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Corbenik

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Everything posted by Corbenik

  1. Could you like that YouTube vid?
  2. Would definitely love some advice. Bullet player.
  3. I'm pretty much the same way. If we have a good connection then I'd love to spar.
  4. Bullet used to have a netplay buff because her execution was extremely simple. Hardest thing she did was serpentine, and I was never good enough to use it. Now I'm still trash but her combos are harder and have very easily droppable in lag timings that tend to leave her very vulnerable. It looks something like >drop combo right before 5d >5d whiffs through their wake up >don't recover from whiff in time to block A lot of it is me, but I do wish we had a delay option in training mode like in xrd.
  5. Not a lot of Bullet videos are posted on nico, and even fewer hit YouTube. The only really notable western Bullet that puts out media is Wauhti, and he's been focusing on uniel for a while. Could probably link his stuff from Mechags' tourneys.
  6. Didn't realized daiji streamed. Is he on nico?
  7. Sadeyo, I'm noticing that you always do 3c 42136c. On zero heat you should definitely do 3c 5d 42136c for the heat level. You did a bit of j.a mashing, which is definitely not good. You tend to telegraph when you're respecting his dp really heavily. You probably already know this, but 3c doesn't connect to capture's heat level two followup without either a ch or overdrive. I saw a bit of wake up 2a mashing without him really having done anything that would be punishable with it. You seem to have the same issue I do with overrelying on air movement in neutral. This notably loses you a round at 8:43, when he was jumping around and getting away with it only to anti air you when you tried to jump back instead of just using 6b (or maybe snapchance). Make sure you remember to follow up 5d with at least 623b, because otherwise the damage blows. At about 9:00 you try to jump back and mash a, which works, but you should've just anti air'd Hume since he was jumping too. I'm noticing that you're starting your rounds of very with very risky moves, like the taunt. But also the jump forward and snapchance attempts when he hadn't really established a pattern that would lead you to believe you could punish him somehow. I'm pretty sure that after you put him in blockstun with j.c 5a is a better followup than 2a unless he specifically is crouching and mashing 2a himself because there's no gap afaik and it opens up more pressure opportunities. This is something I'll have to lab but I'm pretty sure 236[a] is the best followup to fatal counter 5c because even if the burst they do it after taking at least almost 4k damage off of two heat with FC 5c > 236[a] > capture plus followup in the corner. Burst should hit at or after 6c. I respect the astral attempt but it's really easy to combo into with the capture wallstick route instead of using it in neutral. You should learn Bullet's new corner combos for keeping two heat and more damage, and you should learn to reposition your opponent with the command grab/followup stuff she can do. Additionally, height is a lot more important for her combos than it used to be, so know when you can combo off of snap chancing them into the corner and when you need to start setting up oki is pretty big. If they block 3c you can follow up with 236a or 5d. If they're pushing buttons it'll catch them. If you're gonna do the rc after the last hit of a match thing, make sure the hit actually kills.
  8. I could see a few different playstyles develop. Place bags and try to pressure long enough for the momentum to build up or place bags and try to play defensively and try to wait for them to make mistakes.. It looks like she has all the neutral tools she needs to where no matchup would be an autoloss.
  9. At about 8:30 of http://sp.nicovideo.jp/watch/sm26695321the Bullet does a two heat to two heat combo that looks like 5d > 42136c 236d > 6c jump cancel > delayed j.c > 3c > 236[a] > 5c (side switch happens during the 5c animation) > 5d > 623c > 3c > 5d > 623b Does about four hundred more damage an a regular not character specific 5d starter. Doesn't seem to work on Makoto or Platinum, though neither I nor Haitian have tested it heavily. Would love it if more people could test characters.
  10. Checked it when I got home and yeah, 3c just doesn't reach with lvl 0 dash.
  11. It's possible that in OD her buffed dash makes up the distance in time since she doesn't lost the heat on the 236d. I'll have to lab it when it get home. It's also worth noting that afaik CH on snapchance and capture both only give you a character flash and not the audio cue or the word appearing on screen.
  12. That follow up only works with raw capture on counter hit. As in CH 41236C 236D > 3C. IAD j.b also connects off of that. My recommendation is either go with 5dd or the snapchance route depending on which corner you're closest to unless you're sure the capture route will wall stick.
