Difference between revisions of "BBCF/Bullet"

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(6C)
(Overview)
 
(30 intermediate revisions by 6 users not shown)
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[[File:BBCF_Bullet_Portrait.png|350px|center]]
+
[[File:BBCF_Bullet_Portrait.png|350x500px|center]]
 
|-
 
|-
 
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*If Bullet doesn't land a hit with her Drive after launching herself (by having the opponent dodge or stuff it), she will lose a Heat Up level instead.
 
*If Bullet doesn't land a hit with her Drive after launching herself (by having the opponent dodge or stuff it), she will lose a Heat Up level instead.
 
*By locking on to the enemy for long enough, the crosshair becomes red and makes a beeping noise. If Bullet attacks with her Drive in this "Red Lock" state, the properties of her moves change, dealing more damage, gaining full invulnerability and being more advantageous on block. The time required to get the Red Lock is reduced if Bullet has extra Heat Up levels.
 
*By locking on to the enemy for long enough, the crosshair becomes red and makes a beeping noise. If Bullet attacks with her Drive in this "Red Lock" state, the properties of her moves change, dealing more damage, gaining full invulnerability and being more advantageous on block. The time required to get the Red Lock is reduced if Bullet has extra Heat Up levels.
 +
*In addition her basic drive moves, every drive move, most special moves and Serpentine assault has a followup "Engage" move that uses the D button (And some additional direction input) that adds additional damage and can also allow different followups. These engage moves require at least heat level 1 and deal significantly more damage during heat level 2.
  
 
===Overdrive: Heat the Beat===
 
===Overdrive: Heat the Beat===
Line 50: Line 51:
 
Bullet's Overdrive can be used in many different ways. 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). Lastly, you may use it as an impromptu reversal, perhaps even buffering 720A during its start-up animation.
 
Bullet's Overdrive can be used in many different ways. 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). Lastly, you may use it as an impromptu reversal, perhaps even buffering 720A during its start-up animation.
  
===Pros/Strengths===
+
===Strengths/Weaknesses===
 +
{|
 +
|-style="text-align:left;"
 +
! Strengths !! Weaknesses
 +
|- style="vertical-align:top;text-alighn:left"
 +
| style="width: 50%;"|
 
*Has many different tools for any situation, including a projectile, a reversal move, and a command grab super
 
*Has many different tools for any situation, including a projectile, a reversal move, and a command grab super
*Strong pressure at close range with tight blockstrings, high/low mixups, and frame traps
+
*Strong pressure at close range with tight blockstrings, high/low mixups, command throws and frame traps
 
*Capable of extremely strong combos that don't require Heat
 
*Capable of extremely strong combos that don't require Heat
 
*Drive provides good mobility to stay on your opponent for the whole match
 
*Drive provides good mobility to stay on your opponent for the whole match
 
*Easy to learn, with combos easy to execute
 
*Easy to learn, with combos easy to execute
 
+
| style="width: 50%;"|
===Cons/Weaknesses===
 
 
*Her dashes are short and slow on Heat Up Lv0, making it difficult to close in on mobile characters
 
*Her dashes are short and slow on Heat Up Lv0, making it difficult to close in on mobile characters
 
*Even with the various ways of getting in, she depends on being close to the opponent, so zoners may be difficult to deal with
 
*Even with the various ways of getting in, she depends on being close to the opponent, so zoners may be difficult to deal with
Line 63: Line 68:
 
*Most of her grabs are blockable, limiting her mix-up to highs, lows, and an occasional cross-up
 
*Most of her grabs are blockable, limiting her mix-up to highs, lows, and an occasional cross-up
 
*Performs poorly on the defensive, making it very important to block well
 
*Performs poorly on the defensive, making it very important to block well
 +
|-
 +
|}
 
<br clear=all/>
 
<br clear=all/>
  
Line 73: Line 80:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=300
+
  |damage=300 |cancel=CSOJR |p1=100 |p2=77 |starter=S |guard=All |level=1 |attribute=HB
|cancel=CSOJR
+
  |startup=6 |active=3 |recovery=10 |frameAdv=-1 |blockstun=11 |groundHit=12 |groundCH=16 |airHit=14
|p1=100
+
  |airCH=26 |invul= |hitbox=
|p2=77
 
|smp=
 
|starter=S
 
|guard=All
 
|level=1
 
|attribute=HB
 
  |startup=6
 
|active=3
 
|recovery=10
 
|frameAdv=-1
 
|blockstun=11
 
|groundHit=12
 
|groundCH=16
 
|airHit=14
 
  |airCH=26
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*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.
 
*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.
Line 108: Line 98:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=550
+
  |damage=550 |cancel=SOJR |p1=100 |p2=89 |starter=N |guard=HL |level=3 |attribute=HB
|cancel=SOJR
+
  |startup=10 |active=3 |recovery=15 |frameAdv=-1 |blockstun=16 |groundHit=17 |groundCH=22 |airHit=17
|p1=100
+
  |airCH=31 |invul= |hitbox=
|p2=89
 
|smp=
 
|starter=N
 
|guard=HL
 
|level=3
 
|attribute=HB
 
  |startup=10
 
|active=3
 
|recovery=15
 
|frameAdv=-1
 
|blockstun=16
 
|groundHit=17
 
|groundCH=22
 
|airHit=17
 
  |airCH=31
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
* Good poke
+
*Good poke
* Good point to vary up your pressure or catch people trying to jump out of pressure
+
*Good point to vary up your pressure or catch people trying to jump out of pressure
 +
*Jump-cancelable on block
 +
*Can be dash cancelled when in Heat 1 or 2 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.
 
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.
 +
 +
When in Heat 1 or 2, 5B becomes dash-cancelable giving her strong choices for pressure and mixup if the opponent is scared to mash.
 +
 +
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.
 
}}
 
}}
 
}}
 
}}
Line 143: Line 122:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=800
+
  |damage=800 |cancel=SOR |p1=100 |p2=92 |starter=N |guard=HL |level=3 |attribute=HBP
|cancel=SOR
+
  |startup=16 |active=7 |recovery=12 |frameAdv=-1 |blockstun=16 |groundHit=20 |groundCH=42S |airHit=Sd21
|p1=100
+
  |airCH=Sd37 |invul= |hitbox=
|p2=92
 
|smp=
 
|starter=N
 
|guard=HL
 
|level=3
 
|attribute=HBP
 
  |startup=16
 
|active=7
 
|recovery=12
 
|frameAdv=-1
 
|blockstun=16
 
|groundHit=20
 
|groundCH=42S
 
|airHit=Sd21
 
  |airCH=Sd37
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Pushes Bullet forward, making it useful for frametraps
 
*Pushes Bullet forward, making it useful for frametraps
Line 180: Line 142:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=300
+
  |damage=300 |cancel=CSOJR |p1=100 |p2=77 |starter=S |guard=All |level=1 |attribute=F
|cancel=CSOJR
+
  |startup=6 |active=3 |recovery=10 |frameAdv=-1 |blockstun=11 |groundHit=12 |groundCH=16 |airHit=14
|p1=100
+
  |airCH=26 |invul= |hitbox=
|p2=77
 
|smp=
 
|starter=S
 
|guard=All
 
|level=1
 
|attribute=F
 
  |startup=6
 
|active=3
 
|recovery=10
 
|frameAdv=-1
 
|blockstun=11
 
|groundHit=12
 
|groundCH=16
 
|airHit=14
 
  |airCH=26
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Great in pressure or to catch people trying to roll, delay or no tech
 
*Great in pressure or to catch people trying to roll, delay or no tech
Line 218: Line 163:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=520
+
  |damage=520 |cancel=SOR |p1=90 |p2=85 |starter=N |guard=L |level=2 |attribute=L
|cancel=SOR
+
  |startup=9 |active=5 |recovery=18 |frameAdv=-6 |blockstun=16 |groundHit=17 |groundCH=18 |airHit=17
|p1=90
+
  |airCH=26 |invul= |hitbox=
|p2=85
 
|smp=
 
|starter=N
 
|guard=L
 
|level=2
 
|attribute=L
 
  |startup=9
 
|active=5
 
|recovery=18
 
|frameAdv=-6
 
|blockstun=16
 
|groundHit=17
 
|groundCH=18
 
|airHit=17
 
  |airCH=26
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Possibly best poke
 
*Possibly best poke
Line 254: Line 182:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=500,600
+
  |damage=500,600 |cancel=R |p1=90 |p2=92, 89 |starter=N |guard=L |level=4, 3 |attribute=L
|cancel=R
+
  |startup=14 |active=3(9)3 |recovery=16 |frameAdv=-2 |blockstun=16, 16 |groundHit=19, F30 |groundCH=24, F52 |airHit=18, 16
|p1=90
+
  |airCH=19, 30 |invul= |hitbox=
|p2=92, 89
 
|smp=
 
|starter=N
 
|guard=L
 
|level=4, 3
 
|attribute=L
 
  |startup=14
 
|active=3(9)3
 
|recovery=16
 
|frameAdv=-2
 
|blockstun=16, 16
 
|groundHit=19, F30
 
|groundCH=24, F52
 
|airHit=18, 16
 
  |airCH=19, 30
 
|invul=
 
|hitbox=
 
 
  |description=  
 
  |description=  
 
*Sometimes useful in mixup and pressure
 
*Sometimes useful in mixup and pressure
Line 279: Line 190:
 
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.  
 
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.  
  
