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Lord Knight

[VS] Bulleta: Grimm's Fairy Tales (Little Red Cap)

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VS_Header_Bulleta.png

www.youtube.com/watch?v=hmY1h2ByUJw#t=1m30s

www.youtube.com/watch?v=0ggja0jCQ-o#t=18m40s

come on you know you tried it at least once

- c.lk, +c.lk, +c.mp xx qcb p: the combo timing changes. the link from the c.mp is very

different from the link from c.lk to c.lk. the best advice i can give for it is look at some-

one who can do it, and then press the buttons by the sound of it. her c.lk links pretty fast,

while you have to delay her c.mp for some weird reason.

- jump in mp mk, land c.mp xx qcb p: basic jump in combo.

- chicken guard mp, c.mp xx qcb p: easy chicken guard combo.

- c.lk, +c.lp, +s.lp, +dash lp, +s.lp, c.mp xx qcb p: one of her easier dashing link combos.

the +s.lp after the +dash lp is optional, you can go from the dash lp to the c.mp xx qcb p

to make it easier.

- infinite 1 (very hard) c.lp, +s.lp, +dash lp, [c.lp, +s.lp, +dash lp, +dash lp]. you can

start it out the way out of the brackets, but you need the commands in the bracket to get

closer and not let them slip away. the main thing you want is 1 dash lp's to get closer. i

don't recommend going for this or practicing it too much, it's not very practical to get too

much more damage than her basic combos.

- infinite 2 (very hard) c.lp +s.lp, [+dash mp, +s.lp +s.lp] : an even stricter timing than

dash lp infiniting. again, not practical and not recommended, but can be used once in a while

in casuals i suppose.

- infinite 3 (very hard) on demitri or taller characters, [j.lp mp mk hp land +dash lp, +dash

lp]: infinite with style, but not too practical either.

-infinities have ~2 frame window for links.

d.mp, c.lp, c.mp, +c.mpXXshyness strike

c.mpXX shyness strike

d.lp, c.mpXX shyness strike

c.lk, c.lp, s.lp, dashXXlp, +c.mpXX mp shyness strike (rdp+mp)

c.lk, c.mp, +c.mp, shyness strike

j.mk, lp,lp ,[lp, lp, lp, dashXX]x(2-3), [(optional)j.lk, j.mp, j.mk, ], s.lp, s.mp, shyness strike

s.mk, apple for you(untested, but seen)

Preferred dash in: s,mp, s.mk, s.lp(only hits high on some characters though)

fiiiiiiiiiiine

since apparently people dont just infinite people to death with bulleta ill post real stuff/comment on the above stuff, ill clean it up and make it nice looking later

as far as combos are concerned, she has normal chains like everyone else so i wont cover that

---

cr.lk cr.lk > medium/heavy/EX misslle - auto confirm after high/low mixup

jMP > jHP > whatever - auto confirm jump in

cr.lp > cr. lp > cr.mp > basket - solid knockdown, pursuit is possible. the timing for 2 cr.lk linked into cr.mp is SLIGHTLY different so it's better to learn this so that you can do dash mp > cr.lp > cr.lp > cr.mp with less problems

dash mp > cr.lp - mandatory

dash mp > cr.lp > blah > cr.hk - easy follow up

dash mp > cr.lp > cr.lp > cr.mp > basket - harder follow up, more damage.

cr.lk > cr.lp - hitconfirm link. rather useful

===hard stuff===

mostly dash links. worth practicing because

A) Victor and Bishamon can both be hit crouching with standing jab

B) It'll help you keep up with the opponent in damage in some matchups and helps set up mixup (especially Demitri, Sas, characters like that)

combo parts:

cr.lp > st.lp > dash lp - "basic" one

dash lp > dash lp - hardest one, impractical but give it a shot. if you go into the dash combos off a low like cr.lk, youll need to do this if you want to dash more than one time

st.lp > dash mp - also very hard

cr.lp > st.lp - more or less filler

the basic theory behind the combo is that you need to be relatively close to do it, once you get too far you need to do dash lp > dash lp to be close enough to continue the combo. off jump ins you can do 1-2 dashes without having to use dash lp > dash lp. whenever you want to end, do dash lp > cr.mp > basket

examples:

jMP > jHP > cr.lp > st.lp > dash lp > cr.mp > basket

cr.lp > st.lp > dash lp > cr.lp > st. lp > dash lp > cr.mp basket

cr.lk > cr.lp > st.lp > dash lp > dash lp > cr.lp > st.lp > dash lp > cr.lp > st.lp > dash lp > dash lp > cr.mp > basket

on demitri and bishamon you can do

cr.lp > st.lp > rising jlk > jmp > jmk > jhp > cr.lp > st.lp > repeat

you have to slightly delay the st.lp to make sure youre far enough for the jMK to connect (it'll whiff if you do it wrong). this combo is somewhat practical, but rather than loop it like an infinite, use it as an opportunity to set up high/low again

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Bulleta has 50/50s on every jump-in and jump-out scenario. Mega rush down. Renda bonus really defines her combo potential.

