BBCF/Bullet: Difference between revisions

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Line 39: Line 39:
*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 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.
*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.
*At Lv1 and Lv2, Bullet's ground and aerial dashes become faster and cover more distance. The circle produced by the Drive also gets larger.
*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.
Line 64: Line 63:
*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/>


{| class="wikitable" style="text-align: center;"
|+Remaining Health vs. Overdrive Duration (in Frames)
|-
!Health !! 100 - 91% !! 90 - 82% !! 81 - 73% !! 72 - 63% !! 62 - 54% !! 53 - 45% !! 44 - 35% !! 34 - 0%
|-
!Overdrive
|| 240F || 270F || 300F || 330F || 360F || 390F || 420F || 480F
|-
|}
{{warning|This data is all copied over from BBCPE 1.1. Replace with CF data as it becomes available (and delete this warning)}}
<br clear=all/>
==Normal Moves==
==Normal Moves==
====== <font style="visibility:hidden" size="0">5A</font> ======
====== <font style="visibility:hidden" size="0">5A</font> ======
Line 290: Line 279:
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 396: Line 387:
  |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
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.
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.
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.
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.
}}
}}
}}
}}
Line 532: Line 532:
*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 545: Line 548:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Lv0
  |version=Lv0
  |damage=300, 0x2, 700
  |damage=450, 900
  |cancel=R*, -, Rx2
  |starter=
  |p1=80
  |p1=90
  |p2=89, 100, 100
  |p2=69, 100
  |smp=
  |guard=
  |starter=N
  |level=3
|guard=All
|attribute=
|level=3, 0x2, 4
  |startup=30~??
|attribute=H
  |active=9
  |startup=10+8
  |recovery=14
  |active=18
  |frameAdv=-5
  |recovery=20+10
  |invul=Active Frames PT
  |frameAdv=-10
  |blockstun=18
|blockstun=9
|groundHit=17, 12, 50, B60
|groundCH=
|airHit=17, 12, 50, B60
|airCH=
  |invul=1-19P
  |hitbox=
|description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Lv0 (Red Lock)
  |version=Lv1, 2
  |damage=700, 0x2, 700
  |damage=600, 900
  |cancel=R*, -, Rx2
  |starter=
  |p1=80
  |p1=90
  |p2=94, 100, 100
  |p2=69, 100
  |smp=
  |guard=
  |starter=N
  |level=3
  |guard=All
  |attribute=
|level=5, 0x2, 4
  |startup=30~??
|attribute=H
  |active=9
  |startup=29+8
  |recovery=14
  |active=18
  |frameAdv=-5
  |recovery=20+10
  |invul=Active Frames All
  |frameAdv=+2
  |blockstun=18
|blockstun=21
|groundHit=21, 12, 50, B60
|groundCH=
|airHit=21, 12, 50, B60
|airCH=
  |invul=1-19 All
  |hitbox=
  |description=
  |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.
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.
}}
}}
{{AttackData-BBCF
|header=no
|version=Lv1
|damage=300, 0x2, 700
|cancel=R*, -, Rx2
|p1=80
|p2=89, 100, 100
|smp=
|starter=N
|guard=All
|level=3, 0x2, 4
|attribute=H
|startup=10+6
|active=18
|recovery=20+10
|frameAdv=+4
|blockstun=23
|groundHit=17, 12, 50, B60
|groundCH=
|airHit=17, 12, 50, B60
|airCH=
|invul=1-19P
|hitbox=
|description=
}}
}}
====== <font style="visibility:hidden" size="0">j.D</font> ======
{{MoveData
|image=BBCP_Bullet_5D.png
|caption=zoop
|name=j.D
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |version=Lv0
  |version=Lv1 (Red Lock)
  |cancel=
  |damage=700, 0x2, 700
  |damage=450, 900
  |cancel=R*, -, Rx2
  |starter=
  |p1=80
  |p1=90
  |p2=94, 100, 100
  |p2=69, 100
  |smp=
  |guard=
  |starter=N
  |level=
  |guard=All
  |attribute=
|level=5, 0x2, 4
  |startup=20~??
