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toanenadiz

[CP] Nu vs Bullet

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The Neutral Game

Long Range: Your Tools vs Her Tools

Medium Range: Your Tools vs Her Tools

Close Quarters: Your Tools vs Her Tools

Offense

Your Offense:

Her Offense:

Defense

Your Defense:

Her Defense:

Frame Data: Advantageous, Disadvantageous, and Punishable Moves

Neutral/Advantageous Moves:

Disadvantageous Moves:

Punishable Moves:

Gimmicks and Resets

Match Summary

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Before I begin, let me say that the information presented in this may not be completely reliable and is based solely on mere observation alone. Now, without further adieu:

_________

Overview:

Bullet is a fairly straight forward, moderately fast, and versatile, rush-down character with quite a few tools at her disposal.

Her drive, "Lock-on," allows her to lock on to the opponent via creating a field around herself that expands the longer she has it out and quickly close the distance between her and the opponent when she's within a certain range of them.

She also has Heat-Up, which not only buffs her Drive, but also increases her speed quite a bit.

Our disadvantages:

Lock-on. Lock-On will make it very difficult for Nu to get away from Bullet if she manages to get in. (Since say if Nu were to try to Back-Dash or Aerial Back-Dash away from Bullet, she could catch Nu with it, get a free combo in and get Heat-Up state.) She also has access to a 50/50 mix similar to Tsubaki's in that two of her attacks look identical, but one hits high and one hits low, so this could prove troublesome if she has us in a Block-String.

Also the field grows in size when she's in Heat-Up state, which could prove to be even more troublesome if you're trying to escape her pressure or zone at mid-range.

Her Speed. She isn't as fast as Taokaka, but when in Heat-Up state she does gain enough speed to dodge our Drive quite easily.

Heat-Up in general. I may have mentioned this a few times before, but Heat-Up basically buffs Bullet A LOT, and turns what would normally be a fairly easy match up into a game of cat and mouse where the cat has a flamethrower and the mouse has one leg. Okay, that might be a slight over exaggeration, but this will still prove to be quite a difficult hurdle to overcome. The real problem is that one of her moves (Afterburner) allows her to Heat-Up without need of attacking us. This wouldn't normally be a problem, but she has Projectile Guard-Point for the duration of the animation, which means we would have to get up close to her to knock her out of the stance or risk her getting a free Heat-up or two (Which would be VERY bad).

Our advantages:

Her dependency on Heat-Up. Without Heat-Up Bullet can't really do much against us at mid-long range. Her speed isn't that impressive, and she doesn't really have any safe way of getting in without danger of our zoning. She does have a projectile, but it's always at level one no matter what her Heat-Up State is, so 5D in Dia Forma clashes with it, and in Luna Forma, 5D goes right through it. Also the length that the Projectile travels is dependent on her current Heat-Up Level. Basically, we pretty much dominate her when she isn't in our face.

Her lack of good defensive options. Bullet doesn't have many defensive options outside of a DP and a DD with invulnerability, but it's almost completely useless against us unless we're forced to fight her at close range, so this isn't much of a problem. She's also very vulnerable to our Okizeme and Mix-Ups, which means even if we do have to fight her at close range, it will more than likely be on our terms.

My personal thoughts and advice:

In all honesty, I'd consider this match up to be like fighting a combination of Makoto and Ragna with a little Tager sprinkled in. So what we need to do against Bullet is to try to keep her out of Heat-Up state as much as possible, stay away from the corner, and zone her.

Recommended Form and other advice:

I would recommend using mostly Dia Forma in this battle along with using Drive moves, Sickle Storm, Spike Chaser, and Gravity Seed as usual.

_________

(Credit and thanks goes to Overheat, and AchedSphinx for additional information.)

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This wouldn't normally be a problem, but she has Projectile Guard-Point for the duration of the animation, which means we would have to get up close to her to knock her out of the stance or risk her getting a free Heat-up or two (Which would be VERY bad).

It has projectile guard point for some of the duration, which means you can counterhit her after the guard point ends. It's just like punishing sledge hammer.

total frames: 55(79 charged)

projectile guard point: 7-26(49 charged)

edit: she may just overdrive randomly from neutral(or even the start of the round) to gain a free heat level in certain matchups. I'm fairly certain that nu is one of the matchups where this is something she'll do, so don't get surprised by it.

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What I've found works best is a fully charged Dia spike from fullscreen after landing a 6C airhit. The bullet has to jump, guard, or projectile guard through it, all of which can be capitalized on. (universal advice except vs hakumen) and of course, gravity is useful. (why don't I use gravity more)

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