Because 5D can no longer be comboed into normally, 2C has become a more common combo piece in ground combos in order to get an Afterburner ender instead.  
+
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 Afterburner ender instead. Going for this ender provides very slight frame advantage so your pressure can continue afterwards if you make the right read.
 +
 
 +
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.
 
}}
 
}}
 
}}
 
}}
Line 290: Line 203:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=750
+
  |damage=750 |cancel=SOR |p1=90 |p2=
|cancel=SOR
+
  |starter=N |guard=H |level=4 |attribute=HB
|p1=90
+
  |startup=24 |active=3 |recovery=19 |frameAdv=-4 |blockstun=18 |groundHit=19 |groundCH=24 |airHit=B34
|p2=
+
  |airCH=B58 |invul= |hitbox=
|smp=
 
  |starter=N
 
|guard=H
 
|level=4
 
|attribute=HB
 
  |startup=24
 
|active=3
 
|recovery=19
 
|frameAdv=-4
 
|blockstun=18
 
|groundHit=19
 
|groundCH=24
 
|airHit=B34
 
  |airCH=B58
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
* Good overhead
 
* Good overhead
Line 325: Line 222:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=650
+
  |damage=650 |cancel=SOJR |p1=90 |p2=79 |starter=N |guard=HL |level=3 |attribute=HB
|cancel=SOJR
+
  |startup=12 |active=3 |recovery=21 |frameAdv=-7 |blockstun=16 |groundHit=17 |groundCH=D45 |airHit=26
|p1=90
+
  |airCH=D45 |invul=5-14H |hitbox=
|p2=79
 
|smp=
 
|starter=N
 
|guard=HL
 
|level=3
 
|attribute=HB
 
  |startup=12
 
|active=3
 
|recovery=21
 
|frameAdv=-7
 
|blockstun=16
 
|groundHit=17
 
|groundCH=D45
 
|airHit=26
 
  |airCH=D45
 
|invul=5-14H
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Good Anti-air in pressure
 
*Good Anti-air in pressure
 
*Launches opponent on hit  
 
*Launches opponent on hit  
 
*Head invuln 5-14F
 
*Head invuln 5-14F
 +
*Can be dash cancelled when in heat 1 or 2 in CF 2.0
  
 
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.  
 
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.  
Line 359: Line 240:
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Bullet_6C.png
 
|image=BBCP_Bullet_6C.png
|caption=Knee of Justice?
+
|caption=Taste the Knee
 
|name=6C
 
|name=6C
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=1200
+
  |damage=1200 |cancel=SOJR |p1=90 |p2=82 |smp=2
|cancel=SOJR
+
  |starter=N |guard=HL |level=4 |attribute=H
|p1=90
+
  |startup=22 |active=6 |recovery=Until L+8 |frameAdv=-9 |blockstun=18 |groundHit=Wb37 |groundCH=Wb63 |airHit=Wb37
|p2=82
+
  |airCH=Wb63 |invul=5-42F |hitbox=
|smp=2
 
  |starter=N
 
|guard=HL
 
|level=4
 
|attribute=H
 
  |startup=22
 
|active=6
 
|recovery=Until L+8
 
|frameAdv=-9
 
|blockstun=18
 
|groundHit=Wb37
 
|groundCH=Wb63
 
|airHit=Wb37
 
  |airCH=Wb63
 
|invul=5-42F
 
|hitbox=
 
 
  |description=
 
  |description=
 
*It has a large startup and limited options if blocked, so it's not very useful outside of combos.
 
*It has a large startup and limited options if blocked, so it's not very useful outside of combos.
 
*Jump-cancelable on block
 
*Jump-cancelable on block
  
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 or Heat Up lvl2 followups, it is very commonly used.
+
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.
+
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.
  
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 lands.  
+
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.  
  
One safe, effective option out of 6C is to do jump back j.D, as if 6C hits j.D will combo because 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.
+
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.
 
}}
 
}}
 
}}
 
}}
Line 404: Line 269:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=860
+
  |damage=860 |cancel=SOR |p1=90 |p2=89 |starter=N |guard=L |level=3 |attribute=F
|cancel=SOR
+
  |startup=21 |active=3 |recovery=21 |frameAdv=-6 |blockstun=16 |groundHit=F40 |groundCH=D68 |airHit=68
|p1=90
+
  |airCH=45 |invul=4-21B |hitbox=
|p2=89
 
|smp=
 
|starter=N
 
|guard=L
 
|level=3
 
|attribute=F
 
  |startup=21
 
|active=3
 
|recovery=21
 
|frameAdv=-6
 
|blockstun=16
 
|groundHit=F40
 
|groundCH=D68
 
|airHit=68
 
  |airCH=45
 
|invul=4-21B
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Good for low profiling some pokes
 
*Good for low profiling some pokes
Line 439: Line 287:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=300
+
  |damage=300 |cancel=CSOJR |p1=80 |p2=77 |starter=S |guard=HA |level=1 |attribute=H
|cancel=CSOJR
+
  |startup=7 |active=3 |recovery=9 |frameAdv= |blockstun=11 |groundHit=12 |groundCH=16 |airHit=14
|p1=80
+
  |airCH=26 |invul= |hitbox=
|p2=77
 
|smp=
 
|starter=S
 
|guard=HA
 
|level=1
 
|attribute=H
 
  |startup=7
 
|active=3
 
|recovery=9
 
|frameAdv=
 
|blockstun=11
 
|groundHit=12
 
|groundCH=16
 
|airHit=14
 
  |airCH=26
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
* Good Air to Air up close  
 
* Good Air to Air up close  
Line 473: Line 304:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=540
+
  |damage=540 |cancel=SOJR |p1=80 |p2=89 |starter=N |guard=HA |level=3 |attribute=H
|cancel=SOJR
+
  |startup=10 |active=3 |recovery=15 |frameAdv= |blockstun=16 |groundHit=17 |groundCH=22 |airHit=17
|p1=80
+
  |airCH=31 |invul= |hitbox=
|p2=89
 
|smp=
 
|starter=N
 
|guard=HA
 
|level=3
 
|attribute=H
 
  |startup=10
 
|active=3
 
|recovery=15
 
|frameAdv=
 
|blockstun=16
 
|groundHit=17
 
|groundCH=22
 
|airHit=17
 
  |airCH=31
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*An air-to-air kick with fair range.
 
*An air-to-air kick with fair range.
 
*Use if you need the range over speed.
 
*Use if you need the range over speed.
*Jump-cancellable
+
*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 counterhits 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 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 or jump again into another j.B.
 
}}
 
}}
 
}}
 
}}
Line 507: Line 324:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=810
+
  |damage=810 |cancel=SOR |p1=80 |p2=89 |starter=N |guard=HA |level=3 |attribute=H
|cancel=SOR
+
  |startup=12 |active=3 |recovery=21 |frameAdv= |blockstun=16 |groundHit=17 |groundCH=22 |airHit=24
|p1=80
+
  |airCH=B60 |invul= |hitbox=
|p2=89
 
|smp=
 
|starter=N
 
|guard=HA
 
|level=3
 
|attribute=H
 
  |startup=12
 
|active=3
 
|recovery=21
 
|frameAdv=
 
|blockstun=16
 
|groundHit=17
 
|groundCH=22
 
|airHit=24
 
  |airCH=B60
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Has range, and a sexy meaty hitbox, making it an ideal jump in.
 
*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.
 
*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.
 
}}
 
}}
 
}}
 
}}
Line 543: Line 346:
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |version=Lv0
 
  |version=Lv0
  |damage=450, 900
+
  |damage=450, 900 |starter=
|starter=
+
  |p1=90 |p2=69, 100 |guard=
  |p1=90
+
  |level=3  |attribute=
|p2=69, 100
+
  |startup=30~?? |active=9 |recovery=14 |frameAdv=-5 |invul=Active Frames PT |blockstun=20}}
|guard=
 
|level=3
 
  |attribute=
 
  |startup=30~??
 
|active=9
 
|recovery=14
 
|frameAdv=-5
 
|invul=Active Frames PT
 
|blockstun=18
 
}}
 
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |header=no
 
  |header=no
 
  |version=Lv1, 2
 
  |version=Lv1, 2
  |damage=600, 900
+
  |damage=600, 900 |starter=
|starter=
+
  |p1=90 |p2=69, 100 |guard=
  |p1=90
+
  |level=3  |attribute=
|p2=69, 100
+
  |startup=30~?? |active=9 |recovery=14 |frameAdv=-5 |invul=Active Frames All |blockstun=20 |description=
|guard=
+
*Holding 4D and not letting go will always keep Bullet from activating, even on a target in range
|level=3
 
  |attribute=
 
  |startup=30~??
 
|active=9
 
|recovery=14
 
|frameAdv=-5
 
|invul=Active Frames All
 
|blockstun=18
 
|description=
 
 
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.  
 
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.  
  
