BBCF/Bullet: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Bullet|discord=https://discord.gg/012ZNsr4wUWMQG24S|forums=http://www.dustloop.com/forums/index.php?/forums/forum/237-bullet/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_BU.html}}
==Overview==
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
{{BBCF/CharacterLinks}}
|-
<div id="home-content" class="home-grid">
!Bullet
{{card|width=4
|-
|header=Overview
||
|content=<!--Might wanna check the official term for Heat Up levels. Should be in the character tutorial-->
[[File:BBCF_Bullet_Portrait.png|300x500px|center]]
Bullet is a '''hybrid rushdown/grappler''' with access to explosive damage and a '''unique resource'''. Bullet's resource, Heat Up Levels (nicknamed Heat), vastly change her reward on offense and her pressure. With at least one Heat Up Level, Bullet's attacks gain new properties. Bullet can also choose to spend Heat to follow up each of her specials with a unique "Engage" move. Bullet's Overdrive cranks her damage potential up yet another notch by keeping Bullet in Heat for its duration. This makes Bullet's Overdrive an impressive comeback factor.
|-
||
{{#lst:BBCF/Bullet/Data|System Data}}
;Play-style
:Rushdown/Grappler Hybrid, Situational (dependent on Heat Up level)
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
======<span style="visibility:hidden;font-size:0">overview</span>======
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{{FP Box|header=Overview
|content=


{{Bio
Bullet is also a '''beginner friendly''' character. Her gameplan is quite simple, and she has very low execution requirements. However, while Bullet's damage is amazing, she suffers from poor defensive options and a '''lack of strong neutral tools''' to get started. As a result, she struggles against zoners and characters with a stronger neutral. In the right hands though, Bullet can still get the ball rolling and blow up anyone in her way. Smart resource management and good fundamentals are key to playing Bullet effectively. 
| name = Bullet
|lore= Bullet is a member of a mercenary force who appears to be against Sector Seven. Having been raised by mercenaries since she was young, she fights from one battlefield to another. Bullet has a candid attitude and doesn't sweat small details. She is the type to always keep a promise to someone no matter what. She is slightly ignorant of the world around her due to her upbringing in an all-male environment. Bullet doesn't know much outside of battle. She is always ready to fight and usually applies her knowledge of the battlefield to everything. She's often aggressive and blunt, but has a 'big sis' sort of appearance.
| game = BBCF
| voice =
| quote =
| lore =
Bullet is a member of a mercenary force who appears to be against Sector Seven. Having been raised by mercenaries since she was young, she fights from one battlefield to another. Bullet has a candid attitude and she doesn't sweat small details. She is the type to always keep a promise to someone no matter what. She is slightly ignorant of the world around her due to her upbringing in an all-male environment. Aside from the battle knowledge she's acquired, she doesn't know much. She is always ready to fight and usually applies her knowledge of the battlefield to everything. She is also aggressive, but has a 'big sis' sort of appearance.
}}
}}
{{StrengthsAndWeaknesses
{{BBCF/Infobox
|intro=
| fastestAttack = [[#5A|5A]] (6F)<br/>[[#2A|2A]] (6F)
|pros=
| reversal = [[#Cutting Sheer|623B]] (14F)<br/>[[#Serpentine Assault|720A]] (5F)
*Has many different tools for any situation, including a projectile, a fully invuln reversal , and a command grab super
| fatalStarter = [[#5C|5C]]<br/>[[#6C|6C]]<br/>[[#3C|3C]]
*Most combos end with at least 1 Heat Level.
*Solid pressure at close range with high/low mixups, command throws and frame traps
*Capable of extremely strong combos with the right conditions
*Drive is a good tool to check your opponent moving recklessly
*Easy to learn, with combos easy to execute
*Above average health total
 
|cons=
*Her dashes are short and have a very small window to cancel into barrier, making it difficult to safely approach mobile characters
*She depends on being close to the opponent, so zoners are difficult to deal with
*Heat Up levels can be hard to gain while at disadvantage
*Limited mixup at medium range, has to condition the opponent
*Performs poorly on the defensive, making it very important to block well
*Can struggle against opponents actively using Barrier and IBB
}}
}}
| subheader1=Drive: Lock-On
{{card|width=4
| content2=
|header=Drive: Lock-On
By holding down the D button, Bullet creates a growing orange circle around her. If the opponent is inside this circle, release the D button to launch Bullet at the opponent. If the opponent is outside the ring, she simply cancels the stance).
|content=By holding down the D button, Bullet creates a growing orange circle around her. If the opponent is inside this circle, release the D button to launch Bullet at the opponent. If the opponent is outside the ring, releasing D will cause her to leave the stance.
*Bullet gains a Heat Up level when she hits with her Drive. At Level 1 she has an orange silhouette, at Level 2 she has a red silhouette.
*Bullet gains a Heat Up level any time she lands hits with her Drive. At Heat Level 1 (H1) she has an orange silhouette, at Heat Level 2 (H2) she has a red silhouette. Bullet starts every round with Heat Level 0 (H0)
*Drive is special cancellable on hit, and applies Heat before the special move comes out, leading to new combo opportunities.
*Heat Up levels last for 900 frames (15 seconds); the timer resets each time she gains another level. Gaining levels when you're already at H2 simply resets the timer.
*Heat Up levels last for 900 frames; the timer resets each time she gains another level. Gaining levels when you're already at Lv2 resets the timer.
* Bullet can spend Heat to perform followups to her Drives, specials and one of her Distortion Drives. These followups (Called Engage moves) deal massive damage and open combo routes.
*Every special move and Serpentine Assault have followup "Engage" moves that use the D button. Engage moves add additional damage and allow for followup combos. Using these "Engage" moves will revert Bullet's heat level back to 0, but it can increase again even within the same combo.
*All Drives attacks immediately give Heat, meaning you can start a combo at Level 0(H0) and still use an Engage within it.
*With at least one Heat Level, Bullet will deal more damage and gain full invulnerability on travel.
*In Heat, all Drive attacks do slightly more damage
*By inputting and holding 4D, the ring will come out but Bullet will not launch herself at her opponent.
*In Heat, {{clr|D|j.D}} and {{clr|D|5D}} gain full invuln during the travel period
| subheader2=Overdrive: Heat the Beat
*Other moves gain new properties in Heat (explained in their descriptions below).
| content3=
|header2=Overdrive: Heat the Beat
Bullet's Ovedrive is versatile, you can use it for extremely damaging unburstable combos, even entering it mid-combo. You can use it at the beginning of the match to get yourself a guaranteed Heat Up level (for example, if you expect your opponent to outrun you). Like other overdrives, has invuln frames. ''Unlike'' most Overdrives, these invuln frames can be used to reversal with Serpentine Assault for massive, unburstable damage. Somewhat similar to Hakumen's "Mugen", your best combos in Overdrive come from chaining specials (and engages!) one after another. Keep in mind, if you use an engage while Overdrive ends, you will still lose a Heat Up level. If you quickly need to jump from H0 (Heat Up Level 0) to H2, you can OD cancel from any drive move ''and'' combo afterwards.
|content2=Bullet's Overdrive is relatively simple and versatile. Upon activating Overdrive, Bullet immediately gains a Heat Up Level. During Overdrive, she also gains the following properties:


*After using Overdrive, Bullet immediately gains a single Heat Up level.
*Bullet dashes much farther.
*During Overdrive, Bullet can dash further.
*Bullet's Heat Up level does not decrease, even when using an Engage*
*During Overdrive, Bullet's Heat Up level will never decrease, even when using an Engage move.
*H2 [[#Piercing Engage| Piercing Engage]] has different wall bounce properties.
*After leaving the Overdrive state, Bullet retains the Heat Up level she gained while entering it.
*The Heat Up level timer freezes while in Overdrive, and resets after Bullet leaves the Overdrive state.


If Overdrive ends while Bullet uses an Engage, she will lose Heat. In certain situations you must RC an Engage move to become actionable before OD ends. Done properly, you'll retain your Heat for as long as OD is active. If their timer runs out during Overdrive, they will expire as soon as Bullet leaves Overdrive.
}}
}}
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{{FP TOC|game=BBCF}}
{{FP Box
| padding=no
| content={{CharaInfo
| game=BBCF
| fullname=Bullet
| health={{#lst:BBCF/Bullet/Data|health}}
| comborate={{#lst:BBCF/Bullet/Data|comborate}}
| prejump={{#lst:BBCF/Bullet/Data|prejump}}
| backdash={{#lst:BBCF/Bullet/Data|backdash}}
| movement={{#lst:BBCF/Bullet/Data|movementoptions}}
}}
}}
{{Closediv}}<!--END FLEX OTHER SECTION-->
{{Closediv}}


==Normal Moves==
==Normal Moves==
====== <span style="visibility:hidden;font-size:0">5A</span> ======
===<big>{{clr|A|5A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Bullet_5A.png |caption=Just another punch
|input=5A
|name=5A
|description=
|data=
Average jab. {{clr|A|2A}} is much better in pressure because it's able to hit all crouchers. Can be used occasionally as an anti air or to catch jump out attempts up-close. Gatlings into {{clr|A|6A}} or {{clr|B|2B}} for high/low mixup on block, and can be jump cancelled for conversions on air hit or an additional layer in pressure.
{{AttackDataHeader-BBCF}}
 
{{!}}-
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
{{#lst:BBCF/Bullet/Data|5A}}
{{!}}-
{{Description|8|text=
*Just an average jab with a fast startup. 2A is marginally better because of its safe and because it's able to hit all crouchers, so use it if you can.
*Can be used occasionally as an anti air
*Catches jump out attempts up close
*Gatlings into 6A or 2B for high/low mixup, and can be jump cancelled.
}}
}}
===<big>{{clr|B|5B}}</big>===
{{BBCF Move Card
|input=5B
|description=
{{clr|B|5B}} is a good poke with solid range, so use it if you are just outside {{clr|B|2B}} range. It also gatlings into {{clr|A|6A}} or {{clr|B|2B}} for high/low mixup and can be jump cancelled, so it's a pretty good point to vary your pressure.
With at least one Heat Up Level, {{clr|B|5B}} becomes dash-cancelable giving her strong choices for pressure and mixup if the opponent is scared to mash, adding another layer to Bullet's mixups. However, aware opponents can mash or anti-air her options after {{clr|B|5B}} if not conditioned to keep blocking.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}


====== <span style="visibility:hidden;font-size:0">5B</span> ======
{{MoveData
|image=BBCP_Bullet_5B.png |caption=The best non-Drive poke you got
|name=5B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|5B}}
{{!}}-
{{Description|8|text=
*Good poke
*Good point to vary up your pressure or catch people trying to jump out of pressure
*Jump-cancelable on block
*Can be dash cancelled with at least H1 in CF 2.0


5B has decent range for a poke, so use it if you are just outside 2B range. It also gatlings into 6A or 2B for high/low mixup, and can be jump cancelled so it's a pretty good point to vary your pressure.
===<big>{{clr|C|5C}}</big>===
{{BBCF Move Card
|input=5C
|description=
One of Bullet's best starters due to its Fatal Counter property, good damage and excellent scaling. So naturally you will get bursted immediately because of it.


With at least one Heat Up Level, 5B becomes dash-cancelable giving her strong choices for pressure and mixup if the opponent is scared to mash.
{{clr|C|5C}} also pushes Bullet forward, making it useful for frametraps. Furthermore, it can be good place to reset pressure sparingly by taking advantage of people expecting you to cancel into {{clr|C|2C}}, Flint Shooter, or Charged Flint Shooter. If your opponent is scared of a frame trap, you can reset pressure with {{clr|A|2A}}.
*Causes ground slide on air hit


As 5B gives a strong branching point for Bullet's pressure, being jump and dash cancelable, focusing on using it as a poke or canceling it in blockstrings should be a priority for opponents that are difficult to open up. While wary opponents can mash or anti-air her options after 5B, when conditioned to block her longer blockstrings, 5B makes her pressure and mixup more threatening.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
===<big>{{clr|A|2A}}</big>===
{{BBCF Move Card
|input=2A
|description=
A jab with a fast startup. Much better in pressure than {{clr|A|5A}} because it can hit all crouchers, and great for catching roll, delay or no tech. Will whiff on fuzzy jump attempts outside of staggers, however.
Gatlings into {{clr|A|6A}} or {{clr|B|2B}} for high/low mixup. You can tick throw with ground throw or {{MMC|chara=Bullet|input=360B|label=Cross Firewheel}} as an alternate mixup.
Dash → {{clr|A|2A}} → 4AB after a knockdown is an option select that hits or misses with {{clr|A|2A}} due to tech and then either barriers if they tech or confirms your pick up combo with {{clr|B|5B}}. Extremely useful for if your pressure is being disrespected. This type of setup is similar to a common setup for {{MMC|chara=Bullet|input=720A|label=Serpentine Assault}}.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">5C</span> ======
{{MoveData
|image=BBCP_Bullet_5C.png |caption= Flamey punch brings satisfaction
|name=5C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|5C}}
{{!}}-
{{Description|8|text=
*Pushes Bullet forward, making it useful for frametraps
*Forces FC on Counter Hit
*Causes ground slide on air hit


One of Bullet's best starters, so use it for a high damage punish. In CF, it has given back it's ability to force Fatal Counter on Counter Hit so punishes will hurt a bit more than they did in CPEX. Leads into massive damage, and more than likely will get bursted immediately because of it.
===<big>{{clr|B|2B}}</big>===
{{BBCF Move Card
|input=2B
|description=
Like {{clr|B|5B}}, but with a slightly shorter range and hits low. However, its distinguishing factor is its hurtbox. {{clr|B|2B}}'s hurtbox is very close to the ground, meaning {{clr|B|2B}} low profiles a disgusting amount of pokes in the game, including {{Character Label|BBCF|Ragna the Bloodedge|label=Ragna}}'s {{MMC|chara=Ragna the Bloodedge|input=5B|label={{clr|B|5B}}}} at midrange. This can also let Bullet low profile some jump-ins outright and punish. You can use this move to call out pokes, stagger with it to call out fuzzy jumps, or use it as combo/blockstring filler.