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http://vsav.mizuumi.net/wiki/Bulleta

http://clientes.netvisao.pt/anpedror/bbhood.htm

To play Bulleta you need to understand a few thing.

1) Very Execution heavy

Lots of practice is key. Learn those links.

2) Understanding movement

This is her defense. Being quick ass shit. You should not sit still for too long with her.

3) Learning how to control the screen

Using missiles and dashing with them. Using spacing and her really good air priority to keep people where you want them. In the corner!

4) Learning how to hit people

I suck in this department lol. Learn how to open people up with using:

Dash mp for pressure

Instant overhead j.mp to start a 50/50 mixup.

From the vsav Mizuumi site explaining the unblockable j.hk and instant overhead j.mp

Air Mixup

Bulleta's j.mp is the source of most of her mayhem. On the way up, j.mp will be an instant overhead, and will chain into j.mk. Except against certain characters at certain ranges, it won't combo, but that's not really important. Chained j.mk has extremely short recovery on whiff, so you can toss out a move very shortly after the instant overhead. On some characters (particularly Sasquatch) you can j.lk to stop the forward momentum and hit on the incoming side. Mashing out another j.mk will allow you to crossover to hit on the far side.

On the way down, j.mp is difficult to anti-air and can lead into a very bizarre mixup that is completely unique to Bulleta. Following the j.mp, you can do j.mk to go for the simple high-high jump-in. However, if you hit j.hk and they block it high, the hitstop from the mine will disallow the opponent from blocking low, making a c.lk unblockable. This creates a completely invisible, impossible to react to mixup that can only be stopped by 1-hit tech hit or guesswork.

COMMAND THROW. If they aren't push blocking or mashing c.lp they should be getting snatched up. Train your opponent into being afraid of that jump in mixup and pinning them down with dash mps. Take note if they do not push block, tick throw them.

7:50-34:55 Watch Kosho run it for hot minute

http://www.youtube.com/watch?v=0ggja0jCQ-o

I'll edit here and there.

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- a simple and effective way to start an offensive block string is:

Jump in, j.mp, j.mk, cr.lp. cr.lp. link cr.mp, lk-missile, dashing mp...

www.youtube.com/watch?v=0ggja0jCQ-o#t=27m9s

At this point you have a great mix up:

cr.lk (confirm into combo)

j.mp, j.mk (whiff), j.mk (cross up or not)

throw

- To build meter use j.mp, recover, j.hk, land, missiles & dashing mp's. Just be sure to not fall to a specific pattern so your opponent see an opening.

http://www.youtube.com/watch?v=nEZvRYaiiA4#t=1m10s

- Normal missles can pursuit follow-up: ES can. If a regular missile hits, your objective is to guess the ground roll, and time a perfect j.mp, such that you set-up another 50/50 situation.

j.mp, j.mk (2nd overhead)

j.mp, j.hk, land, cr.lk (proximity block-low)

www.youtube.com/watch?v=0ggja0jCQ-o#t=17m09s

www.youtube.com/watch?v=0ggja0jCQ-o#t=18m57s

www.youtube.com/watch?v=0ggja0jCQ-o#t=24m16s

obviously, confirm everything into damage. the dashing loop is standing only. When they are crouching, link into basket knockown than guess their ground tech all over again. Or, end in a missile that does not combo, dashing mp. REPEAT.

- Off any hit which knocks opponent out of teh air, she can go into either one of her 50/50's just depends on her location which one is more applicable.

- lp is an amazing Anti-air, even for a trade, you still get a mix-up.

www.youtube.com/watch?v=0ggja0jCQ-o#t=31m11s

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On the way down, j.mp is difficult to anti-air and can lead into a very bizarre mixup that is completely unique to Bulleta. Following the j.mp, you can do j.mk to go for the simple high-high jump-in. However, if you hit j.hk and they block it high, the hitstop from the mine will disallow the opponent from blocking low, making a c.lk unblockable. This creates a completely invisible, impossible to react to mixup that can only be stopped by 1-hit tech hit or guesswork.