Line 589: Line 373:
 
  |version=Lv0
 
  |version=Lv0
 
  |cancel=
 
  |cancel=
  |damage=450, 900
+
  |damage=450, 900 |starter=
|starter=
+
  |p1=90 |p2=69, 100 |guard=
  |p1=90
+
  |level=3 |attribute=
|p2=69, 100
+
  |startup=20~?? |active=9 |recovery=14 |frameAdv= |invul= |blockstun=20 |airHit=60
|guard=
 
|level=
 
  |attribute=
 
  |startup=20~??
 
|active=9
 
|recovery=14
 
|frameAdv=
 
|invul=
 
|blockstun=18
 
|airHit=60
 
 
}}
 
}}
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
Line 608: Line 382:
 
  |version=Lv1, 2
 
  |version=Lv1, 2
 
  |cancel=
 
  |cancel=
  |damage=600, 900
+
  |damage=600, 900 |starter=
|starter=
+
  |p1=90 |p2=69, 100 |guard=
  |p1=90
+
  |level=3 |attribute=
|p2=69, 100
+
  |startup=20~?? |active=9 |recovery=14 |frameAdv= |invul= |blockstun=20 |airHit=60
|guard=
 
|level=
 
  |attribute=
 
  |startup=20~??
 
|active=9
 
|recovery=14
 
|frameAdv=
 
|invul=
 
|blockstun=18
 
|airHit=60
 
 
  |description=
 
  |description=
 
*Essential for combos, and can be special-cancelled now.
 
*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 charge the ring, giving it a larger ring. If you wait for the target to turn red, you get extra damage and invincibility.
 
*Holding the button will charge the ring, giving it a larger ring. If you wait for the target to turn red, you get extra damage and invincibility.
 
*Higher Heat levels give more frame advantage on block, but if it is blocked, you lose a Heat level. Don't waste it.
 
*Higher Heat levels give more frame advantage on block, but if it is blocked, you lose a Heat level. Don't waste it.
Line 640: Line 405:
 
  |version=Lv0
 
  |version=Lv0
 
  |cancel=
 
  |cancel=
  |damage=800
+
  |damage=800 |starter=
|starter=
+
  |p1=80 |p2=89 |guard=
  |p1=80
+
  |level=3  |attribute=
|p2=89
+
  |startup=44~?? |active=3 |recovery=
|guard=
+
  |frameAdv=-8 |invul=??-?? FT |blockstun=16 |airHit=60
|level=3
 
  |attribute=
 
  |startup=44~??
 
|active=3
 
|recovery=
 
  |frameAdv=-8
 
|invul=??-?? FT
 
|blockstun=16
 
|airHit=60
 
 
}}
 
}}
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
Line 659: Line 415:
 
  |version=Lv1, 2
 
  |version=Lv1, 2
 
  |cancel=
 
  |cancel=
  |damage=1000
+
  |damage=1000 |starter=
|starter=
+
  |p1=80 |p2=89 |guard=
  |p1=80
+
  |level=3  |attribute=
|p2=89
+
  |startup=44~?? |active=3 |recovery=
|guard=
+
  |frameAdv=0 |invul=??-?? FT |blockstun=24 |airHit=60
|level=3
 
  |attribute=
 
  |startup=44~??
 
|active=3
 
|recovery=
 
  |frameAdv=0
 
|invul=??-?? FT
 
|blockstun=24
 
|airHit=60
 
 
  |description=
 
  |description=
 
While slow, the change to Bullet's grounded Drive circle makes this a decent ranged low option, especially because 6D and 2D are probabaly her best starters, and the only Drive attacks that are still + on block now.
 
While slow, the change to Bullet's grounded Drive circle makes this a decent ranged low option, especially because 6D and 2D are probabaly her best starters, and the only Drive attacks that are still + on block now.
Line 687: Line 434:
 
  |version=Lv0
 
  |version=Lv0
 
  |cancel=
 
  |cancel=
  |damage=800
+
  |damage=800 |starter=
|starter=
+
  |p1=80 |p2=89 |guard=
  |p1=80
+
  |level=3  |attribute=
|p2=89
+
  |startup=42~?? |active=3 |recovery=
|guard=
+
  |frameAdv=-8 |invul=??-?? FT |blockstun=L16 |airHit=60
|level=3
 
  |attribute=
 
  |startup=42~??
 
|active=3
 
|recovery=
 
  |frameAdv=-8
 
|invul=??-?? FT
 
|blockstun=L16
 
|airHit=60
 
 
}}
 
}}
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
Line 706: Line 444:
 
  |version=Lv1, 2
 
  |version=Lv1, 2
 
  |cancel=
 
  |cancel=
  |damage=1000
+
  |damage=1000 |starter=
|starter=
+
  |p1=80 |p2=89 |guard=
  |p1=80
+
  |level=3  |attribute=
|p2=89
+
  |startup=42~?? |active=3 |recovery=
|guard=
+
  |frameAdv=0 |invul=??-?? FT |blockstun=24 |airHit=60
|level=3
 
  |attribute=
 
  |startup=42~??
 
|active=3
 
|recovery=
 
  |frameAdv=0
 
|invul=??-?? FT
 
|blockstun=24
 
|airHit=60
 
 
  |description=
 
  |description=
 
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.
 
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.
Line 735: Line 464:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=0, 1500
+
  |damage=0, 1500 |cancel=-, SOR |p1=100 |p2=100, 60 |starter=S |guard=
|cancel=-, SOR
+
|level=0, 4 |attribute=ground throw
|p1=100
+
  |startup=7 |active=3 |recovery=23 |frameAdv= |blockstun= |groundHit=-, Wb*65 |groundCH= |airHit=
|p2=100, 60
+
  |airCH= |invul= |hitbox=
|smp=
 
|starter=S
 
|guard=
 
|level=0, 4
 
|attribute=ground throw
 
  |startup=7
 
|active=3
 
|recovery=23
 
|frameAdv=
 
|blockstun=
 
|groundHit=-, Wb*65
 
|groundCH=
 
|airHit=
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Wallbounces Midscreen
 
*Wallbounces Midscreen
Line 771: Line 484:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=0, 1500
+
  |damage=0, 1500 |cancel=-, SOR |p1=100 |p2=100, 60 |starter=S |guard=
|cancel=-, SOR
+
|level=0, 4 |attribute=ground throw
|p1=100
+
  |startup=7 |active=3 |recovery=23 |frameAdv= |blockstun= |groundHit=-, D19 |groundCH= |airHit=
|p2=100, 60
+
  |airCH= |invul= |hitbox=
|smp=
 
|starter=S
 
|guard=
 
|level=0, 4
 
|attribute=ground throw
 
  |startup=7
 
|active=3
 
|recovery=23
 
|frameAdv=
 
|blockstun=
 
|groundHit=-, D19
 
|groundCH=
 
|airHit=
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Both forward and back throw are good for combos. use the one that brings them closer to the corner.
 
*Both forward and back throw are good for combos. use the one that brings them closer to the corner.
Line 805: Line 502:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=0, 1500
+
  |damage=0, 1500 |cancel=-, SOR |p1=100 |p2=100, 60 |starter=S |guard=
|cancel=-, SOR
+
|level=0, 4 |attribute=air throw
|p1=100
+
  |startup=7 |active=3 |recovery=23+3L |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=-, Wb*60
|p2=100, 60
+
  |airCH= |invul= |hitbox=
|smp=
 
|starter=S
 
|guard=
 
|level=0, 4
 
|attribute=air throw
 
  |startup=7
 
|active=3
 
|recovery=23+3L
 
|frameAdv=
 
|blockstun=
 
|groundHit=
 
|groundCH=
 
|airHit=-, Wb*60
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*A standard air throw, making it a handy air-to-air when they're close.
 
*A standard air throw, making it a handy air-to-air when they're close.
Line 838: Line 519:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=0
+
  |damage=0 |cancel=R |p1=50 |p2=92 |starter=VS |guard=all |level=4 |attribute=HB
|cancel=R
+
  |startup=22 |active=3 |recovery=30 |frameAdv=-14 |blockstun=18 |groundHit=F19 |groundCH=F34 |airHit=19
|p1=50
+
  |airCH=34 |invul=1-20 All |hitbox=
|p2=92
 
|smp=
 
|starter=VS
 
|guard=all
 
|level=4
 
|attribute=HB
 
  |startup=22
 
|active=3
 
|recovery=30
 
|frameAdv=-14
 
|blockstun=18
 
|groundHit=F19
 
|groundCH=F34
 
|airHit=19
 
  |airCH=34
 
|invul=1-20 All
 
|hitbox=
 
 
  |description=
 
  |description=
 
*It's got a bleh hitbox, but the startup is alright for what it is.
 
*It's got a bleh hitbox, but the startup is alright for what it is.
Line 872: Line 536:
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |version=Uncharged
 
  |version=Uncharged
  |damage=1000
+
  |damage=1000 |cancel=R |p1=80 |p2=60 |smp=3
|cancel=R
+
  |starter=N |guard=B |level=3 |attribute=BP
|p1=100
+
  |startup=20 |active=1 |recovery=25 |frameAdv=0 |blockstun=27 |groundHit=S |groundCH=S |airHit=Wb
|p2=60
+
  |airCH=Wb |invul= |hitbox=
|smp=3
 
  |starter=N
 
|guard=B
 
|level=3
 
|attribute=BP
 
  |startup=20
 
|active=1
 
|recovery=25
 
|frameAdv=0
 
|blockstun=27
 
|groundHit=S
 
|groundCH=S
 
|airHit=Wb
 
  |airCH=Wb
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
}}
 
}}
Line 897: Line 545:
 
  |header= no
 
  |header= no
 
  |version=charged
 
  |version=charged
  |damage=1000
+
  |damage=1000 |cancel=R |p1=80 |p2=100 |smp=3
|cancel=R
+
  |starter=N |guard=B |level=3 |attribute=BP
|p1=100
+
  |startup=30-61 |active=1 |recovery=25 |frameAdv=0 |blockstun=27 |groundHit=S |groundCH=S |airHit=Wb
|p2=100
+
  |airCH=Wb |invul= |hitbox=
|smp=3
 
  |starter=N
 
|guard=B
 
|level=3
 
|attribute=BP
 
  |startup=30-61
 
|active=1
 
|recovery=25
 
|frameAdv=0
 
|blockstun=27
 
|groundHit=S
 
|groundCH=S
 
|airHit=Wb
 
  |airCH=Wb
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*That startup is huge! But can be used if they are respecting you hard.
 
