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Prototype909

[CP 2.0] Bullet Combo Thread

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BBCP_Header_Combo_Thread.png

What belongs here -

Combos from Bullet's 2.0 incarnation. Post all relevant information if possible. This includes damage, heat gain, character specific, position specific, state specific, heat use, burst use, overdrive use, etc.

What doesn't belong here -

 

Previous version combos, things not mentioned above.



Notations


General Notations Used
Guide Specific Notations Used



j
Jump


sj
Super Jump


dj
Double Jump


ad
Air Dash


iad
Instant Air Dash


jc
Jump Cancel


sjc
Super Jump Cancel


CH
Counter Hit


FC
Fatal Counter


RC
Rapid Cancel


[ ]
Hold Input


(N)
Attack must deal N amount of hits.


[???] xN
Repeat ??? N amount of times.

[/table][/td]
[table=width: 350, class: grid, align: center]

DM
Damage


HG
Heat Gain %


[H]/[H2]
Requires Heat-Up State or Heat-Up State Level 2


[O]
Requires Heat the Beat


Text
Challenge Mode Combo


Text
Input Replaceable



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Went through the 2 Bullet Combo videos and listed all the combos. Let me know if I made any mistakes anywhere.
 
 

2A > 2B > 5B > 5C > 5D > 623B (Damage: 1471) 
[H2]2A > 2B > 5B > 5C > 5D > 623B > 22D > 3C > 5D > 623B (Damage: 2455)
[H2](Corner) 2A > 2B > 5B > 5C > 5D> 41236C > 236D > 3C > 5D > 623B (Damage: 2387)
[H0 -> H2] (Back to Corner) 2A > 2B > 5B > 5C > 5D > 623C > 66 5C > 5D > 623B 
[H0] 6A > 5C > 3C > 5D > 623B (Damage: 2296)
[H0 -> H2] (Corner) 6A > 5C > 3C > 5D > 41236C > 5A > 6B > sj j.C > j.D > 623B (Damage: 2959)
[H1] 6A > 5C > 3C > 5D > 623C > 623D > 5B > 6B > sjc J.C > j.D > 623B (Damage: 3154)
[H1] (Near Corner) 6A > 5C > 3C > 5D > 41236C > 236D > 5C > 3C > 5D > 623B (Damage: 3721)
[H2] 6A > 5C > 3C > 623B > 22D > 66 5C > 3C > 5D > 623B  (Damage: 3911)
[H2 -> H2] (Corner) 6A > 5C > 3C > 41236C > 236D > 6A > 236[A] > 6C > side swap jc jD > 623C > 5C > 5D > 623B (Damage: 5106)
[H2 -> H2] (Corner) 6A > 5C > 3C > 41236C > 236D > 6C > side swap jc > land 2B > 6B > sjc > j.C > j.D > 623C > 3C > 5D > 623B (Damage: 4863)
B+C > 3C > 236[A] > 6B > sjc j.C > j.D > 623B (Damage: 2972)
[H0 -> H2] (Corner) B+C > 6B > jc j.C > j.D > 623C > 66 5C > 5D > 623B (Damage: 2892)
4B+C > 236[A] > j.B > j.C > land 6B > sjc j.C > j.D > 623B (Damage: 2962)
[H0 -> H2] (Corner) 4B+C > 236[A] > j.C > j.D > 623C > 66 5C > 5D > 623B (Damage: 3150)
[H1] (Corner) j.C > 2B > 5B > 5C > 41236C > 236D > 5C > 3C > 2363214C (Damage: 3752)
[H2] B+C > 3C > 236[A] 623C > 623D > 6A > OD > 2363214C (Damage: 5683)

 
 

5A > 2B > 5B > 5C > 5D > 623B 
(Close to Corner) 6A > 5C > 3C > 5D > 41236C > 5A > 5B > 6B > j.B > djc j.B > j.C > j.D > 623B (Damage: 3061)
623B > RC > 6A > 236[A] > 6B > 623C > 
(Back to Corner) CH 623B > 6B > 623C > 66 6C > jc j.D > 623B (Damage: 2494)
 