  13. Pretty much everything that gets posted to nico gets uploaded to YouTube by Jourdal, and everything what he uploads with a Bullet gets posted to the video thread. So that would be your best bet.
  14. It's two full circles and not really something you combo with, since you'll just get the purple throw exclamation points. You'll want to buffer it with some other move's animation. In order of what I've found to be easiest to hardest: during the overdrive animation, the 214d animation, after you've used up your extra air jump, during 3c's animation, during 5[c],s animation, on wake up, after you cancel the drive, right after you brake capture, and slightly delayed after 2b. Generally speaking you should not be expecting to land serpentine all that often.
  15. Awesome. Thanks for all the hard work.
  16. What character are you practicing these on? On that one I can't seem to get the 5b JC connection. I can get the 2b > 5b > JB > JC and that combo route seems to lead to the 2210 damage. Was that a typo? I can do that on Azrael but not Makoto. She always techs before the 5d. I can't do that one at all, but I think it's because of my execution and not the combo. I can't seem to connect jC to jD.
  17. 5dd > 6b > j.c > 5d > 623c > 66 5c > 5d > 623b for 3147 works. 5dd > 6b > j.c > 5d > 623c > 66 6c > 5d > 623b for 3214 works too. Add a 5c in front of it for 3873. With 5b confirm it's 3523. That's a big damage loss though.
  18. It actually works with Kokonoe, but the timing is really tight. Drops on Hazama for me every time. Skipping the 6A seems to make it universal. For netplay I usually just do that for any opener.
  19. Is Bullet's frame data on the wiki current?
  20. Bullet's damage potential is pretty much the same, she just has more opportunities to do heat level two combos. The special cancelling off of her drive kind of inadvertently buffs her neutral game because it's easier for her to get and keep a heat level. Notably, you can do a heat level two combo for around the same damage as you could in 1.1, but instead of cycling back up to heat level one you cycle back up to heat level two. So if you continue to open them up without burning heat levels you can just do 4k->4k->... instead of 4.5k->2.5k->4.5k->2.5k->.... Guard cancel overdrive is also pretty great for her because her overdrive combos are really powerful but she almost always ended up bursting in 1.1 due to the pretty bad neutral game. In 2.0 you'll see people saving their overdrives instead. There are also a lot of other smaller, less consequential buffs. Her 236a now gains an explosion animation and slightly higher vertical hitbox with heat levels, her 623b and 623c now combo off of counterhit without needing to throw them into the wall. 623b's followup is now comboable midscreen. She can apply brakes to 61236c, which is great for projectile dodging without being forced into the air. Her 6d and 2d both seem to special cancel, which is pretty big. If I'm not mistaken the invulnerability frames on her drive were nerfed pretty hard, though that could just be people using some attacks that take priority or something, and she now bounces back when her drive is blocked. So she has more heat levels more of the time and can spend meter on distortions instead of rapid cancels or more clever rapid cancels that lead to higher damaging combos. She does a little better against the entire cast, but it doesn't change a lot of her more difficult matchups like vs Nu-13. That being said, I don't think she does as poorly as some of her early tournament results might lead you to believe. It looks to me like a lot of new Bullet players don't really know the matchups. In some of the recent vods you'll see Bullet players that know what they're doing get some pretty good success. You can often spot a veteran Bullet player by when they either don't combo off of 623b counterhit or they RC it, and they usually do quite well against 2.0 Nu players.
  21. Thanks. My friend is a pretty good Nu and I've been trying to squeeze out as much heat level one damage as I can. I never really feel like I can get to two heat levels without a RC, and capture seems to do pretty well.
  22. I've been having trouble with 42136c > 236d > dash 6a > 236[a] > dash 6b > sj.5b > 5c > 5d. I can get it pretty consistently on heat level 2 but not at all with heat level 1. Capture/engage are both exactly the same with either, right? Everything looks the same on the frame data page and I can't tell if I'm just psyching myself out. Edit: Forgot to write in a move. Also, I'm not actually sure if I'm dashing or just moving forward a bit right before that 6b.
  23. What was wrong with Bullet's stuff?
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