lp if you land before her. Essentially both characters can get good ground momentum started against each other, but BB Hood is able to escape and reset spacing much easier than Fish. When BBHood is doing her dash pressure, it becomes REALLY important to try and tech hit her as well as possible, because she always has the threat of Instant overhead. Any solid BBH player can do an IOH and whiff her jmk into 2-3 more jumping overheads between landing. This is hard to see, so spacing and good use of pushblock is how Rikuo plays defense in this matchup." I'd add that Rikuo is susceptible to IOH j.mp j.mk (whiff) into j.mk crossup. The Rikuo Matchup is all about avoiding the bubble trap. He will try to bully you to the corner, and you cannot let him. Bulleta has options out of it, but it's a mixup in his favor. THE BUBBLE: As far as I can tell, Rikuo's corner-bubble-oki and your escapes are a) meaty (usually cr.mk) and force them to eat the bubble. a1) Guard cancel! This and Morrigan's Finishing Shower make you love your otherwise stupid GC. b) jump-in chain to bully you back to the ground, and you eat the bubble. b1) Chicken block and j.mp or j.lp him c) not hit a button or whiff s.lk as the mixup has been established c1) double jump or ES missile You'll need to grind the matchup to learn how to escape, and your escape will be based on reads. These are the basics, and as he adapts he'll alter the mixups. There are good aulbaths on PSN and XBL, play them~ A few things come to mind. ES missile can really punish raw bubbles and his other projectiles; always be on the lookout for a raw bubble. Similarly ES missile really puts the hurt on his darkforce. He takes unscaled damage from it. Grandma's decent to use to make him respect your options, and it'll make him second guess dash pressure. Do NOT get hit by his other projectiles. They all can lead into bubble setups and corner positioning. If I'm not dashing in, I'm always often air-blocking and holding a charge. He has excellent dash pressure, so techhit, techhit, TECHHIT what you can. Your GC will not stop his momentum and is best used to escape bubble traps. If he is missing his d.mp cr.lp link often and is deep in you.. a reversal command throw via negative edge if a decent option. If he doesn't know the matchup well, low missile will blow up his dashes for days. I don't know what's up with Aulbath's cr.hp (the crab claw), but many start their techhits with it, and it knocks me out of command throw 100%. This is one of my favorite matchups. Play a keep-away/spacing game, and once you land a reset or a confirm, keep the pressure on.
  4. Outside of consolidation and organization, is there anything left for this thread? Does it do its job of teaching how to play Bulleta? Or was that its purpose? I could list matchups and explain my opinion on them, but in learning to play an effective Bulleta, understanding of the matchups follow. I check in every few weeks to answer forgotten questions and will continue to do so. I'd love for this to be a discussion.
  5. 6MP is a fun gimmick. It can low crush specific pokes, is plus 3 or 4, and is throw invulnerable. If you're hit out of it, you're forced into an air reset, so many characters won't be able to convert into damage. Lowish risk with moderate reward and can be used to punish sloppy techhitting. Play around with it to see where it fits. It can be used to wiff and command throw on oki. Against sloppy zombie tech hits starting with cr.hk it will lose outright. etc.
  6. It's a matter of spacing. Stay at a range where a 9 j.hp will connect with deep with Bulleta and you'll sail over the missile into a full combo. They are charge and air blockable. A common setup with BB is to launch a missile, confirm the air block, and dash lp or whatnot. Felicia's ability to air block normals at a specific height can very practically save her from this trap. It's happened to me many times. Felicia and wolf have the jump speed and mobility to beat missiles with jump ins. It's very risky for BB to carelessly fire anti-air missiles against these characters. Since missile anti-airs are risky against these characters, Bulleta often has to bait and space dashing lp or mk AAs vs these opponents once they prove they know the ranges to beat AA missile.