[H1] 5B > 5C > 5DD > 66 5C > 3C > 5D > 623B (Damage: 2629) 
[H1] 5B > 5C > 5DD > 66 5B > jc j.B > j.C > j.D > 623B (Damage: 2529)
[H1] 2B > 5B > 5C > 5DD > j.B > j.C > 5C > 3C > 5D > 623B (Damage: 2430)
[H1 -> H2] (Near Corner) 5B > 5C > 41236C > 236D > RC > 236[A] > 6C > delay side swap jc j.C > j.D > 623C > 5C > 5D > 623B (Damage: 3787)
 
[H2] 5B > 5C > 623B > 22D > 3C > 236[A] > j.C > j.D > 623B (Damage: 3958)
[H2] 5B > 5C > 623B > 22D > 3C > 236[A] > 6B > j.C > j.D > 623B (Damage: 4022) 
[H2] 5B > 5C > 623B > 22[D] > 2A > 5B > 6B > j.C > j.D > 623B (Damage: 3629)
[H2 -> H2] (Near Corner) 5B > 5C > 41236C > 236D > 3C > 236[A] > 66 6B > side swap jc j.C > j.D > 623C > 6C > jc j.D > 623B (Damage: 5263)
[H2 -> H2] (Near Corner) 5B > 5C > 41236C > 236D > 236[A] > 6C > delay side swap jc j.C > j.D > 623C > 5C > 5D > 623B (Damage: 5292)
[H2] (Near Corner) 5B > 5C > 41236C > 236D > CT > 6A > 236[A] > 6C > 2B > (5B) > 6B > sjc j.C > j.623C > 2363214C (Damage: 6938)
[H2 -> H2] (Near Corner) 6A > 5C > 3C > 412336C > 236D > 6C > 2B > 6B > sjc j.C > j.D > 623C > 3C > 5D > 623B (Damage: 4863)
[H2] 6A > 5C > 3C > 41236C > 236D > 236[A] > 6C > delay side swap jc j.C > j.D > 623C > 5C > 5D > 623B (Damage: 5072)
 
B+C > 3C > 236[A] > 5D > 623B (Damage: 2679)
- The second throw combo is the same as above except it shows that you can dash under to side swap before 5D
B+C > 3C > 236[A] > 6B > sjc j.C > j.D > 623B (Damage: 3166)
(Corner) B+C > 66 2A > 6B > 623C > 6C > side swap jc j.C > j.D > 623C > 66 5D > (623B) (Damage: 2969)
4B+C > 236[A] > j.B > j.C > 5C > 5D > 623B (Damage: 2864)
[H1] B+C > ODc > 623C > 623D > 41236C > 236D > 2363214C (Damage: 5476)
 
[H2] 5B > 5C > 5D > 41236C > 5A > 5B > jc j.B > j.C > 6B > jc j.B > djc j.B > j.C > j.D > 623C > 623D > 2363214C (Damage: 4511)
[H1] 5B > 5C > 5D > RC > OD > j.D > 623B > 22D > 3C > 41236C > 236D > 2363214C (Damage: 4122)
[H1] 5B > 5C > 5D > RC > OD > j.C > 623B > 22D > 3C > 41236C > 236D > 66 623C > 623D > 2363214C (Damage: 4928)
[H1] 5B > 5C > 5D > RC > 6C > jc OD > j.623C > j.623D > 41236C > 236D > 66 3C > 623B > 22D > 2363214C (Damage: 6244)
[H1] 5B > 5C > 5D > 623B > RC > OD > 623C > 623D > 6A > 41236C > 236D > 2363214C (Damage: 6049)
[H1] 6A > 5C > 3C > RC > 6C > jc OD > j.623C > j.623D > 41236C > 236D > 66 3C > 623B > 22D > 2363214C (Damage: 7095)
[H1] 6A > 5C > 3C > RC > 6C > jc OD > j.623C > j.623D > 6A > 41236C > 236D > microdash 623B > 22D > 2363214C (Damage: 7067)
 
