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GcYoshi13

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Everything posted by GcYoshi13

  1. I'm testing it at the moment. It's very easy to disrespect, even if used during tick set-ups. I think Frame Traps are the better way to go. On a side note, I figured out some stuff with how his web works. I'm not sure how common knowledge was this but I recall someone saying that he can only have 2 webs out at a time, which apparently is not true. He can have a total of 3 webs out, they all have to be different ones. Repeating a similar web will erase the previous one. 1.) The ground web (214A/B/C). Doing the first rekka into the also web counts toward this. 2.) Air web. Doing the 2nd rekka into web also counts towards this. 3.) Ground trap web. Doing his command grab (263A/B/C) will leave this on the ground if he's not near the opponent. Can also be done on the D follow-up after his web toss jump. A pretty cool set-up that you can do after 623C is: 66C, 236A->A/B/C -> D, jump 214A + A/B/C. Your opponent will recover by the time your A/B/C jump after the web toss (have to delay it a little). If done right, your opponent can be waking up to this: I'll make a video later maybe, but I'm lazy.
  2. I don't see his parry used a lot. Is it just not good or something?
  3. For some mix-ups or ways to open people up, I really like 5B/5A/2A into IAD over the opponent and j.D for a relatively quick cross-up. This doesn't work well with H0 though since the circle is very small (although still work-able if you don't go too far). In the corner it's much less telegraphed when you IAD off of 5B/5A/2A and go into IAD j.C. You can create some high low pattern where 6A becomes pretty effective. Off of a 5D, you have her safe jump set-up, but you can air dash j.C to mix things up. Can also be used to catch rolls too. Tick throws are also really good, especially off of a H1/2/redlock 5D, where you are plus on block.
  4. These are some good ideas and concepts. I don't have my PS3 to check, are these more optimized than most of the other stuff (aka stuff without the IAD). Sorry if my question is vague.
  5. http://www.dustloop.com/wiki/index.php?title=Bullet_%28BBCP%29 Frame data says its +0 on block, unless it's wrong.
  6. Do you piano 5ABC.
  7. I treat snap hand as if I hit 5D midscreen. You can perform similar oki after both of them.
  8. There is recovery a bit after the Growler where you can use 5C to FC, but the options you provided are still more reliable.
  9. Anyone else seen the new footage of the Bullet player by the name of 0? This guy's neutral game is unlike anything I've seen before. Easily the best Bullet player I've seen by far. Courtesy of SoWL, he updated the video page. I'll link it here: http://www.dustloop.com/forums/showthread.php?15348-CP-Bullet-Video-Thread-Updated-10-21-2013/page16 This guy instant air dashes A LOT. Primarily after 5D or canceling from 5A or 5B. He has a lot of weird set-ups and mix-ups, and his pressure is relentless. Also he makes very clever use of Bullet's 720. This guy hits it regularly. In particular, check out his ridiculous set-ups on the Makoto player in this video: http://www.youtube.com/watch?v=eFRtom6bvC4 (timestamp: 8:20 for the match). His confirms are on point too. While Keita and MC are amazing in their own way, this guy is doing something different, and I think we should look more on how he plays. Edit: His combos are also very optimized.
  10. Good stuff man. Is there a specific timing with her safe jump or do you simply do it asap after the drive? I've been also looking at a few ways to perhaps set up her 720, but I'm not sure how useful they are, nor how useful the actual distortion drive is. It's kind of problematic to tick into it since so much of her stuff is jump cancel-able. However you can use her 5A -> D (don't let it go), and then rotate the stick (or D-pad) starting rotating the stick from 4 (assuming your character is facing right). You'll immediately begin the lock on and then cancel it and can use the recovery of the drive cancel to buffer the 720. That's as close as a tick/feint set-up I got. You can also do it from her 6A too. If you delay it just a slight bit, it won't combo if the 6A hits.
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