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FLESHPOUNDER

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Everything posted by FLESHPOUNDER

  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.
  16. The secret's out. On DF deactivation the safest combo to go for is d.mp cr.lk cr.lk cr.mp 214p. The cr.lk still lets you confirm standing if they're not downbacking, so you can link a cr.lp into a dash link. Theory fighting here, but it may be possible to time your punish off a jump in. J.mp j.hp to etc. The opponent will hold 4 to block the high and eat a full jump-in dash link. I'll try for it in matches. Of course it's hard to do in reality because punishing a darkforce in general can be difficult.
  17. d.mp into 214 basket knockdown because often you won't be in close enough to do sako combos. Non dash hoppers are forced standing when hit from a dash. The trade-off is that, when jousting, you won't be in deep enough to do an extended combo. 8 jumping vs a dashing Fish, etc into a falling chain can work to set up cr.lp lp. If you approach with a double jump, after your second jump's startup do j.HP. As this is active forever, you can force proximity block on an unsuspecting opponent to keep them in place. Near the end of your fall, link a j.HK from the recovery of j.HP. This hits very low to the ground and forces BB's fuzzy guard set-up. Cr.lk, cr.lp lp d.lp cr.mp 214p 8 j.lp j.lk j.mk j.hk works on demitri. cool! Bulleta vs Sasquatch: BB vs Monkey neutral is the biggest fight for a knockdown in my matchup experience. BB has no good reversal in this matchup (unlike Sas) and his pressure into mixup is S-tier. Play footsies until he does something dangerous. BB's mp will frustrate him. BB's rockets will frustrate him. BB's dash will frustrate him. Make him angry! Against obvious shorthops from Cat/Dog I've successfully AA'd with Baa-chan 41236KK. Not much luck with Samskatch due to how high his hop takes him. AA obvious shorthops with lp or missile into reset oki. Watch out for bad sonic booms though. If he jumps your missile you . Don't make your double jump-ins obvious or your table's gon get flipped. He can challenge j.mp easily so rely more on cross-ups from jumpins rather than straight up j.mp into mixups. Low to the ground double jumps are good. Jumping in and double jumping out is decent. He'll wiff hopefully ES ice tower, but even if he doesn't he'll get impatient. Chickenblooooock. Use d.lp to punish Sasquatch's jumps, but chicken block to AA him as a rule. If you get knocked down, have fun. Tech hit, block high by default. Sasquatches go low when you make them start thinking. Sasquatches like to meaty with 8 j.hk. Techhitting will often put him at advantage as he crosses up from an already ambiguous setup. 8 jump and punish. This guy loves jumping around so when you hit him with your command grab punish his future jump outs
  18. Some set-ups I've had luck with: Oki: against rolls Walk-through which-way, c.lk into combo. I used to use lp for a lot of my which-ways, but occasionally I'd produce a dp because of how inputs work. lk is a low and safer for that fact: the downside is it's harder to link into fun and games. Be sure not to stand in range of a wake-up command throw. I've tried using normals like 4/6mp or 4/6mk for which-waying but they're too slow. Change up between walking and dashing to be sneaky. Bulleta's 4-walk animation was made for this setup. Some characters like Qbee and Anak wake up pretty late, so abuse this. Notice this match, Kosho does NASTY mixups for 5 of Aulbath's 6 rolls. www.youtube.com/watch?v=0ggja0jCQ-o#t=19m20s Ambiguous which-way then 88 (double neutral jump) -> j.mk or j.hk into either c.lk or c.mp if they neutral tech or d.mp or 66 c.mp if they roll. This works occasionally. Bulleta's jump speed isn't that fast so this setup isn't as meaty as other characters' imo, but it's still a decent mixup. I try to use it occasionally. Meaty mk or es missile, d.mp or d.lp. Will often knock them out of a chicken-block. If they block the missile you begin your mixup. Hk or 3hk, especially in the corner. This has stuffed so many wake-up DP attempts; at this moment I'm unsure if it's a mechanic or player execution error though. (Will test Thursday). I've been able to drop a mine, have them jump at me, and recover in time to tech hit them into its hitbox. If I'm not afraid of a GC, fp cancelled into hk will sometimes blow up their tech hits. The mine drops where you began your fp so they'll get hit by it in their mash. The mine will not cancel off a d.fp. jumps: 7 block j.mp. Chicken block their jump-in. Who wants to deal with dixups? This also works to poke grounded characters without committing to a punishable arc by 9 jumping them. 9 j.mp j.mk land lp. punishes their 7 jump chicken block. 9 j.mk (safe jump), punish dp. 9 j.mp whiff j.mk -> j.lk or land command throw. 