Yo guys, new to posting on these forums, and I'm also scrubalicious, but I've been playing mainly Bullet since the JP release of this game. 1.1 really did give us a few new options. A few things I figured I'd point out just in case people don't know (I have read through this forum, but apologize if some of this was brought up already):
-6B is an OTG. Nobody has ever told me this, but it actually is very useful for initial pickup after a backwards grab. Due to the change in same-move properties, this will allow you to save your 236[A] for a post-Snaphance 6A>236[A] pickup later on in the combo. As always dash momentum will help the pickup
-6D seems to hit late jumpers as long as they don't instant airdash/super jump. I'd have to test this again, but my roommate said it hit him through air block. In corner at H2 this can Roman Cancel into ~4200 with a reset to H1. Not a bad mixup tool but use sparingly.
-6A is wicked useful now and i think should be overused. It's a great conditioning tool and with your fireballs will make visual mixups for your opponent. Nobody seems to see the 2B through the fireball when I dash approach - They're too busy worrying about the 6A possibility or my drive threat.
Just a few things :] like i said I'm a scrub but 1.1 has definitely made me feel more formidable as a CHARACTER. Now I just need to learn how to beat the zoners.