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[CP] Bullet Data Compilation Thread

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bulletdatathread_zps107b7615.png

Welcome to the Bullet Data Compilation Thread, where Bullet's gameplay info is collected until her wiki page goes live!

Things to do if you want to help the thread
  • High-quality versions of the pictures. There are more than enough videos out, so just take some good screenshots and post them!
  • Various properties of the moves that are not mentioned here. It can be frame (dis)advantages on block, jump or special cancels, and anything that might matter in a game.
  • Any other random facts that you think should be here, but for some reason are not.


Overview

Bullet is a member of a mercenary force who appears to be against Sector Seven. Having been raised by mercenaries since she was young, she fights from one battlefield to another.
Bullet has a candid attitude and she doesn't sweat small details. She is the type to always keep a promise to someone no matter what. She is slightly ignorant of the world around her due to her upbringing in an all-male environment.
Aside from the battle knowledge she's acquired, she doesn't know much. She is always ready to fight and usually applies her knowledge of the battlefield to everything. She is also aggressive, but has a 'big sis' sort of appearance.

Health: 11,000
Combo rate: 65%
Play-style: Rushdown, Situational (dependent on Heat-Up)
Movement Options: 1 Double Jump/Airdash, Hop-Dash
Palettes
Reference palettes: Axl Low (Guilty Gear), Motoko Kusanagi (Ghost in the Shell), Azrael (BlazBlue), Yukino Mayuzumi (Persona 2)

Pros:
  • Has many different tools for any situation, including a projectile, a reversal move, and a command grab super
  • Strong pressure at close range with tight blockstrings, high/low mixups, and frame traps
  • Capable of extremely strong combos that don't require Heat
  • Drive provides good mobility to stay on your opponent for the whole match
  • Easy to learn, the combos are easy to execute

    Cons:
    • Her dashes are short and slow without Heat-Up, making it difficult to close in on mobile characters
    • Even with the various ways of getting in, she depends on being close to the opponent, so zoners may be difficult to deal with
    • Her high-damage combos require Heat-Up which should be gained while you're at the disadvantage
    • Most of her grabs are blockable, limiting her mix-up to highs, lows, and an occasional cross-up
    • Performs poorly on the defensive, making her low health even more of a drawback

    Example of a move info table:

    [TABLE=CLASS: GRID, ALIGN: left]

    Input Damage Proration 1 Proration 2

    [/TABLE]

    Note that most info in this thread is not official and is subject to change.

Drive: Lock-On

[*]By holding down the D button, Bullet creates a growing orange circle around her. If the opponent is inside this circle, they are "locked on" with a special crosshair. By releasing the D button, Bullet launches herself at the opponent she locked on with an attack (if she didn't lock on them, she simply cancels the stance).

[*]If Bullet lands a hit with her Drive, she gains one level of Heat-Up. She can have up to two levels, with the first one (H1) denoted by an orange shade and the second one (H2) by a red one.

[*]Heat-Up lasts for 600 frames; the timer resets each time she gains another level of Heat-Up. Gaining Heat-Up when you're already at H2 doesn't do anything but reset the timer.

[*]Heat-Up has many different effects on Bullet's moves. Some moves make her lose all levels of Heat-Up she has, usually leading into a combo that lets her regain at least one.

[*]Being in the Heat-Up state makes Bullet's ground and aerial dashes faster and cover more distance. It also makes the circle produced by the Drive larger.

[*]If Bullet doesn't land a hit with her Drive after launching herself (by getting it blocked or having the opponent dodge or stuff it), she loses a level of Heat-Up instead.

