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Mr.Minionman

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Everything posted by Mr.Minionman

  1. I'll enter both main games. side tournaments tbd. I'd enter kof, vsav, sf4, maybe that crappy abk game, and maaaaaybe p4u
  2. pretty sure it's just a really fast 9~2C
  3. Nie Is this being used? I have no smartphone and it won't let me sign up through pc for whatever reason.
  4. Has anyone else been playing around with the 2C > 5C > 214A > ... chain? I was just messing around with it for a bit and managed 2409 damage doing 5A > 2B > 2C > 5C > 214A > 5A > j.A > j.B > j.2C > 623B. I didn't spend too much time with it, but I think you might be able to pull off a bit more damage with a 5A starter. With other starters you are able to follow up the 214A with better normals (or at least just 5B). Anyway, just throwing it out there.
  5. Just from first observations alone, Faust's normals look more consistant and can cover a few new angles, but his items seem more prone to self-destructive effects. He has several cool new normals that I can't wait to hear more about. Also his pogo seems a bit stronger than it was in AC. This seems to be the new item list (not sure if I've seen everything yet, still hoping for mini-pot): chocolate donut poison bomb mini-Faust hammer meteors black hole? -- seems to work like a kokonoe gravitron, constantly pulling them in pink bottle w/ balloon?? -- can't tell what this does >_> 100kg weight -- seems to work like Pot's sliding head when it hits the ground. has a trajectory in the air like washpan did, and the knockdown works on both Faust and the opponent oil barrel -- Seems both Faust and the opponent can use fire attacks to blow it up, but besides that I haven't seen oil do anything yet. spring board -- if either player steps on it, they get launched high into the air. seems to work during combos, and they can tech at the peak, so it doesn't seem very helpful to get.
  6. I've been a lazy douchebag, please forgive me and my transgressions. I'm limited on disposable income, so BADC i can't do, but I'd be up for a monthly. Maybe to play GG and who knows what else. I'm kinda shying away from BB atm due to a certain pink cat thing, and I've not been putting into practice hours, but we need to do something mang.
  7. I'd love to come but this is finals week, and I have a program due on top of it. Soz doods also those are some of the best names. I don't even-
  8. Basically my thoughts on the matchup. Can't voice an opinion on the number because while you can pretty effectively shut down his neutral, he still has his absurd mixup, and bullet well, doesn't. It's nice that his defense sucks though, he has to try that much harder to peel Bullet off.
  9. Bacon wrapped bacon burgers with bacon to replace the buns w/ mayonnaise and american cheese
  10. There have been a few beginner questions answered recently on this thread. Check combo thread for combos, and the wiki for frame data
  11. While it certainly isn't as important as her heat, I dump almost all of my meter on 3 things: -RC after 5D for immediate H2 or comboing into Snaphance Capture / Engage -720A <3 -being able to get full combos after cross up j.D oki I can't really bring myself to use it on much else, sans using super to finish a match :P
  12. This is the best place for Bullet stuff for the time being. Course, a problem with Bullet's inherent gameplay is that she really doesn't have too many good gimmicks to exploit despite being so reliant on the mixup game. She has ambiguous mixups with 6D/2D, or after 6C, but they are both limited and a bit slow, and rely on the opponent respecting the move to begin with. Though I suppose there are a few gimmicks you can use, at the end of the day, you have to play a solid fundamental game with Bullet in a not so fundamental game :P With that said, I can try to describe my thoughts on mixup/mindgames that hopefully might help: the first mixup I do is none, you can catch many people mashing or jumping out of pressure by using Bullet's safe strings (2A 2B 5B 5C, 2A 5B 5C 2C 5D, etc) and studying their reaction. If they aren't frantically mashing out of pressure, then you can mix them up. note: there is a tiny gap in 5B 5C that reversal mashers can catch you with. stagger pressure works wonders mitigating this problem Personal opinion on effective mixups, in order: - Microdash 2As/throw: relatively safe, continuous, and throws lead to good damage. but throws are rather easy to tech for many people in this game - Microdash 2As/5A/5B ~ Overhead: If they are expecting throws when you are using microdashes, then they are less likely to be watching for overheads. If they are watching for the string instead of reacting, keep em honest with 2B. - 2A/5A/5B ~ jump cancel ~ air mixup: useful especially if they are trying to jump out, as you can airdash throw to catch them. Of course you can be anti-aired, but you should know how that metagame works. IAD j.D can be a sexy chasing tool that will cross them up if they decide to stay on the ground - Crush Trigger: requires meter and is pretty slow, but if they are focused on breaking throws and can react to overheads, then they are often vulnerable to this. people love bursting after being hit by it too. - 2B/5C/2C ~ 720A: won't work at all if they are up-backing your pressure. but can be dirty in online settings when they are blocking honestly. Avoid offline because everyone and their mother can hear you spinning the stick -____- - 5C ~ 6C jc ~ air mixup: the 5C ~ 6C can catch mashers for massive reward, and the mixup is ok after 6C, but for reasons prototype mentioned people rarely respect this move because you have almost no options in the air. - 6D/2D: dirty and ambiguous, but no knowledgeable player will ever let you use it. can be mashed, jumped, reversaled, or in rare cases, just blocked with a good guess.
  13. Here's a dirty trick with it: when you are using drive directly above your opponent, Hold it until you get red lock, and spin the stick for a 720A. you'll hit the 4 on your way around the circle, and you'll drop right next to them for a command grab. Of course, if they haven't learned to respect the circle yet, or if they start chicken blocking it, it won't work, but it's nice gimmick that'll stun and dazzle your foes if you can pull it off.
  14. 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.