[H2] 5B > 5C > 5DD > CT > OD > 2363214C (Damage: 4655)  
[H2] 5B > 5C > 41236C > 236D > OD > 6C > jc j.D > 623C > 623D > 2363214C (Damage: 6141)
[H2] (Near Corner) 5B > 5C > 41236C > 236D > 6A > 236[A] > 6C > 2B > 5B > 6B > ODc > 623C > 2363214C (Damage: 7352)
 
FC 5C > 6C >jc j.C > land j.B > j.C > land j.B > j.C > 5C > 3C > 5D > 623B (Damage: 3691)
FC 5C > 5C > 6C > jc OD > j.623C > j.623D > 6A > 41236C > 236D > 66 623B > 22D > 2363214C (Damage: 8644)
 
(Near Corner) B+C > 632146D 

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Haven't posted anything here since the combo vids so I thought I'd post interesting stuff I saw while watching 0's Bullet earlier.

 

CH 6B > jc  late falling j.C > 5B > jc j.B > j.C > land 6B > sj j.B j.C > j.D > 41236C - Video Example

(Back To Corner) [H2] CH 3C > 236[A] > 623C > 41236C > 236D > 6C > j.D > 623C - Video Example
Can't read the damage value because of the video quality but it looks about 5.3kish

(Midscreeen to Corner) Air to Air j.B > j.C > 6B > sjc j.C > j.D > 41236C > 5A > 5B > 6B > sjc j.C > j.D > 623B (Damage: 2361) - Video Example

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Back Throw combo I noticed while rewatching the last set of matches I posted last night

 

[H2] Back Throw > 236[A] > 41236C > 236D > dash 6C > jc j.D > 623C - Video Example
Damage: 4480
Notes: Goes from midscreen to corner from round start
 

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Here's an example of the new corner capture route and the Tager specific route I said I'd post earlier in the gameplay thread. I only wrote the routes I saw in the video but some time in training mode can probably give us a more general purpose route for the Tager specific route. Also listed a random midscreen combo I saw while getting video examples because eh, why not.

 

2B > 5B > 5C > 3C > 41236C > 5A > 5B > 6B > sjc j.B > j.C > j.D > 623B - Video Example
Damage: 2683
Notes: Can omit the first jc j.B and just do sjc j.B > j.C > j.D

 

 

j.D > 41236C > 5A > 5B > jc j.B > djc j.B > j.C > j.D > 623B - Video Example
Damage: 2065
Note: Tager Specific


j.C CH > 5A > 5B > 5C > 5D > 41236C > 5A > 5B > jc j.B > j.C > j.D > 623B knockdown or 41236C corner carry - Video Example
Damage: 2207
Note: Tager Specific

 

[H2 ]CH 6B > j.C > j.D > 623C > 623D > 6A > 2363214C - Video Example
Damage: 4152

Note: Requires 50 meter
 

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Just pointing out a few notes about the general H2 corner combo route to make learning it go smoothly. Mostly just gathering stuff that might've already been said into one post. Hope it helps.

5B > 5C > 41236C > 236D > 6A > 236[A] > 6C > delay jc sideswap j.C > j.D > 623C > 5C > 5D > 623B

  • 6A if you were already in the corner. if you are coming from midscreen or close to the corner, you may need to do micro dash 6A or 3C instead of 6A
  • Don't be late on the 6C! The idea of the 6C > delay jc sideswap j.C is that you want to hit them with 6C from below as much as possible so that when they wall bounce from 6C, they can go over you
  • As mentioned above, you need a delay between 6C and the jump cancel sideswap to give them a bit of time to wall bounce over you
  • When you're cancelling j.D into 623C, try to let them bounce higher so that they hit the wall higher up and give you more time to connect 5C afterwards (Thanks Prototype for pointing this out!)

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Got my hands on cpex, comboing with Bullet feels different, really feeling the delay between jC xx jD. While her comboing is overall better it certainly feels strange. Trying to come up with new max-damage BNB's from realistic situations.