|attribute=H
  |active=9
  |startup=24+6
  |recovery=14
  |active=18
  |frameAdv=
  |recovery=20+10
  |invul=
  |frameAdv=+6
  |blockstun=18
  |blockstun=25
  |airHit=60
  |groundHit=21, 12, 50, B60
|groundCH=
  |airHit=21, 12, 50, B60
|airCH=
|invul=1-19 All
|hitbox=
|description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Lv2
  |version=Lv1, 2
  |damage=300, 0x2, 700
|cancel=
  |cancel=R*, -, Rx2
  |damage=600, 900
  |p1=80
  |starter=
  |p2=89, 100, 100
  |p1=90
  |smp=
  |p2=69, 100
  |starter=N
  |guard=
  |guard=All
  |level=
|level=3, 0x2, 4
  |attribute=
|attribute=H
  |startup=20~??
  |startup=10+4
  |active=9
  |active=18
  |recovery=14
  |recovery=20+10
  |frameAdv=
  |frameAdv=+6
  |invul=
  |blockstun=25
  |blockstun=18
  |groundHit=17, 12, 50, B60
  |airHit=60
|groundCH=
  |airHit=17, 12, 50, B60
|airCH=
|invul=1-19P
|hitbox=
  |description=
  |description=
}}
*Essential for combos, and can be special-cancelled now.
{{AttackData-BBCF
*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.
|header=no
*Higher Heat levels give more frame advantage on block, but if it is blocked, you lose a Heat level. Don't waste it.
|version=Lv2 (Red Lock)
*Hitting back while holding will cancel it.
|damage=700, 0x2, 700
*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.
|cancel=R*, -, Rx2
|p1=80
|p2=94, 100, 100
|smp=
|starter=N
|guard=All
|level=5, 0x2, 4
|attribute=H
|startup=15+4
|active=18
|recovery=20+10
|frameAdv=+9
|blockstun=28
|groundHit=21, 12, 50, B60
|groundCH=
|airHit=21, 12, 50, B60
|airCH=
|invul=1-19 All
|hitbox=
|description=
In CF, 5D's circle is huge, spanning about 1/2 to 2/3rds of the screen. However, it also 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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.D</font> ======
====== <font style="visibility:hidden" size="0">2D</font> ======
{{MoveData
{{MoveData
|image=BBCP_Bullet_5D.png
|image=BBCP_Bullet_2D.png
|caption=zoop
|caption=A mix-up tool with a confusing animation
|name=j.D
|name=2D
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Lv0
  |version=Lv0
  |damage=300, 0x2, 700
|cancel=
  |cancel=R*, -, Rx2
  |damage=800
  |starter=
  |p1=80
  |p1=80
  |p2=89, 100, 100
  |p2=89
  |smp=
  |guard=
|starter=N
  |level=3
  |guard=All
|attribute=
|level=3, 0x2, 4
  |startup=44~??
|attribute=H
  |active=3
  |startup=10+8
  |recovery=
  |active=18
  |frameAdv=-8
  |recovery=20+10
  |invul=??-?? FT
  |frameAdv=-10
  |blockstun=16
|blockstun=9
  |airHit=60
|groundHit=17, 12, 50, B60
|groundCH=
|airHit=17, 12, 50, B60
|airCH=
  |invul=1-19P
  |hitbox=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Lv0 (Red Lock)
  |version=Lv1, 2
  |damage=700, 0x2, 700
|cancel=
  |cancel=R*, -, Rx2
  |damage=1000
  |starter=
  |p1=80
  |p1=80
  |p2=94, 100, 100
  |p2=89
  |smp=
  |guard=
  |starter=N
  |level=3
  |guard=All
  |attribute=
|level=5, 0x2, 4
  |startup=44~??
|attribute=H
  |active=3
  |startup=29+8
  |recovery=
  |active=18
  |frameAdv=0
  |recovery=20+10
  |invul=??-?? FT
  |frameAdv=+2
  |blockstun=24
  |blockstun=21
  |airHit=60
  |groundHit=21, 12, 50, B60
|groundCH=
  |airHit=21, 12, 50, B60
|airCH=
|invul=1-19 All
|hitbox=
  |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.