5[C] has been removed in CF, making this the only version of 5C. However, even without the presence of 5[C], 5C can still be a good place to reset pressure sparingly by taking advantage of people expecting you to cancel into 2C, Flint Shooter or Charged Flint Shooter.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">2A</span> ======
===<big>{{clr|C|2C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Bullet_2A.png |caption=poke poke poke dash* poke poke
|input=2C
|name=2A
|description=  
|data=
Can be used as a surprise low or to catch people trying to mash/jump out of {{MMC|chara=Bullet|input=236A Lv 0|label=Flint Shooter}} or {{MMC|chara=Bullet|input=236[A] Lv 0|label=its charged variation}} when delayed, and Bullet is kept at a safe frame advantage and distance on block if uncancelled. You also have the option to special cancel both hits to vary your pressure, potentially even allowing a tick throw into {{MMC|chara=Bullet|input=720A|label=Serpentine Assault}}. Still, {{clr|C|2C}} should be used sparingly and definitely not in neutral. 
{{AttackDataHeader-BBCF}}
 
{{!}}-
Common in heatless ground combos to end in {{MMC|chara=Bullet|input=214D|label=Afterburner}}. Going for this ender provides very slight frame advantage, so your pressure can continue afterwards if you make the right read.
{{#lst:BBCF/Bullet/Data|2A}}
*The first hit on air hit will lead into hard knockdown. You can cancel this into {{clr|A|236[A]}} and proceed with a short combo.
{{!}}-
*On Counter Hit, {{clr|C|2C}} can be comboed into {{clr|D|6D}} into any basic {{clr|D|6D}} combo, depending on your Heat Level when you initiated it.
{{Description|8|text=
*Great in pressure or to catch people trying to roll, delay or no tech


Just an average jab with a fast startup. Marginally better than 5A because of the extra safety and because it's able to hit all crouchers, so use it if you can.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}


Gatlings into 6A or 2B for high/low mixup. You can also do a tick throw setup by doing 2a > delay microdash Throw or Cross Firewheel as an alternate mixup.  
===<big>{{clr|A|6A}}</big>===
{{BBCF Move Card
|input=6A
|description=
Bullet's overhead. It can be canceled into after {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|5B}}, and {{clr|B|2B}}. You can also use it after jump-in as a mixup after pressure resets. However, {{clr|A|6A}} has poor horizontal range, limiting its utility. It can gatling into {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|2C}} and {{clr|C|3C}}; on hit, you can convert {{clr|A|6A}} into a combo via gatling into {{clr|C|3C}}, but after a blocked {{clr|A|6A}}, Bullet doesn't have many options to salvage the situation and maintain pressure.
* Causes ground bounce on air hit, making it a common combo piece.


66 > 2a > 4ab after knockdown is an option select that hits or misses with 2a due to tech and then either barriers if they tech or confirms your pick up combo with 5b. Extremely useful for if your pressure is being disrespected. Also works well with the 2a serpentine setup, which looks extremely similar to this.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">2B</span> ======
{{MoveData
|image=BBCP_Bullet_2B.png |caption=Best low normal and not that bad of a poke, too
|name=2B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|2B}}
{{!}}-
{{Description|8|text=
*Possibly best poke


Like 5B, but with a slightly shorter range and hits low. However, 2B might all around be better as a poke compared to 5B in neutral. 2B's hurtbox being closer to the ground puts her at less immediate risk of getting whiff punished by an opponent who decided to jump over the poke. Also because people tend to default to blocking stuff standing in neutral situations, 2B's low property can end up opening opponents up where 5B would have been blocked.
===<big>{{clr|B|6B}}</big>===
{{BBCF Move Card
|input=6B
|description=
Bullet's anti-air. Has an amazing vertical hitbox and great active frames, but suffers from limited horizontal range. Due to its range, it tends to work best at preventing opponents from jumping during pressure or preventing IADs. On CH this combos directly into {{clr|D|6D}}, leading to juicy damage even if she started with no Heat. {{clr|B|6B}} launches opponents even on normal hit, making it useful in some midscreen combo routes to get a better {{clr|D|j.D}} combo ender instead of a {{clr|C|2C}} > After Burner ender.
*Can be dash cancelled when in heat 1 or 2


2B can't be jump cancelled, so gatling into 5B for that.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">2C</span> ======
{{MoveData
|image=BBCP_Bullet_2C.png |caption=Criss-cross!
|name=2C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|2C}}
{{!}}-
{{Description|8|text=
*Sometimes useful in mixup and pressure


Can be a surprise low or catch people trying to mash/jump out of Flint Shooter or charged Flint Shooter when delayed. Has poor frame advantage on block but in CF, the pushback on the second hit has been altered to put you at a safer distance after being blocked. You also have the option to special cancel both hits to vary your pressure. Still 2C should be used sparingly and definitely not in neutral. Amusingly enough, the first hit on air hit will lead into hard knockdown. You can cancel this into 236[A] and proceed with a short combo.  
===<big>{{clr|C|6C}}</big>===
{{BBCF Move Card
|input=6C
|description=
A normal with slow startup and limited options on block. Mostly seen in her corner and crouching hit confirms, or any general situation where her opponent is in high hitstun, such as wall splat {{MMC|chara=Bullet|input=623C|label=Snap Hands Fist}}, most Heat Level 2 follow-ups, air hit {{clr|A|6A}}, and {{MMC|chara=Bullet|input=236[A] Lv 0|label=charged Flint Shooter}}.  
 
For midscreen crouching hit confirms, {{clr|C|6C}} → jump cancel → {{clr|C|j.C}} → {{clr|D|j.D}} is often optimal for gaining heat. However, timing the delay on {{clr|C|j.C}} can be tricky so it's often more consistent to use {{clr|C|6C}} → jc → {{clr|D|j.D}} instead. This move is also wonderful to burst bait with during a confirm, as you'll often have just enough time to jump cancel barrier and still land {{clr|D|j.D}}. You can also punish and burst bait with this move if you feel your opponent will burst immediately after CH {{clr|C|5C}}. Even if they don't burst, you can still confirm off of this.


Because 5D can no longer be comboed into normally, 2C has become a more common combo piece in heatless ground combos in order to get an After Burner ender instead. Going for this ender provides very slight frame advantage so your pressure can continue afterwards if you make the right read.
While it's rare to see it in pressure, it has some uses. It can low invuln through Foot Property moves, and if it's blocked you can stay relatively safe with jump back {{clr|D|j.D}}. If you're feeling risky, you can reset pressure with jump forward {{clr|C|j.C}}. The problem is that this consumes her double jump, so you have no air option afterwards. If you want to spend the meter, you can RC into {{clr|C|j.C}} → {{MMC|chara=Bullet|input=360B|label=Cross Firewheel}} for decent mix.
*Fatal Counter makes move untechable until they hit the ground


On Counter Hit, 2C can be comboed into 6D into any basic 6D combo, depending on your Heat Level when you initiated it.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None


It's a tempting option to use 720A off of due to the forward movement, long active frames and slight frame disadvantage, especially after conditioning your opponent to expect Flint Shooter or against particularly mashy opponents.
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">6A</span> ======
{{MoveData
|image=BBCP_Bullet_6A.png |caption=It's an overhead
|name=6A
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|6A}}
{{!}}-
{{Description|8|text=
* Good overhead
* Common combo piece
* Causes ground bounce on air hit


Bullet's overhead. It can be canceled into after 5/2A and 5/2B. You can also use it after jump-in for mixup. However, 6A has limited horizontal range, and it's lost its ability to gatling into 5C in CF. It can now gatling into 6B, 6C, 2C and 3C instead. On hit, you can still convert 6A into a combo by gatling into 3C directly now but a blocked 6A doesn't have as much options to salvage the situation and maintain pressure.}}
===<big>{{clr|C|3C}}</big>===
{{BBCF Move Card
|input=3C
|description=
 
Typically used as a hard callout to beat pokes with greater range due to its invulnerability to Body attribute attacks, the distance it travels, and the low profile. {{clr|C|3C}} is risky to throw out in neutral, however; it has limited options on block, and the invuln/low profile do not begin immediately. If your opponent has the same idea as you, you'll lose to whatever low poke they have. Your opponent can also react and throw counter outright. On the upside, it has the ability to Fatal Counter, enabling great follow-ups like {{clr|D|6D}}. It can also catch people by surprise and get her out of some trickier situations because of its travel distance.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">6B</span> ======
===<big>{{clr|A|j.A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Bullet_6B.png |caption=Pretty good as far as anti-airs go
|input=j.A
|name=6B
|description=
|data=
A fast air jab. Good as an air-to-air up-close, but not great for combos. Jump up {{clr|A|j.A}} can be a strong way to deter air approaches, since it is safe to whiff compared to {{clr|B|6B}} and will hit opponents at angles where many anti-airs will not work.  
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|6B}}
{{!}}-
{{Description|8|text=
*Good Anti-air in pressure
*Launches opponent on hit  
*Head invuln 5-14F
*Can be dash cancelled when in heat 1 or 2 in CF 2.0
*Combos into 6D on CH
Bullet's anti-air. Due to its limited horizontal range, it tends to work best at preventing opponents from jumping back in to reset pressure when you're on the defensive.  


In CF, 6B now launches opponents even without a counter hit and is useful in some midscreen combo routes to get a better j.D combo ender instead of a 2C > After Burner ender}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">6C</span> ======
{{MoveData
|image=BBCP_Bullet_6C.png |caption=Taste the Knee
|name=6C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|6C}}
{{!}}-
{{Description|8|text=
*It has a large startup and limited options if blocked, so it's not very useful outside of combos.
*Jump-cancelable on block
*Fatal Counter
*Invuln against Foot Property moves


Due to the startup there are limited places for it to land, but when high hitstun is inflicted such as from wall splat 623C/41236C > 236D, (236A), 6A, or Heat Up lvl2 followups, it is very commonly used.


While it can combo into j.C > j.D, due to j.D's limited range j.C will often knock opponents far enough away for j.D to whiff. Because of the importance of building Heat Up, going from 6C > j.D directly is advised for consistency though it does make confirming into j.D harder.
===<big>{{clr|B|j.B}}</big>===
{{BBCF Move Card
|input=j.B
|description=
An air-to-air kick with good range and speed, and overall Bullet's strongest air-to-air normal. Useful if you need the range more than you need {{clr|A|j.A}}'s speed. It is also jump-cancelable on block, making it more useful than {{clr|C|j.C}} in some instances. Also very useful for catching your opponent off guard with its range.


It can be used as a way to continue pressure by jump canceling it, but 6C itself uses one of Bullet's available jumps so her options after it are limited and wary opponents will watch out for them. Though jump canceling 6C on block removes the risk of the move, as Bullet moves forward during its duration, the jump cancel timing can vary depending on when it actually connects to the opponent.  
On air CH, the opponent floats slightly in the air and cannot tech for a long time, allowing for strong confirms. For example, when {{clr|B|j.B}} counter-hits relatively low to the ground, Bullet double jump and follow-up with more air buttons or fall and continue with grounded options, such as microdash {{clr|B|6B}}.


One safe, generally effective option out of 6C is to do jump back j.D, as if 6C hits j.D will combo as the opponent is knocked closer into the air, while if 6C is blocked, j.D will not reach the opponent as the lack of knock up leaves them too far away.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">3C</span> ======
{{MoveData
|image=BBCP_Bullet_3C.png |caption=Sweep the leg
|name=3C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|3C}}
{{!}}-
{{Description|8|text=
*Good for low profiling some pokes
*Fatal Counter
*Body invuln from frame 10-20, but Active on frame 21.
Typically used as a way for Bullet to beat pokes with greater range than hers because of its ability to low profile body attribute attacks, the distance it travels and how it can be easily converted into a full combo on Counter Hit. It can also just be useful as a surprise low in neutral though. In CF, it has been given the ability to Fatal Counter on Counter Hit for better punishes. It is however much slower than most sweeps and if your opponent has the same idea as you, you'll lose to whatever low poke they have.
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">j.A</span> ======
===<big>{{clr|C|j.C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCP_Bullet_jA.png |caption= jump* poke poke poke
|input=j.C
|name=j.A
|description=
|data=
A staple in Bullet's moveset. Has good range and a large hitbox, making it an ideal jump-in. It also sees use as combo filler, an occasional air-to-air, a pressure reset, and more. Jump-cancellable on hit, but not on block, giving it additional use in combos. This property is also useful for buffering {{MMC|chara=Bullet|input=360B|label=Cross Firewheel}} or {{MMC|chara=Bullet|input=720A|label=Serpentine Assault}} on block for a tick throw setup.
{{AttackDataHeader-BBCF}}
*Knocks them to the ground with untech time on air counter-hit
{{!}}-
{{#lst:BBCF/Bullet/Data|j.A}}
{{!}}-
{{Description|8|text=
* Good Air to Air up close


A fast air jab, but not great for combos. Jump up j.A can be a great way to deal with an air approach because it'll leave you less vulnerable on whiff compared to 6B and it'll hit opponents in that awkward area where most AAs will whiff.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}
}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
{{MoveData
|image=BBCP_Bullet_jB.png |caption=Kick 'em in the face
|name=j.B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|j.B}}
{{!}}-
{{Description|8|text=
*An air-to-air kick with fair range.
*Use if you need the range over speed.
*Jump-cancellable on block
Bullet's best air-to-air normal due to its horizontal reach and speed. It is also jump-cancelable on block making it more useful for pressure than j.C.


