Mikros Report post Posted May 9, 2014 How do you guys deal with her terrible movement speed? It's like she's got Hazama dashes and a even slower air dash without chains to compensate? Just heat up and get in with Ds? Which are + at level 1 and 2, right? 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. Oh and what are your preferred methods to land her 720? I'm liking straight forward dash buffer or a easier 6C > jc > j.a > 720. Any really good ones? 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. Share this post Link to post Share on other sites
BatousaiJ Report post Posted May 9, 2014 Thanks, I'll try those in the lab. Share this post Link to post Share on other sites
Itzwiitard Report post Posted May 14, 2014 Haven't posted here for awhile, but how is bullet coming along, thinking of getting it the weekend so any tips would be helpful Share this post Link to post Share on other sites
haitian_sensei Report post Posted May 14, 2014 The patch just came out so everyone is testing the changes and looking for new tech. Sent from my SGH-M919 using Tapatalk Share this post Link to post Share on other sites
Shin Oni Report post Posted May 14, 2014 i'm pretty happy and satisfied with the 5c and 41236C changes. Run grab having that invincibility run until the end helps so much on those zoners and 5c/5© mixups are great. This also means Bullet can get legit hit confirms off max distance 2b>5C thanks to it also being an actual combo now. Share this post Link to post Share on other sites
Eshi Report post Posted May 14, 2014 i'm pretty happy and satisfied with the 5c and 41236C changes. Run grab having that invincibility run until the end helps so much on those zoners and 5c/5© mixups are great. This also means Bullet can get legit hit confirms off max distance 2b>5C thanks to it also being an actual combo now. oh yeah, now it makes sense why my 2B > 5C's were comboing last night. Bullet is fucking great now. 720 all day EVERY DAY. Share this post Link to post Share on other sites
Kriegdrache Report post Posted May 14, 2014 2B > 5C is such a solid buff, that's literally re-ignited my interest in the character. Share this post Link to post Share on other sites
Zeromus_X Report post Posted May 14, 2014 My face when Bullet runs through Habaya and grabs the shit out of Mu: http://stream1.gifsoup.com/webroot/animatedgifs/271878_o.gif Also the new command interpreter makes getting Rage Aggressor a lot easier, if you have butterfingers execution like me. Or at least it seems more lenient. Edit: Nvm, I'm just crazy Share this post Link to post Share on other sites
SoWL Report post Posted May 14, 2014 And I just got used to going 2B 5B 5C... The new invuls on Miquelet and 3C feel wonderful, especially when paired with the Miquelet damage buff. 5[C] even moves you far enough to hit the opponent right at the beginning of the round. Yeah, its 19 frames of start-up make it lose to any button press, but who the hell pushes buttons at the beginning of the round? I thought you could gatling into 5[C], but it seems to be more of a neutral/blockstring tool right now. This indirectly nerfs most of Bullet's combos, but that's just 50 damage less. 2C > 5C is nice, but I'm not sure how much it matters right now: to be honest, I didn't expect everyone to be so hype about it (but then again, I'm just a scrub). jB > j. A doesn't seem to be that important, since even ending aerial combos with it is difficult because of the hitboxes. And the new red aura looks so, so pretty. Share this post Link to post Share on other sites
IndigoNovember Report post Posted May 14, 2014 2C > 5C is nice, but I'm not sure how much it matters right now: to be honest, I didn't expect everyone to be so hype about it (but then again, I'm just a scrub). Err, how does this work? Did you mean 2B > 5C? I'm happy with the chance since there were instances where 2B > 5B would whiff, mainly at max range 2B. Share this post Link to post Share on other sites
SoWL Report post Posted May 14, 2014 Err, how does this work? Did you mean 2B > 5C? Uhh, yes, exactly Share this post Link to post Share on other sites
Prototype909 Report post Posted May 14, 2014 Changes to 5C certainly help, but you have to buffer Miquelet a bit further in advance now (It feels?) Against crouchers it's still the same, just go into 3C Miquelet when possible for the easier transition. Share this post Link to post Share on other sites