}}
}}
}}
====== <font style="visibility:hidden" size="0">6D</font> ======
{{MoveData
|image=BBCP_Bullet_6D.png
|caption=A mix-up tool with a less confusing animation
|name=6D
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |version=Lv0
  |version=Lv1
  |cancel=
  |damage=300, 0x2, 700
  |damage=800
  |cancel=R*, -, Rx2
  |starter=
  |p1=80
  |p1=80
  |p2=89, 100, 100
  |p2=89
  |smp=
  |guard=
  |starter=N
  |level=3
|guard=All
|attribute=
|level=3, 0x2, 4
  |startup=42~??
|attribute=H
  |active=3
  |startup=10+6
  |recovery=
  |active=18
  |frameAdv=-8
  |recovery=20+10
  |invul=??-?? FT
  |frameAdv=+4
  |blockstun=L16
|blockstun=23
  |airHit=60
|groundHit=17, 12, 50, B60
|groundCH=
|airHit=17, 12, 50, B60
|airCH=
  |invul=1-19P
  |hitbox=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Lv1 (Red Lock)
  |version=Lv1, 2
  |damage=700, 0x2, 700
|cancel=
  |cancel=R*, -, Rx2
  |damage=1000
  |starter=
  |p1=80
  |p1=80
  |p2=94, 100, 100
  |p2=89
  |smp=
  |guard=
  |starter=N
  |level=3
  |guard=All
  |attribute=
|level=5, 0x2, 4
  |startup=42~??
|attribute=H
  |active=3
  |startup=24+6
  |recovery=
  |active=18
  |frameAdv=0
  |recovery=20+10
  |invul=??-?? FT
  |frameAdv=+6
  |blockstun=24
  |blockstun=25
  |airHit=60
  |groundHit=21, 12, 50, B60
|groundCH=
  |airHit=21, 12, 50, B60
|airCH=
|invul=1-19 All
|hitbox=
  |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.
}}
}}
}}
<br clear=all/>
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
{{MoveData
|image=BBCP_Bullet_BC.png
|caption=Bounces them off the wall
|name=Forward Throw
|input=6B+C
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|header=no
  |damage=0, 1500
|version=Lv2
  |cancel=-, SOR
  |damage=300, 0x2, 700
  |p1=100
  |cancel=R*, -, Rx2
  |p2=100, 60
  |p1=80
  |p2=89, 100, 100
  |smp=
  |smp=
  |starter=N
  |starter=S
  |guard=All
  |guard=
|level=3, 0x2, 4
|level=0, 4
|attribute=H
|attribute=ground throw
  |startup=10+4
  |startup=7
  |active=18
  |active=3
  |recovery=20+10
  |recovery=23
  |frameAdv=+6
  |frameAdv=
  |blockstun=25
  |blockstun=
  |groundHit=17, 12, 50, B60
  |groundHit=-, Wb*65
|groundCH=
|airHit=17, 12, 50, B60
|airCH=
|invul=1-19P
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Lv2 (Red Lock)
|damage=700, 0x2, 700
|cancel=R*, -, Rx2
|p1=80
|p2=94, 100, 100
|smp=
|starter=N
|guard=All
|level=5, 0x2, 4
|attribute=H
|startup=15+4
|active=18
|recovery=20+10
|frameAdv=+9
|blockstun=28
|groundHit=21, 12, 50, B60
  |groundCH=
  |groundCH=
  |airHit=21, 12, 50, B60
  |airHit=
  |airCH=
  |airCH=
  |invul=1-19 All
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
*Essential for combos, and can be special-cancelled now.
*Wallbounces Midscreen
*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.
*Wallsplats in the corner
*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.
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.  
*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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2D</font> ======
====== <font style="visibility:hidden" size="0">Backward Throw</font> ======
{{MoveData
{{MoveData
|image=BBCP_Bullet_2D.png
|image=BBCP_Bullet_4BC.png
|caption=A mix-up tool with a confusing animation
|caption=Drops them to the ground
|name=2D
|name=Backward Throw
|input=4B+C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|version=Lv0
  |damage=0, 1500
  |damage=800
  |cancel=-, SOR
  |cancel=R
  |p1=100
  |p1=80
  |p2=100, 60
  |p2=92
  |smp=
  |smp=
  |starter=N
  |starter=S
  |guard=L
  |guard=
|level=4
|level=0, 4
|attribute=F
|attribute=ground throw
  |startup=17+31
  |startup=7
  |active=3
  |active=3
  |recovery=26
  |recovery=23
  |frameAdv=-10
  |frameAdv=
  |blockstun=18
  |blockstun=
  |groundHit=F60
  |groundHit=-, D19
  |groundCH=F100
  |groundCH=
  |airHit=60
  |airHit=
  |airCH=100
  |airCH=
  |invul=6-24FT
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
*Both forward and back throw are good for combos. use the one that brings them closer to the corner.
*Combos directly into instant kill.