On air counterhit the opponent floats slightly in the air and has a high amount of untechable time allowing for relatively easy confirms. For example, when j.B counterhits relatively low to the ground, Bullet can go for a double jump into further air options or fall to the ground and either continue with grounded options (microdash 6B is VERY good due to its vertical reach) or jump again into another j.B.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
{{MoveData
|image=BBCP_Bullet_jC.png |caption=Basically does everything
|name=j.C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|j.C}}
{{!}}-
{{Description|8|text=
*Has range, and a sexy meaty hitbox, making it an ideal jump in.
*Knocks them to the ground with untech time on counter hit. Can be picked up for a combo.
*Jump cancelable only on hit.
*Can be used to buffer 720A as it will not jump cancel on block.
*On air counterhit, the opponent gets put into a hard knockdown state.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
====== <span style="visibility:hidden;font-size:0">5D</span> ======
{{MoveData
|image=BBCP_Bullet_5D.png |caption=zoop
|name=5D
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Lv 0}}
{{#lst:BBCF/Bullet/Data|5D Lv 0}}
{{!}}-
{{AttackVersion|name=Lv 1 and 2}}
{{#lst:BBCF/Bullet/Data|5D Lv 1,2}}
{{!}}-
{{Description|9|text=
*Holding 4D and not letting go will always keep Bullet from activating, even on a target in range
In CF, 5D's circle is huge, spanning about 1/2 to 2/3rds of the screen. The target's color is now determined by your Heat Level rather than time held and Heat Levels are no longer lost if blocked.  However, it now has a longer startup.


When using drive on the ground against jumpy opponents, 5D is the most consistent option as it's relatively fast and has vertical tracking which 2D/6D lacks.
===<big>{{clr|D|5D}}</big>===
{{BBCF Move Card
|input=5D Lv 0,5D Lv 1/2|versioned=input
|description=
{{clr|D|5D}}'s circle is huge, spanning about 1/2 to 2/3rds of the screen. However, it now has a longer startup. When using Drive on the ground against jumpy opponents, {{clr|D|5D}} it's the most consistent option, as it's relatively fast and has vertical tracking which {{clr|D|2D}}/{{clr|D|6D}} lacks.


Because of its slower startup, it no longer can be used in most combos anymore and because of the changes to frame advantage and pushback on block from a blocked Drive attack, it's not very advisable to use it too often in neutral either. You'll still want to use 5D in neutral sparingly just to make sure your opponent hasn't forgotten that you have this option. If your opponent blocks this move in the air, you can still use air normals while you both descend. Use this sparingly to keep your opponent on their toes
Because of its slow startup, it can't be used in most combos anymore and because of the changes to frame advantage and pushback on block from a blocked Drive attack, it's not very advisable to use it too often in neutral either. You'll still want to use {{clr|D|5D}} in neutral sparingly just to make sure your opponent hasn't forgotten that you have this option. If your opponent blocks this move in the air, you can still use air normals while you both descend. Use this sparingly to keep your opponent on their toes.
*Holding {{clr|D|4D}} and not letting go will always keep Bullet from activating, even on a target in range
*Heat Levels are not lost if blocked
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">j.D</span> ======
{{MoveData
|image=BBCP_Bullet_5D.png |caption=zoop
|name=j.D
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Lv 0}}
{{#lst:BBCF/Bullet/Data|j.D Lv 0}}
{{!}}-
{{AttackVersion|name=Lv 1 and 2}}
{{#lst:BBCF/Bullet/Data|j.D Lv 1,2}}
{{!}}-
{{Description|9|text=
*Essential for combos, and can be special-cancelled now.
*Holding 4D and not letting go will always keep Bullet from activating, even on a target in range
*Holding the button will increase the ring's size.
*Higher Heat levels give more frame advantage on block.
*Hitting back while holding will cancel it.
*Instant j.D will catch most tech rolls in the corner, and can beat reversals if you have at least one heat level. IAD over their head for a crossup.




j.D. Has a wide variety of uses. Use it for combos, to catch options, or to delay your descent on an approach and bait an anti-air. Like all other drive moves, can be canceled into any special, Rage Aggressor or Wadcutter engage. It's also common to cancel j.D into OD and then go straight into Rage Aggressor to end some rounds. Depending on Bullet's height on block, you're free to use an air normal while you descend. Not the safest option, but good to make your opponent hesitant.
===<big>{{clr|D|2D}}</big>===
}}
{{BBCF Move Card
}}
|input=2D Lv 0,2D Lv 1,2D Lv 2|versioned=input
<nowiki/>
|description=
Bullet hops forward then sweeps her opponent with her legs. This shares the same startup animation as {{clr|D|6D}}, making it ambiguous which option Bullet chose. While it is slow and has large recovery on whiff, it's plus on block with Heat and leads to great midscreen damage on hit in H2 thanks to {{MMC|chara=Bullet|input=5D~D|label=Wadcutter Engage}}. Notably, as a combo starter, {{clr|D|2D}} is actually better than {{clr|D|6D}} in some situations.


====== <span style="visibility:hidden;font-size:0">2D</span> ======
As Bullet's drives have high startup, wary opponents may react by jumping to avoid the {{clr|D|2D}}/{{clr|D|6D}} mixup entirely. While {{clr|D|6D}}'s hitbox can catch jumping opponents, {{clr|D|2D}}'s hitbox is very low to the ground and will whiff.  
{{MoveData
*110% Bonus Proration
|image=BBCP_Bullet_2D.png |caption=A mix-up tool with a confusing animation
|name=2D
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Lv 0}}
{{#lst:BBCF/Bullet/Data|2D Lv 0}}
{{!}}-
{{AttackVersion|name=Lv 1}}
{{#lst:BBCF/Bullet/Data|2D Lv 1}}
{{!}}-
{{AttackVersion|name=Lv 2}}
{{#lst:BBCF/Bullet/Data|2D Lv 2}}
{{!}}-
{{Description|9|text=
While it is slow and has large recovery on whiff, it's still plus on block and leads to great midscreen damage with Heat 2 by using 2D~D.


As Bullet drives have high startup, wary opponents may react by jumping to avoid the 2D/6D mixup. As 2D's hitbox is very low to the ground it will whiff in such situations, so be mindful of how opponents react to drive as well as being predictable in drive usage.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">6D</span> ======
{{MoveData
|image=BBCP_Bullet_6D.png |caption=A mix-up tool with a less confusing animation
|name=6D
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Lv 0}}
{{#lst:BBCF/Bullet/Data|6D Lv 0}}
{{!}}-
{{AttackVersion|name=Lv 1}}
{{#lst:BBCF/Bullet/Data|6D Lv 1}}
{{!}}-
{{AttackVersion|name=Lv 2}}
{{#lst:BBCF/Bullet/Data|6D Lv 2}}
{{!}}-
{{Description|9|text=
While slow, the change to Bullet's grounded Drive circle makes this a decent ranged overhead option, especially because 6D and 2D are probabaly her best starters and the only Drive attacks still + on block now.


Used in corner combos when coming after Heat 2 Piercing Engage due to its high hitstun. Generally followed up into charged Flint Shooter.
===<big>{{clr|D|6D}}</big>===
{{BBCF Move Card
|input=6D Lv 0,6D Lv 1,6D Lv 2|versioned=input
|description=
Outside of combos, this move usually only sees use after an opponent is conditioned to block, as it can help enforce the aforementioned {{clr|D|6D}}/{{clr|D|2D}} high-low. The startup is slow, however, and if your opponent is aware, they can super jump out of the way. However, its range and travel speed still give it some use. With at least one Heat Level, these moves are + on block, and they are always cancellable into special moves.
 
While {{clr|D|2D}} is sometimes better for ''starting'' combos, {{clr|D|6D}} is always better for ''extending'' them. It has more followups than {{clr|D|2D}}, and it can always convert into something decent. This makes it a staple of many of Bullet's more damaging combo routes. One thing to note is that following up {{clr|D|6D}} with {{MMC|chara=Bullet|input=j.623C|label=air Snap Hands Fist}} can be tricky depending on the character's height.
*110% Bonus Proration


As Bullet drives have high startup, wary opponents may react by jumping to avoid the 2D/6D mixup. 6D does not have vertical tracking, but if the opponent is low to the ground 6D is likely to connect as it moves in a jumping arc.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
===<big>{{clr|D|j.D}}</big>===
{{BBCF Move Card
|input=j.D Lv 0,j.D Lv 1/2|versioned=input
|description=
An essential tool with a wide variety of uses. Useful as combo filler to gain Heat, in neutral to catch movement, or as a way to delay your descent on an approach and bait an anti-air. Just like all Drives, you can cancel into specials, supers, and {{MMC|chara=Bullet|input=5D~D|label=Wadcutter Engage}}. {{clr|D|j.D}} → OD → {{MMC|chara=Bullet|input=2363214C|label=Rage Aggressor}} is a common round ender. Depending on Bullet's height on block, you're free to use an air normal while you descend. Not the safest option, but a good way to catch someone off guard.


==Universal Mechanics==
The frame advantage on {{clr|D|j.D}} varies depending on both character's heights. Generally speaking, though, if someone uses instant block barrier, you are at a disadvantage. Due to its invulnerability, it can win some scrambles and will sometimes it will even clash with reversals. Keep in mind you can always be thrown during the travel, and you will lose to mashes during the startup. After ending a combo with {{MMC|chara=Bullet|input=623B|label=Cutting Sheer}} in the corner, you can catch all rolls by jumping and instantly holding {{clr|D|j.D}}.
====== <span style="visibility:hidden;font-size:0">Forward Throw</span> ======
 
{{MoveData
Bullet's {{clr|D|j.D}} also has a strange bug. If your opponent is grounded and you perform {{clr|D|j.D}} while descending at certain heights, you'll be able to air dash after {{clr|D|j.D}}. This is not easy to set up, but can be used for interesting pressure variations.
|image=BBCP_Bullet_BC.png |caption=Bounces them off the wall
*Holding {{clr|D|j.4D}} and not letting go will always keep Bullet from activating, even on a target in range
|name=Forward Throw
*With at least one Heat Level, is invulnerable while traveling
|input=6B+C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|BC}}
{{!}}-
{{Description|8|text=
*Wallbounces Midscreen
*Wallsplats in the corner


Both forward and back throw are good for combos, so use the one that brings them closer to the corner. In CF, her forward throw will now wallsplat in the corner and can be picked up with Miquelet Capture.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
==Universal Mechanics==
===<big>Forward Throw</big>===
{{InputBadge|{{clr|B|B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=B+C
|description=
[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]] Wallbounces midscreen and wallsplats in the corner, allowing for followups. Both forward and back throw are good for combos, so use the one that brings them closer to the corner.
}}
}}
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">Backward Throw</span> ======
 
{{MoveData
===<big>Backward Throw</big>===
|image=BBCP_Bullet_4BC.png |caption=Death by thighs
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
|name=Backward Throw
{{BBCF Move Card
|input=4B+C
|input=4B+C
|data=
|description=
{{AttackDataHeader-BBCF}}
Functions the same as Forward Throw before it hits. Provides a hard knockdown. Can combo directly into {{MMC|chara=Bullet|input=2363214C|label=Rage Aggressor}} for a large chunk of unburstable damage, or into {{MMC|chara=Bullet|input=632146D|label=Hard Kill Bringer}} as a way to secure matches.
{{!}}-
{{#lst:BBCF/Bullet/Data|4BC}}
{{!}}-
{{Description|8|text=
*Both forward and back throw are good for combos. use the one that brings them closer to the corner.
*Combos directly into astral.
*Combos directly into Rage Aggressor for high unburstable damage
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">Air Throw</span> ======
 
{{MoveData
===<big>Air Throw</big>===
|image=BBCP_Bullet_jBC.png |caption=Similar to the ground forward throw
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
|name=Air Throw
{{BBCF Move Card
|input=j.B+C
|input=j.B+C
|data=
|description=
{{AttackDataHeader-BBCF}}
[[BBCF/Mechanics#Normal Throws|A standard air throw,]] making it a handy air-to-air when they're close.
{{!}}-
 
{{#lst:BBCF/Bullet/Data|j.BC}}
Confirming this move from a hit in the corner can be awkward. Depending on positioning and height, you can wait till they bounce past you and use {{MMC|chara=Bullet|input=j.623C|label=air Snap Hands Fist}} to toss them back into the corner and dunk. Alternatively, you can just hit the ground and do {{clr|B|6B}} into {{MMC|chara=Bullet|input=623C|label=ground Snap Hands Fist}} instead.
{{!}}-
{{Description|8|text=
*A standard air throw, making it a handy air-to-air when they're close.
}}
}}
===<big>Counter Assault</big>===
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
{{BBCF Move Card
|input=6A+B
|description=
A Counter Assault with alright startup, but a poor hitbox. Not something you'd want to rely on.
}}
}}
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ======
 
