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Everything posted by Mikros
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jc j.C \/ 6B etc should work after raw 6C. Same as the back throw combo.
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First I wanted to say that this can't be right because I rarely whiff 6A, even with IB Barrier. But then I thought to myself "I can't post uncertian shit like this." So I put the dummy on IB Barrier Block and tried empty 5B > 6A and dash 5B > 6A on every character. Results: Dash 5B > 6A will hit everyone. Without the momentum it whiffs on following characters: Mu Relius Makoto Izayoi Noel Jin Arakune Carl v13 Maybe this can be of help to someone else too. Discouraging your opponent from barrier blocking as Bullet is pretty hard I guess.
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Really good OS, I'm terrible with thinking up OS myself, so I'm really thankful for that one. Takes off a lot of thinking at least on wakeup situations in this MU
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I tend to use 2D/6D, but only with Heat 2 because of the fast red lock. For red lock timing, just get used to it, nothing special to it. I thought it's hard to hit the red lock with the new 5C consistently, but I already got it down where i hit it like 9 out of 10 times.
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5B>6A and 5B>2B are some of her essential strings to open up enemies. Especially after deep j.B with the Option to fuzzy guard j.C you can open up your enemy. Other than that she got nothing reliable going for her.
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Well those are combos and they should still work the same? I thought you were talking about some frame traps because you mentioned shenanigans. With the new 5C you'd be able to get those even better imo.
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Then you're the only one who never got DP'd into 5B>5C probably. What kind of shenanigans are you talking about?
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Isn't it just fine? Our Combo rate is 65% If I calculate 1500 x 0.65 I end up with 975, which iirc because I'm not at home currently, is the exact damage of her miquelet done raw.
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The same as you, though I'm going the 6A > 23A[A] route. 5B>5C>5DD>6A>236[A]>6C> jc j.C \/ 5B > 6B jc j.C > j.D for 5031, 5575 with CT, 5778 with super. Edit: Both also build the exact same meter. Your variation though has less opportunities to burst in, so I guess I'll prefer your route more.
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Your combo works just fine for me. The only issue I have with it is hitting 6C early enough for a cross. With H0 it's tough, with H1/H2 no concern at all. Only tried it vs Terumi for now though, maybe it's a char specific thing now.
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Anyone got a solid route route in H2 for CT & Super? The only thing I can imagine but haven't tried yet, because I feel it will be lackluster, is 5DD>6A>CT>6A>236[A]>Super. But changing super into 5B>j.B>j.C>6B>j.C>j.D already nets 5.4k which in my opinion is a far better outcome because it leaves us with heat 1. 6C won't pick up enemies from the ground, could be char specific though, which kills the 6C>2B/5A into 623C route for the usual super finish. Maybe someone is fiddling around with pmode already, I'm currently busy with work. Edit: I'm an idiot. can someone try the above combo with 6C > 2B etc. into super after CT>6A>236[A]? Good thing w/ the 6A follow up on those two, Terumi is probably also fixed then.
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Well, you just try to deal with it I guess, lurk and creep forward and look for places to heat up. Her Dash Jumps, especially SJ, cover a lot of distance though. With level 2 her close in speed gets scary though, she can nearly move from one end to the other with two dashes. 2b block > 720 - Probably one of the easiest to land. Should even work after barrier block but I'm not a home so I can't test it right now. 2a/5a > whiff 5A > 720 vs. crouchers Homing Cancel > 720 - Most success I got with this is with cross up attempts. Make sure the opponent respects you though, can be mashed out off. But with Level 2 after some conditioning they won't mash that willingly anyway. Oki 5c whiff > 720 - Setup if you expect enemy to tech immediately Those are some you can work with. Make them respect your Red Locks in your offense (1-19F Invul) and they'll soon mash less or stop stupid supers which will lead to more potential 720s for you.
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This.
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Why is it less rewarding? Didn't her overall damage only go down by around 10%?
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I want to ask something in regards to the 6A discussion. How do you attempt your 6As? Empty oder after 5B as a chain? I don't know if my opponents are to lenient with my pressure game, but i still have moderate success w/ 5B > 6A because a lot of the times I will go 5B > 2B just to condition my enemy into blocking low. I don't feel comfortable with using neutral 6A anymore though.
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Nothing. Your best option is movement and proper use of your normals to stay at a close range. Try to implement dash super jumps into your game. They cover a lot of distance in a short time. Patience and match up knowledge is key though.
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Correct.
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Good changes, Blackout by far the best one.
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Germany also plays this game. We're gathering in quakenet at #exvs on quakenet and would love more company, especially from europe.
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It's just not easy for her and you have to get used to having a strong defense. The easiest way to get and maintain pressure is using your heat. For everything else it's down to neutral game with the tools she has. 2B is a good normal in neutral, will also go under some stuff like jump ins or high standing normals. And yes, she can combo into Astral w/ stuff like Backthrow> Astral, anything into 6A>Astral e.g. 3C>6A>Astral or vs crouching opponent anything into 3C > Astral. There's probably more though. Edit: Got beat to some astral setups. To the Hazama stuff: It's nothing more than a mindgame I guess. I don't know how exactly his follow ups would screw up our capture attempt. I've you have the read on him that he won't retract it soon enough and won't follow up it's a good decision to use it. If they know they can't throw out stupid projectiles at specific ranges vs. Bullet you receive some space as reward.
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http://www.youtube.com/watch?v=8ySFop1KD0E http://www.youtube.com/watch?v=jNmyCNi6EG8 http://www.youtube.com/watch?v=ffXWNXJ8YRA Criticism is very welcome. I already noticed some things like a lot of stupid j.D attempts where 5D would already cut and too many undeliberated 2C into 5Ds.
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There's another option vs. his backdash on wakeup. Just airdash before you land, it's a mindgame which is always a higher risk for him than for you. If you go for airdash and he expects it the only thing he can do is dash, Growler or stick out a normal. The first two options aren't that bad for you. The third option will only work if he's guessing and not reacting and will end in a CH Combo for Bullet if she went for a Safejump. You shouldn't mash DP vs. Azrael. There aren't that many spots where you'll hit him anyway, besides Sentinel and other unsafe options. Blocking in my opinion isn't hard at all in this match up. The only guessing game is at the end of his combos. Online it's probably hard to react to the animation of 6D/3D Get used to IBing a lot vs him. After his B moves you can stick in 5A/2A vs most of his options. For me the Neutral vs. Azrael is the hardest part. All of his air normals, 5B as Anti Air and 5C are really hard to avoid and play around for Bullet. If you've noticed where Azrael tends to use Gustaf/5C, it's time for 3C. You have to make him aware that he can't use those two moves all the time which will make the neutral a bit easier, but it still ends up being a mindgame and not a solid option.
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Practice your Dash 720s. IMO her best way to hit the 720 besides reversal OD 720.
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Hi everyone. For some time I've been wondering if I'm doing the max damage combos for her midscreen with 6A H1/H2 meterless and something into 5D~D RC 623C 623D H2. For 6A I'm doing: 6A, 5C, 3C, 41236C, 236D, 66 5B jc, j.B, j.C \/ 6B, air finish/super usually i want the corner carry if i do it with h1, with h2 the dmg without super isnt that great so i'm somewhat reluctant to use it all the time. h1 is around 3k and h2 around 3.9k~4k For something into 5D~D RC 623C 623D: e.g. j.C, 5B, 5C, 5D~D RC 623C, 623D, 6A, 236[A], 6B, j.C, j.D - usually around 4.5k Would be great if someone could point out to me if i get the most out of my hits.
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Good work on the video. Should clarify the setup for aspiring bullet players.