*That startup is huge! But can be used if they are respecting you hard.
Line 933: Line 565:
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |version=Lv1
 
  |version=Lv1
  |damage=0, 1000
+
  |damage=0, 800 |cancel=-, R |p1=100 |p2=100, 84 |smp=2A
|cancel=-, R
 
|p1=100
 
|p2=100, 84
 
|smp=2A
 
 
  |starter=
 
  |starter=
 
  |guard=
 
  |guard=
|level=0, 5
+
|level=0, 5 |attribute=HB
|attribute=HB
+
  |startup=32
  |startup=
+
  |active=2
  |active=
+
  |recovery=22 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=-, Wb35
  |recovery=Total 55
+
  |airCH= |invul= |hitbox=
|frameAdv=
 
|blockstun=
 
|groundHit=
 
|groundCH=
 
|airHit=-, Wb35
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
}}
 
}}
Line 958: Line 578:
 
  |header=no
 
  |header=no
 
  |version=Lv2
 
  |version=Lv2
  |damage=0, 2000
+
  |damage=0, 2400 |cancel=-, R |p1=100 |p2=100, 84 |smp=2A
|cancel=-, R
 
|p1=100
 
|p2=100, 84
 
|smp=2A
 
 
  |starter=
 
  |starter=
 
  |guard=
 
  |guard=
|level=0, 5
+
|level=0, 5 |attribute=HB
|attribute=HB
+
  |startup=32
  |startup=
+
  |active=2
  |active=
+
  |recovery=22 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=-, Wb40
  |recovery=Total 55
+
  |airCH= |invul= |hitbox=
|frameAdv=
 
|blockstun=
 
|groundHit=
 
|groundCH=
 
|airHit=-, Wb40
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*One of the better engages for both midscreen and corner combos.
 
*One of the better engages for both midscreen and corner combos.
Line 991: Line 599:
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |version=Lv0
 
  |version=Lv0
  |damage=700
+
  |damage=700 |cancel=R |p1=80 |p2=89 |starter=N |guard=All |level=3 |attribute=HBP*
|cancel=R
+
  |startup=17 |active=Until Offscreen |recovery=
|p1=80
+
  |frameAdv=-5 |blockstun=16+2 |groundHit=22 |groundCH=28 |airHit=22
|p2=89
+
  |airCH=39 |invul= |hitbox=
|smp=
 
|starter=N
 
|guard=All
 
|level=3
 
|attribute=HBP*
 
  |startup=17
 
|active=Until Offscreen
 
|recovery=
 
  |frameAdv=-5
 
|blockstun=16+2
 
|groundHit=22
 
|groundCH=28
 
|airHit=22
 
  |airCH=39
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
}}
 
}}
Line 1,016: Line 608:
 
  |header=no
 
  |header=no
 
  |version=Lv1
 
  |version=Lv1
  |damage=700,350
+
  |damage=700,350 |cancel=R |p1=80 |p2=89 |starter=N |guard=All |level=3 |attribute=HBP*
|cancel=R
+
  |startup=19 |active=Until Offscreen |recovery=
|p1=80
+
  |frameAdv=-2 |blockstun=16+2 |groundHit=22 |groundCH=28 |airHit=22
|p2=89
+
  |airCH=39 |invul= |hitbox=
|smp=
 
|starter=N
 
|guard=All
 
|level=3
 
|attribute=HBP*
 
  |startup=19
 
|active=Until Offscreen
 
|recovery=
 
  |frameAdv=-2
 
|blockstun=16+2
 
|groundHit=22
 
|groundCH=28
 
|airHit=22
 
  |airCH=39
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
}}
 
}}
Line 1,041: Line 617:
 
  |header=no
 
  |header=no
 
  |version=Lv2
 
  |version=Lv2
  |damage=700,350*2
+
  |damage=700,350*2 |cancel=R |p1=80 |p2=89 |starter=N |guard=All |level=3 |attribute=HBP*
|cancel=R
+
  |startup=19 |active=Until Offscreen |recovery=
|p1=80
+
  |frameAdv=0 |blockstun=16+2 |groundHit=22 |groundCH=28 |airHit=22
|p2=89
+
  |airCH=39 |invul= |hitbox=
|smp=
 
|starter=N
 
|guard=All
 
|level=3
 
|attribute=HBP*
 
  |startup=19
 
|active=Until Offscreen
 
|recovery=
 
  |frameAdv=0
 
|blockstun=16+2
 
|groundHit=22
 
|groundCH=28
 
|airHit=22
 
  |airCH=39
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Gets additional hits with higher Heat levels. H1 Flint Shooter = 2 hits, H2 Flint Shooter = 3 hits.
 
*Gets additional hits with higher Heat levels. H1 Flint Shooter = 2 hits, H2 Flint Shooter = 3 hits.
Line 1,079: Line 639:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=Lv0: 900 <br> Lv1: 700*2 <br> Lv2: 800*2
+
  |damage=Lv0: 900 <br> Lv1: 700*2 <br> Lv2: 800*2 |cancel=R |p1=80 |p2=92 |smp=2
|cancel=R
+
  |starter=N |guard=All |level=4 |attribute=HBP*
|p1=80
+
  |startup=25 |active=
|p2=92
+
  |recovery=Total 58
|smp=2
+
  |frameAdv=+3 |blockstun=18 |groundHit=F40 |groundCH=F68 |airHit=40
  |starter=N
+
  |airCH=68 |invul= |hitbox=
|guard=All
 
|level=4
 
|attribute=HBP*
 
  |startup=25
 
|active=
 
  |recovery=
 
  |frameAdv=+3
 
|blockstun=18
 
|groundHit=F40
 
|groundCH=F68
 
|airHit=40
 
  |airCH=68
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Hits a little higher than the uncharged version
 
*Hits a little higher than the uncharged version
Line 1,106: Line 652:
 
}}
 
}}
  
====== <font style="visibility:hidden" size="0">Cutting Shear</font> ======
+
====== <font style="visibility:hidden" size="0">Cutting Sear</font> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Bullet_623B.png
 
|image=BBCP_Bullet_623B.png
 
|caption=Has a penchant for missing
 
|caption=Has a penchant for missing
|name=Cutting Shear
+
|name=Cutting Sear
 
|input=623B
 
|input=623B
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=400, 1500
+
  |damage=400, 1500 |cancel=-x2, R |p1=90 |p2=75, 100x2 |smp=2
|cancel=-x2, R
+
  |starter=VS |guard=All |level=0x2, 5 |attribute=HB
|p1=90
+
  |startup=14 |active=2 |recovery=38 |frameAdv=-23 |blockstun=9 |groundHit=12x2, F100 |groundCH= |airHit=12x2, 100
|p2=75, 100x2
+
  |airCH= |invul=1-16 All |hitbox=
|smp=2
 
  |starter=VS
 
|guard=All
 
|level=0x2, 5
 
|attribute=HB
 
  |startup=14
 
|active=2
 
|recovery=38
 
|frameAdv=-23
 
|blockstun=9
 
|groundHit=12x2, F100
 
|groundCH=
 
|airHit=12x2, 100
 
  |airCH=
 
|invul=1-16 All
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Reversal
 
*Reversal
Line 1,154: Line 684:
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |version=Lv1
 
  |version=Lv1
  |damage= 1800, 50
+
  |damage= 1800, 50 |cancel=-, Rx2 |p1=100 |p2=82 |smp=2B
|cancel=-, Rx2
 
|p1=100
 
|p2=82
 
|smp=2B
 
 
  |starter=
 
  |starter=
 
  |guard=
 
  |guard=
|level=0, 5, 2
+
|level=0, 5, 2 |attribute=HB
|attribute=HB
+
  |startup=4 |active=12 |recovery=3 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=-, D21, 40
  |startup=4
+
  |airCH= |invul= |hitbox=
|active=12
 
|recovery=3
 
|frameAdv=
 
|blockstun=
 
|groundHit=
 
|groundCH=
 
|airHit=-, D21, 40
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
}}
 
}}
Line 1,179: Line 695:
 
  |header=no
 
  |header=no
 
  |version=Lv2
 
  |version=Lv2
  |damage=3500, 50
+
  |damage=3500, 50 |cancel=-, Rx2 |p1=100 |p2=84 |smp=2B
|cancel=-, Rx2
 
|p1=100
 
|p2=84
 
|smp=2B
 
 
  |starter=
 
  |starter=
 
  |guard=
 
  |guard=
|level=0, 5, 2
+
|level=0, 5, 2 |attribute=HB
|attribute=HB
+
  |startup=4 |active=12 |recovery=3 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=-, D21, 40
  |startup=4
+
  |airCH= |invul= |hitbox=
|active=12
 
|recovery=3
 
|frameAdv=
 
|blockstun=
 
|groundHit=
 
|groundCH=
 
|airHit=-, D21, 40
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Used for midscreen H2 combos
 
