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Everything posted by Prototype909
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Still digesting everything in the Twitlonger but I think the biggest hurdle/challenge is that for the most part finding players with expertise in a character high enough to provide the level of insight you're expecting. Most character mods are people who have the positions precisely because there were no high-level players willing to take it. Like if all the mods on Dustloop were like the philosopher kings of their respective games/characters and not just a majority of random people who have the position because nobody more qualified was available it might sound more feasible to me.
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I don't think asking people to limit their discussions to gameplay is the problem, nor should it feel restricting as long as they're actually here to talk about the game. Off-topic chat belongs in a Skype/LINE/Twitter chat or in the case of Zepp Museum related content, in the proper forum for it, not in the threads where people are hopefully trying to find meaningful information about their respective characters/games. I feel like the moderators who take care of the general forums have been very reasonable about the way they conduct business, ie unless you go seriously out of bounds with offensive comments or off-rails you are given some leeway. Nobody is dragging people out into the streets and banishing them from the forums if they go on a tangent for a post for two. Yes, you cannot find pages upon pages of off-topic discussion and reaction images like you could a few years ago when we were on the Continuum Shift series of BB - that was sort've the goal of getting rid of those types of threads. If anything in my opinion, all "banning" the general discussion threads did was reveal that -for the most part, many people did not really care to discuss the actual game-. Yes, it is 100% true that after these threads were banned you could see a noticeable "drop-off" in Dustloop activity, but if these people were not here to actually talk about the game they were on the wrong forum to begin with. If anything what it -DID- reveal is that many of the high level players of *insert games* were too busy actually playing the games and did not use the forums very much, which is unfortunate when it comes to consulting knowledgeable parties but not something that can really be enforced other than asking nicely "Hey would you mind sharing more insights with the playerbase for your character regarding - *stuff*". It is not something "blameable" for lack of a better phrase. Back to the topic of how inviting/restrictive Dustloop currently is though, I do not feel like it is any way, shape, or form unreasonable to expect people to be "limited" to posts like -"Hey guys, I feel like XYZ matchups for my character are difficult, can you offer me some insights that might help?" -"Hey guys, I can't figure out why this combo keeps dropping, any idea what might be going wrong?" -"Hey guys, I couldn't find information regarding *Insert thing here* on the wiki, does anyone know about *Insert thing here*?" -"Hey guys, I found a combo route that does more damage than the ones that were listed in the OP, check it out" -"Can someone explain to me how X-System mechanic works in this game? I don't quite understand it" What I don't want to see is -"Hey guys, check out my Netplay Tier-list" or -"Here's my essay on why CT Arakune has no good match-ups" or -"Man, did you guys check out that under-boob on Makoto?" If people actually feel intimidated to talk about the game, then that is its own problem because as it now stands I do not feel like there are barriers to that type of posting on Dustloop. There is a difference between posting things that are obviously misinformed or out of place which are bad, and things like asking for help when you do not understand something, consulting other players on how to improve, or sharing information - all of which is good for the forums. The goal should be facilitating discussion that's relevant to the game/the character in question, in addition to promoting community events when available, not promoting chaff discussion for the sake of having it.
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Quick and dirty, but here are the videos showing the Dash-Jump and 4A+B option select being used. Annotations contain some quick/easy notes from me on what is being shown, inputs are displayed in the video.
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I can try to put together a quick and simple video later outlining some easily showable stuff.
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Get used to dash-jump barrier as an approach method - Bullet cannot dash cancel w/ barrier block like other characters to make an approach more safe. And just air dashing in all the time is very high risk/easily stopped approach against more experienced players. Input for dash-jump barrier is just 66 -> 9 -> 4A+B. Bullet's normals are somewhat stubby, but 2B, 3C, 5B etc. are all powerful neutral tools when used in the right situations. 2A and 5C are the basis of her pressure game. In terms of mixup you are basically limited to 6A, basic grab, and Crush Trigger - even though Bullet's pressure itself is strong her mix-up is extremely basic. The only other advice you really need is to just learn to play fundamentally solid. Get used to IBing and understanding where it's possible to 2A or barrier jump out of your opponent's pressure, try to avoid using Cutting Shear (623B) - most characters can actually space themselves just outside of its range while still being able to punish you if you go for it. It has to be said that Bullet has very easy execution - but she is not easy to "play", for most of her problematic match-ups or bad situations you might experience throughout a match such as "I couldn't get in on my opponent" or "I got stuck in my opponent's pressure and couldn't find a way out" there is at times no easy answer other than to improve your neutral game and ability to block well. Understand how to use all your tools, anti-airing Snaphance Fist for instance is not something you should always be trying to do, but showing your opponent that if they keep jumping out of your pressure/flint shooter that you have the ability to punish them for it (And make it hurt) it can discourage them from doing it all the time. You only get a few chances per round with Bullet to actually win, so making your opponent feel some fear is a good way to make sure those opportunities matter more. If people are disrespecting your pressure on their wakeup - Dash 2A -> 4A+B -> React to the situation. If they do not tech: 4A+B becomes 5B -> pick up into combo. If they do tech: 4A+B becomes barrier block -> react to whatever their wake-up option was as needed. If they are not teching after long combos in the corner where the 2A pickup is not possible do backup 2A/2B -> pickup combo if they are trying to roll out. If they are just flat out not teching or rolling, just hit them with a charged 236[A], if they react to it and tech DP you though you'll get hit. Sometimes though you just need to accept that they are not going to tech and that you will have to reset to neutral with them in the corner/wherever you left them. Bullet's neutral in H1/H2 is not -that- bad against characters who actually have to interact with her up close so you shouldn't feel that threatened about fighting them at neutral again as long as you managed to get to H1/H2. This is why it's important to make sure that you're never ending your combos in routes that leave you in H0 unless it's to kill, H0 at round start should be the weakest position you're in at in neutral ideally, after you get H1 once you want to maintain that for the rest of the game as your new minimum.
