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Mr.Minionman

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Everything posted by Mr.Minionman

  1. Sounds good. I'll try it the next time I expect him to try it.
  2. Bullet player here, Can't say too much since I haven't fought a good Terumi yet, but I'm not too convinced Terumi trumps her neutral, especially if you give her the space to Afterburner to H1/H2. Unless 5D has proj. property, Bullet can very likely abuse Flint Shooter (projectile) to force you to play your hand or block(or get hit). And Terumi's 6A is good, but Bullet has a variety of tricks available if she wants to bait it. Bullet has decent anti-airs too; 6B or 623C should be able to tag most things Terumi has in the air. Theorycraft-wise, Terumi should win in air-to-air and ground-to-ground because he has good horizontal range on his j.D and 5D, but Bullet seems to have somewhat of an advantage at the diagonal angles. I'll reserve judgment till I play the matchup more though.
  3. Just curious, is there a good way to get oki against someone who isn't teching at all? I've been playing a couple of players who'll get picked up for the blue beat 2A 5B 6B j.B j.C j.D after D enders, and will continue to sit there so that they can air tech a second pickup to get out of my pressure. I don't mind too much because they are letting me get H2 for free, but I'm trying to figure out the best way to keep my advantage. I could probably follow it with j.D if I can guess the timing, or just wait for the game to force them to get up, but in the former I'm risking the heat level and the latter I won't be able to time safe pressure. The whole situation seems rather silly, so I'd like to figure out an answer so they stop trying it :P
  4. 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.
  5. Unless you barrier, Bullet will be in range for her 2A after a 5C. Her 2C and 6C both let her continue pressure, but they carry their risks, and of course spending drive can keep it moving, but that's limited. Course, Bullet's main strength is that once she's in she sticks to you like glue, so I think your best route is to play patient and make a guess as to what she'll do after 5C (chickenblocking seems especially hard to deal with after 5C). She doesn't really have many mixup tools to work with so you could probably get used to blocking/teching them pretty quickly. Also keep in mind Bullet's neutral game is rather neutered until she builds Heat, so it may be beneficial for you to deny her drive finishes when you have burst. Bullet has to put in quite a bit of work to get through Nirvana, so keeping her in that situation for just a bit longer can be a good way to frustrate them. Bullet does have a reversal (looks like a grab), but it has abysmal range and doesn't help much in getting out of the sandwich. So for the most part Carl can do Carl things on pressure and it should be pretty easy from there. This is a very momentum driven matchup, so get the first hit. EDIT: Concept match http://www.youtube.com/watch?v=NhsoYBHPhRw&t=12m20s -Carl player plays patiently under pressure, but goes ham on offense. -Bullet's dp being a turd of a special -Bursts after Bullet uses an RC to try to get 2 Heat levels. Seems like a typical matchup all around
  6. They were just talking about that in the combo thread. probably lacking the Red Lock on 5D
  7. New stuff from Mikado Masters vid: [10/12/2013]Nage(Faust) vs TON justice [10/12/2013]Nage(Faust) vs Teresa jam [10/12/2013]Nage(Faust) vs BoB kliff [10/12/2013]Kiisha(Faust) vs MGA pot [10/12/2013]Kiisha(Faust) vs TON justice Haven't forgotten Faust I promise!
  8. Yeah, messed around with it a little bit, and I'll probably limit it to the "do they know about it?" status, or just do it once in a blue moon. A few notes I took on it: - They can't mash jab out of it if they barrier block; Barrier will also make some reversals whiff after 3C, but not Ragnas. - 3C > 236A will beat anything but dp. - For super-gimmicks, 3C > 623B is a true blockstring, but it combos (delaying the 623B may make their reversals whiff though, haven't tried it yet). 623B is somewhat interesting if RC'd though, because pressing RC right after it comes out will cancel it if it's blocked but not if it hits (which is useful outside this). It also has a vacuum effect that sets you up for tick throws, overhead, or a pressure string. -More gimmicks: 720A after a blocked 3C will beat several characters fastest jab. That aside though, I guess it's not too entirely useful too often in neutral anyway, except in a few situations. I agree with the spoiler tags, that'd make more sense.