 

Back throw > 236[A] > 6C > jC xx jD xx 623C = 2980 dmg + heat

Front throw > 3C xx 236[A] > 6C > jD xx 623C = 2986 dmg + heat

 

[2H] Back throw > 236[A] > 623C xx 236D > 6C > jD xx 623C = 4471 dmg + heat

[2H] Front throw > 3C xx 236[A] > 623C xx 236D > 6C > jD xx 623C = 4462 dmg + heat

 

[2H] Midscreen 5D/jD hit xx 623C xx 623D > 236[A] > 6C jc jC > jD = 3608 + heat (Add 200 dmg if red lock)

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for 2H back throw I just do

 

236[A] >6C > jc J.C> 623C > 623D > 6A > 2363214C

 

If you want max damage,  Overdrive cancel after 6A then do super. In overdrive it's right under 6k. Without overdrive I don't remember the exact amount but it's around 5.5k. I have one for forward throw also but don't remember the notations off the top of my head.

 

I've been trying to find corner fatal counter combos off 6C and I don't remember them off the top of my head. But I did find a H2 corner 5[C] fatal that does around 8k(could be 7k...don't remember exact damage again) and puts you back in H2.

 

i'll add all that stuff later when I go into the lab with the right notations and damage.

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For corner FC 5[C], the combo I found useful was.. (I believe you need 49 or 50 heat to do the combo from start to finish.)

 

2Heat/50% Meter

5[C] > 41236C > 236D > 6A > The 25 Meter/Guard Crush thing > 6A > 236A > 6C > 2B > 6B > JC > JD > 623C > 3C > Overdrive > 2363214C

 

Leaves you with two heat, and I believe it does 8200-8300ish damage. Not home at the moment, so I can't recall for certain. Also not certain the 6A before the guard crush ruins the combo or not!

 

This version of Bullet is too fun. 

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That's actually similar to what I found except I do guard crush after 5[C].(and of course minus the extra 6A)

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Yes, you're exactly right Shin Oni. Your combo was the one I was mixing up with another combo I had in mind.

 

Requirements: 2 Heat/46% Meter/Reasonably close to the corner.

5[C] > Guard Crush > 41236C > 236D > 6A > 236A > 6C > 2B > 6B > JC > JD > 623C > 3C > Overdrive > 2363214C - 8366 Damage and 2 Heat. 6963 damage if you do 3C > 5D > 623B instead of the overdrive super ender.

 

The combo I was mixing up with was:

 

Requirements: 2 Heat/42% Meter/Reasonably close to the corner.

41236C > 236D > Guard Crush > 6A > 236A > 6C > 2B > 6B > JC > JD > 623C > 3C > Overdrive > 2363214C - 7859 Damage and 2 Heat. 6472 damage if you do 3C > 5D > 623B instead of the overdrive super ender.

 

I like the above combo for doing the Miquelet Capture trap/setup. An absurd amount of damage for them teching normally in that situation.

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Meterless I think [H2] CH 623B > 6B jc jC > jD xx 623B is the strongest. Anything else I tried dropped.

 

CH 41236C > 6B jc > jB > jC > 6B jc > jBjCjD = 2986

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In the corner, you can do CH 623B > 6B > 623C > 6C > JD for 2434 and a heat up level, but you may have already known that. Otherwise what Nyaa pointed out and CH 623B > 6B > Miquelet Capture/Snaphance Fist are your only other options I believe (for 1516 and 1595 respectively)

 

CH 6B midscreen:

CH 6B > 5C > 3C > 5D > 41236C > 5A > 5B > 6B jc > JB jc > JC > JD > 623B = 2855 and double heat

 

CH 6B Easy:

CH 6B > JB > JC > Land > JB > JC > land > 6B > JB > JC > JD > 623B = 2462 and one heat

 

CH 6B with your back close to the corner:

CH 6B > 623C > 3C > 5D > 41236C > 5A > 5B jc > JB > JC > JD > 623B = 3104 and double heat

 

CH 6B with 2 Heat:

CH 6B > 623C > 623D > 6A > 236[A] > 6A > Overdrive Cancel > 2363214C = 5742 and one heat

 

Countless other combo paths depending on situations, but those are a few anyway.