{{MoveData
===<big>Crush Trigger</big>===
|image=BBCP_Bullet_6B.png |caption=Don't get yourself in situations when you have to use this
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
|name=Counter Assault
{{BBCF Move Card
|input=6A+B during blockstun w/50%
|input=5A+B,5[A+B]|versioned=input
|data=
|description=
{{AttackDataHeader-BBCF}}
This move is interesting. In Overdrive, it's used in TODs to guarantee Active Flow or to tack on extra damage. On air hit, however, this move has similar wall bounce/splat properties to {{MMC|chara=Bullet|input=623B 22D|label=Explode Engage}}. If it hits midscreen, it'll cause wall bounce, but if your opponent is close enough to the corner it will wall splat. The wall splat is outshined by H2 {{MMC|chara=Bullet|input=41236C 236D|label=Piercing Engage}}, but the wall bounce is great for Heatless corner carry. For example, you can do {{clr|B|5B}} {{clr|C|5C}} {{clr|C|2C}} → CT → (66) {{clr|C|5C}} → {{clr|C|3C}} {{clr|B|623B}}/{{clr|D|214D}}. You can also Miquelet Capture and then {{clr|B|6B}} → Double Snap after the {{clr|C|3C}} for great oki and heat. This also combos straight out of {{clr|D|5D}} and {{clr|D|j.D}}, in case you want to use it instead of Miquelet Capture for whatever reason.
{{!}}-
 
{{#lst:BBCF/Bullet/Data|6AB}}
This uncharged version combos into {{clr|C|6C}} and, if you're close enough in corner and the opponent is crouching, {{clr|A|2A}}. This is helpful if you want better oki while gaining Heat at midscreen.
{{!}}-
 
{{Description|8|text=
*Wall bounces midscreen air hit.
*It's got a bleh hitbox, but the startup is alright for what it is.
**Wall sticks in the corner.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ======
{{MoveData
|image=BBCP_Bullet_AB.png |caption=There's never enough ways to crack the enemy open
|name=Crush Trigger
|input=A+B w/25% Heat
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Uncharged}}
{{#lst:BBCF/Bullet/Data|5AB}}
{{!}}-
{{AttackVersion|name=Charged}}
{{#lst:BBCF/Bullet/Data|5[AB]}}
{{!}}-
{{Description|9|text=
*That startup is huge! But can be used if they are respecting you hard.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Specials==
==Specials==
====== <span style="visibility:hidden;font-size:0">Wadcutter Engage</span> ======
===<big>Wadcutter Engage</big>===
{{MoveData
{{InputBadge|{{clr|D|D}} during a D normal}}
|image=BBCP_Bullet_5DD.png |caption=Grab 'em by the collar and make them explode
{{BBCF Move Card
|name=Wadcutter Engage
|input=5D~D
|input=D during a D normal
|description=
|data=
Wall bounces on hit, making it fairly useful for midscreen combos. You won't see it much outside of OD combos and after midscreen {{clr|D|2D}} starters, though. Unlike her other special cancels, you don't gain a heat level from Drive before using this move. This means that you need at least 1 Heat ''before'' using Drive, and you'll only get the H1 version. The H2 version does more damage and gives slightly more untech time.
{{AttackDataHeader-BBCF}}
}}
{{!}}-
{{#lst:BBCF/Bullet/Data|5D~D}}
{{!}}-
{{Description|8|text=
*One of the better engages for midscreen combos.


As of BBCF this move wall bounces. You won't see it much outside of OD combos and a 2D starter from midscreen. Sadly you don't gain a heat level from drive before using this move, unlike Bullet's other engages when she special cancels a drive move. This means that you need at least 1 heat before using drive and cancelling into this engage. H2 gives way more damage
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">Flint Shooter</span> ======
===<big>Flint Shooter</big>===
{{MoveData
{{InputBadge|{{clr|A|236A}}}}
|image=BBCP_Bullet_236A.png |caption=Not for, but against zoning
{{BBCF Move Card
|name=Flint Shooter
|input=236A Lv 0,236A Lv 1,236A Lv 2|versioned=input
|input=236A
|description=
|data=
Bullet's projectile. Useful due for advancing on the opponent due to its slow speed and fullscreen travel distance. Can also force them to block while you go for a mixup. The projectile also lies close to the ground, meaning that sometimes other projectiles will go over it. Rarely used during combos, though it can be used after as an oki tool.
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Lv 0}}
{{#lst:BBCF/Bullet/Data|236A Lv 0}}
{{!}}-
{{AttackVersion|name=Lv 1}}
{{#lst:BBCF/Bullet/Data|236A Lv 1}}
{{!}}-
{{AttackVersion|name=Lv 2}}
{{#lst:BBCF/Bullet/Data|236A Lv 2}}
{{!}}-
{{Description|9|text=
*Gets additional hits with higher Heat levels. H1 Flint Shooter = 2 hits, H2 Flint Shooter = 3 hits.
*Counterhit gives you an easy combo


In CF, Bullet's Flint Shooter will now always go full screen regardless of your current Heat level, making it always great for controlling space on the ground and covering an approach. If opponents try to jump over Flint Shooter, you can try and intercept them with jump up j.A , j.B, air throw or even scoop them out of the air by doing ground Snap Hands Fist if they're going to try and jump over it at the right angle for Snap Hands Fist to grab them.  
Flint Shooter will get an additional hit added to it with each Heat level Bullet has. When clashing with projectiles, the first hit often cancels out an opponent's projectile while Flint continues traveling. Furthermore, against {{Character Label|BBCF|Carl Clover|label=Carl}} and {{Character Label|BBCF|Relius Clover|label=Relius}}, the multiple hits can be used to deal significant damage to their Dolls' respective gauges.  


Instead of going further at higher Heat levels, Flint Shooter will instead get an additional hit added to it with each Heat level in CF. These additional hits are very useful in many ways. When clashing with projectiles, it's possible that the first hits will cancel out an opponent's projectile and allow Flint Shooter keep going without being destroyed itself. Against dolls like Nirvana and Ignis, the multiple hits will eat away at more of their doll meter than the single hit used to.
}}
}}
===<big>Flint Shooter (Charged)</big>===
{{InputBadge|{{clr|A|236[A]}}}}
{{BBCF Move Card
|input=236[A] Lv 0, 236[A] Lv 1,236[A] Lv 2|versioned=input
|description=
The version you'll actually use in combos. Fires the same projectile as before, but explodes shortly after firing or on hit, flinging your opponent into the air for followup hits. Outside of combos, its advantage on block can make it useful as a pressure reset with potentially huge CH reward if the opponent mistimes their mash. However, the extra time in charging up {{clr|A|236[A]}} gives opponents a gap to mash out of, so be careful in its use when opponents have not been conditioned to block.
}}
}}
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">Flint Shooter (Charged)</span> ======
===<big>Cutting Sheer</big>===
{{MoveData
{{InputBadge|{{clr|B|623B}}}}
|image=BBCP_Bullet_236A_charged.png |caption=A great combo tool. Now with neutral!
{{BBCF Move Card
|name=Flint Shooter (Charged)
|input=236[A]
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Lv 0}}
{{#lst:BBCF/Bullet/Data|236[A] Lv 0}}
{{!}}-
{{AttackVersion|name=Lv 1}}
{{#lst:BBCF/Bullet/Data|236[A] Lv 1}}
{{!}}-
{{AttackVersion|name=Lv 2}}
{{#lst:BBCF/Bullet/Data|236[A] Lv 2}}
{{!}}-
{{Description|9|text=
*Hits a little higher than the uncharged version
*Goes farther with higher Heat levels
*Gives you an easy combo on hit
The extra time in charging up 236[A] gives opponents a gap to mash out of, so be careful in its use when opponents have not been conditioned to block. When conditioned however, 236[A] is a good way to reset pressure in Bullet's favor and can score easily reactable counterhits if the opponent mistimes their mash.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Cutting Sheer</span> ======
{{MoveData
|image=BBCP_Bullet_623B.png |caption=Has a penchant for missing
|name=Cutting Sheer
|input=623B
|input=623B
|data=
|description=
{{AttackDataHeader-BBCF}}
*Has a maximum range check (similar to throws) of approximately 665px between character origins, usually not relevant since the hitbox is much smaller but it does mean that this move will fail to counter moves done at long range even if it intersects with extended hurtboxes.
{{!}}-
{{#lst:BBCF/Bullet/Data|623B}}
{{!}}-
{{Description|8|text=
*Reversal
*Combo Ender except for notably longer combos


Bullet's DP. You can use it as a reversal. It got a slight buff to its horizontal range in CF but it's still limited with slow startup so you need to be careful of people trying to outspace it. You mostly want to use it in situations such as the opponent trying to 2A on your wakeup where they're pretty close to you.
Bullet's DP. An invincible reversal is always nice, but Cutting Sheer has low horizontal range and slow startup, making it not the best. You mostly want to use it in situations where you believe your opponent will stick to you and press buttons after oki, or to call out pressure gaps. Ironically, its slow startup can mess up certain reversal baits.  


In CF, Cutting Sheer no longer gives guaranteed untechable knockdown and in longer combos will cause opponents to air tech before hitting the ground. As a result, you won't always be using Cutting Shear as an Ender.
A lesser known benefit of Cutting Sheer is that she can OS with Rapid Cancel to make it safe on block, since the first hit cannot be Rapid Cancelled on hit. This means that if you RC the moment Cutting Sheer lands, you'll only RC if your opponent blocked. If they were hit, you can RC the second hit into {{clr|A|6A}} → {{clr|C|6C}} → {{clr|D|j.D}} to build Heat, or continue the combo as normal with {{MMC|chara=Bullet|input=623B 22D|label=Explode Engage}} if you already have Heat Level 2.
 
In longer combos, Cutting Sheer will cause opponents to air tech before hitting the ground. As a result, you won't always be using Cutting Sheer as an ender. Despite this, it can still always lead into a safejump on hit; after Sheer, input {{clr|A|9A}} → 4j.C. This will beat most reversals and all abare normals, and force your opponent to block on emergency tech. Be wary, though, as this loses to rolls and delay wakeups.


Wary opponents may stand a step outside 623B's range and wait for her to whiff it, so be very mindful of its usage against players comfortable with Bullet. As Bullet stays locked in place and it can be hard for 623B to connect just to have a chance to rapid cancel it, it is a fairly easy reversal to bait and punish. Ironically, it's slow startup can mess up specific setups to bait reversals.
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">Explode Engage</span> ======
===<big>Explode Engage</big>===
{{MoveData
{{InputBadge|{{clr|D|22D}} during Cutting Sheer}}
|image=BBCP_Bullet_22D.png |caption=A rare sight to see, but a cool one
{{BBCF Move Card
|name=Explode Engage
|input=623B~22D
|input=22D during Cutting Sheer
|description=
|data=
Explode Engage is the drive followup of choice at midscreen if you want to squeeze out more damage or can't access other options early enough in a combo. Will normally wallbounce opponents, but if your back is to the corner, you can use this to switch sides and wall splat your opponent. In H1, depending on how close you are to the corner, you'll have to backdash afterwards to maintain the side switch. If you're far enough from the corner you can {{clr|C|2C}} → {{clr|D|214D}} or {{clr|C|3C}} {{clr|D|214D}}. This situation is much better in H2, because you can simply {{clr|C|5C}} {{clr|D|214D}} after. With enough distance between you and the corner, you can also dash and use {{clr|C|6C}} → {{clr|D|j.D}} for better oki
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|623B D}}
{{!}}-
{{Description|8|text=
*Squeezes out damage before Rage Aggressor
*Useful to optimize midscreen damage at the cost of oki and heat
*Wall bounces at midscreen
*Wall splats from at least 3/4 screen (back to corner)


Because of the changes to Flechette Engage making it hard to combo from in CF, Explode Engage has become the new Drive followup of choice to spend your heat on midscreen. If your back is in the corner and you land Cutting Shear, you can use this to switch sides and wall splat your opponent. Keep in mind even with H2 your followup is very limited when used like this.
By doing {{clr|D|22[D]}}, there is an alternative version which will ground splat in front of Bullet. This allows for some combo routes to pick up with {{clr|A|2A}} → {{clr|B|5B}}.


As of CF 2.0, Flechette Engage is once again the midscreen H2 Drive followup of choice. Explode Engage still finds use in combos, such as spending H1 to combo into Rage Aggressor.
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">Miquelet Capture</span> ======
{{MoveData
|image=BBCP_Bullet_41236C.png |caption=Just don't use it as a command dash
|name=Miquelet Capture
|input=41236C
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Miquelet}}
{{#lst:BBCF/Bullet/Data|41236C}}
{{!}}-
{{AttackVersion|name=Brake}}
{{#lst:BBCF/Bullet/Data|41236C B}}
{{!}}-
{{Description|9|text=
*Has projectile invuln.
*Combo throw, but suffers from standard combo proration like any normal strike move. Very useful for combos and corner carry
*Unblockable, but only hits standing or aerial opponents.
*You can use it as a  to punish projectile zoning, but because it's highly punishable on whiff, use only when you are sure it'll work.
*By pressing B, you can cause Bullet to "Brake" and stop running early. Note that this is still punishable, but good for dodging certain projectiles and staying safe.
While Miquelet Capture has been a staple of Bullet's more optimal combos, it used to generally require a standing confirm and completely whiff on crouching opponents. While this is still the case, as of CF 2C sweeps the opponent high enough into the air to be followed up with Miquelet Capture making it significantly easier to combo into. Its projectile invulerability is useful in some matchups to catch characters who can poke with short to mid range projectiles.


On CH the opponent floats longer, leading to combos even from midscreen. Notably, it can combo into 2C>236[A], 623C (useful if you're back is to the corner), 5C>3C for corner carry, and more.  
===<big>Miquelet Capture</big>===
}}
{{InputBadge|{{clr|C|41236C}}}}
}}
{{BBCF Move Card
<nowiki/>
|input=41236C,41236C~B|versioned=input
|description=
*Combo throw, so can never be throw rejected but suffers normal combo proration like any strike move
*Unblockable, but only hits standing or aerial opponents
*Extended throw range, about twice the usual distance from touching.
 