  9. The gap won't be that large because you can special cancel it. EDIT: Frame Data says 3C has 16 frames of blockstun, so that's a 9 frame gap, or a 1 frame gap canceled into 236A (I think?) So I think it's a guess of whether or not they'll trying stuffing it with a jab/dp
  10. 3C > 236[A] looks like a useful chain. if you hit 3C, it combos into 236A, and if you CH with 3C, 3C 236[A] leads into a full combo. On block of course, charged Flint Shooter will leave you plus on block. I'm not 100% certain, but it looks like a tight string. It makes 3C alot more useful because only being special cancelable won't be a liability. Also I've been exploring 5B j.B j.C (land) 6B sj j.B j.C j.D after launchers (M. capture followup, M. capture in the corner, 6A 236[A]) I haven't fully tested it yet, but it seems like the most efficient combo route to go for unless you are starting with a jab, or the combo has gone on too long. EDIT: Also a little late to include this but what do you guys think of 6C? It seems good for stuffing mashers for a high reward, but it seems a bit hairy on block. you essentially only have the option to jump cancel and attack in the air, or jump cancel and block in the air, and neither option seems too good. It puts you at a perfect angle for most characters 6As, and not attacking puts you at their mercy.
  11. Watched through aforementioned videos, and took some notes. at risk of filling up the thread, I pastebinned it if anyone wants to read/comment http://pastebin.com/wqbPEnHw
  12. This looks like a pretty straight-forward matchup, as expected. Ragna seems to win in most air-to-air and ground-to-ground scenarios, and he has 6A and inferno-divider to keep us honest about jumping. Without heat, Bullet seems to lose at neutral, but when she gets heat, Ragna has a noticeably difficult time getting through Lock-On, dash-forward 6Bs, and Flint Shooter. Blood Scythe can be a little annoying, but keep in mind that it's vulnerable to head-invuln moves and air-throw. Also with Blood Scythe, I'd advise being careful anti-airing it in the corner, I've had several instances where I'd try to use 6B to anti air it, but because she moves forward a little bit, Blood Scythe ended up going around it and hitting me from behind. Under pressure I could probably use some advise, it's a little gray to me, but that's partially because I'm new to BB in general and common defensive answers. It's rather tough to backdash or jump out of his pressure, and he's typically too far away to dp. I've mainly focused on blocking/reacting to high low, anti-airing obvious jump-ins, and starting pressure (sometimes) after Hell's Fang, or Gauntlet Hades as long as he can't RC them. I'm willing to bet Gauntlet Hades is punishable with 720A, though I've messed up the input whenever I've tried it myself. Doing pressure against him can also be somewhat of a pain because of inferno divider. trying to restart pressure after 5C causes problems because it almost benefits him as much as it does Bullet. his jab is only a frame slower than yours, and most Ragnas I've faced are dp-crazed (which also makes + moves like Lock-On somewhat problematic) and Bullet's 5C is his most likely opportunity to disrespect her pressure. I'm thinking it's our best bet to continue pressure with jump cancels after 5B or 6C as we can block in the air if he tries to mash out, and j.C is good to continue pressure when he doesn't. j.D also seems to have to potential to bait and punish 6A, though I've not yet tried it myself.