I just wanted to clarify something about BB Hood's unblockable, for the uninitiated:

The way BB Hood's unblockable works is, whichever way her J.Hk is blocked, her opponent is committed to blocking that way (her J.Hk hits mid).

- Thus, if her J.Hk is blocked standing, then if she lands during the blockstun, her lows will be unblockable. This is the most common way it's used, and defenders can deal with it by crouching to block J.Hk if they see it coming.

http://www.youtube.com/watch?v=0ggja0jCQ-o#t=8m26s

- If J.Hk is blocked crouching and she lands during blockstun, her overheads will be unblockable. However, her T+Mp overhead is not fast enough to take advantage of this. She can do an instant J.Mp against characters who are very tall when crouching, like Victor; but, most of the cast is safe against this possibility.

Against the mixup indicated here (J.Mp -> J.Mk or J.Hk), both can be dealt with by always going for the tech hit. Another good mixup to use is to simply come down on your opponent with J.Hk, or any other Jump-in (probably J.Mp or J.Mk). This makes it a bit harder to tech, and will create the same situation. I usually see BB Hood players do this to me on wakeup; they jump to where they think I'm going to roll, and come down with J.Mp or J.Hk, creating a wakeup High/Low mixup from the air.

http://www.youtube.com/watch?v=0ggja0jCQ-o#t=11m42s

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You can pursuit off her ES missiles, but you'll only land it if your opponent lets you. It's good for continuing her rushdown and crossups, but don't waste meter on it. Shyness & Strike (basket) pursuits are reliable as are Typhoon's (command throw).

--

Bulleta's dash is great for rushing in and positioning. Both her forward and back dashes can be cancelled by either inputting the opposite direction or by wiffing a lp. The recovery on d.lp is ridiculously low, so you almost have no worries of being punished on wiff. And if you catch a jump-in with it, it's party time. Here's how Sako do.

--

Many of Bulleta's effective aerials hit at a 45 degree angle, down-front -- that's the reason her j.MP is such a scary overhead. Unfortunately, this can make it hard to challenge some of the more jump-happy characters (Wolf, Anakaris, and QBee.. kinda). But don't worry; BB has hops. Her double jump really gives you an advantage against damn near the entire cast in the air as she can be in the air longer and higher. Getting that double jump out quickly and returning to blocking lets you chicken a string, and punish starting with j.MP, as more often than not you will be above them. You can fly right over Anakaris's curse spam and Wolf's jump-ins, and QBee's stinger (j.HK?) and her bee swarm and still be in a position to beat the hell from them :3

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Some GALLON/JTALBAIN/WOLF Stuff

If you've got the charge, lp missile can beat out many jump-ins, but against wolf you ought to expect to get stuffed. So you'll want to chicken block to air-to-air his jump ins. He hops at you? Hop at him and hold 4, but punish with a j.mk. Its hitbox is perfect for when you're not above your opponent.

19wpl2.png

Against most of the cast, however, lp missile works great to beat in jump ins, including Victor's j.hp (as far as I can tell).

--

So, about beast cannon. Chicken blocking seems to work. I've had mixed results with mashing a grounded jab on block. Any Bulleta's have some strategy to share?

When Gallon tries to set up his beast canon unblockable/super ambiguous cross-up by rising above you then crashing down on you, I've had luck mashing out her (ES) DP (Cheer & Fire, the molotov surprise) to knock him out of it. Yeah, that move you never use. I need to test it more, but it seems viable. Obviously the trick is inputting it in the correct direction.

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http://clientes.netvisao.pt/anpedror/bbhood.htm

The standing jab links are EASY, The tricky part is not to chain these, but actually Link the attacks. Here's some math:

cr.LP

startup= 4frames

hit advantage = +6

Block advantage = +5

Renda = +9

lp

startup= 4frames

hit advantage = +10

Renda = +13

cr.mp

startup= 6frames

hit advantage = +7

Block advantage = +6

mp

startup= 6frames

hit advantage = +6

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Starts with a c.lk not c.lp. which is just a standard link to get you going off a quick low hit. You still get the renda bonus going from crouching lp to standing lp.

What makes the infinite hard isn't that its a 2 frame link, its that its a 2 frame dash link. 3 inputs, :f::f: mp.

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Bulleta update in parallel with a Lilith info.

Just noticed another setup.