A running grab with invulnerability to projectiles, making it useful for calling out reckless zoning. Can be "braked" by pressing B while travelling for decreased recovery, though you are still punishable on whiff in many situations even if you brake.
 
Miquelet Capture is also a staple of Bullet's combos. In most situations, you'll see it after {{clr|C|2C}}, because it pops them high enough. This move is great in combos to add corner carry or to tack on extra damage. It's also a staple of Bullet's corner confirms, especially with its H2 engage. Its projectile invulerability is useful in some matchups to catch characters who can poke with short to mid range projectiles.


====== <span style="visibility:hidden;font-size:0">Piercing Engage</span> ======
On CH the opponent floats, making it comboable everywhere. Notably, it can combo into {{clr|C|2C}} {{clr|A|236[A]}}, {{clr|C|623C}} (useful if you're back is to the corner), {{clr|C|5C}} {{clr|C|3C}} for corner carry, and more. Sometimes, this makes its Engage followup unwieldly, as they'll wall splat much higher than usual.
{{MoveData
|image=BBCP_Bullet_236D.png |caption=This baby hurts
|name=Piercing Engage
|input=236D during Miquelet Capture
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|41236C 236D}}
{{!}}-
{{Description|8|text=
*Great for H2 corner combos
*Wallsticks in the corner
*H2 version Wallbounces Midscreen in OD


The Drive followup for capture. It's used in H2 corner combos for big damage and wall splat. The H1 version wall splats for less time, but is occaisionally useful when converting Miquelet into a basic corner ender from 3/4 screen.
}}
}}
===<big>Piercing Engage</big>===
{{InputBadge|{{clr|D|236D}} during Miquelet Capture}}
{{BBCF Move Card
|input=41236C~236D
|description=
The Drive followup for Miquelet Capture. Useful in H2 corner BnBs for big damage and wallstick property. The H1 version wall splats for less time, but sees use to guarantee a corner pickup when Miquelet → {{clr|B|665B}} won't quite land.
*H2 version wallbounces midscreen in OD
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">Snap Hands Fist</span> ======
{{MoveData
|image=BBCP_Bullet_623C.png |caption=Barely even an anti-air
|name=Snap Hands Fist
|input=623C, air OK
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:BBCF/Bullet/Data|623C}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:BBCF/Bullet/Data|j.623C}}
{{!}}-
{{Description|9|text=
* Great combo tool in the corner
* Wallsplats when tossed into the corner
* Ground version unblockable
* Air version better for combos


Snap Hands Fist is a great combo tool in the corner. It allows you to side swap with the opponent when you need to get him in the corner and the wallsplat allows you to keep the combo going. It's a very key special in allowing you to do a H2 combo that'll put you back in H2 at the end. As of 2.0, the trajectory of snap has changed, meaning that double snap combos are possible on most of the cast, leading into 6C> j.c > J.D > 623B for a safe jump setup, or Rage Aggressor for damage. Note that this doesn't work on ALL characters, and the dash timings vary depending on your opponent's character.  
===<big>Snap Hands Fist</big>===
{{InputBadge|{{clr|C|623C}} (air OK)}}
{{BBCF Move Card
|input=623C,j.623C|versioned=input
|description=
*Anti-air grab, will always miss a grounded or downed opponent, regardless of hitboxes
*Swaps sides on hit.
*Counterhittable during recovery
*Maximum range of 523px from Bullet's origin, usually just a matter of hitboxes.


It's pretty easy to combo into Rage Aggressor from anywhere on the stage when you need to close a round.  
Situationally useful anti air with a lot of Head invuln that covers an angle Bullet's other anti-airs do not. The ground version is unblockable, further enhancing this, though the air version is not. On CH, the opponent is in hitstun until they hit the ground, allowing for strong followups without any prerequisites. With Heat, you can use its followup, {{MMC|chara=Bullet|input=623C 623D|label=Flechette Engage}}, to blow people up, carry them to the corner, and get better oki, making it a useful starter and extender. Significant CH recovery, so don't whiff it.


With heat, you can use its followup, Fletchette Engage, to squeeze out more damage, corner carry, and better oki. On CH, the opponent is in hit stun until they hit the ground, removing the heat and meter requirement to followup. Regardless, it's an extremely risky anti air!
In the corner, Snap Hands Fist wallsticks, enabling Bullet's trademark "double snap" conversion. In the corner, Bullet can pop an opponent up, use Snap to toss them out of the corner, dash, then use Snap once again to put them back into the corner with a wallstick. This conversion is possible on almost the whole cast, although the timing of the second snap is somewhat character specific. Double Snap is extremely useful because it lets you squeeze out extra damage, prorates less than many of Bullet's other corner extensions, and leads to (66) → {{clr|C|6C}} → {{clr|D|j.D}}
}}
}}
===<big>Flechette Engage</big>===
{{InputBadge|{{clr|D|623D}} during Snap Hands Fist}}
{{BBCF Move Card
|input=623C~623D
|description=
*Since Snap Hands fist switches sides, you will need to do the 623 motion for this move in the opposite direction.
Slams the opponent to the ground and bounces them, allowing combo extensions off of {{clr|C|623C}}. In H2, the bounce and damage are much higher, leading to more followups and more damaging combos. Useful in some corner combos, and also deals massive damage if used early enough in a combo.
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">Flechette Engage</span> ======
===<big>Cross Firewheel</big>===
{{MoveData
{{InputBadge|{{clr|B|360B}}}}
|image=BBCP_Bullet_623D.png |caption=DUNK.
{{BBCF Move Card
|name=Flechette Engage
|input=360B
|input=623D during Snap Hands Fist
|description=
|data=
*Slightly longer reach than a normal throw (Approximately 43px)
{{AttackDataHeader-BBCF}}
Bullet's command grab special. It's a good, fast mixup tool to go for that can lead into good damage with Heat. If you don't use the Drive followup, the opponent will get knocked down in front of you for more pressure. Don't get too reckless with it, though, as its very punishable on whiff and will lose to fuzzy jumps.
{{!}}-
{{#lst:BBCF/Bullet/Data|623C 623D}}
{{!}}-
{{Description|8|text=
*Good for some corner combos
*Massive Damage when used early in a combo
*H2 bounce leads into almost everything.


Bullet's Dunk. Slams the opponent to the ground and bounces them, allowing combo extensions off of 623C. In H2 the bounce and damage are much higher, leading to more followups and more damaging combos.  
The 360 input can be done clockwise or counter clockwise regardless of which direction Bullet is facing. The starting direction of the 360 input doesn't matter as long as you hit all 4 directions; {{clr|B|8624B}}, {{clr|B|6248B}}, {{clr|B|4268B}}, and {{clr|B|2486B}} are all valid inputs. {{clr|B|66248B}} and {{clr|B|42668B}} can also be used as microdash command grab inputs.


Was nerfed in CF 1.0 by causing the opponent to bounce away without Overdrive, but back to its original glory as of CF 2.0.
If Rapid Canceled at the end, Bullet can easily pick the opponent up with {{clr|B|2B}} and gain the Heat which she was probably lacking to follow into Shot Shell Engage. If Rapid Cancelled at the beginning, she can {{clr|D|6D}} immediately afterwards for their heat followup of choice, though this requires stricter timing.
}}
}}
===<big>Shot Shell Engage</big>===
{{InputBadge|{{clr|D|63214D}} during Cross Firewheel}}
{{BBCF Move Card
|input=360B~63214D
|description=
Crossfire Wheel's Drive followup. Switches sides on hit, wallbouncing when far from the corner and wallsticking if you're close enough. It's easily convertible anywhere, even at H1. If you have Heat, it's usually worth using this engage.
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">Cross Firewheel</span> ======
{{MoveData
|image=BBCF_Bullet_CrossfireWheel.png |caption=Heel drop
|name=Cross Firewheel
|input=360B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|360B}}
{{!}}-
{{Description|8|text=
*Good Mixup tool
Bullet's new command grab special. It's a good, fast mixup tool to go for that can lead into good damage with Heat. If you don't use the Drive followup, the opponent will get knocked down in front of you for more pressure. Don't get too reckless with it though, as its recovery can be punished if the opponent jumps before it connects


If rapid canceled at the end, Bullet can easily pick the opponent up with 2B and gain the Heat which she was probably lacking to follow into Shot Shell Engage.
===<big>After Burner</big>===
If rapid cancelled at the beginning, one can 6D immediately afterwards for their heat followup of choice. Note that the timing on this is far more strict, and rapid cancelling at the end is much more consistent
{{InputBadge|{{clr|D|214D}} (Chargeable)}}
}}
{{BBCF Move Card
}}
|input=214D
<nowiki/>
|description=
====== <span style="visibility:hidden;font-size:0">Shot Shell Engage</span> ======
Gives Bullet one Heat Level on use, or, if you already have H2, resets the timer of how long you can keep it. Has a relatively short duration and some projectile guardpoint, so you can potentially use this to build levels in neutral if your opponent is too passive. Can be held to give two heat levels, though this is only useful if you're at H0 and notably risky due to the total duration of the animation.
{{MoveData
|image=BBCF_Bullet_Shot_Shell_Engage.png |caption=Drag your opponent through the dirt!
|name=Shot Shell Engage
|input=63214D during Cross Firewheel
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|360B 63214D}}
{{!}}-
{{Description|8|text=
*Switches sides
*Wallbounces when far from corner
*Wallsticks if corner is close to Bullet


Cross's Drive followup. It's easily convertible anywhere, even at H1. If you have Heat, it's usually worth using this engage. Note that it'll wall stick if your back is close enough to a corner, similar to Explode Engage
Enders such as {{clr|C|2C}} → After Burner are common ways to build Heat off meterless ground hits. The frame advantage is pretty poor, though, so you'll want to be on the lookout for opponents trying to disrespect this ender by using a variety of wakeup options.
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">After Burner</span> ======
{{MoveData
|image=BBCP_Bullet_214D.png |caption=For when they try to make fun of your stubby dash
|name=After Burner
|input=214D
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|214D}}
{{!}}-
{{Description|8|text=
*Used at the end of some combos to get a Heat level
*Can be charged for 2 Heat levels, but it's pretty risky
*Has some projectile GP frames so it can be used fullscreen against projectiles
Used to give yourself a Heat level or just reset the duration on your current timer. In CF, its total duration has been reduced. Because 5D is no longer able to be used in ground combos as an ender, 2C > After Burner is now a common ground combo ender. The frame advantage is pretty poor though, so you'll want to be on the lookout for opponents trying to disrespect this ender by using a variety of wakeup options.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Drives==
==Distortion Drives==
====== <span style="visibility:hidden;font-size:0">Rage Aggressor</span> ======
===<big>Rage Aggressor</big>===
{{MoveData
{{InputBadge|{{clr|C|2363214C}}}}
|image=BBCP_Bullet_2363214C.png |caption=The ultimate combo ender.
{{BBCF Move Card
|name=Rage Aggressor
|input=2363214C
|input=2363214C
|data=
|description=
{{AttackDataHeader-BBCF|version=yes}}
*15% minimum damage (915 normally and 1190 during Overdrive)
{{!}}-
*No invulnerability and enough time after the superflash for anyone to just jab Bullet on reaction.
{{AttackVersion|name=Attack}}
{{#lst:BBCF/Bullet/Data|2363214C}}
{{!}}-
{{AttackVersion|name=OD Followup}}
{{#lst:BBCF/Bullet/Data|2363214C OD Followup}}
{{!}}-
{{Description|9|text=
*Never use this outside of combos. It doesn't even have invuln. Really, don't try it.
*However, during combos, go nuts.


No worthwhile uses outside of combos, but extremely valuable as a combo ender. Can be combo'd from a ridiculous amount of things, has solid minimum damage, and leaves you significantly advantageous on hit. Things that combo into Rage Aggressor include every Engage except H1 {{MMC|chara=Bullet|input=623C 623D|label=Flechette Engage}}, every Drive move, Snap Hands Fist, and throw. You name it, it probably works. Generally viable to throw out Flint after this super to catch tech rolls. Due to its bad P1 and multi-hit nature, it's often possible to get this move to do more damage if done early in a combo than doing it on its own, in this instance it is sometimes worth using a Rapid Cancel to continue the combo since the move doesn't scale damage that badly during combos.


Combo ender super. Can be combo'd from a ridiculous amount of things. Heat followups (except for Flechette Engage H1), after j.D/5D, Snap hands, throw, etc. You name it, it probably works. Good minimum damage, and leaves you at advantage on hit. Generally viable to throw out Flint shooter after this super to catch tech rolls. The OD damage is nerfed but still worth going for if you want your combo to close out a round with j.D>OD>Rage Aggressor.
The OD version follows blasts your opponent away. The extra damage isn't often worth the worse oki, but it's still worth going for if you want to close out a round.  
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">Serpentine Assault</span> ======
===<big>Serpentine Assault</big>===
{{MoveData
{{InputBadge|{{clr|A|720A}}}}
|image=BBCP_Bullet_720A.png |caption=And they said she's not a grappler.
{{BBCF Move Card
|name=Serpentine Assault
|input=720A
|input=720A
|data=
|description=
{{AttackDataHeader-BBCF}}
A risky, but highly rewarding command grab super. Carries them straight to the corner on hit, and deals 2060 damage even before its followups. Also serves as a reversal super which cannot be blocked, giving it utility on wakeup. Most deadly in Heat Level 2, as its followups increase its damage massively.
{{!}}-
{{#lst:BBCF/Bullet/Data|720A}}
{{!}}-
{{Description|8|text=
*Some say using meter for a command grab is a waste and too risky. Give them the flamey-fist of doom.
*Carries them to the corner.
*Spin on wakeup, spin after a double jump, spin after an airdash, spin after blocked 2C, start a 5D over their head, cancel it, and spin...
*One of the few Distortion Drives that doesn't improve with overdrive, but if you scroll down a bit...