  7. Rine (Ri-ne) is probably most accurate
  8. Oh yeah, best tip: play patiently.
  9. Welp I forgot this forum existed. Are there new Bulleta players actually out there? Felicia MU is annoying and, imo, one of BB's worst matchups. C'est la vie. Felicia can spam reversal/gc delta kick, can OS mash cr.hp to beat many close pokes and all throws, has a large throw box, can anti air you for free, and has an amazing sweep. To beat her you focus on ground footsies with her and 9 jump during block strings. You 7-jump chicken block her j.hp derp, cause they usually can't chain normals to punish chicken. You respect her space and don't throw bad missiles, for, like Sasquatch, you will eat shit for a jump-over missile. Felicia's jump arc is extremely effective at rush down as she also has a beastly short hop. You must understand her jump arc, understand her hop range, and respect those spacings. Only challenge when you feel confident. So how to run ground footsies? D.mp or stagger d.2mp, d.mk, run jab/short staggered blockstrings to bait out sloppy GC attempts. Try to confirm a hit with a dash, but there's no harm in 9 jump jab-short-strong-fierce chaining in on her after a d.mp. A delayed normal like j.hk can win vs her usual AA options, and the delay also screws up GC attempts. Dashing middle kick is your best bet for beating jump-outs while being safe from getting mashed on. D.lp has a better box, but she crouches under it and you'll prolly eat something wonderfully cleaver like a sweep. If you have to do a big jump-in, j.mk it. J.mp will trade at best and she'll get oki on you. J.mk crossups are ambiguous and very very hard to anti-air. This is your best bet on getting in on her, especially if she believes she can AA you. So you get a knockdown. Oki feels pretty standard. Do dashing which ways, j.mks, etc. I feel like neutral jump j.lp j.lk j.mk deserves a special mention. I find it to beat wakeup reversal and it forces Felicia to sit and block for a short second. Like any other matchup, when she gets comfortable dealing with dashing pressure, mix it up with various missile charge strengths (start with mk missile so they have to respect it). That is, dash 2.mp, 2.lk, missile, dash or jump, etc. There is no shame in Baa-chan super. Grandma beats obvious shorthops, and it beats gimmick pressure. Kyle, you cannot actually control the strength of your tech hit, only influence it. Pretty lame. Though Bulleta ought to L->R techhit, Delta kick requires you to switch it up. Start with mp and techhit to the weaks.
  10. DCC7 Teams 37) TKM (ZA), Kabe (QB) 36) Nagasuta (AN), No teammate yet 35) Hayashi(?) (LL), Fumiwo (FE) 34) Chapa (DE), Nishiken (MO) 33) Kanou (SA), Yoru (DE) 32) Honkawa (SA), Azuwan (QB) 31) Jikyou (GA), Horikku (QB) 30) T2YA (ZA), No teammate yet 29) Kowappa (SA), Kazu (AN) 28) Chikkyu (AN), Shuu (BI) 27) Fumio (AN), 19-year-old (VI) 26) Fugo (LL), Hoe (JE) 25) Shine (SA), Irifune (possiburu Nyuusen) (ZA) 24) Sai (DE), Yumi (FE) 23) Kurono (possibly) (ZA), Eiyama (LL) 22) Ao (GA), Ushibii (LI) 21) Seri (MO), Ninety-nine (LL) 20) Uminoko (AU), Komemaru (ZA) 19) Hisashi (LL), Guratan (FE) 18) Takahashi (GA), No teammate yet 17) Sebone (GA), Sigsig (BU) 16) Yuki (LL), Shin Cradle (LL) 15) Gobu (ZA), Paprika (DE) 14) Sagat (GA), Vega (ZA) 13) MAB (GA), Kimu (LI) 12) Rine (FE), Okekebi (SA) 11) Orecon (SA), No teammate yet 10) Shimatsuya (JE), Kaji (LI) 9) Funou (QB), Toma (BU) 8) Ora-Q (QB), Hai-iro (AU) 7) Kame (VI), Teitoku (JE) 6) Benzo (JE), Rantei (BI) 5) Aojiru Zabel (ZA), Megane (DE) 4) Koshou (BU), Nakanishi (BI) 3) Dara (DE), No teammate yet 2) DD (SA), Sakamoto (QB) 1) KEN (GA), Ego (LL)
  11. Garu's like driving a boat. For the SB Garu combos, I alternate 8 or 9 depending on spacing, and then 2 for the last few hits. Then I link j.236D[2], and hold 2 or 3. This is so they fall into the last hit of garu, bouncing up, so I have enough time to link 5a after garu's long recovery. Really it seems you can do anything as long as they fall into j.236D's last hit, because then you'll have enough time for a link.
  12. ^ I'll do my best. To be honest it's gonna take me a few days. My finals are at the end of this week, I'll make it a weekend project. Thanks for the upload dude!
  13. How many pages are these interviews? I'd like to take a look prease!
  14. Hey guys. I've been working on a Vampire Arcadia's 5th tutorial video with Kyle and another player, Bonclyde, from the Cinci scene. Knowing how to rock renda is pretty important for a lot of characters in Vsav; check it out and let me know what you think. All comments are appreciated, thanks guys.
  15. Hey guys. I've been working on a Vampire Arcadia's 5th tutorial video with Kyle and another player from the Cinci scene. Knowing how to rock renda bonus is integral to Bulleta's gameplan imo, so I thought I'd stick a link in here as well as the video thread. All comments are appreciated, thanks guys.
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