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Myouhiro

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Everything posted by Myouhiro

  1. Gamertag: Myouhiro Location: Ohio Main: Ky, Millia, Anji Anyone up for a match?
  2. Disclaimer, I'm not a hardcore player, I play with a huge group of friends of varying skill, to learn so I can help my friend who wants to play pro, get better. My friend imported CP from Japan, and I immediately took a liking to Bullet. I'd never used a grappler before, so I was rather intimidated at first, but that was before I played her. IMO after a few weeks of playing her: Bullet is a very streamlined character, with a simple strategy of find an opening, combo into drive, and keep pressure up, so your opponent can't react well, however she has a lot of the tolls she needs to make that work. Her defensive options are limited, but as long as you can block well/play in and out of the opponents zone, you should be okay. Her j.C is godlike, but don't overuse it or your opponent gets used to it. Use your jabs and 5B/2B as pokes until you get hit confirms, then you can start combos into 5C > 6C > j.B/j.C etc. When ever possible end your combos with your drive. Keeping her Heat Up levels maximizes your potential, and also just having them can make your opponent nervous/wary causing them to play more defensively and possibly make mistakes, which is perfect for Bullet because being offensive is her forte. The way I play I'm somewhat impatient, and very aggressive with Bullet. After finding an openining and comboing up my first drive I either backdash into 236A and follow that in with a jump move, or I neutral jump as they recover and either j.C,B, or A (Depending on how I feel about my priority vs theirs) and try and find an opening, or land and 2A/B if I think they're going to turn aggressive or 6D/2D if they continue to block. With Zoners like nu13 or Kokonoe, play around with 236A (hopefully after finding a point to 214D for the range) and look for openings to move in and begin your offensive pressure game. This can be extremely frustrating at times, but you have to be patient. Kokonoe especially. She has way too many ways to stop you in your tracks, so you kneed to be really reactive and abuse your 41236C's projectile invuln. Against Aggresiveness/Pressure it's very dependent on character, and timing. Against slower characters you can easily take advantage of their need to stay near you, because that's the best place for you to be, Bang for example, if you can catch him on a slower move free combo for you. Characters like Azrael can be harder because his moves although very aggressive keep him out of your zone. Tager on the other hand is very back and forth. The way my friend plays him (His main until Kokonoe was available) three grab links equals dead. So you have to be extremely careful to stay at mid range, poke with 236A and go in when you KNOW you can get a combo off, Lock On, and back off until your next opening. Then there's Taokaka. I don't have a lot of experience yet, but this match up was a nightmare for me because so many of Tao's normals have higher priority, and Tao can interrupt your combos where no one else can. That's really all I can think of to say, most of my matches have been against Tager and Kokonoe with Yuki, Tao, Azrael and Ragna on the side. I can try to answer any questions for anyone who can't play the game yet. Also Actually yes, I had a lot of success with this, using 236A Flint Shooter (Not charged, or else it doesn't go anywhere) to apply oki pressure while jumping in with j.C. It's a wonderful thing, and I was forced into it a lot against Tager. Even if a player has an anti-air they're forced to block on wakeup with this, allowing for you to search for openings easier.
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