[*]By locking on the enemy for long enough, the crosshair becomes red and makes a beeping noise. If Bullet attacks with her Drive in this state, she becomes completely invulnerable on her way to the opponent and deals more damage. The time required to get the red crosshair is reduced if Bullet is in the Heat-Up state.

j5D.jpg

(j)5D

[TABLE=CLASS: GRID, ALIGN: left]

(j)5D(1)30090%89%

(J)5D(2)700--100%

(j)5[D](1)70090%94%

(J)5[D](2)700--100%

[/TABLE]

A quick rush at the enemy followed by a dropkick. Hits mid, has fast start-up. The aerial version is exactly the same as the ground one, though it can be used in cross-ups. May be used in blockstrings since it gets safer on block with more Heat-Up, though don't forget that you lose Heat-Up if it gets blocked. Thanks to its fast start-up, often used to end combos and get Heat-Up. If the opponent doesn't recover quickly, you can even hit them with another 5D and get another Heat-Up level. In fact, a popular way of spending Heat is going 5D > RC > 5D, netting you max Heat-Up in a single combo!

2d.jpg6d.jpg

2D, 6D

[TABLE=CLASS: GRID, ALIGN: left]

2/6D80090%89%

2/6[D]100090%94%

[/TABLE]

2D is a hop followed by a sweep that hits low, while 6D is an overhead swing with both fists. Both of them are punishable on block and have slow start-up, so they are used to break through the enemy's defenses instead of combos. 2D's start-up animation is similar to 6D, which makes it difficult for the opponent to react.

Overdrive: Heat the Beat

Normals

Bullet5A_zps3ee118b1.png

5A

[TABLE=CLASS: GRID, ALIGN: left]

5A 300 100% 77%

[/TABLE]

A regular standing jab, hits low enough to hit crouching opponents. Nothing interesting to say here; use it in blockstrings, to stuff slower moves, you know the drill.

Bullet2A_zpsd66f28b8.png

2A

[TABLE=CLASS: GRID, ALIGN: left]

2A 300 100% 77%

[/TABLE]

Another no-brainer, a quick crouching jab. Doesn't hit low, so there isn't much of a difference between it and 5A.

6a-1_zpsf406d124.jpg

6A

[TABLE=CLASS: GRID, ALIGN: left]

6A 800 85% 92%

[/TABLE]

An overhead elbow strike with long start-up. People tend to get hit by it more often than by some other overheads, though it might be because Bullet is a new character. Also forces crouching state on hit. It's often used in combos thanks to the fact that it ground-bounces airborne opponents.

Bullet5B_zps99997853.png

5B

[TABLE=CLASS: GRID, ALIGN: left]

5B 700 100% 89%

[/TABLE]

A long-reaching kick with short start-up and cooldown. The main poke that has the best range out of all of Bullet's normals. Also often used in combos not only to link A and C moves together, but also to pick up the enemy after stuff like 5DD.

Bullet2B_zps764caf15.png

2B

[TABLE=CLASS: GRID, ALIGN: left]

2B 500 90% 85%

[/TABLE]

Bullet stretches her leg forward and hits low. The fastest of Bullet's low-hitting attacks, which means that this is the main move to use in blockstrings if you are going for the high-low mixup.

Bullet6B_zps4c772e59.png

6B

[TABLE=CLASS: GRID, ALIGN: left]

6B 700 90% 89%

[/TABLE]

An upward kick. A great anti-air move which has head invisibility. Its horizontal reach is deceptively wide, too. Also often used to (re-)launch the enemy mid-combo.

It is also the animation of Counter-Assault.

5c.jpg

5C

[TABLE=CLASS: GRID, ALIGN: left]

5C 800 100% 92%

[/TABLE]

A fiery body blow which gives Bullet some forward momentum. Fatal Counter. Its cooldown is long (though it seems to be advantegeous on block?), but its start-up is good enough to link from 2B. Has projectile properties, so be careful of Hakumen, Tager and stuff like that.

2C.jpg

2C

[TABLE=CLASS: GRID, ALIGN: left]

2C(1) 400 90% 92%

2C(1) 400 90% 89%

[/TABLE]

Bullet swings her leg for two low hits. Gives forward momentum. A bit clunky to use in neutral game, but it can be Drive-canceled, which makes it very important for combos.