  13. From my experience with this matchup thusfar, it's hell on wheels. Bullet seems faced with several ever present lose-lose scenarios: -She can't catch Amane unless she builds heat because she is not fast enough to follow him, but she can't build heat unless she catches Amane -She can build Afterburner fullscreen after Amane whiffs a normal (otherwise you can't build use it at all because he can tag you with a C normal), but he can respond by getting to lvl3 drill. -Bullet's best anti-airs are beaten by many of his air normals, and he has many good tricks in the air to avoid them, but you can't use the air game either, because his 6A and j.B have far superior hitboxes. I can't really figure out my gameplan here. I've had the most success going straight into OD at the start of the match, and either trying to get under him with a 6B, or doing dash-jump j.Cs in hopes of tagging him. Afterburner is absolutely not an option because he can punish it with a j.B or C normal from virtually any range for a large combo. For the most part you can keep him pinned if you managed to get in, but his jump arc is huge and I've had issues following him when he chickenblocks (while I can just drop other characters when they try), especially when I haven't built heat yet. And I'm not typically easy to upset when it comes to fg's, but I feel like dropping my controller when he gets level 3 drill because he can just lead any blocked attack into a drill for chip damage or otherwise that essentially does more damage than most character's combos do in 1 blocked attack. Barrier is obviously the option there, but that lasts for only 2-3 good drills before that option is entirely nixed. And for icing on the cake, he can set up drills after Counter Assault and Burst when/if I finally get in. So yeah, if any of you guys played this matchup yet, Help me out here D: EDIT: Amane media dump from the Bullet vid thread (thx SoWL!) in backwards order. I can't upload my own gameplay, so I'll be trying to analyze these in leiu of. Collapsed: Vs. Amane Videos: BBCP 10/19/2013 Nisshi Nippori 2on2 Part 1/4 [Meri] BBCP 10/19/2013 Nisshi Nippori 2on2 Part 3/4 [CLASE] BBCP 10/6/2013 Urban Square Teams Part 4/7 [Reimondo] BBCP 10/6/2013 Urban Square Teams Part 4/7 [Reimondo] BBCP 8/31/2013 Amipara Technoland Tournament Part 2/5 a-cho BBCP ランダム2on2大会(2013.7.21) [Hisui] BBCP 6/3/2013 Athena Nipponbashi 2on2 Part 2/6 [ikasumi] BBCP 6/17/2013 Athena Nipponbashi 3on3 Part 5/7 [Futaba Clover] BBCP 6/16/2013 Urban Square B Stream Part 1/5 [Fujiharu] BBCP 5/11/2013 Nisshi Nippori 3on3 Part 2/7 [ui-do] 2/4/13 BBCP Mikado Ranbat Random 2on2 Part 8 of 8 [Kouan 7 / Shinokawa] 1/12/13 BBCP Nakamurabashi Casuals Part 10 of 10? [Matsunaga Tsubame] BBCP 12/26/2012 Game Chariot - Keita (Bullet) VS Shadow (Amane) [Keita] BBCP 12/21/2012 Akibahara Leisureland Ranbat Part 1/2 [Mekasue] 12/21/12 BBCP Spica Oomiya Minami Part 2 of 3 [bloodRayne] BBCP 12/19/2012 Game Chariot Ranbat Part 2/2 [Kobayashi] 12/5/12 BBCP Gamechariot Ranbat Pickups [Keita] http://www.youtube.com/watch?v=k4_9mGOmQSw [Tada no Bambi]
  14. This is especially useful when you consider that people try to late tech/roll to avoid j.C safe jumps and D oki. I've gotten this a few times, and it feels getting H2 just because they didn't want to block on wakeup
  15. 5C goes directly into 41236C if they are standing, and doesn't work against crouchers because it whiffs them.
  16. Start blockstring with 5D, 2A, 2B, etc, and do some sorta gatling into 5C, and guess what they want to do after that. If you guess right, you can continue pressure/ punish/ apply mixup. That's how I've been playing anyway. 2A is +1 on block, and can frame trap with more 2A's, 2A>5C, or setup microdash grab. Buffer 720A in D moves, 2B, 5C, or 2C. Going into 6C can set up some mixups, and is absurdly rewarding if it hits.
  17. One thing that seems useful to me in this matchup is making use of the blowback effect on her followups midscreen, and using that to Afterburner back to Heat 2. I can't say I'm not paranoid about pressuring this guy for any extended period of time, so playing the neutral game with the large drive ring seems to be effective. You can react and absorb spark bolt if they are being predictable enough with it, though maybe you are just better off jumping it, because it'll still apply the magnetized effect. I've been keeping distance against tager's and employing dash forward B moves for spacing, which seems to work, and 3C actually goes under several of his normals. EDIT: Rising j.C j.D seems to work well on him in pressure too. but I have yet to fight a good tager, though, so I have yet to know true fear. I'm pretty free when it comes to veteran stick twirlers. I need to compile a list of his main mixup gimmicks sometime later.