*Used for midscreen H2 combos
Line 1,215: Line 717:
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |version=-
 
  |version=-
  |damage=0, 1700
+
  |damage=0, 1700 |cancel=-, R |p1=100 |p2=100, 70 |smp=2
|cancel=-, R
+
  |starter=N |guard=Unblockable |level=0, 5 |attribute=ground throw
|p1=100
+
  |startup=5 |active=3 |recovery=20~37 |frameAdv= |blockstun= |groundHit=-, F55 |groundCH= |airHit=-, 55
|p2=100, 70
+
  |airCH= |invul=5-until recovery P |hitbox=
|smp=2
 
  |starter=N
 
|guard=Unblockable
 
|level=0, 5
 
|attribute=ground throw
 
  |startup=5
 
|active=3
 
|recovery=20~37
 
|frameAdv=
 
|blockstun=
 
|groundHit=-, F55
 
|groundCH=
 
|airHit=-, 55
 
  |airCH=
 
|invul=5-until recovery P
 
|hitbox=
 
 
  }}
 
  }}
 
{{AttackData-BBCF
 
{{AttackData-BBCF
Line 1,244: Line 730:
 
  |risc=
 
  |risc=
 
  |prorate=
 
  |prorate=
|level=
+
  |level= |guard=
|guard=
 
 
  |cancel=
 
  |cancel=
 
  |roman=
 
  |roman=
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
  |recovery=21
+
  |recovery=21 |frameAdv= |inv=
|frameAdv=
 
|inv=
 
 
  |description=
 
  |description=
 
*Has projectile invuln.
 
*Has projectile invuln.
 +
*Combo throw, never incurs purple !! marks but suffers from standard combo proration like any normal strike move.
 
*Unblockable, but only hits standing or aerial opponents.
 
*Unblockable, but only hits standing or aerial opponents.
 
*You can use it as a preemptive anti-air or to punish projectile zoning, but because it's highly punishable on whiff, use only when you are sure it'll work.
 
*You can use it as a preemptive anti-air or to punish projectile zoning, but because it's highly punishable on whiff, use only when you are sure it'll work.
Line 1,270: Line 754:
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |version=Lv1
 
  |version=Lv1
  |damage=1500
+
  |damage=1500 |cancel=R |p1=100 |p2=84 |smp=2C
|cancel=R
 
|p1=100
 
|p2=84
 
|smp=2C
 
 
  |starter=
 
  |starter=
 
  |guard=
 
  |guard=
|level=5
+
|level=5 |attribute=HBP*
|attribute=HBP*
+
  |startup=18 |active=3 |recovery=29 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=Wb*17
  |startup=18
+
  |airCH= |invul= |hitbox=
|active=3
 
|recovery=29
 
|frameAdv=
 
|blockstun=
 
|groundHit=
 
|groundCH=
 
|airHit=Wb*17
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
}}
 
}}
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |header=no
 
  |header=no
 
  |version=Lv2
 
  |version=Lv2
  |damage=3350
+
  |damage=3350 |cancel=R |p1=100 |p2=84 |smp=2C
|cancel=R
 
|p1=100
 
|p2=84
 
|smp=2C
 
 
  |starter=
 
  |starter=
 
  |guard=
 
  |guard=
|level=5
+
|level=5 |attribute=HBP*
|attribute=HBP*
+
  |startup=18 |active=3 |recovery=29 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=Wb*17
  |startup=18
+
  |airCH= |invul= |hitbox=
|active=3
 
|recovery=29
 
|frameAdv=
 
|blockstun=
 
|groundHit=
 
|groundCH=
 
|airHit=Wb*17
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Great for H2 corner combos
 
*Great for H2 corner combos
Line 1,331: Line 787:
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |version=Ground
 
  |version=Ground
  |damage=0, 2200
+
  |damage=0, 2200 |cancel=-, R |p1=90 |p2=90 |smp=2D
|cancel=-, R
+
  |starter=N |guard=Unblockable |level=0, 5 |attribute=Throw
|p1=90
+
  |startup=13 |active=4 |recovery=Until L+10 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=12, Wb35
|p2=90
+
  |airCH= |invul=4-16H |hitbox=
|smp=2D
 
  |starter=N
 
|guard=Unblockable
 
|level=0, 5
 
|attribute=Throw
 
  |startup=13
 
|active=4
 
|recovery=Until L+10
 
|frameAdv=
 
|blockstun=
 
|groundHit=
 
|groundCH=
 
|airHit=12, Wb35
 
  |airCH=
 
|invul=4-16H
 
|hitbox=
 
 
  |description=
 
  |description=
 
  }}
 
  }}
Line 1,356: Line 796:
 
  |header=no
 
  |header=no
 
  |version=Air
 
  |version=Air
  |damage=0x2, 2200
+
  |damage=0x2, 2200 |cancel=R*, -, R |p1=90 |p2=90, 80 |smp=2D
|cancel=R*, -, R
+
  |starter=N |guard=All |level=0x2, 5 |attribute=H
|p1=90
+
  |startup=12 |active=2 |recovery=27 |frameAdv= |blockstun=9 |groundHit= |groundCH= |airHit=12x2, Wb35
|p2=90, 80
+
  |airCH= |invul= |hitbox=
|smp=2D
 
  |starter=N
 
|guard=All
 
|level=0x2, 5
 
|attribute=H
 
  |startup=12
 
|active=2
 
|recovery=27
 
|frameAdv=
 
|blockstun=9
 
|groundHit=
 
|groundCH=
 
|airHit=12x2, Wb35
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
* Great combo tool in the corner
 
* Great combo tool in the corner
 
* Wallsplats when tossed into the corner
 
* Wallsplats when tossed into the corner
  
Snaphance 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.  
+
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.  
  
In CF, the trajectory on Snaphance seems to have changed a bit. As a result, it's pretty easy to combo Rage Aggressor into it now when you need to close a round.
+
In CF, the trajectory on Snap Hands seems to have changed a bit. As a result, it's pretty easy to combo Rage Aggressor into it now when you need to close a round.
  
 
It used to be a high risk, high reward AA command grab as well if you had Heat but due to the changes to Flechette Engage, you can't really convert it into a full combo anymore so I wouldn't bother trying to use it this way unless the opponent is low on health or it's your best option to AA someone in a situation and you know its going to connect.  
 
It used to be a high risk, high reward AA command grab as well if you had Heat but due to the changes to Flechette Engage, you can't really convert it into a full combo anymore so I wouldn't bother trying to use it this way unless the opponent is low on health or it's your best option to AA someone in a situation and you know its going to connect.  
Line 1,397: Line 821:
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |version=Lv1
 
  |version=Lv1
  |damage=0, 1900
+
  |damage=0, 1900 |cancel=-, R |p1=100 |p2=100, 82 |smp=2E
|cancel=-, R
 
|p1=100
 
|p2=100, 82
 
|smp=2E
 
 
  |starter=
 
  |starter=
 
  |guard=
 
  |guard=
|level=0, 5
+
|level=0, 5 |attribute=HB
|attribute=HB
+
  |startup=13 |active=2 |recovery=
  |startup=13
+
  |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=B60
|active=2
+
  |airCH= |invul= |hitbox=
|recovery=
 
  |frameAdv=
 
|blockstun=
 
|groundHit=
 
|groundCH=
 
|airHit=B60
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
}}
 
}}
Line 1,422: Line 833:
 
  |header=no
 
  |header=no
 
  |version=Lv2
 
  |version=Lv2
  |damage=0, 4200
+
  |damage=0, 4200 |cancel=-, R |p1=100 |p2=100, 84 |smp=2E
|cancel=-, R
 
|p1=100
 
|p2=100, 84
 
|smp=2E
 
 
  |starter=
 
  |starter=
 
  |guard=
 
  |guard=
|level=0, 5
+
|level=0, 5 |attribute=HB
|attribute=HB
+
  |startup=13 |active=2 |recovery=
  |startup=13
+
  |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=B60
|active=2
+
  |airCH= |invul= |hitbox=
|recovery=
 
  |frameAdv=
 
|blockstun=
 
|groundHit=
 
|groundCH=
 
|airHit=B60
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Good for some corner combos
 
*Good for some corner combos
  
 
In CF, Flechette Engage has been changed so that it will launch opponents pretty far midscreen. As a result, it's no longer the Drive followup to use for H2 midscreen combos. However, in Overdrive, it'll launch opponents the way it used to regularly in CPEX and you'll be able to convert it into a combo as you used to. It's also still good to use in certain corner combos where the extra launch isn't noticeable.  
 
In CF, Flechette Engage has been changed so that it will launch opponents pretty far midscreen. As a result, it's no longer the Drive followup to use for H2 midscreen combos. However, in Overdrive, it'll launch opponents the way it used to regularly in CPEX and you'll be able to convert it into a combo as you used to. It's also still good to use in certain corner combos where the extra launch isn't noticeable.  
 +
 +
In CF 2.0 the behavior has been changed back to how it is in CPEX, so it is possible to combo after it midscreen without Overdrive again.
 