Shin Oni Report post Posted May 14, 2014 well at the very least, 6A > 5[C] works. Share this post Link to post Share on other sites
Lunais Report post Posted May 14, 2014 Posting here because I'm really curious. I have another question, my patch version is 1.01. Is it not suppose to be 1.1 or 1.10 or something like that? I thought Miquelet went from 1000 to 1500. Mine currently does 975. Also 2C suppose to be 400+700. Mine currently does 400+376. Share this post Link to post Share on other sites
zankoku Report post Posted May 14, 2014 Want to hear some hilarious sadness? Bullet's combo rate is 65%. Miquelet Capture's base damage values are "0, 1500"... meaning when starting with Miquelet Capture, combo rate applies to that 1500 damage even though it's the first damaging hit. In other words, it used to deal 650 damage as a starter. The 400+700 is less surprising. The first hit deals 400 damage, has a P1 of 90, and a P2 of 92. The second hit has 700 base damage * 65% combo rate * 90 P1 * 92 current P2 total = 376.74 Share this post Link to post Share on other sites
IndigoNovember Report post Posted May 14, 2014 Oh... OTL Share this post Link to post Share on other sites
Lunais Report post Posted May 14, 2014 Want to hear some hilarious sadness? Bullet's combo rate is 65%. Miquelet Capture's base damage values are "0, 1500"... meaning when starting with Miquelet Capture, combo rate applies to that 1500 damage even though it's the first damaging hit. In other words, it used to deal 650 damage as a starter. The 400+700 is less surprising. The first hit deals 400 damage, has a P1 of 90, and a P2 of 92. The second hit has 700 base damage * 65% combo rate * 90 P1 * 92 current P2 total = 376.74 Well damn, haha. So is Bullet doing more damage than before or less? For me as a noob at least from what I played before it feels like on avg my combos do less damage. Was it in exchange for 3c/5c and capture changes? Less dmg overall but more options I think? Share this post Link to post Share on other sites
zankoku Report post Posted May 14, 2014 5B and 6B deal less damage, 2C, 3C, and Capture deal more. 5C is less damage than old 5C, while 5[C] is more. Most jump normals (across the entire cast) got a strict 10% damage nerf as combo starters. Share this post Link to post Share on other sites
Prototype909 Report post Posted May 14, 2014 Both j.D and 5D do less damage Share this post Link to post Share on other sites
Kriegdrache Report post Posted May 14, 2014 2B > 5C feels so good, but I haven't had a chance to try stuff as I got bodied by Azraels and Izayois all night Share this post Link to post Share on other sites
Sadeyo Report post Posted May 15, 2014 I'm actually upset with the 5C change. I miss that simple FC set-up into shennanigans, now I have to momentarily charge it and at that point the opponent mostly recovered. It was almost enough to make me drop the character to an extent. I'll play a little bit longer with her and just see if I'm blowing it out of proportion...I probably am but damn do I miss the 5C FC without the charging mess. Share this post Link to post Share on other sites
Mikros Report post Posted May 15, 2014 Then you're the only one who never got DP'd into 5B>5C probably. What kind of shenanigans are you talking about? Share this post Link to post Share on other sites
Sadeyo Report post Posted May 15, 2014 5C FC 5B 5C 6C OD 623C 623D xn 5C FC 5B 5C 6C 623C 214D 5C FC 5B 5C 6C (land) jB jC 5B 6B jC jD My 5C was respected amongst many of the competition down here and its not like I recklessly through it out. It was all for their poor performance with long recovery and a free fatal to go along with it. I noticed another change in Bullet gameplay. The super Rage Aggressor has a smaller jump at the end of it so it became tighter for those corner ending combos, you might need your opponent to drop a little lower (just hope they don't tech before it). Share this post Link to post Share on other sites
Mikros Report post Posted May 15, 2014 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. Share this post Link to post Share on other sites
WintySoSolo Report post Posted May 15, 2014 it's that in order to get FC status you need to use charged 5C, which takes longer to come out, so it's harder/impossible to fatal punish certain things due to how fast they recover. Share this post Link to post Share on other sites