9 j.lk while ascending, j.mp j.fp land c.lp lp 66 -> fun. If they get hit by the lk, the character was most likely standing, so you can confirm into the infinite and stuff. This last one is especially gimmicky, but I've had it work. Train them to respect your 7 chicken block on their jump-in (Bulleta's j.mp will beat a lot of characters' lp). In the corner, chicken block their jump-in but use j.hk to force fuzzy guard and go into c.mp basket or c.lk. Don't force it, but when it works, it's :3 -- Other thoughts for new players: Keep in mind that some of your matchups require you to play lame. This took me a while to figure out. Aulbath's dash pressure beats yours. Wolf's jump-ins and pokes beat yours. Felicia will anti-air you. Etc. Bulleta's frames are + a billion but your normals are short. Sometimes you have to poke/counterpoke with your mp a lot. Don't always double jump, especially at the apex of your first jump's arc. Your trajectory becomes very obvious and that's bad. If a player is consistently tech-hitting your jump-ins, buffer a dash (mp) to get back up in them. Dashing/backdashing makes your trajectory unpredictable and readies you to AA. Do this a lot. Walking forward is so rare it's basically mindgames. D.lp and d.mk anti-air are pretty good, but they can lose. Dash under wolf and Felicia, cancel your dash with 4, and lp anti-air them. Dash lp will beat Sasquatch's short hop on reaction.
  19. Alright, so here's what's up with her command throw (Sentimental Typhoon). Basket (Shyness and Strike) is 214P. Sentimental Typhoon is 63214P. You can not OS it like some other characters. You will get ST to come out when you and your opponent's pushboxes touch, otherwise basket will come out. So you have to get really close to your opponent to command throw them. You cannot throw hitboxes/limbs in Vsav. If they upback or pop darkforce, Bulleta's 214P will come out. Or, if the frames were really tight, you'll get her throw wiff animation. IIRC it only activates if they move from your throw range in like the 3 frames it takes for the cmd throw to start up. Your command throw has invulnerability and you need to rely on this. I have no idea if ES has more invul frames or not, but the wiff 214p seems faster than wiff 214pp. Here are two basic setups to get cmd throw working in a match. 1) Dashing mp x n until you're inside, then do a dashing command throw. Don't be too linear. Mix-up your approach with jumpins -> d.mp -> cmd throw, etc. Works well against opponents who don't try to upback constantly. Against experienced players you will need to both condition them not to mash poke with counterpokes or to jump out (with dashing mp, mk, or lp. Matchup and even player dependent. If dashing mp doesn't knock them out of the air, move to dashing mk. If that still doesn't work, you have to take a risk and dashing lp if you read their jumpout. Be careful because dashing lp wiffs on all crouches save for Bishamon and Victor). Don't try to force this setup too hard. If your opponent refuses to adapt and continues to jumpout, continue to punish them for it. 2) Off a dashing lp or mk anti-air. The vsav tutorial videos demonstrate that this situation forces okizeme. So when you anti-air an opponent, you get a high/low/throw mixup. You can pressure them with missile/d.mp, go for a low, chain into instant overhead, or anti-air into a dashing command throw. In my experience, the lower to the ground you anti-air them, the more unpredictable a dashing cmd throw becomes (See 1:17 of the linked video. With Felicia but same idea). They have less time to think about the mixup they're getting put into. BTW, if you let the throw rip too early, you'll get basket. Play with it and you'll get a feel for the timing. Basically, this setup is similar to the first except you're using a dash for oki and not as a reward for constant pressure. It's also similar to #1 in that your opponent can upback it, so you have to read your opponent/condition. Different ways to approach with the same result. http://www.youtube.com/watch?v=nEZvRYaiiA4#t=28s 3-ish) (ES) Command throw punishes tech-hit attempts. If you can condition for a tech-hit scenario in which you've been previously tech-hitted out, the d.ES CMD throw should win. This is an extension of 1 and 2, but it deserves a mention. It also punishes reactionary GCs (but not if they're just gonna let the DP rip anyway. Need to read their playstyle and character.) By the way, people are 3f throw invulnerable on wake-up from the ground. I think this applies to both neutral tech and rolling. Throw is not a part of the wakeup game mixup save for surprise buttsecks scenarios, so don't go for it. In fact, if you stand in throw range, they can use their throw protection to command throw YOU on wake-up. Save the command throw setups for the air-reset oki and use the wake-up oki for high/low/cross-up shenanigans. Something I've been meaning to verify: I've heard that some characters' crouching animations or their crouching attacks or both push their pushboxes back (Q-bee, Wolf, Zabel?) Verification from anyone plz?
