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StylisH

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    I play a lot of characters, even ones I don't personally care for. Don't be surprised if you bump into me some day and I hit random select right out of the gate.

    Oh yeah, have fun. It's a video game. If you don't enjoy it, you're defeating the purpose of playing.

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    Houston, TX
  • PSN
    StylisHThaGawd

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  1. Hey, if you got it, flaunt it
  2. Apparently mine. Considering I won't just stand still like an idiot and die.
  3. CSE Valk. Nothing like that first main. And no, it's just not the same playing him. It's funny though, the more options they take from him the stronger he becomes.
  4. Have to try that out thanks a bunch
  5. The prophecy is upon us I remember saying this a few months ago in this thread. Online is the kingdom of Kisaragi
  6. What is the exact input for 2B>j.236B?
  7. Shoutouts to yomi C normal counterhit confirms into 7k
  8. He doesn't need his drive to do good damage, better mobility, gorilla normals, better mixup, a useful reversal, blah, blah, blah.....
  9. She's not exactly bad, period. She might not be A tier, but she is at least a solid B.
  10. 5B>3C>236C~214C>(66)>2C>6C>41236B>5C(2)>2C>sj.B>j.C>j.236C~j.214B>dl falling dj.C 4.3k Tooled around a bit and came up with this after seeing Ryo do a few variations of it. It acts a safejump/roll punish, and catches late tech into 2C>whatever. The double jump falling j.C has to be delayed, however, and a good way to time it is to wait until the opponent is lined up midair with Relius during j.214B. Works on everyone and is pretty safe from reversals. Be wary of Rachel wind tech though.
  11. Mu next to Terumi? Bullet higher than Ragna and Carl? I don't know about this one....
  12. Another note about Lvl 2 Heat up: In the corner you are fucked. Upon knockdown you have to deal with a few scenarios, all of which can lead to sickening amounts of damage and/or another knockdown into the same situation, depending on what her meter situation is like and if she has a burst to burn: A. Safe jump after knockdown, which isn't too bad unless she has 100 meter and 720s you for shiggles. Or you have to deal with empty jump 2B or 6A, which is 5k AND back into Heat lvl 2. B. J.[D] the gawd. Roll forward or DP at your own risk. C. My personal favorite: 6[D] or 2[D]. Roll and be fucked. Mash and be fucked. DP and....you get the picture. At lvl 2 you pretty much have to guess high or low because of the whole glow aura and if you guess wrong, be prepared to eat 5k or 6k if she's holding 50 meter. Don't get conditioned enough to get put in this situation. I've stolen a LOT of matches this way. This is one of the main reasons why Bullet is kind of meh in neutral, because her corner game is disgusting.
  13. With her damage output and ability to retain heat levels alone this would be a major problem. Being cornered by Bullet has never been an enjoyable situation, and less so now. Giving her a normal run means: 1. Dash 2B is now one of the best spacing normals in the game because of it's speed, range, and ability to low profile at a distance. Think Litchi 2B[m] on crack. 2. Stagger pressure out of this world. Her 2A is already goodish, but having 5C behind that makes her frightening because of her damage output off 5C CH or 5[C] fatals. Having normal dash means you respect even a smidgen and eat dash 720 while expecting 5C. 3. You'd never get her off of you, unless you mash out of 6A, which is slow anyway. Frame traps and staggers for days. See #2 for reference. 4. Normal run after 236A is a major threat because she gets a damn near free way to cross half the screen, and 623C means you take huge risks trying to jump over it. This puts you further in the corner, where Bullet causes the most mayhem. Those are just off the top of my head. She wouldn't be broken of course, but it would mean her options shoot through the roof, especially when you add her damage and low execution ceiling. Why play Ragna when I can blow people up worse with Bullet? Arc just won't accept that.
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