BBCF/Bullet/Combos

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< BBCF‎ | Bullet
 Bullet


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
H0/1/2 = Heat Up Level 0/1/2
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Visual Examples for Beginner and Core Combos

Beginner Combos

Start here if you're new.

Beginner Combos
Combo Position Damage Meter Gain Heat Up Level Works on: Difficulty Notes
2A > 2B > 5B > 5C > 2C > 623B Anywhere 1941 13% H0 Everyone [1] Very Easy Simple beginner combo that ends with Cutting Shear for a knockdown. You can also end it with a 214D after 2C instead since that will safely give you a Heat Level.
6B > jc > j.C > jc > j.C > j.D > 623B Anywhere 2104 15% H0 Everyone [1] Very Easy Basic anti-air combo that ends with good oki.
4B+C > 236[A] > 2B/5B > 6B > sjc > j.C > djc > j.C > j.D > 623B Anywhere 3305 H2 Everyone [2] Easy On Carl and Bang, you have to use 2B after 236[A].
5B > 5C > 2C > 623B > 22D > (66) > 6C > jc > j.D > 623B Midscreen 2104 14% H0 Everyone [2] Easy Basic H2 midscreen combo. Depending on stage positioning, you may have to dash.
5B > 5C > 2C > 41236C~236D > 6D > 623B Corner 3305 H2 Everyone [2] Easy Basic H2 corner combo.
6D, 2B > 5B > 6B > jc > j.C > jc > j.C > j.D > 623B Anywhere 2549 18% H0 Everyone [2] Easy Overhead Drive starter that takes you from H0 straight to H2.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

These are the main BnBs you want to learn if you've become familiar with Bullet. Several combos here use Double Snap, a character specific link that stabilizes corner enders and lets you opt into DP oki more often. The delay sideswap ender is an easier alternative that deals less damage and requires more proration. It's good to know how to do that ender if you're less familiar with a character's double snap timing. You can substitute most of the corner starters here with 6A > 3C > 41236C or 6D/2D > 41236C, and so on.

Core Combos
Combo Position Damage Meter Gain Heat Up Level Works on: Difficulty Notes Video
5B > 5C > 2C > 41236C > 5B > 6B > jc > j.C > j.D > 623C > 6623C > 66C > jc > j.D > 623B Corner 3358 24% H0 Everyone [3] Medium H0 corner BnB Leave it at j.D if Double Snap is too hard
5B > 5C > 2C > 41236C > 236D > (6A) > 6C > delay sideswap jc > (j.C) > j.D > 623C > microdash 6C > jc > j.D > 623B Corner 4323 H2 Everyone [3] Medium H2 corner BnB, you can omit the 6A and j.C for consistency
5B > 5C > 2C > 41236C > 236D > 6D > 236[A] > 623C > 6623C > 66C > jc > j.D > 623B Corner 4478 H2 Everyone [3] Medium Double snap timing varies depending on character
5C FC > 6D > 623C > 623D > 66A > 236[A] > 66A > 6C > jc > j.D > 623B > 22D > (3C) > 2363214C Anywhere 7371 H1 j.623C whiffs on Noel, Kokonoe, Jubei, Es [3] Medium 6D > j.623C whiffs on the aforementioned characters. You can do a grounded 623C with a shorter combo to compensate.
5C FC > ODC > 6D~D > 66C > j.623C > 623D > 66A > 6C > jc > j.D > 623B > 22D > 2363214C Midscreen 7933 H1, OD Everyone [3] Medium FC OD Combo. Use this to close out rounds after blocking/baiting a reversal.
360B~63214D > 66 > 6B > 623C > 66 > 6C > jc > j.D > 623B Corner 2868 H1 Everyone [3] Medium Corner H1 command grab BnB
360B~63214D > d.623C > 66 > 6C > delay sideswap jc > j.D > 623C > microdash 6C > jc > j.D > 623B Corner 3453 H2 Everyone [3] Medium Corner H2 command grab BnB.
5B > 5C > 2C > CT > 66 > 5B > 6B > sjc > j.C > j.C > j.D > 623B Midscreen 2735 25 Meter Everyone [3] Medium Midscreen BnB with meter.
5B cr. > 5C > 6C > jc > j.D > 623C > 623D > 66A > 6C > j.D > 623B Anywhere 3988 H1 Everyone [3] Medium Crouching hit confirm.
j.B+C > 66 > j.623C > 623D > 5B > 6B > sjc > j.C > j.D > 623B Anywhere 3265 H1 Everyone [3] Medium H1 Air throw combo. Do 2B > 6B against Carl and Bang. You can directly special cancel air throw if closer to the corner
6B > 623C > 623D > 66A > 236[A] > 66A > 6C > j.D > 623B Anywhere 4043 H2 Everyone [3] Medium H2 antiair starter
360B > 63214D > 665B > 6B > jc > j.C > djc > j.C > j.D > 623B Midscreen 2719 H1 Everyone [3] Medium Midscreen H1 command grab BnB
360B > 63214D > 66A > 236[A] > 66A > 6C > jc > j.D > 623B Midscreen 3427 H2 Everyone [3] Medium Midscreen H2 command grab BnB