If you switched from Tager, this is about as close as you can get to reliving a Genesic Emerald Tager Buster. With H2 and lots of spins, this super can snipe out a round. Note that this is an easily punishable super, however. If you're think your opponent doesn't respect you, you can yolo OD into this super. Outside of that, there are few setups that lead into this super. Here are some examples:
Can be easily buffered from a variety of common pressure tools, including, {{clr|A|2A}} stagger, {{clr|B|5B}}/{{clr|B|6B}} dashcancel, {{clr|D|5D}} → {{MMC|chara=Bullet|input=41236C B|label=Miquelet Capture Brake}}, and guard-cancel Overdrive. Just remember that if you are using this from overdrive, try to make sure you're not at heat level 0, or you'll miss out on huge damage if this move hits.
*Buffer during 2A stagger
*Has {{Tt|388 pixel range between player origins|When using 1080p Resolution}}, but also {{Tt|slides foward after the first active frame.|Per frame, moves forward: 61, 31, 13, 8 pixels.}}.
*Buffer during 5B/6B dashcancel
**First active frame happens immediately as the superflash ends, giving no time to react.
*Buffer during whiff Miquelet break after 5D
**Bullet is invulnerable during its active frames where she slides forwards, giving the move incredible range. However, they can jump out on reaction if the first frame doesn't grab them
*One of the few Distortion Drives that doesn't improve with Overdrive; however, {{MMC|chara=Bullet|input=720A~720D~1080D|label=Blackout}} ''does'' gain a significant damage increase in Overdrive, so this is often a moot point.
}}
}}
===<big>Frangible Engage</big>===
{{InputBadge|{{clr|D|720D}} during Serpentine Assault}}
{{BBCF Move Card
|input=720A~720D
|description=
Spends Bullet's current Heat levels to add extra damage to Serpentine Assault. Deals only 250 damage on its own, doesn't improve with Overdrive, and brings them back to the center of the screen, but can be combo'd from without additional resources and has significant bonus proration to support this, especially at Heat 2. If used at Heat 2, can also (and usually will) be cancelled into {{MMC|chara=Bullet|input=720A~720D~1080D|label=Blackout}} instead for guaranteed damage.
A rather awkward starter due to it resetting Bullet to no Heat and taking you away from the corner, as well as the {{clr|A|720A}} taking up a lot of the combo time, but can still add a respectable amount of damage even at Heat 1, with the option to earn that Heat back in the process or spend additional resources to bring the damage up further. If you have over 6 seconds of OD time when landing the grab, Bullet will be able to retain a Heat level after this, enabling combos that can lead to much more damage than continuing into Blackout for some truly explosive comebacks.
}}
}}
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">Frangible Engage</span> ======
===<big>Blackout</big>===
{{MoveData
{{InputBadge|{{clr|D|1080D}} during Frangible Engage}}
|image=BBCP_Bullet_720D.png |caption=It's not over yet!
{{BBCF Move Card
|name=Frangible Engage
|input=720A~720D~1080D
|input=720D during Serpentine Assault
|description=
|data=
*Overdrive version of this move only requires that Serpentine Assault was activated during Overdrive, doesn't require Overdrive to still be active before this move begins.
{{AttackDataHeader-BBCF}}
*100% minimum damage of 2310 [2910]
{{!}}-
The final and most powerful section of the Serpentine Assault series, available after spending 2 Heat levels on Frangible Engage. Deals 2310 damage outside of Overdrive and 2910 damage within it, increasing the sequence's total damage to a staggering 4620/5220.
{{#lst:BBCF/Bullet/Data|720A 720D}}
{{!}}-
{{Description|8|text=
*You've already been spinning for a awhile, why stop now? You need a Heat level to use this but it doesn't do much damage on its own. It carries them midscreen however...
*Also doesn't improve with Overdrive.
*You can pick up a combo after this hit or keep spinning... spinning... spinning...
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Blackout</span> ======
{{MoveData
|image=BBCP_Bullet_1080D.png |caption=Lights out!
|name=Blackout
|input=1080D during Frangible Engage
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|720A 720D 1080D}}
{{!}}-
{{Description|8|text=
*After all that spinning you deserve a reward. More spinning! As long as you are at Heat level 2, you can pretend you are Tager. It does an exorbitant amount of damage, and can easily end the round.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
|image=BBCF_Bullet_ExcecutionManeuver.png
|input=ABCD during Overdrive |caption=Dat corner carry
|name=Execution Maneuver
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Bullet/Data|ABCD}}
{{!}}-
{{Description|8|text=
*Does not cost Heat, but immediately ends Overdrive when used
*Becomes stronger and flashier with Active Flow
*Active Flow version brings both Bullet and the opponent to the corner opposite where Bullet is facing


When used, Bullet will perform an uppercut. On hit, she slams down the opponent and drags them along the floor, then launches them away. Puts Bullet in Active Flow if she hasn't already been in it already. Has full invul and is relatively safe on block, but it has no minimal damage and cannot be rapid-canceled. Decent anti-air hitbox
===<big>Execution Maneuver</big>===
}}
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
{{BBCF Move Card
|input=A+B+C+D
|description=
Bullet drags the opponent across the floor, switching sides on hit. [[BBCF/Mechanics#Exceed_Accel|Otherwise behaves the same as every other Exceed Accel.]] The Active Flow version drags opponent an even greater distance. 312 minimum damage normally, and 651 minimum damage in Active Flow.
 
As a reversal, landing this leads to a pretty great situation on hit, since you'll always have at least one Heat up level afterwards due to the properties of Bullet's Overdrive. As a combo ender, it's not very good as it drags them back to the center of the screen and will often reset to neutral. The short range and below average pushback make it slightly less safe than other EAs. While the side switch and invincibility are great, use this wisely.  
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Hard Kill Bringer</big>===
|image=BBCP_Bullet_AH.png |caption=Actually not that hard to kill with
{{InputBadge|{{clr|D|632146D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
|name=Hard Kill Bringer
{{BBCF Move Card
|input=632146D
|input=632146D
|data=
|description=
{{AttackDataHeader-BBCF}}
Particularly useful for an Astral due to the variety of routes into it. Easily comboable from her back throw, {{clr|C|3C}}, wall splat Snap Hands Fist, and almost all Heat Level 2 Engages.
{{!}}-
}}
{{#lst:BBCF/Bullet/Data|Astral}}
{{!}}-
{{Description|8|text=
Bullet's Astral. Easily comboable from her back throw or wall splat Snap Hands Fist. Also comboable after 3C


While it can combo from Heat 2 Drive followups, due to their innate high damage opponents generally die before Astral has a chance to come out.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==External References==
==Colors==
*Japanese Name: バレット
{{BBCFColors|Size=120|Character=Bullet}}
*[http://www49.atwiki.jp/bullet-bb/ Japanese Wiki]
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=bl&pref=0 Arcade Profile Dan Rankings]
*[http://www.dustloop.com/forums/showthread.php?15348 Character Video Thread]
<br style="clear:both;"/>
<br style="clear:both;"/>
==Navigation==
==Navigation==
{{#lst:BBCF/Bullet/Data|Links}}
<center>{{Character Label|BBCF|Bullet|size=42px}}</center>
{{notice|To edit frame data, edit values in [[BBCF/Bullet/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBCF/CharacterLinks}}
{{Navbar-BBCF}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{BBCF/Navigation}}

Latest revision as of 01:12, 28 March 2024

Overview

Overview

Bullet is a hybrid rushdown/grappler with access to explosive damage and a unique resource. Bullet's resource, Heat Up Levels (nicknamed Heat), vastly change her reward on offense and her pressure. With at least one Heat Up Level, Bullet's attacks gain new properties. Bullet can also choose to spend Heat to follow up each of her specials with a unique "Engage" move. Bullet's Overdrive cranks her damage potential up yet another notch by keeping Bullet in Heat for its duration. This makes Bullet's Overdrive an impressive comeback factor.

Bullet is also a beginner friendly character. Her gameplan is quite simple, and she has very low execution requirements. However, while Bullet's damage is amazing, she suffers from poor defensive options and a lack of strong neutral tools to get started. As a result, she struggles against zoners and characters with a stronger neutral. In the right hands though, Bullet can still get the ball rolling and blow up anyone in her way. Smart resource management and good fundamentals are key to playing Bullet effectively.
BBCF Bullet Nameplate.png
BBCF Bullet Portrait.png
Health
11,500
Prejump
4F
Backdash
22F (1~7F Inv All, 2~11 airborne)
Forward Dash
20F
Unique Movement Options
Lock-On
Fastest Attack
5A (6F)
2A (6F)
Reversals
623B (14F)
720A (5F)
Fatal Starters
5C
6C
3C
Drive: Lock-On

By holding down the D button, Bullet creates a growing orange circle around her. If the opponent is inside this circle, release the D button to launch Bullet at the opponent. If the opponent is outside the ring, releasing D will cause her to leave the stance.

  • Bullet gains a Heat Up level any time she lands hits with her Drive. At Heat Level 1 (H1) she has an orange silhouette, at Heat Level 2 (H2) she has a red silhouette. Bullet starts every round with Heat Level 0 (H0)
  • Heat Up levels last for 900 frames (15 seconds); the timer resets each time she gains another level. Gaining levels when you're already at H2 simply resets the timer.
  • Bullet can spend Heat to perform followups to her Drives, specials and one of her Distortion Drives. These followups (Called Engage moves) deal massive damage and open combo routes.
  • All Drives attacks immediately give Heat, meaning you can start a combo at Level 0(H0) and still use an Engage within it.
  • In Heat, all Drive attacks do slightly more damage
  • In Heat, j.D and 5D gain full invuln during the travel period
  • Other moves gain new properties in Heat (explained in their descriptions below).
    Overdrive: Heat the Beat

Bullet's Overdrive is relatively simple and versatile. Upon activating Overdrive, Bullet immediately gains a Heat Up Level. During Overdrive, she also gains the following properties:

  • Bullet dashes much farther.
  • Bullet's Heat Up level does not decrease, even when using an Engage*
  • H2 Piercing Engage has different wall bounce properties.
If Overdrive ends while Bullet uses an Engage, she will lose Heat. In certain situations you must RC an Engage move to become actionable before OD ends. Done properly, you'll retain your Heat for as long as OD is active. If their timer runs out during Overdrive, they will expire as soon as Bullet leaves Overdrive.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 10 -1 +8 B

Average jab. 2A is much better in pressure because it's able to hit all crouchers. Can be used occasionally as an anti air or to catch jump out attempts up-close. Gatlings into 6A or 2B for high/low mixup on block, and can be jump cancelled for conversions on air hit or an additional layer in pressure.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D


5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550 Mid 10 3 15 -1 -1 B

5B is a good poke with solid range, so use it if you are just outside 2B range. It also gatlings into 6A or 2B for high/low mixup and can be jump cancelled, so it's a pretty good point to vary your pressure.

With at least one Heat Up Level, 5B becomes dash-cancelable giving her strong choices for pressure and mixup if the opponent is scared to mash, adding another layer to Bullet's mixups. However, aware opponents can mash or anti-air her options after 5B if not conditioned to keep blocking.

Gatling options: 6A, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D


5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Mid 16 5 13 -1 -7 BP

One of Bullet's best starters due to its Fatal Counter property, good damage and excellent scaling. So naturally you will get bursted immediately because of it.

5C also pushes Bullet forward, making it useful for frametraps. Furthermore, it can be good place to reset pressure sparingly by taking advantage of people expecting you to cancel into 2C, Flint Shooter, or Charged Flint Shooter. If your opponent is scared of a frame trap, you can reset pressure with 2A.

  • Causes ground slide on air hit

Gatling options: 2C, 6C, 3C, 5D, 2D, 6D

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 10 -1 +8 F

A jab with a fast startup. Much better in pressure than 5A because it can hit all crouchers, and great for catching roll, delay or no tech. Will whiff on fuzzy jump attempts outside of staggers, however.

Gatlings into 6A or 2B for high/low mixup. You can tick throw with ground throw or Cross FirewheelBBCF Bullet CrossfireWheel.pngGuardT(100)Startup10Recovery34Advantage- as an alternate mixup.

Dash → 2A → 4AB after a knockdown is an option select that hits or misses with 2A due to tech and then either barriers if they tech or confirms your pick up combo with 5B. Extremely useful for if your pressure is being disrespected. This type of setup is similar to a common setup for Serpentine AssaultBBCF Bullet 720A-1.pngGuardT(150)Startup5+(34 Flash)+0Recovery42Advantage-.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D


2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
520 Low 9 5 18 -6 -5 F

Like 5B, but with a slightly shorter range and hits low. However, its distinguishing factor is its hurtbox. 2B's hurtbox is very close to the ground, meaning 2B low profiles a disgusting amount of pokes in the game, including  Ragna's 5BBBCF Ragna the Bloodedge 5B.pngGuardMidStartup8Recovery16Advantage-7 at midrange. This can also let Bullet low profile some jump-ins outright and punish. You can use this move to call out pokes, stagger with it to call out fuzzy jumps, or use it as combo/blockstring filler.