Jump at an opponent, attack with J.mk such that the first couple of active frames have been out before you land. As soon as you land Bulleta does Dashing.mp.

A few notes about this string:

- This counters tech hits and allows Bulleta to keep frame advantage

- This combo's on hit

- This can be linked to the infinite or a basket knockdown when they are crouching. .

- If you time this on someone's wake-up. You can cover (2) roll options. EXAMPLE: neutral N back or Forward n neutral. Just depends on where you start at.

- Don't try this with j.hk b/c it knocks down on hit.

- This can be done off of jump-in j.mp, j.mk, land, dash.mp. But the opponent has chances for GC's & tech-hits from the first attack..

www.youtube.com/watch?v=0ggja0jCQ-o#t=103m11s

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Does anybody have any tips on charging while comboing? i'm having a hard time doing it.

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Just hold 3 as you combo. j.mp j.mk c.lk c.lk es missile's a pretty standard combo. you can start charging as soon as you 9 jump. Do you mean something more specific? you can hold a charge off any jump because your momentum's predetermined (unless you double jump ;)

While we're on charging. If you find yourself getting Hop & Missile instead of a pursuit, let the stick return to neutral.

If you wanna gain meter like some hot-shit-Kosho-wannabe, shooting missiles and wiffing air mines.. Start charging the next missile as soon as you activate the first missile. Missile 7 j.hk missile etc..

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Just use kick buttons to pursuit and you never accidentally get the wrong move.

Some GALLON/JTALBAIN/WOLF Stuff

If you've got the charge, lp missile can beat out many jump-ins, but against wolf you ought to expect to get stuffed. So you'll want to chicken block to air-to-air his jump ins. He hops at you? Hop at him and hold 4, but punish with a j.mk. Its hitbox is perfect for when you're not above your opponent.

19wpl2.png

Against most of the cast, however, lp missile works great to beat in jump ins, including Victor's j.hp (as far as I can tell).

--

So, about beast cannon. Chicken blocking seems to work. I've had mixed results with mashing a grounded jab on block. Any Bulleta's have some strategy to share?

When Gallon tries to set up his beast canon unblockable/super ambiguous cross-up by rising above you then crashing down on you, I've had luck mashing out her (ES) DP (Cheer & Fire, the molotov surprise) to knock him out of it. Yeah, that move you never use. I need to test it more, but it seems viable. Obviously the trick is inputting it in the correct direction.

Good talbain players will bait chicken block all day long just to punish with anti air. Dash under if wolf is jumping on your head will work sometimes.

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From XenoZip @ Srk. Post#2227

I notice the JPs only go for ES Missile off a dash-in or jump-in. Her dash neutral MP into c.LP is a 2F link, so is her c.LP to c.LP link (not self-chain). And c.LP to c.MP doesn't normally link but c.LP c.LP c.MP is a 3F link.

So Basically what you're looking at is like dash neutral MP, c.LP, link c.LP xx ES Missile, or dash neutral MP, c.LP-c.LP, link c.MP xx ES Missile/Basket

If you don't have time to charge, like off a random hit or a crossup, you're probably better off just chaining into sweep and going for oki without stomp.

For anti-air, if you're dashing under them it doesn't really matter what you use does it, lol. A dirty as fuck thing to do is dash under them, quick stop, command throw/normal throw OS. Her jab isn't really that bad as an anti-air, the champagne kinda sucks, just use jabs. You might not think it's as great/damaging but the beauty of Bulleta LP anti-air is she has all the time in the world to dash-in or jump-in and crossunder/meaty/cmd throw off the LP reset, since it's kind of like a "knockdown" except they don't get to roll. In fact, getting reset by LP is a fuck of a lot scarier than getting knocked down IMO.

Regarding pursuit, it just does recoverable damage, but at the sacrifice of positioning. If you stomp then you're placed outside sweep range and they start to roll, but if you don't stomp you can be standing literally on top of them when they start to roll which lets you 1) meaty any way you like 2) cross over their body 3) dash-in command throw if you think they'll block on wakeup. It's really just a positioning thing.

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You can pursuit off her ES missiles, but you'll only land it if your opponent lets you. It's good for continuing her rushdown and crossups, but don't waste meter on it. Shyness & Strike (basket) pursuits are reliable as are Typhoon's (command throw).

--

Bulleta's dash is great for rushing in and positioning. Both her forward and back dashes can be cancelled by either inputting the opposite direction or by wiffing a lp. The recovery on d.lp is ridiculously low, so you almost have no worries of being punished on wiff. And if you catch a jump-in with it, it's party time. Here's how Sako do.