6c-1_zps3dc2faf6.jpg

6C

[TABLE=CLASS: GRID, ALIGN: left]

6C 1100 90% 92%

[/TABLE]

A running knee strike, can be jump-cancelled. Fatal Counter. The enemy becomes airborne on hit, while Bullet becomes airborne on block, as well. Can be special-cancelled, usually into Overdrive. Can be used as a mix-up tool with j.C: the opponent either blocks j.C high or you land and hit them low with 2B.

3C.jpg

3C

[TABLE=CLASS: GRID, ALIGN: left]

3C 700 95% 89%

[/TABLE]

A sweep after a forward roll. Comes out late, but low-profiles many moves. It doesn't have any invincibility, though. Can be special-cancelled, so using it in combos with Miquelet Capture is not a bad idea.

BulletjA_zpsa1787299.png

j.A

[TABLE=CLASS: GRID, ALIGN: left]

j.A 300 80% 86%

[/TABLE]

An air punch. The angle is a bit lower than Ragna's jA. Bullet doesn't spend that much time in mid-air, so it doesn't get used that often.

BulletjB_zpsceaeca9c.png

j.B

[TABLE=CLASS: GRID, ALIGN: left]

j.B 500 100% 80%

[/TABLE]

A horizontal aerial kick. Again, Bullet rarely needs to perform air-to-air attacks. At least it's good at what it does, being fast and having good reach. Used in combos, though some people opt for only using j.C.

BulletjC_zps46233d22.png

j.C

[TABLE=CLASS: GRID, ALIGN: left]

j.C 700 100% 80%

[/TABLE]

A downward kick. Relatively slow start-up, but floor-bounces on counter-hit. The best of Bullet's aerial moves, j.C has great hitbox, good damage, nice combos on counter-hit, and of course, it's an overhead. Whatever you want your aerial moves to have, j.C got it.

bc-1_zps151a4ddd.jpg

Forward throw

[TABLE=CLASS: GRID, ALIGN: left]

(6)B+C 1400 (fixed) 100% 60%

[/TABLE]

Bullet grabs the opponent with both feet and throws them forward, causing wall bounce mid-screen. To combo after this throw, it's recommended to pick them up with 5B after a dash.

4bc-1_zpsfc17a1e7.jpg

Backward throw

[TABLE=CLASS: GRID, ALIGN: left]

4B+C 1400 (fixed) 100% 60%

[/TABLE]

Bullet grabs the opponent with both feet and flips them backward, knocking them down. Can be special-cancelled, so charged Flint Shooter is often used to lift them from the ground and proceed with a combo.

Air throw

[TABLE=CLASS: GRID, ALIGN: left]

j.B+C 1400 (fixed) 100% 60%

[/TABLE]

Bullet grabs the enemy and throws them forward, causing wall-bounce mid-screen. There's usually enough time to land and pick them up with 6B.

crushtrigger.jpg

Crush Trigger

[TABLE=CLASS: GRID, ALIGN: left]

A+B 1000 80% 100% (100% minimum damage)

[/TABLE]

Bullet blasts the enemy with fire from her glove. As all other Crush Triggers, this one costs 25% Heat and breaks their guard if they don't Barrier it (in which case, it takes a great chunk of their Barrier gauge). Since Bullet's mix-up options are limited, going for Crush Trigger might be a very good idea. It's barely ever used in combos, however.

Special Moves

wadcutengage.jpg

Wadcut Engage

[TABLE=CLASS: GRID, ALIGN: left]

D (after D normals) (H1) 1000 -- 84%

D (after D normals) (H2) 3076 -- 84%

[/TABLE]

Bullet picks up the enemy from the ground and blows them away with fire. All Engage moves require Heat-Up and spend all the levels you have. Wall-bounces on H1, wall-splats on H2. If you got your opponent in the corner, it's never a bad idea to go for this follow-up, since you are guaranteed to get one level of Heat-Up back. The usual combo routes are 5DD(H1) > 5B > 6B and 5DD(2) > 6A > 236[A]. Has repeat proration, though the only way to fit two Wadcuts in a single combo is through RC or OD, anyways.