Gatling options: 6A, 5B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500, 600 Low 14 3 (9) 3 16 -2 -18 F

Can be used as a surprise low or to catch people trying to mash/jump out of Flint ShooterBBCF Bullet 236A.pngGuardAllStartup17RecoveryTotal: 46Advantage-5 or its charged variationBBCF Bullet 236A-Charged Levels.pngGuardAllStartup25RecoveryTotal: 58Advantage+3 when delayed, and Bullet is kept at a safe frame advantage and distance on block if uncancelled. You also have the option to special cancel both hits to vary your pressure, potentially even allowing a tick throw into Serpentine AssaultBBCF Bullet 720A-1.pngGuardT(150)Startup5+(34 Flash)+0Recovery42Advantage-. Still, 2C should be used sparingly and definitely not in neutral.

Common in heatless ground combos to end in AfterburnerBBCP Bullet 214D.pngGuardStartupRecoveryTotal: 45~61Advantage-. Going for this ender provides very slight frame advantage, so your pressure can continue afterwards if you make the right read.

  • The first hit on air hit will lead into hard knockdown. You can cancel this into 236[A] and proceed with a short combo.
  • On Counter Hit, 2C can be comboed into 6D into any basic 6D combo, depending on your Heat Level when you initiated it.

Gatling options: 5D, 2D, 6D

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750 High 24 3 19 -3 -19 B

Bullet's overhead. It can be canceled into after 5A, 2A, 5B, and 2B. You can also use it after jump-in as a mixup after pressure resets. However, 6A has poor horizontal range, limiting its utility. It can gatling into 6B, 6C, 2C and 3C; on hit, you can convert 6A into a combo via gatling into 3C, but after a blocked 6A, Bullet doesn't have many options to salvage the situation and maintain pressure.

  • Causes ground bounce on air hit, making it a common combo piece.

Gatling options: 6B, 2C, 6C, 3C, 5D, 2D, 6D

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
650 Mid 12 3 21 -7 -9 B 5~14 H

Bullet's anti-air. Has an amazing vertical hitbox and great active frames, but suffers from limited horizontal range. Due to its range, it tends to work best at preventing opponents from jumping during pressure or preventing IADs. On CH this combos directly into 6D, leading to juicy damage even if she started with no Heat. 6B launches opponents even on normal hit, making it useful in some midscreen combo routes to get a better j.D combo ender instead of a 2C > After Burner ender.

  • Can be dash cancelled when in heat 1 or 2

Gatling options: 5D, 2D, 6D

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1200 All 22 6 14+8L -9 -23 H 5~41 FT

A normal with slow startup and limited options on block. Mostly seen in her corner and crouching hit confirms, or any general situation where her opponent is in high hitstun, such as wall splat Snap Hands FistBBCP Bullet 623C.pngGuardT(250)Startup13Recovery29+10LAdvantage-, most Heat Level 2 follow-ups, air hit 6A, and charged Flint ShooterBBCF Bullet 236A-Charged Levels.pngGuardAllStartup25RecoveryTotal: 58Advantage+3.

For midscreen crouching hit confirms, 6C → jump cancel → j.Cj.D is often optimal for gaining heat. However, timing the delay on j.C can be tricky so it's often more consistent to use 6C → jc → j.D instead. This move is also wonderful to burst bait with during a confirm, as you'll often have just enough time to jump cancel barrier and still land j.D. You can also punish and burst bait with this move if you feel your opponent will burst immediately after CH 5C. Even if they don't burst, you can still confirm off of this.

While it's rare to see it in pressure, it has some uses. It can low invuln through Foot Property moves, and if it's blocked you can stay relatively safe with jump back j.D. If you're feeling risky, you can reset pressure with jump forward j.C. The problem is that this consumes her double jump, so you have no air option afterwards. If you want to spend the meter, you can RC into j.CCross FirewheelBBCF Bullet CrossfireWheel.pngGuardT(100)Startup10Recovery34Advantage- for decent mix.

  • Fatal Counter makes move untechable until they hit the ground

Gatling options: None


3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
860 Low 21 3 21 -7 -18 F 10~20 B

Typically used as a hard callout to beat pokes with greater range due to its invulnerability to Body attribute attacks, the distance it travels, and the low profile. 3C is risky to throw out in neutral, however; it has limited options on block, and the invuln/low profile do not begin immediately. If your opponent has the same idea as you, you'll lose to whatever low poke they have. Your opponent can also react and throw counter outright. On the upside, it has the ability to Fatal Counter, enabling great follow-ups like 6D. It can also catch people by surprise and get her out of some trickier situations because of its travel distance.

Gatling options: 5D, 2D, 6D

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 7 3 9 H


j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
540 High/Air 10 3 15 H

An air-to-air kick with good range and speed, and overall Bullet's strongest air-to-air normal. Useful if you need the range more than you need j.A's speed. It is also jump-cancelable on block, making it more useful than j.C in some instances. Also very useful for catching your opponent off guard with its range.

On air CH, the opponent floats slightly in the air and cannot tech for a long time, allowing for strong confirms. For example, when j.B counter-hits relatively low to the ground, Bullet double jump and follow-up with more air buttons or fall and continue with grounded options, such as microdash 6B.

Gatling options: j.A, j.C, j.D


j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
810 High/Air 12 3 21 H

A staple in Bullet's moveset. Has good range and a large hitbox, making it an ideal jump-in. It also sees use as combo filler, an occasional air-to-air, a pressure reset, and more. Jump-cancellable on hit, but not on block, giving it additional use in combos. This property is also useful for buffering Cross FirewheelBBCF Bullet CrossfireWheel.pngGuardT(100)Startup10Recovery34Advantage- or Serpentine AssaultBBCF Bullet 720A-1.pngGuardT(150)Startup5+(34 Flash)+0Recovery42Advantage- on block for a tick throw setup.

  • Knocks them to the ground with untech time on air counter-hit

Gatling options: j.D


Drive Moves

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D Lv 0 450, 0, 900 All 30~?? 9 14 -5 -26 H Active Frames P
5D Lv 1/2 600, 0, 900 All 30~?? 9 14 -5 -26 H Active Frames All

5D's circle is huge, spanning about 1/2 to 2/3rds of the screen. However, it now has a longer startup. When using Drive on the ground against jumpy opponents, 5D it's the most consistent option, as it's relatively fast and has vertical tracking which 2D/6D lacks.

Because of its slow startup, it can't be used in most combos anymore and because of the changes to frame advantage and pushback on block from a blocked Drive attack, it's not very advisable to use it too often in neutral either. You'll still want to use 5D in neutral sparingly just to make sure your opponent hasn't forgotten that you have this option. If your opponent blocks this move in the air, you can still use air normals while you both descend. Use this sparingly to keep your opponent on their toes.

  • Holding 4D and not letting go will always keep Bullet from activating, even on a target in range
  • Heat Levels are not lost if blocked

Gatling options: None

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
5D Lv 0 Long 90 69, 100 3
5D Lv 1/2 Long 90 69, 100 3

5D Lv 0:

  • When attack is blocked, Bullet immediately enters recovery
  • Recovery for ground forward/backward dash is until landing + 7. Recovery for all other versions is 13F


5D Lv 1/2:

  • When attack is blocked, Bullet immediately enters recovery
  • Recovery for ground forward/backward dash is until landing + 7. Recovery for all other versions is 13F


2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2D Lv 0 800 Low/Air 42 3 18 0 -36 F 22~44 FT
2D Lv 1 1000 Low/Air 42 3 18 +4 -36 F 22~44 FT
2D Lv 2 1000 Low/Air 42 3 18 +4 -36 F 22~44 FT

Bullet hops forward then sweeps her opponent with her legs. This shares the same startup animation as 6D, making it ambiguous which option Bullet chose. While it is slow and has large recovery on whiff, it's plus on block with Heat and leads to great midscreen damage on hit in H2 thanks to Wadcutter EngageBBCP Bullet 5DD.pngGuardStartupRecoveryAdvantage-. Notably, as a combo starter, 2D is actually better than 6D in some situations.

As Bullet's drives have high startup, wary opponents may react by jumping to avoid the 2D/6D mixup entirely. While 6D's hitbox can catch jumping opponents, 2D's hitbox is very low to the ground and will whiff.

  • 110% Bonus Proration

Gatling options: None


6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6D Lv 0 800 High/Air 38 7 14 0 -32 H 18~40 FT
6D Lv 1 1000 High/Air 38 7 14 +4 -32 H 18~40 FT
6D Lv 2 1000 High/Air 38 7 14 +4 -32 H 18~40 FT

Outside of combos, this move usually only sees use after an opponent is conditioned to block, as it can help enforce the aforementioned 6D/2D high-low. The startup is slow, however, and if your opponent is aware, they can super jump out of the way. However, its range and travel speed still give it some use. With at least one Heat Level, these moves are + on block, and they are always cancellable into special moves.

While 2D is sometimes better for starting combos, 6D is always better for extending them. It has more followups than 2D, and it can always convert into something decent. This makes it a staple of many of Bullet's more damaging combo routes. One thing to note is that following up 6D with air Snap Hands FistBBCP Bullet 623C.pngGuardAllStartup12Recovery27Advantage- can be tricky depending on the character's height.

  • 110% Bonus Proration

Gatling options: None

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
6D Lv 0 Normal 80 89 3
6D Lv 1 Normal 80 89 4
6D Lv 2 Normal 80 89 5

6D Lv 0:

  • Invincibility listed is on fastest startup from neutral
  • Invincibilty lasts from when Bullet starts moving forward until end of active frames
  • Bonus Proration 110%


6D Lv 1:

  • Invincibility listed is on fastest startup from neutral
  • Invincibilty lasts from when Bullet starts moving forward until end of active frames
  • Bonus Proration 110%


6D Lv 2:

  • Invincibility listed is on fastest startup from neutral
  • Invincibilty lasts from when Bullet starts moving forward until end of active frames
  • Bonus Proration 110%



j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.D Lv 0 450, 0, 900 All 20~?? 9 14 +10 H Active Frames P
j.D Lv 1/2 600, 0, 900 All 20~?? 9 14 +10 H Active Frames All

An essential tool with a wide variety of uses. Useful as combo filler to gain Heat, in neutral to catch movement, or as a way to delay your descent on an approach and bait an anti-air. Just like all Drives, you can cancel into specials, supers, and Wadcutter EngageBBCP Bullet 5DD.pngGuardStartupRecoveryAdvantage-. j.D → OD → Rage AggressorBBCF Bullet 2363214C.pngGuardAllStartup1+(52 Flash)+12~23Recovery10+19LAdvantage-15 is a common round ender. Depending on Bullet's height on block, you're free to use an air normal while you descend. Not the safest option, but a good way to catch someone off guard.

The frame advantage on j.D varies depending on both character's heights. Generally speaking, though, if someone uses instant block barrier, you are at a disadvantage. Due to its invulnerability, it can win some scrambles and will sometimes it will even clash with reversals. Keep in mind you can always be thrown during the travel, and you will lose to mashes during the startup. After ending a combo with Cutting SheerBBCP Bullet 623B.pngGuardAllStartup14Recovery38Advantage-23 in the corner, you can catch all rolls by jumping and instantly holding j.D.

Bullet's j.D also has a strange bug. If your opponent is grounded and you perform j.D while descending at certain heights, you'll be able to air dash after j.D. This is not easy to set up, but can be used for interesting pressure variations.

  • Holding j.4D and not letting go will always keep Bullet from activating, even on a target in range
  • With at least one Heat Level, is invulnerable while traveling

Gatling options: None

Universal Mechanics

Forward Throw

B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 T(70) 7 3 23 -6 T


Backward Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 T(70) 7 3 23 -6 T

Functions the same as Forward Throw before it hits. Provides a hard knockdown. Can combo directly into Rage AggressorBBCF Bullet 2363214C.pngGuardAllStartup1+(52 Flash)+12~23Recovery10+19LAdvantage-15 for a large chunk of unburstable damage, or into Hard Kill BringerBBCF Bullet astralexe.pngGuardALLStartup4+(60 Flash)+21Recovery31Advantage-12 as a way to secure matches.


Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 T(120) 7 3 23+3L T

A standard air throw, making it a handy air-to-air when they're close.

Confirming this move from a hit in the corner can be awkward. Depending on positioning and height, you can wait till they bounce past you and use air Snap Hands FistBBCP Bullet 623C.pngGuardAllStartup12Recovery27Advantage- to toss them back into the corner and dunk. Alternatively, you can just hit the ground and do 6B into ground Snap Hands FistBBCP Bullet 623C.pngGuardT(250)Startup13Recovery29+10LAdvantage- instead.


Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 3 30 -14 B 1~20 All


Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 -19 BP
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~60 BP

This move is interesting. In Overdrive, it's used in TODs to guarantee Active Flow or to tack on extra damage. On air hit, however, this move has similar wall bounce/splat properties to Explode Engage. If it hits midscreen, it'll cause wall bounce, but if your opponent is close enough to the corner it will wall splat. The wall splat is outshined by H2 Piercing Engage, but the wall bounce is great for Heatless corner carry. For example, you can do 5B5C2C → CT → (66) 5C3C623B/214D. You can also Miquelet Capture and then 6B → Double Snap after the 3C for great oki and heat. This also combos straight out of 5D and j.D, in case you want to use it instead of Miquelet Capture for whatever reason.

This uncharged version combos into 6C and, if you're close enough in corner and the opponent is crouching, 2A. This is helpful if you want better oki while gaining Heat at midscreen.

  • Wall bounces midscreen air hit.
    • Wall sticks in the corner.


Specials

Wadcutter Engage

D during a D normal

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 800
[0, 2400]

Wall bounces on hit, making it fairly useful for midscreen combos. You won't see it much outside of OD combos and after midscreen 2D starters, though. Unlike her other special cancels, you don't gain a heat level from Drive before using this move. This means that you need at least 1 Heat before using Drive, and you'll only get the H1 version. The H2 version does more damage and gives slightly more untech time.