--

Many of Bulleta's effective aerials hit at a 45 degree angle, down-front -- that's the reason her j.MP is such a scary overhead. Unfortunately, this can make it hard to challenge some of the more jump-happy characters (Wolf, Anakaris, and QBee.. kinda). But don't worry; BB has hops. Her double jump really gives you an advantage against damn near the entire cast in the air as she can be in the air longer and higher. Getting that double jump out quickly and returning to blocking lets you chicken a string, and punish starting with j.MP, as more often than not you will be above them. You can fly right over Anakaris's curse spam and Wolf's jump-ins, and QBee's stinger (j.HK?) and her bee swarm and still be in a position to beat the hell from them :3

you can stop her dashes much faster by using 1 or 3 (for forward dash and backdash respectively)

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ah its the same, i read that post too fast and only saw using d.lp to recover from dash

but doing downback has its advantages too. her dash is already pretty low, you can slip under people and stop and block rather than stop and walk back

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Anti Aulbath Strat:

Not guaranteed but very probable.

When Aulbath hits w/ dashing.mp he has a 2frame link to connect w/ cr.lp into whatever.

IF he misses the link, you can reversal ES throw. It's mean, but a legit strategy.

Watch Kosho do it here:

http://www.youtube.com/watch?v=bZsfBOgCh38#t=43m26s.

Step 1: IF you get hit with d.mp

step 2: 63214+PP*

*Don't forget to Negative edge

It's worth trying.

=/

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Alright, so here's what's up with her command throw (Sentimental Typhoon).

Basket (Shyness and Strike) is 214P. Sentimental Typhoon is 63214P. You can not OS it like some other characters. You will get ST to come out when you and your opponent's pushboxes touch, otherwise basket will come out. So you have to get really close to your opponent to command throw them. You cannot throw hitboxes/limbs in Vsav. If they upback or pop darkforce, Bulleta's 214P will come out. Or, if the frames were really tight, you'll get her throw wiff animation. IIRC it only activates if they move from your throw range in like the 3 frames it takes for the cmd throw to start up.

Your command throw has invulnerability and you need to rely on this. I have no idea if ES has more invul frames or not, but the wiff 214p seems faster than wiff 214pp.

Here are two basic setups to get cmd throw working in a match.

1) Dashing mp x n until you're inside, then do a dashing command throw. Don't be too linear. Mix-up your approach with jumpins -> d.mp -> cmd throw, etc. Works well against opponents who don't try to upback constantly. Against experienced players you will need to both condition them not to mash poke with counterpokes or to jump out (with dashing mp, mk, or lp. Matchup and even player dependent. If dashing mp doesn't knock them out of the air, move to dashing mk. If that still doesn't work, you have to take a risk and dashing lp if you read their jumpout. Be careful because dashing lp wiffs on all crouches save for Bishamon and Victor). Don't try to force this setup too hard. If your opponent refuses to adapt and continues to jumpout, continue to punish them for it.

2) Off a dashing lp or mk anti-air. The vsav tutorial videos demonstrate that this situation forces okizeme. So when you anti-air an opponent, you get a high/low/throw mixup. You can pressure them with missile/d.mp, go for a low, chain into instant overhead, or anti-air into a dashing command throw. In my experience, the lower to the ground you anti-air them, the more unpredictable a dashing cmd throw becomes (See 1:17 of the linked video. With Felicia but same idea). They have less time to think about the mixup they're getting put into. BTW, if you let the throw rip too early, you'll get basket. Play with it and you'll get a feel for the timing.

Basically, this setup is similar to the first except you're using a dash for oki and not as a reward for constant pressure. It's also similar to #1 in that your opponent can upback it, so you have to read your opponent/condition. Different ways to approach with the same result.

http://www.youtube.com/watch?v=nEZvRYaiiA4#t=28s

3-ish) (ES) Command throw punishes tech-hit attempts. If you can condition for a tech-hit scenario in which you've been previously tech-hitted out, the d.ES CMD throw should win. This is an extension of 1 and 2, but it deserves a mention. It also punishes reactionary GCs (but not if they're just gonna let the DP rip anyway. Need to read their playstyle and character.)

By the way, people are 3f throw invulnerable on wake-up from the ground. I think this applies to both neutral tech and rolling. Throw is not a part of the wakeup game mixup save for surprise buttsecks scenarios, so don't go for it. In fact, if you stand in throw range, they can use their throw protection to command throw YOU on wake-up. Save the command throw setups for the air-reset oki and use the wake-up oki for high/low/cross-up shenanigans.

