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Everything posted by Shin Oni
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[CF] Bullet Video Analysis, Critique and Discussion Thread
Shin Oni replied to RurouniLoneWolf's topic in Bullet
I'm really curious on the damage scaling on RC cmd grab. If it's not crazy high, that's actually really good considering Bullet doesn't use meter for anything. From the looks of it, most of her super big damage is locked away in OD now (which I personally hate) but this version emphasizes on ODing a lot anyway. Still solid damage outside of OD and it looks as if they addressed her biggest problem which was combos being super inconsistent on most of the cast in CP. -
[CF] Bullet Video Analysis, Critique and Discussion Thread
Shin Oni replied to RurouniLoneWolf's topic in Bullet
Kurenai's appeared (17:31): -
Snapchance has always been like that hitwise. The biggest difference was that grounded had head upper body invul IIRC and was an actual grab (so easy tech trap setups) whereas air snapchance was a hitgrab but if done high enough, still had an air action if not used already. Which is why it boggles me that Bullet players don't use the ground version when they get a good read or someone's camping in the air too much. That's easy fat damage with H2 and at the very least and half life if you got meter depending on the character. The hitbox is kinda silly at times considering how high up and how wide of a range it snatches people in the air.
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[CF] Bullet Video Analysis, Critique and Discussion Thread
Shin Oni replied to RurouniLoneWolf's topic in Bullet
This character is officially silly when played right. -
[CF] Bullet Video Analysis, Critique and Discussion Thread
Shin Oni replied to RurouniLoneWolf's topic in Bullet
Another thing that I didn't really notice till now (and I could be wrong) she seems to cover the screen much faster during the run super. -
[CF] Bullet Video Analysis, Critique and Discussion Thread
Shin Oni replied to RurouniLoneWolf's topic in Bullet
Looking at it now and noticeable things + J.C now Jump cancelable ? OD Snapchance followup reverts back to CP version (as in they don't go flying across the screen after the dunk. Fly straight up.) -
Just to note, in the 2nd round, the Hibiki player IBed H0 Orange lock Bullet and didn't punish so i'm going to say the Bullet player hit a button in the mentioned part.
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https://youtu.be/-C03on6ujQA?t=1095 This was what I was watching yesterday. Tons of Bullet footage and the most i've seen so far. (in case it doesn't go straight to the time, it starts at 18:15). Some things to note: Flint Shooter now goes under Izayoi's fireball. :/ I know it's still early but the guy had the opponent fall out of most of the usual air BnB enders (j.C>j.D) mainly due to the opponent recovering before j.D grabbed them. So guessing either gotta keep the combo count short or flat out not add in the extra minimal damage. Doesn't j.D come out faster then 5D? (It just looks like j.D is always in H2 status startup as opposed to 5D's CPEX startup) I'm seeing the go ground BnB being 2C>63214+D for the easy heat up since 5D doesn't connect off the usual ground BnB anymore. I know mechamcguyver pointed it out in his twitlonger but i'm sure we'll have to start finding things that incorperates 6B for the air launch into j.D. (only guessing that'd work and some of the reason it air launches on normal hit and got the increased horizontal range. Because 6B was already pretty gdlk to begin with.) The fact her D followups add midscreen wallsplat means she doesn't always have to find a corner for damage. Or at least struggle midscreen with small not so worth it options. Corner combos still looked to be the optimal way to go since you still get H2 combos that lead back into H2 and corner game. TL;DR snapchance followup doesn't look like it sucks anymore for conversions. Can't remember which match it was (maybe the Izayoi Match?) but Bullet player did 623+B>22+D>2363214+C and it missed. Yet another match he did the same thing and it worked. Only hoping he timed it wrong as opposed to the usual problem of Bullet's combos being inconsistent.
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So 360B>63214D wall splats if Bullet is close to the wall. Don't know if it's range specific or what but I saw it in one of the vids. I have to go find it though (currently at work.) Not sure if it's limited to H2 or not.
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er....so how the hell is Bullet supposed to deal with robots/Rachel now if red lock not invul? I kinda hope that changes before Arcade release. (edit: nvm apparently this is the final launch version. :/ ) Also if 3C stays fatal counter, Tager match just got even more fun to play lol.
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I was positive I posted videos of me playing in the Xanadu tournament back in May....well anyway here you go. I know things have somewhat slowed down and with CEOtaku this weekend, guess it wouldn't hurt to put them up. (if you'd rather me post is in the video discussion thread let me know otherwise I'm just gonna let it rock here and people talk/watch/comment/whatever on it.) Shin Oni Match 1 Shin Oni Match 2 Shin Oni Match 3 Shin Oni Match 4 Overall my biggest thing at the time was dropping combos or not converting them into big damage. (especially the last 2 matches where I dropped game winning combos that I still am at a loss at seeing they weren't huge to drop) Otherwise always willing to hear other's insight or see your point of view.