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[CF] Bullet Loketest Changes and Discussion
Prototype909 replied to RurouniLoneWolf's topic in Bullet
It's not 2.0 5C, much too slow -
[CF] Bullet Loketest Changes and Discussion
Prototype909 replied to RurouniLoneWolf's topic in Bullet
Yes, it should. 2B > 5B doesn't work at the very tip of the tip of 2B, but anything closer than that and it should combo consistently. -
[CF] Bullet Loketest Changes and Discussion
Prototype909 replied to RurouniLoneWolf's topic in Bullet
2B > 2C should still work regardless of the range 2B is done at. 5C looks slower, especially since 2B > 5C is not connecting except on crouchers. 2C -> Afterburner reported as leaving Bullet still at least 2F+ state. 2C knockdown into Afterburner was enough to still beat out Azrael's 5B w/ her 5B after he teched. Getting more confirmation that out of the 6A > 5C > 3C route it is the [6A > 5C] part which no longer is working. -
[CF] Bullet Loketest Changes and Discussion
Prototype909 replied to RurouniLoneWolf's topic in Bullet
Even in red-lock Bullet's drive will bounce off of the opponent is blocked, distance at which Bullet is bounced away is greater than than in CPE (Bullet 2B does not reach). Appears to be even on redlock or slight dis-adv. -
[CF] Bullet Loketest Changes and Discussion
Prototype909 replied to RurouniLoneWolf's topic in Bullet
The direct comparison was that 5D now feels slow "Like j.D" -
[CF] Bullet Loketest Changes and Discussion
Prototype909 replied to RurouniLoneWolf's topic in Bullet
More changes taken from the twitter-sphere so they may end up being wrong - 6B now launches on ground hit 5D reported as feeling slower, but size of the circle has been increased 6A>5C>3C did not connect (?) 6A>2C Gatling added Flint shooter travels further in H0 New command grab does approximately 2815 damage after followup, no other information about its properties 2C Travels further No heat loss when drive was blocked -
She's better than 1.0/1.1 by a longshot Definitely not the weakest character in the game, she just has a lot of glaring match-up problems, and H0 is still one of the saddest things in the game. Really the fundamental problem is that she needs at least H1 to even become "real" and then even after that she struggles to execute even a basic gameplan against Nu/Mu/Etc. Watch any of the top Bullets fight against the Murakumo characters, it's basically a near perfect against them every time. She just doesn't have the tools necessary to do anything about those characters without major, major mistakes being made.
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Yes you can, they can get out of it by not teching but then you can just pick up with 2B 5C 5D.
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Have you tried letting them bounce higher from the 5D before cancelling into Snaphance?
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I'm pretty sure that it's distance/timing dependent. When you swap sides there might be a timing that results in them being pushed slightly more out of the corner so Snaphance causes them to hit the wall "further up" which gives you more time to 5C. I only tried the combo a handful of times though, so it might be something else entirely. There are a lot of "Back to the corner" Snaphance combos that have these same sort of adjustments though
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This is actually the case for a lot of mission mode. The window in which they actually "return control" to the player is quite tight in many of the challenges.
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There is a Bullet skype, though it's been largely defunct since the game originally released with a slight resurgence upon 1.1's release though nothing really came of it. 2.0 Threads are up but bare, 1.1 video thread unpinned and replaced with the 2.0 video thread. Let me know if anyone else needs to be set up, I'll be monitoring this and the other recently created threads.
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What Belongs Here - Videos of Bullet being played at a reasonably high level of play. 2.0 gameplay only. Combo Videos, Tournament Archives, Tutorials/Guides What Doesn't Belong Here - Everything else This includes video discussion. Take it (And the URL) to General if you have questions about certain things. Footage of all previous (Or newer, should that time ever come) versions should be posted in their respective threads. Notable Players -Keita -N-Otoko -M-Shi -Merry -0
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What belongs here - Combos from Bullet's 2.0 incarnation. Post all relevant information if possible. This includes damage, heat gain, character specific, position specific, state specific, heat use, burst use, overdrive use, etc. What doesn't belong here - Previous version combos, things not mentioned above. Notations General Notations Used Guide Specific Notations Used j Jump sj Super Jump dj Double Jump ad Air Dash iad Instant Air Dash jc Jump Cancel sjc Super Jump Cancel CH Counter Hit FC Fatal Counter RC Rapid Cancel [ ] Hold Input (N) Attack must deal N amount of hits. [???] xN Repeat ??? N amount of times. [/table][/td] [table=width: 350, class: grid, align: center] DM Damage HG Heat Gain % [H]/[H2] Requires Heat-Up State or Heat-Up State Level 2 [O] Requires Heat the Beat Text Challenge Mode Combo Text Input Replaceable
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If you read an assault just shield it
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2C stops approaching from the ground 5C works as a longer range anti air 236X keeps them honest about dashing in 2B is strong at the start of the match but loses to long range fast normals (Merkava 5B) or assault/jump at the round start. Otherwise you can just block/back-up at round start
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623B is way + on block, set the CPU to block it and then jump while holding up as you come out of recovery - Hilda gets off the ground way earlier.
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GGs to people in the online lobby, I forget all the names
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5[C] is not better by default. It does leave you at a frame advantage but it also has a delay which makes it mashable/easier to IB on reaction.