}}
 
}}
 
}}
 
}}
Line 1,457: Line 857:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=300, 700
+
  |damage=300, 700 |cancel=
|cancel=
+
  |p1=80 |p2=100 |starter=
  |p1=80
 
|p2=100
 
|smp=
 
|starter=
 
 
  |guard=
 
  |guard=
|level=
+
|level= |attribute=
|attribute=
+
  |startup=10 |active=3 |recovery=34 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=
  |startup=10
+
  |airCH= |invul= |hitbox=
|active=3
 
|recovery=34
 
|frameAdv=
 
|blockstun=
 
|groundHit=
 
|groundCH=
 
|airHit=
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Good Mixup tool
 
*Good Mixup tool
Line 1,493: Line 879:
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |version=Lv1
 
  |version=Lv1
  |damage=300,1700
+
  |damage=300,1700 |cancel=
|cancel=
+
  |p1=100 |p2=82 |starter=
  |p1=100
 
|p2=82
 
|smp=
 
|starter=
 
 
  |guard=
 
  |guard=
|level=
+
|level= |attribute=
|attribute=
+
  |startup=13 |active=3 |recovery=25
  |startup=13
+
  |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=
|active=3
+
  |airCH= |invul= |hitbox=
|recovery=
 
  |frameAdv=
 
|blockstun=
 
|groundHit=
 
|groundCH=
 
|airHit=
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
}}
 
}}
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |header=no
 
  |header=no
 
  |version=Lv2
 
  |version=Lv2
  |damage=300,2700
+
  |damage=300,2700 |cancel=
|cancel=
+
  |p1=100 |p2=84 |starter=
  |p1=100
 
|p2=84
 
|smp=
 
|starter=
 
 
  |guard=
 
  |guard=
|level=
+
|level= |attribute=
|attribute=
+
  |startup=13 |active=3 |recovery=25
  |startup=13
+
  |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=
|active=3
+
  |airCH= |invul= |hitbox=
|recovery=
 
  |frameAdv=
 
|blockstun=
 
|groundHit=
 
|groundCH=
 
|airHit=
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Switches sides
 
*Switches sides
Line 1,557: Line 917:
 
  |p1=
 
  |p1=
 
  |p2=
 
  |p2=
|smp=
 
 
  |starter=
 
  |starter=
 
  |guard=
 
  |guard=
|level=
+
|level= |attribute=
|attribute=
 
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
  |frameAdv=
+
  |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=
|blockstun=
+
  |airCH= |invul=7-26~49PGP |hitbox=
|groundHit=
 
|groundCH=
 
|airHit=
 
  |airCH=
 
|invul=7-26~49PGP
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Used at the end of some combos to get a Heat level
 
*Used at the end of some combos to get a Heat level
Line 1,592: Line 944:
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |version=Normal
 
  |version=Normal
  |damage=400x3, 800x2, 300x7, 1200
+
  |damage=400x3, 800x2, 300x7, 1200 |cancel=R |p1=100 |p2=92x3, 89x2, 94x8 |starter=N |guard=All |level=4x3, 3x2, 5x8 |attribute=HB
|cancel=R
+
  |startup=1+11~23 |active=3*3 |recovery=10+19L |frameAdv=-15 |blockstun=18*3 |groundHit=F60x3, —x10 |groundCH=F100x3, —x10 |airHit=60x3, 40, B40, 21x7, D90
|p1=100
+
  |airCH=100x3, —x10 |invul= |hitbox=
|p2=92x3, 89x2, 94x8
 
|smp=
 
|starter=N
 
|guard=All
 
|level=4x3, 3x2, 5x8
 
|attribute=HB
 
  |startup=1+11~23
 
|active=3*3
 
|recovery=10+19L
 
|frameAdv=-15
 
|blockstun=18*3
 
|groundHit=F60x3, —x10
 
|groundCH=F100x3, —x10
 
|airHit=60x3, 40, B40, 21x7, D90
 
  |airCH=100x3, —x10
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
  }}
 
  }}
Line 1,617: Line 952:
 
  |header=no
 
  |header=no
 
  |version=Overdrive
 
  |version=Overdrive
  |damage=200x3, 600x2, 300x7, 500, 550x5
+
  |damage=200x3, 600x2, 300x7, 500, 550x5 |cancel=R |p1=100 |p2=92x3, 89x2, 94x8, 20x5 |starter=N |guard=All |level=4x3, 3x2, 5x13 |attribute=HB
|cancel=R
+
  |startup=1+14~23 |active=3x3 |recovery=11+20 |frameAdv=-15 |blockstun=18 |groundHit=F60x3, —x15 |groundCH=F100x3, —x15 |airHit=60x3, 40x2, 21x7, 90, 60x4, D60
|p1=100
+
  |airCH=100x3, —x15 |invul= |hitbox=
|p2=92x3, 89x2, 94x8, 20x5
 
|smp=
 
|starter=N
 
|guard=All
 
|level=4x3, 3x2, 5x13
 
|attribute=HB
 
  |startup=1+14~23
 
|active=3x3
 
|recovery=11+20
 
|frameAdv=-15
 
|blockstun=18
 
|groundHit=F60x3, —x15
 
|groundCH=F100x3, —x15
 
|airHit=60x3, 40x2, 21x7, 90, 60x4, D60
 
  |airCH=100x3, —x15
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Never use this outside of combos. It doesn't even have invuln. Really, don't try it.
 
*Never use this outside of combos. It doesn't even have invuln. Really, don't try it.
Line 1,650: Line 968:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=0xn, 320x2, 1420
+
  |damage=0xn, 320x2, 1420 |cancel=—, Rxn |p1=100 |p2=100x2, 100xn, 92x2, 60 |starter=N |guard=150 |level=0, 3, 3xn, 0, 4x2, 5 |attribute=ground throw
|cancel=—, Rxn
+
  |startup=5+0 |active=5 |recovery=42 |frameAdv= |blockstun= |groundHit=17xn, 12, 19x2, WbD21 |groundCH= |airHit=
|p1=100
+
  |airCH= |invul=1-9 All |hitbox=
|p2=100x2, 100xn, 92x2, 60
 
|smp=
 
|starter=N
 
|guard=150
 
|level=0, 3, 3xn, 0, 4x2, 5
 
|attribute=ground throw
 
  |startup=5+0
 
|active=5
 
|recovery=42
 
|frameAdv=
 
|blockstun=
 
|groundHit=17xn, 12, 19x2, WbD21
 
|groundCH=
 
|airHit=
 
  |airCH=
 
|invul=1-9 All
 
|hitbox=
 
 
  |description=
 
  |description=
 
*Some say using meter for a command grab is a waste and too risky. Give them the flamey-fist of doom.
 
*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.
 
*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...
 
*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...
 
}}
 
}}
 
}}
 
}}
Line 1,685: Line 987:
 
|data=
 
|data=
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=0, 250
+
  |damage=0, 250 |cancel=
|cancel=
+
  |p1=100 |p2=100, 92 |starter=
  |p1=100
 
|p2=100, 92
 
|smp=
 
|starter=
 
 
  |guard=
 
  |guard=
|level=0, 4
+
|level=0, 4 |attribute=HB
|attribute=HB
+
  |startup=1+0 |active=1 |recovery=
  |startup=1+0
+
  |frameAdv= |blockstun= |groundHit=F100 |groundCH= |airHit=
|active=1
+
  |airCH= |invul= |hitbox=
|recovery=
 
  |frameAdv=
 
|blockstun=
 
|groundHit=F100
 
|groundCH=
 
|airHit=
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
*You've already been spinning for a awhile, why stop now? You need a Heat level to use this (actually, there's a good reason. It carries them midscreen).
+
*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...
 
*You can pick up a combo after this hit or keep spinning... spinning... spinning...
 +
 
}}
 
}}
 
}}
 
}}
Line 1,720: Line 1,011:
 
  {{AttackData-BBCF
 
  {{AttackData-BBCF
 
  |version=Normal
 
  |version=Normal
  |damage=100x4, 1910
+
  |damage=100x4, 1910 |cancel=
|cancel=
+
  |p1=100 |p2=94 |starter=
  |p1=100
 
|p2=94
 
|smp=
 
|starter=
 
 
  |guard=
 
  |guard=
|level=5x5
+
|level=5x5 |attribute=HB
|attribute=HB
+
  |startup=1+48 |active=
  |startup=1+48
 
|active=
 
 
  |recovery=
 
  |recovery=
  |frameAdv=
+
  |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=D100
|blockstun=
+
  |airCH= |invul= |hitbox=
|groundHit=
 
|groundCH=
 
|airHit=D100
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
  }}
 
  }}
Line 1,745: Line 1,024:
 
  |header=no
 
  |header=no
 
  |version=Overdrive
 
  |version=Overdrive
  |damage=100x10, 1910
+
  |damage=100x10, 1910 |cancel=
|cancel=
+
  |p1=100 |p2=94x11 |starter=
  |p1=100
 
|p2=94x11
 
|smp=
 
|starter=
 
 
  |guard=
 
  |guard=
|level=5x11
+
|level=5x11 |attribute=HB
|attribute=HB
+
  |startup=1+48 |active=
  |startup=1+48
 
|active=
 
 
  |recovery=
 
  |recovery=
  |frameAdv=
+
  |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=D100
|blockstun=
+
  |airCH= |invul= |hitbox=
|groundHit=
 
|groundCH=
 
|airHit=D100
 
  |airCH=
 
|invul=
 
|hitbox=
 
 
  |description=
 
  |description=
 
*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.
 
