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Bullet
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Health: 11,500
Combo Rate: 60%
Prejump:
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)
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Overview
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
- 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.
Overdrive: Heat the Beat
- 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.
Pros/Strengths
- 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
- 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
Cons/Weaknesses
- 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
5A
5B
5B
The best non-Drive poke you got
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5C
5C
Flamey punch brings satisfaction
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2A
2A
poke poke poke dash* poke poke
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2B
2B
Best low normal and not that bad of a poke, too
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2C
2C
Criss-cross!
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500,600
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L
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14
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3(9)3
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16
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-
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L
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-
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6A
6B
6B
Pretty good as far as anti-airs go
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6C
6C
Knee of Justice?
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1200
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HL
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22
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6
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Until L+8
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-
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H
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-
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3C
j.A
j.B
j.C
j.C
Basically does everything
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Drive Moves
5D
5D
zoop
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450, 900
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30~??
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9
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14
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-
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-
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600, 900
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30~??
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9
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14
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-
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-
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j.D
j.D
zoop
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450, 900
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20~??
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9
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14
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-
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-
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600, 900
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20~??
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9
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14
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-
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-
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2D
2D
A mix-up tool with a confusing animation
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800
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44~??
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3
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-
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-
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1000
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44~??
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3
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-
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-
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6D
6D
A mix-up tool with a less confusing animation
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800
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42~??
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3
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-
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-
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1000
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42~??
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3
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-
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-
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Universal Mechanics
Forward Throw
Forward Throw 6B+C
Bounces them off the wall
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0, 1500
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7
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3
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23
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-
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ground throw
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-
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Backward Throw
Backward Throw 4B+C
Drops them to the ground
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0, 1500
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7
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3
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23
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-
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ground throw
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-
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Air Throw
Air Throw j.B+C
Similar to the ground forward throw
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0, 1500
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7
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3
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23+3L
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-
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air throw
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-
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Counter Assault
Counter Assault 6A+B during blockstun w/50%
Don't get yourself in situations when you have to use this
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Crush Trigger
Crush Trigger A+B w/25% Heat
There's never enough ways to crack the enemy open
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1000
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B
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20
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1
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25
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-
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BP
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-
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1000
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B
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30-61
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1
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25
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-
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BP
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-
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Specials
Wadcut Engage
Wadcut Engage D during a D normal
Never a bad idea to use this in the corner
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0, 1000
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Total 55
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-
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HB
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-
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0, 2000
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Total 55
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-
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HB
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-
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Flint Shooter
Flint Shooter 236A
Not for, but against zoning
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700
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All
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17
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Until Offscreen
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-
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HBP*
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-
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700,350
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All
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19
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Until Offscreen
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-
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HBP*
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-
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700,350*2
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All
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19
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Until Offscreen
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-
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HBP*
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-
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Flint Shooter (Charged)
Flint Shooter (Charged) 236[A]
A great combo tool. Now with neutral!
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Lv0: 900 Lv1: 700*2 Lv2: 800*2
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All
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25
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-
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HBP*
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-
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Cutting Shear
Cutting Shear 623B
Has a penchant for missing
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400, 1500
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All
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14
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2
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38
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-
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HB
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-
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Explode Engage
Explode Engage 22D during Cutting Shear
A rare sight to see, but a cool one
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1800, 50
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4
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12
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3
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-
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HB
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-
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3500, 50
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4
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12
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3
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-
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HB
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-
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Miquelet Capture
Miquelet Capture 41236C
Just don't use it as a command dash
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0, 1700
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Unblockable
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5
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3
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20~37
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-
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ground throw
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-
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21
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-
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-
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-
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Piercing Engage
Piercing Engage 236D during Miquelet Capture
This baby hurts
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1500
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18
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3
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29
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-
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HBP*
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-
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3350
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18
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3
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29
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-
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HBP*
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-
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Snaphance Fist
Snaphance Fist 623C, air OK
Barely even an anti-air
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0, 2200
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Unblockable
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13
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4
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Until L+10
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-
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Throw
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-
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0x2, 2200
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All
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12
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2
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27
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-
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H
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-
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Flechette Engage
Flechette Engage 623D during Snaphance Fist
Catch and boom
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0, 1900
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13
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2
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-
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HB
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-
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0, 4200
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13
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2
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-
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HB
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-
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Crossfire Wheel
Crossfire Wheel 360B
Heel drop
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Shot Shell: Engage
Shot Shell: Engage 63214D during Crossfire Wheel
Drag your opponent through the dirt!
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300,1700
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13
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3
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-
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-
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300,2700
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13
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3
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-
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-
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Afterburner
Afterburner 214D
For when they try to make fun of your stubby dash
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Distortion Drives
Rage Aggressor
Rage Aggressor 2363214C
The ultimate combo ender.
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400x3, 800x2, 300x7, 1200
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All
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1+11~23
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3*3
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10+19L
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-
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HB
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-
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200x3, 600x2, 300x7, 500, 550x5
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All
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1+14~23
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3x3
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11+20
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-
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HB
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-
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Serpentine Assault
Serpentine Assault 720A
And they said she's not a grappler.
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0xn, 320x2, 1420
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150
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5+0
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5
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42
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-
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ground throw
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-
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Frangible Engage
Frangible Engage 720D during Serpentine Assault
It's not over yet!
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Blackout
Blackout 1080D during Frangible Engage
Lights out!
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100x4, 1910
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1+48
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-
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HB
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-
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100x10, 1910
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1+48
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-
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HB
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-
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Exceed Accel
Execution Maneuver ABCD during Overdrive
Dat corner carry
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2040
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All
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Fast: 10 Slow: 20
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5
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18
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-
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-
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4020
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All
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Fast: 10 Slow: 20
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5
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18
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-
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-
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Astral Heat
Hard Kill Bringer 632146D
Actually not that hard to kill with
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DESTROY
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All
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4+21
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3
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31
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-
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HB
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-
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External References
Click [★] for character's full frame data