flintshooter-1.jpg

Flint Shooter

[TABLE=CLASS: GRID, ALIGN: left]

236A (H0) 350 100% 89%

236A (H1) 500 100% 89%

236A (H2) 700 100% 89%

[/TABLE]

Bullet shoots a fiery projectile that spins along the ground. It gets faster and travels longer distances with higher levels of Heat-Up (H0 travels about half a screen, while H2 covers the whole screen). A great way of getting in safely.

flintshootercharged.jpg

Flint Shooter (charged)

[TABLE=CLASS: GRID, ALIGN: left]

236[A] 1200 100% 80%

[/TABLE]

Bullet shoots at the ground, creating an explosion. Unlike the regular Flint Shooter, the charged version doesn't go anywhere, being just a simple attack with projectile properties. Its main use is picking up enemies off the ground, launching them high enough to pick up by 6B.

cuttingshear.png

Cutting Shear

[TABLE=CLASS: GRID, ALIGN: left]

623B 1050 90% 75%

[/TABLE]

Bullet grabs the enemy and kicks them upwards. Is invincible on start-up, so it's almost always used as a reversal. It doesn't deal that much damage, has small range, and can be blocked, so it's not Inferno Divider-good, but pickers can't be choosers. It can be used in combos, but there are usually better moves to use instead.

explodeengage-1_zpsd629b0d0.jpg

Explode Engage

[TABLE=CLASS: GRID, ALIGN: left]

623B > 22D (H1) 1600 + 100 (fixed) -- 40% (fixed damage included)

623B > 22D (H2) 3200 + 100 -- 40% (fixed damage included)

[/TABLE]

After kicking the enemy upward with Cutting Shear, Bullet grabs them and slams them into the ground, finally thowing them behind her. All Engage moves require Heat-Up and spend all the levels you have. Can be followed up with a combo if the enemy gets thrown into the corner. Isn't worth losing Heat-Up most of the time, though landing it when you're being cornered and turning the tables feels amazing.

miqueletcapture-1_zpse17d677a.jpg

Miquelet Capture

[TABLE=CLASS: GRID, ALIGN: left]

41236C 1000 100% 70%

[/TABLE]

Bullet runs forward; when she reaches the opponent, she grabs them and throws them forward. While it's mostly used in combos thanks to its good hitbox and follow-up, it can also be used in neutral thanks to its projectile invincibility. It only covers about half a screen, so don't use it recklessly. Though if you're feeling adventurous, you can burst-bait with it, too. Don't forget that it can be blocked!

piercingengage.jpg

Piercing Engage

[TABLE=CLASS: GRID, ALIGN: left]

63214C > 236D (H1) 800 -- 84%

63214C > 236D (H2) 3694 -- 84%

[/TABLE]

Bullet shoots a long fiery beam, making the enemy bounce from the opposite wall. All Engage moves require Heat-Up and spend all the levels you have. Since it wall-bounces even with H1, this is a great follow-up to use in mid-screen combos, giving you back one level of Heat-Up and carrying the enemy into the corner.

snaphancefist-1_zps5b025515.jpg

Snaphance Fist

[TABLE=CLASS: GRID, ALIGN: left]

(j)623C 1700 100% 80%

[/TABLE]

Bullet hops forward for an anti-air throw. Switches sides with the opponent. Has head invincibility. Causes wall-splat in the corner. Though its use as an anti-air is questionable (6B is generally better), its corner combo potential is excellent, easily reaching 3-4k without Heat or Heat-Up.

flechetteengage-1_zps0624af07.jpg

Flechette Engage

[TABLE=CLASS: GRID, ALIGN: left]

(j)623C > 623D (H1) 900 -- 84%

(j)623C > 623D (H2) 3846 -- 84%

[/TABLE]

After throwing the enemy with Snaphance Fist, Bullet makes another jump and grabs them again, slamming them into the ground. All Engage moves require Heat-Up and spend all the levels you have. Gives much more punch to midscreen Snaphances, including the combos that follow after it.

afterburner-1.jpg

Afterburner

[TABLE=CLASS: GRID, ALIGN: left]

214D / 214[D]

[/TABLE]

A power-up stance that gives one level of Heat-Up when not charged and both levels when charged. The main way of gaining Heat-Up if you can't approach the opponent. It even has projectile guard point, so it's harder for them to hit you out of it. They can still do it during the cooldown, so be careful. Some people use it after knockdown, though it's a bit risky, too.