}}
}}
}}
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
{{MoveData
|image=BBCP_Bullet_jBC.png
|caption=Similar to the ground forward throw
|name=Air Throw
|input=j.B+C
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|header=no
  |damage=0, 1500
|version=Lv0 (Red Lock)
  |cancel=-, SOR
  |damage=1000
  |p1=100
  |cancel=R
  |p2=100, 60
  |p1=80
  |p2=94
  |smp=
  |smp=
  |starter=N
  |starter=S
  |guard=L
  |guard=
|level=5
|level=0, 4
|attribute=F
|attribute=air throw
  |startup=36+31
  |startup=7
  |active=3
  |active=3
  |recovery=26
  |recovery=23+3L
  |frameAdv=-8
  |frameAdv=
  |blockstun=20
  |blockstun=
  |groundHit=F60
  |groundHit=
  |groundCH=F100
  |groundCH=
  |airHit=60
  |airHit=-, Wb*60
  |airCH=100
  |airCH=
  |invul=6-24FT
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
*A standard air throw, making it a handy air-to-air when they're close.
}}
}}
}}
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
{{MoveData
|image=BBCP_Bullet_6B.png
|caption=Don't get yourself in situations when you have to use this
|name=Counter Assault
|input=6A+B during blockstun w/50%
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|header=no
  |damage=0
|version=Lv1
  |damage=800
  |cancel=R
  |cancel=R
  |p1=80
  |p1=50
  |p2=92
  |p2=92
  |smp=
  |smp=
  |starter=N
  |starter=VS
  |guard=L
  |guard=all
|level=4
|level=4
|attribute=F
|attribute=HB
  |startup=15+28
  |startup=22
  |active=3
  |active=3
  |recovery=26
  |recovery=30
  |frameAdv=0
  |frameAdv=-14
  |blockstun=28
  |blockstun=18
  |groundHit=F60
  |groundHit=F19
  |groundCH=F100
  |groundCH=F34
  |airHit=60
  |airHit=19
  |airCH=100
  |airCH=34
  |invul=6-24FT
  |invul=1-20 All
  |hitbox=
  |hitbox=
  |description=
  |description=
*It's got a bleh hitbox, but the startup is alright for what it is.
}}
}}
}}
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
{{MoveData
|image=BBCP_Bullet_AB.png
|caption=There's never enough ways to crack the enemy open
|name=Crush Trigger
|input=A+B w/25% Heat
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|header=no
  |version=Uncharged
  |version=Lv1 (Red Lock)
  |damage=1000
  |damage=1000
  |cancel=R
  |cancel=R
  |p1=80
  |p1=100
  |p2=94
  |p2=60
  |smp=
  |smp=3
  |starter=N
  |starter=N
  |guard=L
  |guard=B
|level=5
|level=3
|attribute=F
|attribute=BP
  |startup=29+28
  |startup=20
  |active=3
  |active=1
  |recovery=26
  |recovery=25
  |frameAdv=+2
  |frameAdv=0
  |blockstun=30
  |blockstun=27
  |groundHit=F60
  |groundHit=S
  |groundCH=F100
  |groundCH=S
  |airHit=60
  |airHit=Wb
  |airCH=100
  |airCH=Wb
  |invul=6-24FT
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header= no
  |version=Lv2
  |version=charged
  |damage=800
  |damage=1000
  |cancel=R
  |cancel=R
  |p1=80
  |p1=100
  |p2=92
  |p2=100
  |smp=
  |smp=3
  |starter=N
  |starter=N
  |guard=L
  |guard=B
|level=4
|level=3
|attribute=F
|attribute=BP
  |startup=13+23
  |startup=30-61
  |active=3
  |active=1
  |recovery=26
  |recovery=25
  |frameAdv=+2
  |frameAdv=0
  |blockstun=30
  |blockstun=27
  |groundHit=F60
  |groundHit=S
  |groundCH=F100
  |groundCH=S
  |airHit=60
  |airHit=Wb
  |airCH=100
  |airCH=Wb
  |invul=6-24FT
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
*That startup is huge! But can be used if they are respecting you hard.
}}
}}
{{AttackData-BBCF
}}
|header=no
<br clear=all/>
|version=Lv2 (Red Lock)
|damage=1000
|cancel=R
|p1=80
|p2=94
|smp=
|starter=N
|guard=L
|level=5
|attribute=F
|startup=29+28
|active=3
|recovery=26
|frameAdv=+2
|blockstun=30
|groundHit=F60
|groundCH=F100
|airHit=60
|airCH=100
|invul=6-24FT
|hitbox=
|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.