*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.
Line 1,780: Line 1,047:
 
{{AttackData-BBCF
 
{{AttackData-BBCF
 
|version=Normal
 
|version=Normal
|damage= 2040
+
|damage= 600, 0, 120*6, 1500
 
|cancel=
 
|cancel=
 
|p1=
 
|p1=
Line 1,788: Line 1,055:
 
|guard=All
 
|guard=All
 
|startup= Fast: 10 <br> Slow: 20
 
|startup= Fast: 10 <br> Slow: 20
|active=5
+
|active=3
|recovery=18
+
|recovery=34
|frameAdv=0
+
|frameAdv=-10
|attribute=
+
|attribute=
 
|invul=
 
|invul=
 
|hitbox=Bullet/ABCD
 
|hitbox=Bullet/ABCD
Line 1,799: Line 1,066:
 
|header=no
 
|header=no
 
|version=Active Flow
 
|version=Active Flow
|damage=4020
+
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|startup= Fast: 10 <br> Slow: 20
 
|startup= Fast: 10 <br> Slow: 20
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|hitbox=
 
|hitbox=
 
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|description=
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|data=
 
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  {{AttackData-BBCF
 
  {{AttackData-BBCF
  |damage=DESTROY
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  |damage=DESTROY |cancel=
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  |p1=
 
  |p1=
 
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  |p2=
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  |starter=
 
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  |startup=4+21 |active=3 |recovery=31 |frameAdv=-12 |blockstun=20 |groundHit= |groundCH= |airHit=
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  |airCH= |invul=1-26 All |hitbox=
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Bullet's Astral. Easily comboable from her back throw.   
 
Bullet's Astral. Easily comboable from her back throw.   

Latest revision as of 19:44, 31 October 2017

Bullet
BBCF Bullet Portrait.png

Health: 11,500

Combo Rate: 60%

Jump Startup: 5

Backdash Time 22 / Invul: 1-7

Movement Options
1 Double Jump/Airdash, Step-Dash
Play-style
Rushdown/Grappler Hybrid, Situational (dependent on Heat Up level)
  

Overview[edit]

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.

Drive: Lock-On[edit]

  • By holding down the D button, Bullet creates a growing orange circle around her. If the opponent is inside this circle, they are "locked on" with a special crosshair. By releasing the D button, Bullet launches herself at the opponent she locked on to with an attack (if she didn't lock on to them, she simply cancels the stance).
  • If Bullet lands a hit with her Drive, she gains one Heat Up level. She can have up to two (starting with none), with the first one denoted by an orange shade and the second one by a larger red one.
  • Heat Up levels last for 900 frames; the timer resets each time she gains another level. Gaining levels when you're already at Lv2 doesn't do anything but reset the timer.
  • Heat Up levels have many different effects on Bullet's moves. Some moves revert her to Lv0, usually leading into a combo that lets her regain at least one level.
  • If Bullet doesn't land a hit with her Drive after launching herself (by having the opponent dodge or stuff it), she will lose a Heat Up level instead.
  • By locking on to the enemy for long enough, the crosshair becomes red and makes a beeping noise. If Bullet attacks with her Drive in this "Red Lock" state, the properties of her moves change, dealing more damage, gaining full invulnerability and being more advantageous on block. The time required to get the Red Lock is reduced if Bullet has extra Heat Up levels.
  • In addition her basic drive moves, every drive move, most special moves and Serpentine assault has a followup "Engage" move that uses the D button (And some additional direction input) that adds additional damage and can also allow different followups. These engage moves require at least heat level 1 and deal significantly more damage during heat level 2.

Overdrive: Heat the Beat[edit]

  • After using Overdrive, Bullet immediately gains a single Heat Up level.
  • During Overdrive, Bullet does not lose any Heat Up levels, whether the opponent blocks your D attacks or you use the D follow-ups of special moves.
  • 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.

Bullet's Overdrive can be used in many different ways. 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). Lastly, you may use it as an impromptu reversal, perhaps even buffering 720A during its start-up animation.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Has many different tools for any situation, including a projectile, a reversal move, and a command grab super
  • Strong pressure at close range with tight blockstrings, high/low mixups, command throws and frame traps
  • Capable of extremely strong combos that don't require Heat
  • Drive provides good mobility to stay on your opponent for the whole match
  • Easy to learn, with combos easy to execute
  • Her dashes are short and slow on Heat Up Lv0, making it difficult to close in on mobile characters
  • Even with the various ways of getting in, she depends on being close to the opponent, so zoners may be difficult to deal with
  • Her high-damage combos require Heat Up levels, which should be gained while you're at the disadvantage
  • Most of her grabs are blockable, limiting her mix-up to highs, lows, and an occasional cross-up
  • Performs poorly on the defensive, making it very important to block well


Normal Moves[edit]

5A[edit]
5A
BBCP Bullet 5A.png
Just another punch
Damage Guard Startup Active Recovery Frame Adv Attribute
300 All 6 3 10 -1 HB
  • 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
  • Combos from M.Capture in the corner
  • Gatlings into 6A or 2B for high/low mixup, and can be jump cancelled.


5B[edit]
5B
BBCP Bullet 5B.png
The best non-Drive poke you got
Damage Guard Startup Active Recovery Frame Adv Attribute
550 HL 10 3 15 -1 HB
  • 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 when in Heat 1 or 2 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.

When in Heat 1 or 2, 5B becomes dash-cancelable giving her strong choices for pressure and mixup if the opponent is scared to mash.

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.


5C[edit]
5C
BBCP Bullet 5C.png
Flamey punch brings satisfaction
Damage Guard Startup Active Recovery Frame Adv Attribute
800 HL 16 7 12 -1 HBP
  • Pushes Bullet forward, making it useful for frametraps
  • Forces FC on Counter 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.

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.


2A[edit]
2A
BBCP Bullet 2A.png
poke poke poke dash* poke poke
Damage Guard Startup Active Recovery Frame Adv Attribute
300 All 6 3 10 -1 F
  • 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.

Gatlings into 6A or 2B for high/low mixup. You can also do a tick throw setup by doing 2a > delay microdash Throw or Crossfire Wheel as an alternate mixup.

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.


2B[edit]
2B
BBCP Bullet 2B.png
Best low normal and not that bad of a poke, too
Damage Guard Startup Active Recovery Frame Adv Attribute
520 L 9 5 18 -6 L
  • 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.

2B can't be jump cancelled, so gatling into 5B for that.


2C[edit]
2C
BBCP Bullet 2C.png
Criss-cross!
Damage Guard Startup Active Recovery Frame Adv Attribute
500,600 L 14 3(9)3 16 -2 L
  • 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.

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 Afterburner ender instead. Going for this ender provides very slight frame advantage so your pressure can continue afterwards if you make the right read.

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.


6A[edit]
6A
BBCP Bullet 6A.png
It's an overhead
Damage Guard Startup Active Recovery Frame Adv Attribute
750 H 24 3 19 -4 HB
  • Good overhead
  • Common combo piece

Bullet's overhead. It can be canceled into after 5A, 2A, 5B, or a jump-in for mixup. However, 6A has lost its ability to gatling into 5C in CF. It can now gatling into 6C 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 as before.


6B[edit]
6B
BBCP Bullet 6B.png
Pretty good as far as anti-airs go
Damage Guard Startup Active Recovery Frame Adv Attribute
650 HL 12 3 21 -7 HB
  • 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

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 > Afterburner ender


6C[edit]
6C
BBCP Bullet 6C.png
Taste the Knee
Damage Guard Startup Active Recovery Frame Adv Attribute
1200 HL 22 6 Until L+8 -9 H
  • It has a large startup and limited options if blocked, so it's not very useful outside of combos.
  • Jump-cancelable on block

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.

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.

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.


3C[edit]
3C
BBCP Bullet 3C.png
Sweep the leg
Damage Guard Startup Active Recovery Frame Adv Attribute
860 L 21 3 21 -6 F
  • Good for low profiling some pokes
  • Forces FC on Counter Hit

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.


j.A[edit]
j.A
BBCP Bullet jA.png
jump* poke poke poke
Damage Guard Startup Active Recovery Frame Adv Attribute
300 HA 7 3 9 - H
  • 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.


j.B[edit]
j.B
BBCP Bullet jB.png
Kick 'em in the face
Damage Guard Startup Active Recovery Frame Adv Attribute
540 HA 10 3 15 - H
  • 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 counterhits 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 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 or jump again into another j.B.


j.C[edit]
j.C
BBCP Bullet jC.png
Basically does everything
Damage Guard Startup Active Recovery Frame Adv Attribute
810 HA 12 3 21 - H
  • 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.


Drive Moves[edit]

5D[edit]
5D
BBCP Bullet 5D.png
zoop
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Lv0 450, 900 - 30~?? 9 14 -5 -
Lv1, 2 600, 900 - 30~?? 9 14 -5 -
  • 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.

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.


j.D[edit]
j.D
BBCP Bullet 5D.png
zoop
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Lv0 450, 900 - 20~?? 9 14 - -
Lv1, 2 600, 900 - 20~?? 9 14 - -
  • 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 charge the ring, giving it a larger ring. If you wait for the target to turn red, you get extra damage and invincibility.
  • Higher Heat levels give more frame advantage on block, but if it is blocked, you lose a Heat level. Don't waste it.
  • Hitting back while holding will cancel it.
  • Chases the hell out of them if used for oki, and can beat reversals if you use the red ring. IAD over their head for a crossup.


2D[edit]
2D
BBCP Bullet 2D.png
A mix-up tool with a confusing animation
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Lv0 800 - 44~?? 3 - -8 -
Lv1, 2 1000 - 44~?? 3 - 0 -

While slow, the change to Bullet's grounded Drive circle makes this a decent ranged low option, especially because 6D and 2D are probabaly her best starters, and the only Drive attacks that are still + on block now.


