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@ctlaxel
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San Antonio, Texas
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Corbenik91
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Is it a nico stream? Could you link me to his page?
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Is there a consensus a,one japanese players on how good she is?
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After watching some matches, she looks not bad now. I'm still not sure about the specifics of her drive's invuln or lack of invuln, but it works great for catching opponents that are trying to create distance. In Hiroshima vs Amipara the two Bullet players did quite well. Serpentine's short run up now makes it an ideal punisher for dp's which can be pretty game ending with how accessible her heat is. I also didn't really see either player use her more rewarding combos, so I'm hoping to see some more potential there. Her midscreen damage got nerfed, but that seems to be true of the entire cast, and the system changes gave her the defensive tools she really needed. i thought I saw her drive go through or take priority over at least one attack, so I'm hoping to lab that out. I'd also like to see if there are any changes to snapchance, outside of it throwing farther and being able to follow it with a super.
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Do we have any footage of her? Any tier info? How is the 5c change?
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Corbenik reacted to a post in a topic:
[CP 2.0] Bullet Video Thread
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Corbenik reacted to a post in a topic:
[CP 2.0] Bullet Video Thread
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Starting with the first round versus Carl, I can really see the I-no in your gameplay. Unfortunately, I-no has some very useful ranged tools that Bullet doesn't have that lets I-no jump in on her opponent fairly safely. With Bullet, every jump in should come with barrier blocking while in the air to make it safe. When the opponent is trying to play less offensively and slowly back you into the corner, flint shooter or heating up is a pretty good response. If you throw in a flint shooter occasionally, it'll chip at his doll and eventually a Carl with try to do her full screen punch, which separates him from her and gives you room to maneuver. Assuming you block or dodge it. Along with jumping in, mix in dashing 2b/6b and dash 3c to you approach. A big thing, I saw you overdrive at midscreen, possibly for heat. Definitely not a strong option, though it might be in CF. 6c is not an incredibly strong neutral tool unless you're using it to call something out. Usually it's more of a pressure tool, cancelled from 5c. I saw a lot of hits without confirm in that first game, and I think you should work on that. Bullet is a bit like Ramlethal in that her oki is the strongest part of her game, so consistently ending with a knockdown is pretty big. Otherwise you return to her gimped neutral. I'm noticing that you autopilot 3c 5d. Confirming a blocked 3c into 236a lets you continue or return to neutral, following it with 5d with no heat means you have to block. Figuring out how your opponent responds to 5c and 5[c] is pretty important. This Carl disrespected your 5c 5d cancel in the second game, so doing 5c 6c or 5c 2c for the fatal counter or counter hit would almost certainly force a burst and teach him to fear you a bit. When you're trying to escape from pressure, 2c is usually more beneficial than 3c. Both cancel into 236[a] on CH, and 2c will usually hit faster. 236a after a successful knockdown is not a particularly strong option. The 2a 4ab OS is safer and the 236[a] is much more damaging. When you flint shooter I noticed that a lot of the time the Carl was able to jump in on you. 6b is a pretty fantastic anti air with a lot of invuln, so try to catch a jump in if they're overzealous. You started a round with dash 623c, with is actually an incredibly bad option. If they're backing up they'll be out of range, if they're jumping forward you cross under them and put yourself out of range. 623c is mainly going to be used for side switching in combos and for calling out your opponent when they jump too much. 623c at the start of the round is much more acceptable. Corner combos are really important. Know your capture corner two heat combos especially. I'm also noticing that your 6c isn't timed for the 6c safe jump, which you should learn. Unless you're going to kill with the capture > 236d > super ender, just capture and then connect with 5a 6b j.c j.d 623b for two heat. Without heat level two it doesn't really do much damage anyway. When in pressure after 6c, j.c should be your followup unless they disrespect you. I wouldn't j.d unless I checked that they were disrespecting first. Gonna stop here for now, might check more of the vid later.
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What exact combo are you doing?
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I don't know, I think not buying cpex just because it's kind of a ripoff makes sense. I bought the game, and play it regularly, but I have a pretty hard time recommending it to others unless they already like BB a lot. I also definitely think that if you're not near an already existing scene with a good number of players, netplay isn't really a fun or competitive solution. CF looks genuinely exciting and a lot of it's changes are things I've wanted, while CPEX feels kind of like a chore right now. So yeah, I agree with everything you've said except that it's unreasonable not to buy CPEX. It's unreasonable from a competitive standpoint, but that's not the only way to make that decision.
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That's really appreciated, thanks.
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Ramlethal's laser doesn't is blocked by the Aigis shield. The matchup seems kind of free from the match posted by burningpyre. Quick edit: I should rephrase that. The neutral seems pretty free for Jack-o, but Ram still has that really strong pressure on knockdown. Less quick edit: and then I watched rounds three and four. Jk I'm retarded looks fine.
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Probably should move this to gameplay discussion, but the capture brake is particularly strong against Tager's projectile.
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The problem with cutting sheer isn't even that it's slow, its hitbox is just horrible. A lot of stuff will beat it without even trying. I don't really think I'm a good enough player to where I can start pointing my losses on tiers, and by that I mean I'm trash, but I do think Ragna has fewer bad matchups (what are his bad matchups?) and a higher number of good matchups. It makes sense to me that Bang would have more issues with Bullet than with Ragna, so I'm tentatively blaming it on bias.
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The problem with cutting sheer isn't even that it's slow, its hitbox is just horrible. A lot of stuff will beat it without even trying. I don't really think I'm a good enough player to where I can start pointing my losses on tiers, and by that I mean I'm trash, but I do think Ragna has fewer bad matchups (what are his bad matchups?) and a higher number of good matchups. It makes sense to me that Bang would have more issues with Bullet than with Ragna, so I'm tentatively blaming it on bias.
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Bullet's unlimited overdrive only really gives access to her double 180 super, which plays by the same rules as capture but with great damage and instant corner carry. Also works as her best possible combo ender. It actually doesn't let her keep heat through using engages, and she still has access to the buffed rage aggressor as a combo ender, so it's not that great. Commenting on unlimited strats is a little silly, but I'd use bursts way more than overdrive as unlimited Bullet.
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Bullet has an os for late tech and charged flint shooter. If you're playing someone competent I'd suggest against late teching.
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http://youtu.be/_elBSoSyqKk Better link of that stream without the cutoff, has the full Azrael vs Bullet match. Now that the drive doesn't have invuln and j.d has been neutered to combo filler status, I'm not actually sure I'd consider the changes to her drive to be a buff. There was a match with a Bang last night that seems to have not been recorded with the others.