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Notice broken links? Help me fix them in here
Shin Oni replied to shtkn's topic in Site Feedback and Suggestions
All of RuroniLoneWolf's links in his post for the Bullet and Sho video thread are bombed lol. http://www.dustloop.com/forums/index.php?/forums/topic/9698-cp-20-bullet-video-thread/ -
623+C > H2 623+D bounces further away now. Guessing it's a corner only followup now.
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No clue on the stream being posted. I only found out on a whim for both streams. As for combos, Bullet player was doing 2B > 5B > 5C > whatever they wanted to try. They were mainly testing 5D out if anything. New 5D range will at least help control midscreen/corner game once Bullet does get them into the corner or stacked with Heat. The real question for me atm is how this will do for her against Robots and Rachel. Neutral already has to be on point but it'll still be rough for Bullet depending on how much Rachel and the Robots get changed around.
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I happen to watch the loketest stream last night (well the tailend of it) and the last match had a Bullet player. Some things I noticed: - CP corner combo still works (H2 41236+C>D>6C>JC>cross over j.D route) - H2 5D on block pushes back hella far. (Bullet player did it several times on the Naoto player in the corner and bounced back a good distance compared to blocked H2 5D in CP). Couldn't tell if Naoto recovered quick enough for anything but i'm guessing if he did, most of the cast can't punish or would have to have a fast super of some sort. I'm just going to say it's safe though. That's about all I really saw. Still didn't see 360 command grab. Wasn't sure if anyone else noticed but in the famitsu vids, 2B>5C still chained so wasn't sure if they reverted it back or what.
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Also to note on the safe jump, you can OS with 623B for some of those. (I know you can do it if Jin wants to C or D DP but not B.) Nothing big but nice to throw in if you get the read or don't want them to risk starting their pressure if they have meter to RC.
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Ehhh I think it's best for the high/low mixup rather than combos. Maybe to finish off the round sure the combos are good but yea that proation kills most of what would be great about it in combos.
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2C flint shooter is nice. (cancel either hit of 2C at least.) I use it sometimes like I would 5B/2B flint shooter or if I meant 3C and screwed up because I got 2C instead. as for 3C i've been using that a lot since 1.1. It's grand on full screen Kaguras trying to use whatever his armor stinger like move is out of his stance. Spaced right, it goes under Terumi's 5D and had I known before my Tager match last year at Evo, 3C blows up things Tager can do to get in full/midscreen. (Thanks to MechaMacGyver on that info lol) I still hate how it only combos off crouching hitboxes and CH though.
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That's actually similar to what I found except I do guard crush after 5[C].(and of course minus the extra 6A)
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for 2H back throw I just do 236[A] >6C > jc J.C> 623C > 623D > 6A > 2363214C If you want max damage, Overdrive cancel after 6A then do super. In overdrive it's right under 6k. Without overdrive I don't remember the exact amount but it's around 5.5k. I have one for forward throw also but don't remember the notations off the top of my head. I've been trying to find corner fatal counter combos off 6C and I don't remember them off the top of my head. But I did find a H2 corner 5[C] fatal that does around 8k(could be 7k...don't remember exact damage again) and puts you back in H2. i'll add all that stuff later when I go into the lab with the right notations and damage.
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Her mid screen game without Heat is pretty bland now. I've been sticking to 6B>jc>j.B>j.C>j.D>623B into oki setups. If they're close to the corner i'll replace 623B with 41236C to get them into the corner and followup combo. She may squeeze a small amount more out of CH 6B but it's not much. Having heatless non red lock j.D have startup hurts her ground to air conversions a lot. You could possibly get a tech trap with 623C but that's a hard read and depends on which way they tech/spacing/etc.
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If there is, I haven't seen anything. But proration off lights kill most of Bullet's burst damage. Day 1 playing I was skeptical on how to get decent hit confirms and notice them without throwing out lights. But the more I play and do what I usually did pre CPEX, it's not too hard. Sometimes you just have to trust your gut and let D rip when heated up or go for the 4D/6D mixups. As long as you get a knockdown and mix up your oki on their wakeup, you'll get the hits needed that don't come off a 5A/2A.
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I don't even bother with long combos if it's off 5A/2A because you get huge proration on big combos and because almost any followup results in them reseting before doing the usual ender. I stick with basic chain combo into 5D>623B if I see 5A/2A hit.
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Well testing it out in training it's definitely not safe. (testing via jump frames after block on both characters). Even spaced it's still not safe but at that point it's a matter of who you're fighting and what they can do max range. (for instance up close, Bullet can punish with 5A, 5B, 2B, etc. but max distance drive she can get 5B and 2B as she's landing for a full combo.) Just to note that's for all non red lock on version in all heats. The benefit now is that H1 and H2 red lock on come out much quicker (with H2 being almost instant) to make up for it. Basically Red lock on is the only safe drive as she's + (don't know how many frames) and she lands closer to the style of CP Bullet.
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I've clean beat Minazuki's teleport. If it's clashing or trading, you're doing your anti air or you option too late. (you can react to the teleport with 2B and get the fatal no problem.)