}}
}}


====== <font style="visibility:hidden" size="0">6D</font> ======
==Specials==
====== <font style="visibility:hidden" size="0">Wadcut Engage</font> ======
{{MoveData
{{MoveData
|image=BBCP_Bullet_6D.png
|image=BBCP_Bullet_5DD.png
|caption=A mix-up tool with a less confusing animation
|caption=Never a bad idea to use this in the corner
|name=6D
|name=Wadcut Engage
|input=D during a D normal
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Lv0
  |version=Lv1
  |damage=800
  |damage=0, 1000
  |cancel=R
  |cancel=-, R
|p1=80
  |p1=100
|p2=92
  |p2=100, 84
|smp=
  |smp=2A
|starter=N
  |starter=
|guard=HA
  |guard=
|level=4
|level=0, 5
|attribute=H
|attribute=HB
|startup=17+29
  |startup=
|active=3
  |active=
|recovery=26
  |recovery=Total 55
|frameAdv=-10
  |frameAdv=
|blockstun=18
  |blockstun=
|groundHit=B60
  |groundHit=
|groundCH=B100
  |groundCH=
|airHit=B60
  |airHit=-, Wb35
|airCH=B100
  |airCH=
|invul=6-32FT
  |invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Lv0 (Red Lock)
|damage=1000
|cancel=R
  |p1=80
  |p2=94
  |smp=
  |starter=N
  |guard=HA
|level=5
|attribute=H
  |startup=36+29
  |active=3
  |recovery=26
  |frameAdv=-8
  |blockstun=20
  |groundHit=B60
  |groundCH=B100
  |airHit=B60
  |airCH=B100
  |invul=6-32FT
  |hitbox=
  |hitbox=
  |description=
  |description=
Line 1,074: Line 962:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Lvl
  |version=Lv2
  |damage=800
  |damage=0, 2000
  |cancel=R
  |cancel=-, R
  |p1=80
  |p1=100
  |p2=92
  |p2=100, 84
  |smp=
  |smp=2A
  |starter=N
  |starter=
  |guard=HA
  |guard=
|level=4
|level=0, 5
|attribute=H
|attribute=HB
  |startup=15+26
  |startup=
  |active=3
  |active=
  |recovery=26
  |recovery=Total 55
  |frameAdv=0
  |frameAdv=
  |blockstun=28
  |blockstun=
  |groundHit=B60
  |groundHit=
  |groundCH=B100
  |groundCH=
  |airHit=B60
  |airHit=-, Wb40
  |airCH=B100
  |airCH=
  |invul=6-32FT
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
*One of the better engages for both midscreen and corner combos.
}}
}}
}}
  {{AttackData-BBCF
====== <font style="visibility:hidden" size="0">Flint Shooter</font> ======
|header=no
{{MoveData
  |version=Lv1 (Red Lock)
|image=BBCP_Bullet_236A.png
  |damage=1000
|caption=Not for, but against zoning
|name=Flint Shooter
|input=236A
|data=
  {{AttackData-BBCF
  |version=Lv0
  |damage=700
  |cancel=R
  |cancel=R
  |p1=80
  |p1=80
  |p2=94
  |p2=89
  |smp=
  |smp=
  |starter=N
  |starter=N
  |guard=HA
  |guard=All
|level=5
|level=3
|attribute=H
|attribute=HBP*
  |startup=29+26
  |startup=17
  |active=3
  |active=Until Offscreen
  |recovery=26
  |recovery=
  |frameAdv=+2
  |frameAdv=-5
  |blockstun=30
  |blockstun=16+2
  |groundHit=B60
  |groundHit=22
  |groundCH=B100
  |groundCH=28
  |airHit=B60
  |airHit=22
  |airCH=B100
  |airCH=39
  |invul=6-32FT
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
Line 1,124: Line 1,020:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Lv2
  |version=Lv1
  |damage=800
  |damage=700,350
  |cancel=R
  |cancel=R
  |p1=80
  |p1=80
  |p2=92
  |p2=89
  |smp=
  |smp=
  |starter=N
  |starter=N
  |guard=HA
  |guard=All
|level=4
|level=3
|attribute=H
|attribute=HBP*
  |startup=13+21
  |startup=19
  |active=3
  |active=Until Offscreen
  |recovery=26
  |recovery=
  |frameAdv=+2
  |frameAdv=-2
  |blockstun=30
  |blockstun=16+2
  |groundHit=B60
  |groundHit=22
  |groundCH=B100
  |groundCH=28
  |airHit=B60
  |airHit=22
  |airCH=B100
  |airCH=39
  |invul=6-32FT
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
Line 1,149: Line 1,045:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Lv2 (Red Lock)
  |version=Lv2
  |damage=1000
  |damage=700,350*2
  |cancel=R
  |cancel=R
  |p1=80
  |p1=80
  |p2=94
  |p2=89
  |smp=
  |smp=
  |starter=N
  |starter=N
  |guard=HA
  |guard=All
|level=5
|level=3
|attribute=H
|attribute=HBP*
  |startup=18+21
  |startup=19
  |active=3
  |active=Until Offscreen
  |recovery=26
  |recovery=
  |frameAdv=+4
  |frameAdv=0
  |blockstun=32
  |blockstun=16+2
  |groundHit=B60
  |groundHit=22
  |groundCH=B100
  |groundCH=28
  |airHit=B60
  |airHit=22
  |airCH=B100
  |airCH=39
  |invul=6-32FT
  |invul=
  |hitbox=
  |hitbox=
  |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.