  18. In my experience thusfar (against people who aren't as used to barrier/guard crush as much yet), it's really only useful if you've conditioned them to a point where they are just waiting to throw break or CH an overhead. It seems a bit too easy to react to in my opinion, and the reward doesn't feel like it's there for a move that costs 25 meter. On the other hand, the range over the other two is nice, and adds to the element of surprise. So I think it's a good option when they are downbacking, but if they are trying to jump out of pressure, or are mashing then it doesn't really do anything for you. She feels like a middle-of-the-road type character. It's hard to justify her being one of the strongest when you have several characters that seemingly do the same thing with better reward. She doesn't have alot of mixup, and has trouble building heat against some characters too. She also feels fairly weak against the zoners and Tager, which really doesn't help her odds. She has rather strong normals, and the ultra sexy drive (when she has heat levels), huge combo damage in the right situations, and not to mention being a rushdown character with access to a command grab super. So I wouldn't say she's weak at all, she has all the tools she needs to win against most characters; she just has tough competition to deal with.
  19. That was reload, but at least in AC I've heard (and experienced) nothing but horrible things in both of the matchups. I can't say I have experience in the older games, but the matchups are hard to deal with because especially Slayer has multiple avenues to go through or force a whiff on Faust's pokes, and when he gets in Faust melt under his pressure and combo damage with few option available to actually get out. A bit different with Jam though essentially the same, Jam uses her fast movement speed to close the distance after a whiff and is absolute hell when she does. And FB puffball gives it to her for free, which I don't think she had in earlier games.
  20. You are going to need to buffer it in a move that can't be jump-canceled. So try spinning the stick while they are blocking any of the drive moves (at least h1 for 2D/6D), 2B, 5C, or 2C. You can also buffer it after you use all of your air-options and land next to them, but it's a bit more risky. don't forget to use hold-button buffer too.
  21. If only that helped vs Amane :P that jump drill seems to have obscene priority. And yeah, Bullet's pressure seems rather straightforward and tight. I was not having any problem staying on mashers or people trying to jump out of pressure. The only real problem I had was opening anybody up. People seemed to have time to react and stuff 6A with jabs, and tick throw attempts can be a little broadcast. microdash 2A/microdash throw felt like the best mixup to me though, especially when Bullet's blockstrings almost force them to respect it from the start. I also feel 6C is worth looking into, after 5C seems like a psuedo-frametrap, and it sets up an ambiguous situation.
  22. Day 1 Bullet goes ham. She is about what I was thinking she'd be like, can't wait to start implementing better confirms than 2A 2B 5B 5C 2C 5D > oki. The only hiccup I've had so far is trying to chase around zoney-type characters like Amane and Rachel, especially when they can tag you for trying to use Afterburner. But I'm sure that won't be so bad when I get more comfortable with the character. Hilarity ensues when I connect her 720A; :P I've had success with tick throws after blocked 2B's, j.D's, and 5C, though the 720 motion is a pain. Also Motoko color is pretty great, think I'm going to stick with that one.
  23. Just started messing around w/ combos. Looks like 5C into 3C is a crouching only thing (or CH of course). 5C FC stuff is going to be great :P
  24. @lynxfort Hard to say. For the most part, he's virtually the same as he was in AC. I think however, a big factor is that most of his bad matchups were softened up (Jam, Slayer, Millia are the ones I know of), and his good matchups got a little better because of the new items, slightly better move properties, and FB door. So changes around him made him high tier, but really I don't think he's abusively so. Most of the matchups I've played really feel about the same to me. #Opinions @poscolo I've been wanting to do this, although I'm a bit hesitant because of the lack of mod input. At the very least, I'd like to make a front page go-to bnb list. His combos are virtually the same for the most part, but it'd be nice to update the list anyway. Same for matchups.
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