6D[edit]
6D
BBCP Bullet 6D.png
A mix-up tool with a less confusing animation
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Lv0 800 - 42~?? 3 - -8 -
Lv1, 2 1000 - 42~?? 3 - 0 -

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.


Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
6B+C
BBCP Bullet BC.png
Bounces them off the wall
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 - 7 3 23 - ground throw
  • 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.


Backward Throw[edit]
Backward Throw
4B+C
BBCP Bullet 4BC.png
Drops them to the ground
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 - 7 3 23 - ground throw
  • Both forward and back throw are good for combos. use the one that brings them closer to the corner.
  • Combos directly into instant kill.


Air Throw[edit]
Air Throw
j.B+C
BBCP Bullet jBC.png
Similar to the ground forward throw
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 - 7 3 23+3L - air throw
  • A standard air throw, making it a handy air-to-air when they're close.


Counter Assault[edit]
Counter Assault
6A+B during blockstun w/50%
BBCP Bullet 6B.png
Don't get yourself in situations when you have to use this
Damage Guard Startup Active Recovery Frame Adv Attribute
0 all 22 3 30 -14 HB
  • It's got a bleh hitbox, but the startup is alright for what it is.


Crush Trigger[edit]
Crush Trigger
A+B w/25% Heat
BBCP Bullet AB.png
There's never enough ways to crack the enemy open
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1000 B 20 1 25 0 BP
charged 1000 B 30-61 1 25 0 BP
  • That startup is huge! But can be used if they are respecting you hard.


Specials[edit]

Wadcut Engage[edit]
Wadcut Engage
D during a D normal
BBCP Bullet 5DD.png
Never a bad idea to use this in the corner
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Lv1 0, 800 - 32 2 22 - HB
Lv2 0, 2400 - 32 2 22 - HB
  • One of the better engages for both midscreen and corner combos.
Flint Shooter[edit]
Flint Shooter
236A
BBCP Bullet 236A.png
Not for, but against zoning
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Lv0 700 All 17 Until Offscreen - -5 HBP*
Lv1 700,350 All 19 Until Offscreen - -2 HBP*
Lv2 700,350*2 All 19 Until Offscreen - 0 HBP*
  • 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 Snaphance Fist if they're going to try and jump over it at the right angle for Snaphance fist to grab them.

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.


Flint Shooter (Charged)[edit]
Flint Shooter (Charged)
236[A]
BBCP Bullet 236A charged.png
A great combo tool. Now with neutral!
Damage Guard Startup Active Recovery Frame Adv Attribute
Lv0: 900
Lv1: 700*2
Lv2: 800*2
All 25 - Total 58 +3 HBP*
  • Hits a little higher than the uncharged version
  • Goes farther with higher Heat levels
  • Gives you an easy combo on hit


Cutting Sear[edit]
Cutting Sear
623B
BBCP Bullet 623B.png
Has a penchant for missing
Damage Guard Startup Active Recovery Frame Adv Attribute
400, 1500 All 14 2 38 -23 HB
  • Reversal
  • Combo Ender for shorter combos
  • Can convert to a combo on CH without using Drive Followup

Bullet's DP. You can use it as a reversal. It got a slight buff to its horizontal range in CF but it still has limited horizontal range 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 do 2A on your wakeup where they're pretty close to you.

In CF, Cutting Shear 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 be using Shear as a combo ender as often.


Explode Engage[edit]
Explode Engage
22D during Cutting Shear
BBCP Bullet 22D.png
A rare sight to see, but a cool one
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Lv1 1800, 50 - 4 12 3 - HB
Lv2 3500, 50 - 4 12 3 - HB
  • Used for midscreen H2 combos

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 spent your H2 on midscreen.


Miquelet Capture[edit]
Miquelet Capture
41236C
BBCP Bullet 41236C.png
Just don't use it as a command dash
Version Damage Guard Startup Active Recovery Frame Adv Attribute
- 0, 1700 Unblockable 5 3 20~37 - ground throw
Brake
B during run
- - - - 21 - -
  • Has projectile invuln.
  • Combo throw, never incurs purple !! marks but suffers from standard combo proration like any normal strike move.
  • Unblockable, but only hits standing or aerial opponents.
  • You can use it as a preemptive anti-air or to punish projectile zoning, but because it's highly punishable on whiff, use only when you are sure it'll work.
  • Useful for combos, use after 5D or 5C on standing opponents, or 5C > 3C on crouching opponents (One doesn't work against the other).


Piercing Engage[edit]
Piercing Engage
236D during Miquelet Capture
BBCP Bullet 236D.png
This baby hurts
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Lv1 1500 - 18 3 29 - HBP*
Lv2 3350 - 18 3 29 - HBP*
  • Great for H2 corner combos
  • Wallsticks in the corner

The Drive followup for capture. It's used in H2 corner combos to lead into big damage.


Snaphance Fist[edit]
Snaphance Fist
623C, air OK
BBCP Bullet 623C.png
Barely even an anti-air
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 0, 2200 Unblockable 13 4 Until L+10 - Throw
Air 0x2, 2200 All 12 2 27 - H
  • Great combo tool in the corner
  • Wallsplats when tossed into the corner

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.

In CF, the trajectory on Snap Hands seems to have changed a bit. As a result, it's pretty easy to combo Rage Aggressor into it now when you need to close a round.

It used to be a high risk, high reward AA command grab as well if you had Heat but due to the changes to Flechette Engage, you can't really convert it into a full combo anymore so I wouldn't bother trying to use it this way unless the opponent is low on health or it's your best option to AA someone in a situation and you know its going to connect.


Flechette Engage[edit]
Flechette Engage
623D during Snaphance Fist
BBCP Bullet 623D.png
Catch and boom
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Lv1 0, 1900 - 13 2 - - HB
Lv2 0, 4200 - 13 2 - - HB
  • Good for some corner combos

In CF, Flechette Engage has been changed so that it will launch opponents pretty far midscreen. As a result, it's no longer the Drive followup to use for H2 midscreen combos. However, in Overdrive, it'll launch opponents the way it used to regularly in CPEX and you'll be able to convert it into a combo as you used to. It's also still good to use in certain corner combos where the extra launch isn't noticeable.

In CF 2.0 the behavior has been changed back to how it is in CPEX, so it is possible to combo after it midscreen without Overdrive again.


Crossfire Wheel[edit]
Crossfire Wheel
360B
BBCF Bullet CrossfireWheel.png
Heel drop
Damage Guard Startup Active Recovery Frame Adv Attribute
300, 700 - 10 3 34 - -
  • Good Mixup tool

Bullet's new command grab special. It's a good mixup tool to go for. 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. If the opponent jumps out of it, they'll be able to punish the recovery on whiff.


Shot Shell: Engage[edit]
Shot Shell: Engage
63214D during Crossfire Wheel
BBCF Bullet Shot Shell Engage.png
Drag your opponent through the dirt!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Lv1 300,1700 - 13 3 25 - -
Lv2 300,2700 - 13 3 25 - -
  • Switches sides
  • Wallbounces anywhere for easy conversion

Crossfire's Drive followup. It's easily convertible anywhere, even at H1 so if you have Heat, so it's usually worth doing the Drive followup.


Afterburner[edit]
Afterburner
214D
BBCP Bullet 214D.png
For when they try to make fun of your stubby dash
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - - - -
  • Used at the end of some combos to get a Heat level
  • Can be charged for 2 Heat levels, but it's pretty risky

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 > Afterburner 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.


Distortion Drives[edit]

Rage Aggressor[edit]
Rage Aggressor
2363214C
BBCP Bullet 2363214C.png
The ultimate combo ender.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 400x3, 800x2, 300x7, 1200 All 1+11~23 3*3 10+19L -15 HB
Overdrive 200x3, 600x2, 300x7, 500, 550x5 All 1+14~23 3x3 11+20 -15 HB
  • Never use this outside of combos. It doesn't even have invuln. Really, don't try it.


Serpentine Assault[edit]
Serpentine Assault
720A
BBCP Bullet 720A.png
And they said she's not a grappler.
Damage Guard Startup Active Recovery Frame Adv Attribute
0xn, 320x2, 1420 150 5+0 5 42 - ground throw
  • 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...


Frangible Engage[edit]
Frangible Engage
720D during Serpentine Assault
BBCP Bullet 720D.png
It's not over yet!
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 250 - 1+0 1 - - HB
  • 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...


Blackout[edit]
Blackout
1080D during Frangible Engage
BBCP Bullet 1080D.png
Lights out!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 100x4, 1910 - 1+48 - - - HB
Overdrive 100x10, 1910 - 1+48 - - - HB
  • 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.


Exceed Accel[edit]

Execution Maneuver
ABCD during Overdrive
BBCF Bullet ExcecutionManeuver.png
Dat corner carry
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 600, 0, 120*6, 1500 All Fast: 10
Slow: 20
3 34 -10 -
Active Flow 600, 0, 300, 180*14, 2600 All Fast: 10
Slow: 20
3 34 -10 -
  • Does not cost Heat, but inmediately ends Overdrive if 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 safe on block, but it has no minimal damage and cannot be rapid-canceled.


Astral Heat[edit]

Hard Kill Bringer
632146D
BBCP Bullet AH.png
Actually not that hard to kill with
Damage Guard Startup Active Recovery Frame Adv Attribute
DESTROY All 4+21 3 31 -12 HB

Bullet's Astral. Easily comboable from her back throw.


External References[edit]



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BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

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