Flint Shooter

236A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A Lv 0 700 All 17 Until Hit Total: 46 -5 -20 P1
236A Lv 1 700, 350 All 17 Until Hit,2 Total: 46 -2 -20 P1
236A Lv 2 700, 350×2 All 17 Until Hit,2,2 Total: 46 0 -20 P1

Bullet's projectile. Useful due for advancing on the opponent due to its slow speed and fullscreen travel distance. Can also force them to block while you go for a mixup. The projectile also lies close to the ground, meaning that sometimes other projectiles will go over it. Rarely used during combos, though it can be used after as an oki tool.

Flint Shooter will get an additional hit added to it with each Heat level Bullet has. When clashing with projectiles, the first hit often cancels out an opponent's projectile while Flint continues traveling. Furthermore, against  Carl and  Relius, the multiple hits can be used to deal significant damage to their Dolls' respective gauges.


Flint Shooter (Charged)

236[A]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236[A] Lv 0 900 All 25 9 Total: 58 +3 -32 P1
236[A] Lv 1 700×2 All 25 29 [(3)9] Total: 58 +3 -32 P1
236[A] Lv 2 800×2 All 25 29 [(3)9] Total: 58 +3 -32 P1

The version you'll actually use in combos. Fires the same projectile as before, but explodes shortly after firing or on hit, flinging your opponent into the air for followup hits. Outside of combos, its advantage on block can make it useful as a pressure reset with potentially huge CH reward if the opponent mistimes their mash. However, the extra time in charging up 236[A] gives opponents a gap to mash out of, so be careful in its use when opponents have not been conditioned to block.

Cutting Sheer

623B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400, 0, 1500 All 14 2 38 -23 -27 B 1~15 All
  • Has a maximum range check (similar to throws) of approximately 665px between character origins, usually not relevant since the hitbox is much smaller but it does mean that this move will fail to counter moves done at long range even if it intersects with extended hurtboxes.

Bullet's DP. An invincible reversal is always nice, but Cutting Sheer has low horizontal range and slow startup, making it not the best. You mostly want to use it in situations where you believe your opponent will stick to you and press buttons after oki, or to call out pressure gaps. Ironically, its slow startup can mess up certain reversal baits.

A lesser known benefit of Cutting Sheer is that she can OS with Rapid Cancel to make it safe on block, since the first hit cannot be Rapid Cancelled on hit. This means that if you RC the moment Cutting Sheer lands, you'll only RC if your opponent blocked. If they were hit, you can RC the second hit into 6A6Cj.D to build Heat, or continue the combo as normal with Explode Engage if you already have Heat Level 2.

In longer combos, Cutting Sheer will cause opponents to air tech before hitting the ground. As a result, you won't always be using Cutting Sheer as an ender. Despite this, it can still always lead into a safejump on hit; after Sheer, input 9A → 4j.C. This will beat most reversals and all abare normals, and force your opponent to block on emergency tech. Be wary, though, as this loses to rolls and delay wakeups.

Explode Engage

22D during Cutting Sheer

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Lv1: 0, 1800, 50
Lv2: 0, 3500, 50
4 12 3

Explode Engage is the drive followup of choice at midscreen if you want to squeeze out more damage or can't access other options early enough in a combo. Will normally wallbounce opponents, but if your back is to the corner, you can use this to switch sides and wall splat your opponent. In H1, depending on how close you are to the corner, you'll have to backdash afterwards to maintain the side switch. If you're far enough from the corner you can 2C214D or 3C214D. This situation is much better in H2, because you can simply 5C214D after. With enough distance between you and the corner, you can also dash and use 6Cj.D for better oki

By doing 22[D], there is an alternative version which will ground splat in front of Bullet. This allows for some combo routes to pick up with 2A5B.


Miquelet Capture

41236C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
41236C 0, 1700 Unblockable 20~37 3 23 -19~36 T(180) 5~(22~39) P
41236C~B 21 1~11 P
  • Combo throw, so can never be throw rejected but suffers normal combo proration like any strike move
  • Unblockable, but only hits standing or aerial opponents
  • Extended throw range, about twice the usual distance from touching.

A running grab with invulnerability to projectiles, making it useful for calling out reckless zoning. Can be "braked" by pressing B while travelling for decreased recovery, though you are still punishable on whiff in many situations even if you brake.

Miquelet Capture is also a staple of Bullet's combos. In most situations, you'll see it after 2C, because it pops them high enough. This move is great in combos to add corner carry or to tack on extra damage. It's also a staple of Bullet's corner confirms, especially with its H2 engage. Its projectile invulerability is useful in some matchups to catch characters who can poke with short to mid range projectiles.

On CH the opponent floats, making it comboable everywhere. Notably, it can combo into 2C236[A], 623C (useful if you're back is to the corner), 5C3C for corner carry, and more. Sometimes, this makes its Engage followup unwieldly, as they'll wall splat much higher than usual.

Piercing Engage

236D during Miquelet Capture

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Lv1: 1500
Lv2: 3350
18 3 29

The Drive followup for Miquelet Capture. Useful in H2 corner BnBs for big damage and wallstick property. The H1 version wall splats for less time, but sees use to guarantee a corner pickup when Miquelet → 665B won't quite land.

  • H2 version wallbounces midscreen in OD


Snap Hands Fist

623C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
623C 0, 2200 T(250) 13 4 29+10L T 4~16 H
j.623C 0, 2200 All 12 2 27 H
  • Anti-air grab, will always miss a grounded or downed opponent, regardless of hitboxes
  • Swaps sides on hit.
  • Counterhittable during recovery
  • Maximum range of 523px from Bullet's origin, usually just a matter of hitboxes.

Situationally useful anti air with a lot of Head invuln that covers an angle Bullet's other anti-airs do not. The ground version is unblockable, further enhancing this, though the air version is not. On CH, the opponent is in hitstun until they hit the ground, allowing for strong followups without any prerequisites. With Heat, you can use its followup, Flechette Engage, to blow people up, carry them to the corner, and get better oki, making it a useful starter and extender. Significant CH recovery, so don't whiff it.

In the corner, Snap Hands Fist wallsticks, enabling Bullet's trademark "double snap" conversion. In the corner, Bullet can pop an opponent up, use Snap to toss them out of the corner, dash, then use Snap once again to put them back into the corner with a wallstick. This conversion is possible on almost the whole cast, although the timing of the second snap is somewhat character specific. Double Snap is extremely useful because it lets you squeeze out extra damage, prorates less than many of Bullet's other corner extensions, and leads to (66) → 6Cj.D

Flechette Engage

623D during Snap Hands Fist

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Lv1: 0, 1900
Lv2: 0, 4200
13 2
  • Since Snap Hands fist switches sides, you will need to do the 623 motion for this move in the opposite direction.

Slams the opponent to the ground and bounces them, allowing combo extensions off of 623C. In H2, the bounce and damage are much higher, leading to more followups and more damaging combos. Useful in some corner combos, and also deals massive damage if used early enough in a combo.

Cross Firewheel

360B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 300, 700 T(100) 10 3 34 -20 T
  • Slightly longer reach than a normal throw (Approximately 43px)

Bullet's command grab special. It's a good, fast mixup tool to go for that can lead into good damage with Heat. If you don't use the Drive followup, the opponent will get knocked down in front of you for more pressure. Don't get too reckless with it, though, as its very punishable on whiff and will lose to fuzzy jumps.

The 360 input can be done clockwise or counter clockwise regardless of which direction Bullet is facing. The starting direction of the 360 input doesn't matter as long as you hit all 4 directions; 8624B, 6248B, 4268B, and 2486B are all valid inputs. 66248B and 42668B can also be used as microdash command grab inputs.

If Rapid Canceled at the end, Bullet can easily pick the opponent up with 2B and gain the Heat which she was probably lacking to follow into Shot Shell Engage. If Rapid Cancelled at the beginning, she can 6D immediately afterwards for their heat followup of choice, though this requires stricter timing.

Shot Shell Engage

63214D during Cross Firewheel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Lv1: 0, 300, 0, 1700
Lv2: 0, 300, 0, 2700
13 3 25

Crossfire Wheel's Drive followup. Switches sides on hit, wallbouncing when far from the corner and wallsticking if you're close enough. It's easily convertible anywhere, even at H1. If you have Heat, it's usually worth using this engage.


After Burner

214D (Chargeable)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Total: 45~61 -19~35 5~Until Last 23F Guard P

Gives Bullet one Heat Level on use, or, if you already have H2, resets the timer of how long you can keep it. Has a relatively short duration and some projectile guardpoint, so you can potentially use this to build levels in neutral if your opponent is too passive. Can be held to give two heat levels, though this is only useful if you're at H0 and notably risky due to the total duration of the animation.

Enders such as 2C → After Burner are common ways to build Heat off meterless ground hits. The frame advantage is pretty poor, though, so you'll want to be on the lookout for opponents trying to disrespect this ender by using a variety of wakeup options.


Distortion Drives

Rage Aggressor

2363214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400×3, 800×2, 300×7, 1200
[400×3, 800×2, 300×8, 550×5]
All 1+(52 Flash)+12~23 3×3 10+19L -15 -23~35 B
  • 15% minimum damage (915 normally and 1190 during Overdrive)
  • No invulnerability and enough time after the superflash for anyone to just jab Bullet on reaction.

No worthwhile uses outside of combos, but extremely valuable as a combo ender. Can be combo'd from a ridiculous amount of things, has solid minimum damage, and leaves you significantly advantageous on hit. Things that combo into Rage Aggressor include every Engage except H1 Flechette Engage, every Drive move, Snap Hands Fist, and throw. You name it, it probably works. Generally viable to throw out Flint after this super to catch tech rolls. Due to its bad P1 and multi-hit nature, it's often possible to get this move to do more damage if done early in a combo than doing it on its own, in this instance it is sometimes worth using a Rapid Cancel to continue the combo since the move doesn't scale damage that badly during combos.

The OD version follows blasts your opponent away. The extra damage isn't often worth the worse oki, but it's still worth going for if you want to close out a round.

Serpentine Assault

720A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×N, 320×2, 1420 T(150) 5+(34 Flash)+0 5 42 -25 T 1~9 All

A risky, but highly rewarding command grab super. Carries them straight to the corner on hit, and deals 2060 damage even before its followups. Also serves as a reversal super which cannot be blocked, giving it utility on wakeup. Most deadly in Heat Level 2, as its followups increase its damage massively.

Can be easily buffered from a variety of common pressure tools, including, 2A stagger, 5B/6B dashcancel, 5DMiquelet Capture Brake, and guard-cancel Overdrive. Just remember that if you are using this from overdrive, try to make sure you're not at heat level 0, or you'll miss out on huge damage if this move hits.

  • Has 388 pixel range between player originsWhen using 1080p Resolution, but also slides foward after the first active frame.Per frame, moves forward: 61, 31, 13, 8 pixels..
    • First active frame happens immediately as the superflash ends, giving no time to react.
    • Bullet is invulnerable during its active frames where she slides forwards, giving the move incredible range. However, they can jump out on reaction if the first frame doesn't grab them
  • One of the few Distortion Drives that doesn't improve with Overdrive; however, BlackoutBBCP Bullet 1080D.pngGuardStartup1+(26 Flash)+47RecoveryAdvantage- does gain a significant damage increase in Overdrive, so this is often a moot point.

Frangible Engage

720D during Serpentine Assault

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 250 1+(20 Flash)+0 1

Spends Bullet's current Heat levels to add extra damage to Serpentine Assault. Deals only 250 damage on its own, doesn't improve with Overdrive, and brings them back to the center of the screen, but can be combo'd from without additional resources and has significant bonus proration to support this, especially at Heat 2. If used at Heat 2, can also (and usually will) be cancelled into BlackoutBBCP Bullet 1080D.pngGuardStartup1+(26 Flash)+47RecoveryAdvantage- instead for guaranteed damage.

A rather awkward starter due to it resetting Bullet to no Heat and taking you away from the corner, as well as the 720A taking up a lot of the combo time, but can still add a respectable amount of damage even at Heat 1, with the option to earn that Heat back in the process or spend additional resources to bring the damage up further. If you have over 6 seconds of OD time when landing the grab, Bullet will be able to retain a Heat level after this, enabling combos that can lead to much more damage than continuing into Blackout for some truly explosive comebacks.

Blackout

1080D during Frangible Engage

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
100×4, 1910
[100×10, 1910]
1+(26 Flash)+47
  • Overdrive version of this move only requires that Serpentine Assault was activated during Overdrive, doesn't require Overdrive to still be active before this move begins.
  • 100% minimum damage of 2310 [2910]

The final and most powerful section of the Serpentine Assault series, available after spending 2 Heat levels on Frangible Engage. Deals 2310 damage outside of Overdrive and 2910 damage within it, increasing the sequence's total damage to a staggering 4620/5220.


Exceed Accel

Execution Maneuver

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 0, 300, 120×6, 1500
{600, 0, 300, 180×14, 2600}
ALL 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]

Bullet drags the opponent across the floor, switching sides on hit. Otherwise behaves the same as every other Exceed Accel. The Active Flow version drags opponent an even greater distance. 312 minimum damage normally, and 651 minimum damage in Active Flow.

As a reversal, landing this leads to a pretty great situation on hit, since you'll always have at least one Heat up level afterwards due to the properties of Bullet's Overdrive. As a combo ender, it's not very good as it drags them back to the center of the screen and will often reset to neutral. The short range and below average pushback make it slightly less safe than other EAs. While the side switch and invincibility are great, use this wisely.


Astral Heat

Hard Kill Bringer

632146D when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
11000 ALL 4+(60 Flash)+21 3 31 -12 -32 B 1~27 All


Colors

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