  15. 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 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
  16. Piggybacking a bit on what Mikros said, the most obvious problem I saw were the choice of combos and choices regarding meter consumption. If you have H2 and have a good starter (pretty much anything but a jab), you almost always want to expend your load for damage, either M.Capture~Engage at midscreen, or 5D~D in the corner, typically. Also you only want to end combos in supers if it will end the round, otherwise you are forfeiting an advantageous situation for a little extra damage. Using RC combos after 5D, or just saving up pays off more. Besides that, I'd just focus on finding more optimal stuff, especially after Crush Trigger. Most Bullet combos aren't executionally hard, and you can get alot of damage off of a A+B starter. Using OD at the start of the match can be helpful in a pinch against some characters, but against Rachel I don't feel it's necessary. She has a hard time stopping you from using Afterburner if you back up, and if she is rushing you down, your normals have a tendency to beat her's clean. Try to use jabs more. 2A is extremely good for pressure and is one of your fastest moves, so even if it doesn't lead to as much damage, it's your best way to get a hit. it cancels into all A and B normals and 5C, notably 6A and 2B, can be jump canceled on block, and is +1 which is favorable for trying microdash tick throws or just going for frame traps. Also I'd refrain using j.D crossup oki unless you can RC it for a full combo. If you have the meter, it's an incredible starter, but without meter there is hardly any point in trying it, even if it connects. In H1, you get the extra heat level which is nice, but the damage is miniscule so you are usually better off going for something different. Finally, try not to blow your air options so soon after a jump. IAD's and double jumps are nice in certain situations, but if you've used them all you'll be free to an anti air as you land. If you are trying to close distance, I suggest practicing 66~9 for a forward jump that carries the momentum of your dash. that way you have access to all of your air options if you need them, and you can bait out and whiff punish anti-airs by double jumping in front of them. @SoWL I check your playlist later, that'll take a bit longer to digest.
  17. Backdash won't get you away from all dp's and you run the risk of losing pressure. Bullet actually has oki that is easy and dp safe. after ending a combo in drive, or a dp (no followup), or 720A, simply hold up-forward until you jump, and do a landing j.C whilst holding back. If they dp, you get a free punish (or a good position if they RC it), and if they don't you can continue with any sort of pressure. besides that, try to end blockstrings plus or at neutral, and if you expect them to mash in your blockstring, stagger your string and see if the dp will fly out. Once they respect the j.C safejump oki you can start setting up more ambiguous (but not dp safe) mixups; empty jump throw/low, low to the ground airdash j.C, dash forward 2A, etc. And I'm not really in the mood to discuss in detail on my opinion on the Tao matchup, but I really think it's even or even Bullet favored. zone control with flint shooter and j.D really help to shut down her neutral game, and 6B on the ground and j.C are solid buttons Tao has trouble dealing with. and Tao's usual methods of flying out of pressure are rendered moot by Bullet's tools. Loool I've not tried it before. Might be fun, though it seems like an extraneous way to use meter. 6C is mainly just a good way to catch mashers in my eyes, and puts you in a safer spot than any of the other moves 5C cancels into heatless. if it hits, you usually get a FC for a massive reward, otherwise you can try to reset pressure or barrier&jump to land safely (and get an empty jump setup if they respect it). If you try to delay the drive ring for redlock (in H2), you can get a safe and easy way to get back into pressure
  18. Can't. iirc, the setup is meaty, and Bullet doesn't get proj invuln until frame 5.
  19. Missed the v. Noel silent casuals on 11/3: BBCP 11/3/2013 Urban Square Pre tournament Casuals
  20. I'm not sure I can really give advice too specific since I've not yet faced a Kagura myself, but I don't really want to leave you hanging. I watched it a few times, and I did notice a few things: - I think you can employ the 2A roll check a bit more. You lost oki far too often responding just a little late to his roll direction, and I think you could really choke him if you could just hold him in place. - Similarly, this is partly speculation, but it seemed like you were a bit too cautious pressuring him because of the dp. Think it would have been beneficial to use a few baits, and let him use his meter RC'ing it. -Bullet's dp and 720 both seems useless against Kagura's range . think you are better off playing out the defense or maybe using OD - Also regarding Kagura's range, I really felt like you were doing yourself a disfavor giving him so much space. Bullet's close game definitely seems superior, at least on offense, so unless you are given no other choice, I'd try to keep going in. There were several instances where you'd have him blocking, but then you'd jump back and forfeit your momentum.
  21. 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
  22. I was mainly referring to after Flint Shooter. Terumi seems like he can across the screen quickly if I try to do it without putting any thought to it. And yeah, I understand. It's still very early to say anything for certain, just felt like including some input
  23. I've actually not had too hard of a time against Mu so far. The main challenge as per usual is figuring out a way to build Heat levels, but once you do, Bullet doesn't really have a problem running Mu down and sticking to her like glue. Mu's long range game is projectile heavy, so if you catch her playing too defensively, use that opportunity to crank it up a notch. It doesn't seem like Bullet can beat Mu's normals in terms of spacing for obvious reasons, but if you abuse Bullet's j.D and mobility in H2, you should find an opportunity to get in. During pressure, you just have the dp to worry about, but you know how to deal with that, just throw in a few baits and punish it when it shows up. I've noticed Mu loves to circumvent pressure by trying to go under/over you, so if you catch on to that, it seems like it'd be frugal to use Lock-on to keep her honest. Under pressure, you just need to watch out for that 20 frame overhead, she can't really keep you blocking for too long. Not that she really wants to, she's usually just using blockstrings to push you far enough away that she can throw out turrets safely and get back in.
  24. 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.
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