*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.  
}}
}}
}}
}}
<br clear=all/>


==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Flint Shooter (Charged)</font> ======
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
{{MoveData
{{MoveData
|image=BBCP_Bullet_BC.png
|image=BBCP_Bullet_236A_charged.png
|caption=Bounces them off the wall
|caption=A great combo tool. Now with neutral!
|name=Forward Throw
|name=Flint Shooter (Charged)
|input=6B+C
|input=236[A]
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 1500
  |damage=Lv0: 900 <br> Lv1: 700*2 <br> Lv2: 800*2
  |cancel=-, SOR
  |cancel=R
  |p1=100
  |p1=80
  |p2=100, 60
  |p2=92
  |smp=
  |smp=2
  |starter=S
  |starter=N
  |guard=
  |guard=All
|level=0, 4
|level=4
|attribute=ground throw
|attribute=HBP*
  |startup=7
  |startup=25
  |active=3
  |active=
  |recovery=23
  |recovery=
  |frameAdv=
  |frameAdv=+3
  |blockstun=
  |blockstun=18
  |groundHit=-, Wb*65
  |groundHit=F40
  |groundCH=
  |groundCH=F68
  |airHit=
  |airHit=40
  |airCH=
  |airCH=68
  |invul=
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
*Wallbounces Midscreen
*Hits a little higher than the uncharged version
*Wallsplats in the corner
*Goes farther with higher Heat levels
 
*Gives you an easy combo on hit
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Backward Throw</font> ======
====== <font style="visibility:hidden" size="0">Cutting Shear</font> ======
{{MoveData
{{MoveData
|image=BBCP_Bullet_4BC.png
|image=BBCP_Bullet_623B.png
|caption=Drops them to the ground
|caption=Has a penchant for missing
|name=Backward Throw
|name=Cutting Shear
|input=4B+C
|input=623B
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 1500
  |damage=400, 1500
  |cancel=-, SOR
  |cancel=-x2, R
  |p1=100
  |p1=90
  |p2=100, 60
  |p2=75, 100x2
  |smp=
  |smp=2
  |starter=S
  |starter=VS
  |guard=
  |guard=All
|level=0, 4
|level=0x2, 5
|attribute=ground throw
|attribute=HB
  |startup=7
  |startup=14
  |active=3
  |active=2
  |recovery=23
  |recovery=38
  |frameAdv=
  |frameAdv=-23
  |blockstun=
  |blockstun=9
  |groundHit=-, D19
  |groundHit=12x2, F100
  |groundCH=
  |groundCH=
  |airHit=
  |airHit=12x2, 100
  |airCH=
  |airCH=
  |invul=
  |invul=1-16 All
  |hitbox=
  |hitbox=
  |description=
  |description=
*Both forward and back throw are good for combos. use the one that brings them closer to the corner.
*Reversal
*Combos directly into instant kill.
*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.  