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I improved my H2 D-starter combo by a couple of points.

http://a.pomf.se/dekmec.mp4

[2H] 5D xx 623C xx 623D > 6A xx 236[A] > 6C jc jC xx jD xx 623B = 3734 + 1 heat

 

Building heat.

http://a.pomf.se/ckfmai.mp4

[50 tension] 5D xx 41236C RC dash 5B jc jBjC > 6B jc jBjC xx jD xx 623B = 2433 + 2 heat

[50 tension] 5D xx 623B RC 6A xx 236[A] > 5B jc jBjC > 6B jc jC xx jD xx 623B = 3021 + 2 heat

 

Strongest meterless/walless from CH 6B.

http://a.pomf.se/iqbwih.mp4

CH 6B jc jBjC land 5B jc jBjC land 6B jc jDjCjD xx 623B = 2540 + 1 heat

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If you can land a 6C at high proration midscreen, with good enough spacing, you can land a j.D from that as well, even from H0. A bit situational, but it has its uses.

Demonstration:

https://www.youtube.com/watch?v=Pstaafakqrs

[H1] 2AAA-2B-5C-5DD, 6C-jc.D xx 623B

 

Another example (high damage off max range B)

https://www.youtube.com/watch?v=f6S0J6WIlfY

[H2] 5B-5C-5D(red) xx 623C-623D, dash 6A xx 236[A], 6C-jc.D xx 623B (4166)

 

Omitting the dash 6A in the combo above makes things a bit easier on the hands, while not losing too much damage (4046).

https://www.youtube.com/watch?v=FHwiY43MSgQ

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Just pointing out a few notes about the general H2 corner combo route to make learning it go smoothly. Mostly just gathering stuff that might've already been said into one post. Hope it helps.

5B > 5C > 41236C > 236D > 6A > 236[A] > 6C > delay jc sideswap j.C > j.D > 623C > 5C > 5D > 623B

  • 6A if you were already in the corner. if you are coming from midscreen or close to the corner, you may need to do micro dash 6A or 3C instead of 6A
  • Don't be late on the 6C! The idea of the 6C > delay jc sideswap j.C is that you want to hit them with 6C from below as much as possible so that when they wall bounce from 6C, they can go over you
  • As mentioned above, you need a delay between 6C and the jump cancel sideswap to give them a bit of time to wall bounce over you
  • When you're cancelling j.D into 623C, try to let them bounce higher so that they hit the wall higher up and give you more time to connect 5C afterwards (Thanks Prototype for pointing this out!)
Is this combo character-specific? On Carl and Hazama, I can't connect j.C j.D despite hitting the buttons as fast as I can, and I can't see how you can increase the hitstun in that part. It connects just fine on Tager and Ragna, though.

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I was wondering about that too. It dropped when I tried it on Kokonoe for some reason. Usually after an H2 Miquelet>236D, I just go for the 6C>sideswap 2B>6B>j.C>j.D>623C>3C>5D route. Hasn't dropped on anyone I've fought as Bullet so far (which would be most of the cast) and you're not giving up too much damage from the other route

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On a related note, going for that route from 6A makes the combo too long, so it drops around the last 5D even on Tager. What's the optimal combo in that case? I'm going for 6A 5[C] 3C 41236C 236D 236[A] 6C jc j.C j.D 623C 5C 5D 623B, but haven't tried any other options.

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It actually works with Kokonoe, but the timing is really tight. Drops on Hazama for me every time. Skipping the 6A seems to make it universal. For netplay I usually just do that for any opener.

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Is there any meterless H2 to H2 combo on corner without the side swap? Im not really comfrotable with it

 

I have 1 combo but it only work if I start with 5b or raw D, the combo goes like this (I think I stole it from 1 of the combo video but I forgot which one)

5b 5c 5d miquelete 236d 6c 2b 6b hj.c jd snap hand IAD jd

 

Need more universal starter combo like from 6a/2b/jc

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