  20. Just hold 3 as you combo. j.mp j.mk c.lk c.lk es missile's a pretty standard combo. you can start charging as soon as you 9 jump. Do you mean something more specific? you can hold a charge off any jump because your momentum's predetermined (unless you double jump While we're on charging. If you find yourself getting Hop & Missile instead of a pursuit, let the stick return to neutral. If you wanna gain meter like some hot-shit-Kosho-wannabe, shooting missiles and wiffing air mines.. Start charging the next missile as soon as you activate the first missile. Missile 7 j.hk missile etc..
  21. Some GALLON/JTALBAIN/WOLF Stuff If you've got the charge, lp missile can beat out many jump-ins, but against wolf you ought to expect to get stuffed. So you'll want to chicken block to air-to-air his jump ins. He hops at you? Hop at him and hold 4, but punish with a j.mk. Its hitbox is perfect for when you're not above your opponent. Against most of the cast, however, lp missile works great to beat in jump ins, including Victor's j.hp (as far as I can tell). -- So, about beast cannon. Chicken blocking seems to work. I've had mixed results with mashing a grounded jab on block. Any Bulleta's have some strategy to share? When Gallon tries to set up his beast canon unblockable/super ambiguous cross-up by rising above you then crashing down on you, I've had luck mashing out her (ES) DP (Cheer & Fire, the molotov surprise) to knock him out of it. Yeah, that move you never use. I need to test it more, but it seems viable. Obviously the trick is inputting it in the correct direction.
  22. just to clarify, the both the fetus and train stages are on the arcade cab, but they don't appear in versus play. iirc they're sub-boss demitri and the vampire savior hisself's stage, jedah.
  23. You can pursuit off her ES missiles, but you'll only land it if your opponent lets you. It's good for continuing her rushdown and crossups, but don't waste meter on it. Shyness & Strike (basket) pursuits are reliable as are Typhoon's (command throw). -- Bulleta's dash is great for rushing in and positioning. Both her forward and back dashes can be cancelled by either inputting the opposite direction or by wiffing a lp. The recovery on d.lp is ridiculously low, so you almost have no worries of being punished on wiff. And if you catch a jump-in with it, it's party time. Here's how Sako do. -- Many of Bulleta's effective aerials hit at a 45 degree angle, down-front -- that's the reason her j.MP is such a scary overhead. Unfortunately, this can make it hard to challenge some of the more jump-happy characters (Wolf, Anakaris, and QBee.. kinda). But don't worry; BB has hops. Her double jump really gives you an advantage against damn near the entire cast in the air as she can be in the air longer and higher. Getting that double jump out quickly and returning to blocking lets you chicken a string, and punish starting with j.MP, as more often than not you will be above them. You can fly right over Anakaris's curse spam and Wolf's jump-ins, and QBee's stinger (j.HK?) and her bee swarm and still be in a position to beat the hell from them :3
  24. Hey guys, Reading the Rachel Sanctuary's numerous iterations kept me smiling throughout CS1. Now that the nightmare's over, I just wanted to say thanks for the luls. :3
  25. Yeah, ranbats were great. Definitely looking forward to June's. I'm actually practicing BB these days, unlike another loli-filled anime game.. Speaking of, XBL sucked me back in today with its subscription sale, so I'll add you to my friends list. Are you free for some matches soon?
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