Something I've been meaning to verify: I've heard that some characters' crouching animations or their crouching attacks or both push their pushboxes back (Q-bee, Wolf, Zabel?) Verification from anyone plz?

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Some set-ups I've had luck with:

Oki: against rolls

Walk-through which-way, c.lk into combo. I used to use lp for a lot of my which-ways, but occasionally I'd produce a dp because of how inputs work. lk is a low and safer for that fact: the downside is it's harder to link into fun and games. Be sure not to stand in range of a wake-up command throw. I've tried using normals like 4/6mp or 4/6mk for which-waying but they're too slow. Change up between walking and dashing to be sneaky. Bulleta's 4-walk animation was made for this setup. Some characters like Qbee and Anak wake up pretty late, so abuse this. Notice this match, Kosho does NASTY mixups for 5 of Aulbath's 6 rolls.

www.youtube.com/watch?v=0ggja0jCQ-o#t=19m20s

Ambiguous which-way then 88 (double neutral jump) -> j.mk or j.hk into either c.lk or c.mp if they neutral tech or d.mp or 66 c.mp if they roll. This works occasionally. Bulleta's jump speed isn't that fast so this setup isn't as meaty as other characters' imo, but it's still a decent mixup. I try to use it occasionally.

Meaty mk or es missile, d.mp or d.lp. Will often knock them out of a chicken-block. If they block the missile you begin your mixup.

Hk or 3hk, especially in the corner. This has stuffed so many wake-up DP attempts; at this moment I'm unsure if it's a mechanic or player execution error though. (Will test Thursday). I've been able to drop a mine, have them jump at me, and recover in time to tech hit them into its hitbox. If I'm not afraid of a GC, fp cancelled into hk will sometimes blow up their tech hits. The mine drops where you began your fp so they'll get hit by it in their mash. The mine will not cancel off a d.fp.

jumps:

7 block j.mp. Chicken block their jump-in. Who wants to deal with dixups? This also works to poke grounded characters without committing to a punishable arc by 9 jumping them.

9 j.mp j.mk land lp. punishes their 7 jump chicken block.

9 j.mk (safe jump), punish dp.

9 j.mp whiff j.mk -> j.lk or land command throw.

9 j.lk while ascending, j.mp j.fp land c.lp lp 66 -> fun. If they get hit by the lk, the character was most likely standing, so you can confirm into the infinite and stuff.

This last one is especially gimmicky, but I've had it work. Train them to respect your 7 chicken block on their jump-in (Bulleta's j.mp will beat a lot of characters' lp). In the corner, chicken block their jump-in but use j.hk to force fuzzy guard and go into c.mp basket or c.lk. Don't force it, but when it works, it's :3

--

Other thoughts for new players:

Keep in mind that some of your matchups require you to play lame. This took me a while to figure out. Aulbath's dash pressure beats yours. Wolf's jump-ins and pokes beat yours. Felicia will anti-air you. Etc. Bulleta's frames are + a billion but your normals are short. Sometimes you have to poke/counterpoke with your mp a lot.

Don't always double jump, especially at the apex of your first jump's arc. Your trajectory becomes very obvious and that's bad.

If a player is consistently tech-hitting your jump-ins, buffer a dash (mp) to get back up in them.

Dashing/backdashing makes your trajectory unpredictable and readies you to AA. Do this a lot. Walking forward is so rare it's basically mindgames.

D.lp and d.mk anti-air are pretty good, but they can lose. Dash under wolf and Felicia, cancel your dash with 4, and lp anti-air them. Dash lp will beat Sasquatch's short hop on reaction.

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Can Felicia still anti air this wiff mk setup?

9 j.mp, wiff j.mk, j.lp j.lk > land

I remember beating one of the ggpo Felicia players with that whenever he would normally knock me out of (9 j.mp, wiff j.mk, j.mk) or (9 j.mp, wiff j.mk, j.hk)

Also, if your using (9 j.mp whiff j.mk -> j.lk) I bet you could end with a chained j.hk for overhead/unblockable/command throw mixup. I do it with j.mk j.hk chain but they normally switch to low block right after the j.mk anyway.

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When someone like Felicia/Vic is challenging this setup w/ a standing antiair after your j.mk whiff. The next solution is to do the setup w/ a 7-jump. Much safer, and let's the match return to neutral. (Bulleta excels at the neutral game)

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