Distortion Drives

8zmr8w.gif

Rage Aggressor

[TABLE=CLASS: GRID, ALIGN: left]

2363214C

[/TABLE]

Bullet rushes forward and performs an upward kick. If it hits the opponent, she follows it with a short combo. Thanks to its good trajectory, you can end a lot of different combos with this, with the minimal damage of about 1000-1200. The OD version adds another hit that deals about 500 damage and blows the opponent away. Since the regular version leaves the enemy closer to you, you'd rather use it only if it kills them or if you are in a corner, anyways.

serpentineassault-1_zps89fb15ec.jpg

Serpentine Assault

[TABLE=CLASS: GRID, ALIGN: left]

720A

[/TABLE]

Bullet grabs the enemy and kicks them into the corner, giving them a couple of punches afterwards. The only proper command grab that Bullet has, which is surprising for a character that is built around tossing the enemy around the screen. Its range is shorter than Tager's 720C (the damage is smaller, too, of course), but you can follow it up with a combo and it carries the enemy into the corner. It is usually buffered during wake-up or OD start-up as a reversal option; other than that, 2B and 5C seem to be good, too.

frangibleengage-1_zps0d7af0c8.jpg

Frangible Engage

[TABLE=CLASS: GRID, ALIGN: left]

720A > 720D

[/TABLE]

Bullet grabs the enemy again and carries them to the center of the screen, launching them upwards. All Engage moves require Heat-Up and spend all the levels you have. The damage of this follow-up isn't that great, about 400-500, but it can still be comboed from.

blackout_zpsbac605f2.jpg

Blackout

[TABLE=CLASS: GRID, ALIGN: left]

720A > 720D > 1080D

[/TABLE]

Bullet jumps over the enemy, shooting them back to the ground with a barrage from her gauntlet. Requires additional 50% of Heat. This is the follow-up that makes the whole grab deal as much damage as Tager's 720C: 5020 without OD and 5620 with OD. Since Bullet doesn't tend to spend Heat that often, it's not hard to hoard 100% of Heat to perform this, though you must still land the initial grab.

Astral Heat

ah.jpg

Hard Kill Bringer

[TABLE=CLASS: GRID, ALIGN: left]

632146D

[/TABLE]

Bullet strikes the enemy, shoots them thrice, mounts them, reveals a pile bunker in her gauntlets and pins them to the ground, making a huge crater. Can be comboed into, which already makes it better than many other AHs. For example, you can do it after the usual 236[A] > 6A link.

[*]After using Overdrive, Bullet immediately gains a single level of Heat-Up.

[*]During Overdrive, Bullet does not lose any levels of Heat-Up, whether the opponent blocks your D attacks or you use the D follow-ups of special moves.

[*]After leaving the Overdrive state, Bullet retains the Heat-Up level she gained while entering it.

[*]The Heat-Up timer freezes while in Overdrive, and resets after Bullet leaves the Overdrive state.

Bullet's Overdrive can be used in many different ways. You can use it for extremely dangerous unburstable combos, even entering it mid-combo. You can use it at the beginning of the match to get yourself a guaranteed Heat-Up level (for example, if you expect your opponent to outrun you). Lastly, you may use it as an impromptu reversal, perhaps even buffering 720A during its start-up animation.

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Added lots of good pictures, as well as some trivia by BunniesFromHell. Now all we need are the pictures of jA, jB+C, 2D and Piercing Engage. They are not that difficult to find, I'll probably do them tomorrow, as I remember Shingo doing most of those.

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Another batch of great pictures (mostly normals), a courtesy of Mr.Minionman.