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Air Throw</font> ======
====== <font style="visibility:hidden" size="0">Explode Engage</font> ======
{{MoveData
{{MoveData
|image=BBCP_Bullet_jBC.png
|image=BBCP_Bullet_22D.png
|caption=Similar to the ground forward throw
|caption=A rare sight to see, but a cool one
|name=Air Throw
|name=Explode Engage
|input=j.B+C
|input=22D during Cutting Shear
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 1500
|version=Lv1
  |cancel=-, SOR
  |damage= 1800, 50
  |cancel=-, Rx2
  |p1=100
  |p1=100
  |p2=100, 60
  |p2=82
  |smp=
  |smp=2B
  |starter=S
  |starter=
  |guard=
  |guard=
|level=0, 4
|level=0, 5, 2
|attribute=air throw
|attribute=HB
  |startup=7
  |startup=4
  |active=3
  |active=12
  |recovery=23
  |recovery=3
  |frameAdv=
  |frameAdv=
  |blockstun=
  |blockstun=
  |groundHit=
  |groundHit=
  |groundCH=
  |groundCH=
  |airHit=-, Wb*60
  |airHit=-, D21, 40
  |airCH=
  |airCH=
  |invul=
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
*A standard air throw, making it a handy air-to-air when they're close.
}}
}}
}}
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
{{MoveData
|image=BBCP_Bullet_6B.png
|caption=Don't get yourself in situations when you have to use this
|name=Counter Assault
|input=6A+B during blockstun w/50%
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0
|header=no
  |cancel=R
|version=Lv2
  |p1=50
  |damage=3500, 50
  |p2=92
  |cancel=-, Rx2
  |smp=
  |p1=100
  |starter=VS
  |p2=84
  |guard=all
  |smp=2B
|level=4
  |starter=
  |guard=
|level=0, 5, 2
|attribute=HB
|attribute=HB
  |startup=22
  |startup=4
  |active=3
  |active=12
  |recovery=30
  |recovery=3
  |frameAdv=-14
  |frameAdv=
  |blockstun=18
  |blockstun=
  |groundHit=F19
  |groundHit=
  |groundCH=F34
  |groundCH=
  |airHit=19
  |airHit=-, D21, 40
  |airCH=34
  |airCH=
  |invul=1-20 All
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
*It's got a bleh hitbox, but the startup is alright for what it is.
*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.  
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
====== <font style="visibility:hidden" size="0">Miquelet Capture</font> ======
{{MoveData
{{MoveData
|image=BBCP_Bullet_AB.png
|image=BBCP_Bullet_41236C.png
|caption=There's never enough ways to crack the enemy open
|caption=Just don't use it as a command dash
|name=Crush Trigger
|name=Miquelet Capture
|input=A+B w/25% Heat
|input=41236C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Uncharged
  |version=-
  |damage=1000
  |damage=0, 1700
  |cancel=R
  |cancel=-, R
  |p1=100
  |p1=100
  |p2=60
  |p2=100, 70
  |smp=3
  |smp=2
  |starter=N
  |starter=N
  |guard=B
  |guard=Unblockable
|level=3
|level=0, 5
|attribute=BP
|attribute=ground throw
  |startup=20
  |startup=5
  |active=1
  |active=3
  |recovery=25
  |recovery=20~37
  |frameAdv=0
  |frameAdv=
  |blockstun=27
  |blockstun=
  |groundHit=S
  |groundHit=-, F55
  |groundCH=S
  |groundCH=
  |airHit=Wb
  |airHit=-, 55
  |airCH=Wb
  |airCH=
  |invul=
  |invul=5-until recovery P
|hitbox=
|description=
}}
{{AttackData-BBCF
|header= no
|version=charged
|damage=1000
|cancel=R
|p1=100
|p2=100
|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=
  |hitbox=
}}
{{AttackData-BBCF
|header=no
|version=Brake
|subtitle=B during run
|damage=
|tension=
|risc=
|prorate=
|level=
|guard=
|cancel=
|roman=
|startup=
|active=
|recovery=21
|frameAdv=
|inv=
  |description=
  |description=
*That startup is huge! But can be used if they are respecting you hard.
*Has projectile invuln.
*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).