Intermediate Combos

5B/2B Starter
Combo Position Damage Meter Gain Heat Up Level Works on: Difficulty Notes Video
5B/2B > 5C > 2C > 623B ~ 22D > 66 6A > 6C > jc > j.D > 623B Midscreen 3398 24% H2 Everyone [3] Medium The j.D at the end will not connect if this combo was started in the corner.
5B/2B > 5C > 2C > 5A+B > (66) 5C > 3C, 41236C, 5B, 6B > 623C, 66 623C, 66 6C > jc > j.D > 623B 3/4th from Corner 3083 -25% H0 Need testing [3] Medium Works from around Round start position. Double Snap.
5B/2B > 5C > 2C > 41236C ~ 236D, 6D > 236[A], 623C, 66 623C, 66 6C > jc > j.D > 623B Corner 4478 31% H2 Everyone except PL [3] Medium Corner H2 BNB, uses Double Snap.
5C Starter
Combo Position Damage Meter Gain Heat Up Level Works on: Difficulty Notes Video
FC 5C > 6D > j.623C ~ 623D > 6A > 236[A] > 66 6A > 6C > jc > j.D > 623B ~ 22D > (3C) > 2363214C Anywhere 7371 46% H1 6D > j.623C whiffs on Noel, Es, Kokonoe, Jubei [3] Medium Standard fatal combo. If you are too close to the corner when you use 22D, 3C whiffs. If you're H0, you can ODC after 5C to get a heat level and do the route as normal.
FC 5C/3C > 6D ~ D, 66 6A > 236[A], 66 6A > 41236C, 66 5B > 6B > sjc > j.B > j.C > jc > j.C > j.D > 623B Midscreen 5733 41% H2 Everyone [3] Medium 5C Fatal Counter Punish for when you want corner position from midscreen.
5D/6D/2D Starter
Combo Position Damage Meter Gain Heat Up Level Works on: Difficulty Notes Video
6D, 2B > 5B > 6B > jc > j.C > jc > j.C > j.D > 623C ~ 623D, 66 6A > 6C > jc > j.D > 623B Anywhere 3418 24% H0 Everyone [3] Medium Improved version of the 6D H0 to H2 combo, ends at H1. You can instead choose to end with Afterburner instead of Cutting Shear to keep yourself at H2.
6D/2D ~ D, 66 6A > 236[A], 66 6A > 6C > jc > j.D > 623B Midscreen 4360 31 H2 Everyone [4] Hard High damage beginner Drive followup combo. Does 3458 damage if done with 5D. Ends in H1. Video
Throw Starter
Combo Position Damage Meter Gain Heat Up Level Works on: Difficulty Notes Video
6T, 66 2B > 5B > 6B > sjc > j.B > j.C > jc > j.C j.D > 623B Midscreen 2597 18% H0 Everyone [2] Easy Basic H0 throw combo. Can also opt to end it with 214D for H2. Video
6T, 5C > 6C > jc > delay j.C, land 5C > 3C > 623C, 66 623C, 66 6C > jc > j.D > 623B Corner 3171 22% H0 Everyone [4] Hard Meterless, H0 corner throw combo utilizing two Snaphand Fists. Ends at H1, can end with 214D for H2.
6T, 6A > 236[A], 6A > 6C, delay j.C, land 6B > 623C, 66 623C, 66 6A > 6C > jc > j.D > 623B Corner 3274 23% H0 Everyone [4] Hard Improved meterless H0 corner throw combo. Slightly more damage, but slightly harder too.
4T > 236[A] > 2B > 5B > 6B > sjc > j.B > j.C > jc > j.C > j.D > 623B Anywhere 2780 19% H0 Everyone [2] Easy Basic Back Throw combo. Video
j.T, 66 6A > 236[A], 66 6A > 236[A], 66 6A > 6C > jc > j.D > 623B Midscreen 3006 21% H0 Everyone [4] Hard Standard Air Throw combo. Video
j.T, 66 6A > 236[A], 66 6A > 236[A], 66 6A > 6C > jc > j.D > 623B ~ 22D, 3C > 623C, 2363214C Midscreen 4198 37% H0 Everyone [4] Hard Kill confirm. If you end up near the corner, the 3C will whiff.
j.T, 2B > 5B > 6B > sjc > j.C > jc > j.C > j.D > 623C ~ 623D, 2B > 5B > 6B > 623C, 2363214C Anywhere 3773 20% H0 Everyone [3] Medium Easier variant of the above combo in exchange for less damage.
j.T, 6B > sjc > j.C > jc > j.D > 623C ~ 623D, 66 6A > 6C > j.D > 623B ~ 22D, 2363214C Anywhere 4214 23% H1 Everyone [3] Medium Heat Up level variant of the above combo. It's easier than the 6A > 236[A] loop and does more damage, but it leaves you at H0. You can instead choose to swap the end from 623B for 623C, 2363214C to keep yourself at H1.
360B Starter
Combo Position Damage Meter Gain Heat Up Level Works on: Difficulty Notes Video
360B ~ 63214D, 5B > 6B > sjc > j.C > jc > j.C > j.D > 623B Midscreen 2719 19% H1 Everyone [2] Easy Basic Crossfire Wheel combo. Video
360B ~ 63214D, 6A > 236[A], 66 6A > 6C > jc > j.D > 623B Midscreen 3427 24% H2 Everyone [3] Medium Crossfire Wheel H2 combo. Video
360B > RC, 6A > 236[A], 6C > jc > j.D > 41236C Anywhere 2666 12% H0 Everyone [2] Easy Basic RC combo for when you have no Heat Up level. Video