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Is her hp really that low? I don't feel that her playstyle really warrants health thats lower than Tao and Carl's. I mean for Tao and Carl it makes sense since their pressure game is so good that you'll probably never hit them most of the match. But 9k for Bullet just doesn't seem right to me. :?:

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I got the framedata from Kurushii, so I'll be moving the info from this thread to the wiki. After that, I'll be mostly editing the wiki page, but I suppose this thread can stay so the various gameplay observations are not lost in the general thread.

By the way, the AH is called Hard Kill Bringer.

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Excited about the frame data. :toot: Finally get something new to theory-craft about that will help bide time for CP's release.

Particularly interested in how the heat level affects the frame data on her D moves, and the C normals.

Also lol @ the name of her Astral Heat.

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Nothing changes about the C moves, and the only thing that changes about the specials is the damage (the numbers in this thread are off, though not by much).

The D normals do get safer with each level AND when charged. For instance, 5D is -10 by default, but getting even H1 or charging it makes it +4 or +2, respectively. Surprisingly, 2D and 6D are -10, too, but don't get as safe as 5D when buffed.

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I think I worded that improperly, I knew that the heat didn't affect the C moves. They all have weird choices associated with them, so I was just interested in how their frame adv/disadv played a part. The change in the D between heat levels is pretty significant though. :o It just goes to show how important maintaining heat levels are in her offensive game (if it wasn't obvious enough already, but eh.). A little disappointed to hear about 6D/2D, but I suppose resetting pressure and throwing in an extra mixup would be pretty ridiculous, even at the cost of a heat level.

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I'll get to it when I get home, so I'll try to finish it today.

And the system info states that Bullet actually has 11.000 health. Yyeeeah, this is the last time I believe jBBS's calculations.

A little disappointed to hear about 6D/2D, but I suppose resetting pressure and throwing in an extra mixup would be pretty ridiculous, even at the cost of a heat level.

I didn't say that they're not safe, just less safe than 5D. For 6D/2D, the best advantage (with H2 and charged) is +4, while for 5D, it's +9.

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And the system info states that Bullet actually has 11.000 health.

I knew her having 9k made absolutely no sense. Good to know

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I'll have to stop for today now, but I did move all the info from this thread to the wiki page (with little editing) and got the normals down:

http://www.dustloop.com/wiki/index.php?title=Bullet_Frame_Data_(BBCP)

This is my first time dealing with the mook, so I'm a bit confused about some details (where do I look for heat gain?), but I'm sure we'll figure it all out.

I'll edit the wiki page further after writing down the framedata.

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This is my first time dealing with the mook, so I'm a bit confused about some details (where do I look for heat gain?)

They didn't include it in the mook. Not even about the system mechanics of it. Everyone will just have to figure it out the old way when console hits by doing a move ten times then diving the total % of heat earned by 10. We had to do the same with P4U.

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Okay, I figured as much. I guess I just got confused by the Jin frame data having all the heat gain values (then again, why would they change them?).

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Is there any other information for Bullet's normals from the mook that weren't copied onto the wiki? I was wondering if they included what frame she's airborne on her 6C.

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I suppose that Bullet becomes airborne only after 6C's full recovery (or if you jump-cancel it): until then, it's just feet invul.

I had a flu, but I'm all better now, so I'm back to working on the framedata. I've updated the normals, as well as added the Drive moves. I'll probably finish with the specials tomorrow, though there is more stuff I don't get with them. If someone who speaks better Japanese than me could lend me a hand, that'd be super.

EDIT: It's all done now, it's been easier than I thought. The only thing I didn't get is this line about Miquelet Capture. There also seem to be a few discrepancies between the mook and the actual game (like H2 Wadcut wall-bouncing), but maybe it's just that the mook doesn't differentiate between wall-bounce and wall-splat. It also doesn't mention anything about the Drive moves requiring Heat-Up, but I guess it's not that important.

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Yeah, I already fixed that on the wiki. This thread's a bit outdated by now, but at least it has the pictures of the moves.

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