Combo Theory

Overdrive

Bullet's OD is versatile in combos. You can use it to gain a heat level mid confirm, create better extensions, or close rounds with OD RA (though its damage sucks). In combos, OD is pretty good at all game states but is especially powerful at the start of rounds or the end of rounds. Most of Bullet's damage in OD comes from chaining H2 engagers into each other. You're basically using all of Bullet’s highest damaging moves in a row. This is the order for prioritizing specials (and their engages) in max damage OD confirms:

6D/2D > Wadcutter > Snap > Miquelet > Sheer

These specials scale particularly well into each other The main problem here is that it’s difficult to get 6D/2D > Wadcutter Edge early and still have enough OD time to chain into other specials. As such, more practical combos use Miquelet or Snap first and then immediately go into the other, followup with Sheer, and then RA or go for j.D knockdown. It looks like this:

Snap/Miquelet > Remaining Special > Sheer

The main limiting factor in Bullet’s Overdrive is that Bullet will go back to H0 if she is in any part of an Engage’s animation when Overdrive ends. This includes recovery frames, so there are times where you may think you finished an Engage on time and then lose Heat anyway. The easiest way to solve this problem is to RC an Engage when the OD Timer is about to run out. This makes it possible to chain an extra special + engage if you need the damage. Keep in mind that if you don’t think you’ll reach 50 meter after RCing, it’s more efficient to spend the meter on Rage Aggressor instead. Thankfully, as long as you’re above 50 meter when you start an OD confirm, you’ll more than likely get enough meter to super after an RC.

Heat Management

Heat management is a big part of Bullet's combo theory. Bullet needs to juggle Heat on top of damage optimization and choice of oki. Optimized routes account for Heat Levels alongside these benefits. In her worst matchups you must choose between prioritizing oki for reducing any potential shift into neutral or playing the risk of grabbing heat and giving your opponent more escape options. This is at its worst when she is at H0 with no meter. H2 routing does not often have this issue as most H2 routes lead right back into H2.

You can offset this problem in 2 ways: With meter, and with good CH/crouching hit confirms. You can spend meter on crush trigger or even an RC if the situation is dire enough. Most CT routes combo into j.D, which gives you great flexibility in your enders. Most CH/crouching hit confirms lead into good oki *and* damage. Some of these require more awareness than others, but it’s best to keep this in mind while experimenting with your style.

2C > Afterburner Ender

Most heatless ground confirms at midscreen lead into 2C > 214D. You gain a Heat Level but give up on frame advantage. Your opponent has a huge amount of wakeup options on this knockdown. Bullet needs to make big commitments to cover most of them, so a smart opponent can escape for free. However, it's her easiest knockdown and it's very consistent everywhere on the screen. If you want better frame advantage, end with 623B instead.

j.D Ender

Thankfully, using a j.D ender gives you more flexibility and often gives you the best of both worlds. It's almost always the best way to gain heat, hands down. Here are two examples of a combo with a j.D ender:

5B > 6B > j.C > j.D > 623B

5B > 5C > CT > 6C > j.D > 623B

As you might've noticed, both combos require a launcher. Getting these launchers is more difficult and usually requires one or more these circumstances:

  • You landed a crouch confirm
  • You're close enough to corner
  • You're close to your opponent
  • You landed a good Counter Hit
  • You have meter

You can almost always land j.D from a launcher. Most air to air confirms lead into j.D. Post j.D, you have many options with your special cancels. You can use Cutting Sheer (623B) for oki or 214D if you want another Heat Level. You can use Miquelet Capture for corner carry, a combo extender, or a frame kill using its Brake. You can even cancel directly into Rage Aggressor to cash out on damage. Either way, you can opt for better advantage on top of getting heat. The problem is that these conditions make landing j.D more situational.

You won't always have the time to confirm a crouch hit. Positioning on the screen is tricky, especially against characters with great movement. Bullet's standard launcher, 6B, has a small horizontal range so it can whiff depending on your spacing, and 6C requires a crouching opponent. Additionally, your positioning can affect the way you need to spend meter. Some stray hits need to be RC'd to confirm into j.D, and max range CT won't combo into 6C. Counter hit confirms often require situational awareness. Thankfully all of her corner BnBs lead into j.D, so you can autopilot there.

Additionally, if you're starting a combo at H1 or H2 you can keep heat more often than not. You don't need a launcher, and your restrictions on comboing into a launcher are much looser. For example, instead of a 2C > Afterburner ender you can do 2C > 623B > 22D > 3C > 214D instead. Landing an airhit 3C gives you more advantage than normal, making it a viable way to reset your heat timer at midscreen. At H2, 22D combos into 6A > 6C > j.D.

Situational Enders

2C(1) airhit > 214D and 3C air hit > 214D are less common enders with similar reward. More often than not if you land 2C(1) airhit it's combo filler, but if you opt to cancel it into Afterburner you have much more advantage than the standard 2C > Afterburner. The advantage gives you time to check forward roll and delay tech with 2A. You'll still have a decent amount of time to react to emergency tech. 3C air hit is more common because it combos off of H1 Explode Engage (22D). However, if you Explode Engage too close to the corner your opponent will be too far to land 3C.

5C > Afterburner is another niche ender. Usually it happens from an awkwardly spaced H1 22D. It doesn't give great advantage for Bullet, but it'll groundslide and create some extra time to work with. If you land this from a wall splat, you might have enough time to use Flint Shooter (236A) to cover your approach afterwards. If they're not close to the corner, you'll reset to neutral.

Double Snap Hands Fist Combos

One of Bullet's signature combo pieces is her Double Snap Hands Fist (Snap) combos. In the corner, you combo a launcher into Snap, then dash and Snap to throw them back into the corner and wall stick. This combo piece is necessary for Bullet's fully optimized confirms. In many situations, it's the best way to maximize damage AND land j.D for the heat level. Here's a common corner string that uses double snap:

5B > 6B > 623C > 66 > 623C > 66 > 6C > j.D > 623B

In this combo, the 6B functions as the launcher. You can input "6623C" as a shortcut to dash and snap. Double snap, unfortunately, is somewhat character specific. Each character has different timings for the second snap. Some characters require a short dash, others require a longer dash, and some characters have longer windows to land double snap than others. If you want to learn how to double snap, it's best to try it on big body characters like Tager or Susanoo first. Both of them have long windows.

An example of Double Snap on Ragna using 236[A] as a launcher


Combo Videos

CF2 Combos
Basic CF2 Confirms
Old BBCF1.0 Combos


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