}}
}}
}}
}}
<br clear=all/>


==Specials==
====== <font style="visibility:hidden" size="0">Piercing Engage</font> ======
====== <font style="visibility:hidden" size="0">Wadcut Engage</font> ======
{{MoveData
{{MoveData
|image=BBCP_Bullet_5DD.png
|image=BBCP_Bullet_236D.png
|caption=Never a bad idea to use this in the corner
|caption=This baby hurts
|name=Wadcut Engage
|name=Piercing Engage
|input=D during a D normal
|input=236D during Miquelet Capture
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Lv1
  |version=Lv1
  |damage=0, 1000
  |damage=1500
  |cancel=-, R
  |cancel=R
  |p1=100
  |p1=100
  |p2=100, 84
  |p2=84
  |smp=2A
  |smp=2C
  |starter=
  |starter=
  |guard=
  |guard=
|level=0, 5
|level=5
|attribute=HB
|attribute=HBP*
  |startup=
  |startup=18
  |active=
  |active=3
  |recovery=Total 55
  |recovery=29
  |frameAdv=
  |frameAdv=
  |blockstun=
  |blockstun=
  |groundHit=
  |groundHit=
  |groundCH=
  |groundCH=
  |airHit=-, Wb35
  |airHit=Wb*17
  |airCH=
  |airCH=
  |invul=
  |invul=
  |hitbox=
  |hitbox=
|description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Lv2
  |version=Lv2
  |damage=0, 2000
  |damage=3350
  |cancel=-, R
  |cancel=R
  |p1=100
  |p1=100
  |p2=100, 84
  |p2=84
  |smp=2A
  |smp=2C
  |starter=
  |starter=
  |guard=
  |guard=
|level=0, 5
|level=5
|attribute=HB
|attribute=HBP*
  |startup=
  |startup=18
  |active=
  |active=3
  |recovery=Total 55
  |recovery=29
  |frameAdv=
  |frameAdv=
  |blockstun=
  |blockstun=
  |groundHit=
  |groundHit=
  |groundCH=
  |groundCH=
  |airHit=-, Wb40
  |airHit=Wb*17
  |airCH=
  |airCH=
  |invul=
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
*One of the better engages for both midscreen and corner combos.
*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.
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">Flint Shooter</font> ======
 
====== <font style="visibility:hidden" size="0">Snaphance Fist</font> ======
{{MoveData
{{MoveData
|image=BBCP_Bullet_236A.png
|image=BBCP_Bullet_623C.png
|caption=Not for, but against zoning
|caption=Barely even an anti-air
|name=Flint Shooter
|name=Snaphance Fist
|input=236A
|input=623C, air OK
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Lv0
  |version=Ground
  |damage=700
  |damage=0, 2200
  |cancel=R
  |cancel=-, R
  |p1=80
  |p1=90
  |p2=89
  |p2=90
  |smp=
  |smp=2D
  |starter=N
  |starter=N
  |guard=All
  |guard=Unblockable
|level=3
|level=0, 5
|attribute=HBP*
|attribute=Throw
  |startup=17
  |startup=13
  |active=Until Offscreen
  |active=4
  |recovery=
  |recovery=Until L+10
  |frameAdv=-5
  |frameAdv=
  |blockstun=16+2
  |blockstun=
  |groundHit=22
  |groundHit=
  |groundCH=28
  |groundCH=
  |airHit=22
  |airHit=12, Wb35
  |airCH=39
  |airCH=
  |invul=
  |invul=4-16H
  |hitbox=
  |hitbox=
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Lv1
  |version=Air
  |damage=700,350
  |damage=0x2, 2200
  |cancel=R
  |cancel=R*, -, R
  |p1=80
  |p1=90
  |p2=89
  |p2=90, 80
  |smp=
  |smp=2D
  |starter=N
  |starter=N
  |guard=All
  |guard=All
|level=3
|level=0x2, 5
|attribute=HBP*
|attribute=H
  |startup=19
  |startup=12
  |active=Until Offscreen
  |active=2
  |recovery=
  |recovery=27
  |frameAdv=-2
  |frameAdv=
  |blockstun=16+2
  |blockstun=9
  |groundHit=22
  |groundHit=
  |groundCH=28
  |groundCH=
  |airHit=22
  |airHit=12x2, Wb35
  |airCH=39
  |airCH=
  |invul=
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
* Great combo tool in 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.
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.
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.
}}
}}
}}
====== <font style="visibility:hidden" size="0">Flechette Engage</font> ======
{{MoveData
|image=BBCP_Bullet_623D.png
|caption=Catch and boom
|name=Flechette Engage
|input=623D during Snaphance Fist
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|header=no
  |version=Lv1
  |version=Lv2
  |damage=0, 1900
  |damage=700,350*2
  |cancel=-, R
  |cancel=R
  |p1=100
  |p1=80
  |p2=100, 82
  |p2=89
  |smp=2E
  |smp=
  |starter=
  |starter=N
  |guard=
  |guard=All
|level=0, 5
|level=3
|attribute=HB
|attribute=HBP*
  |startup=13
  |startup=19
  |active=2
  |active=Until Offscreen
  |recovery=
  |recovery=
  |frameAdv=0
  |frameAdv=
  |blockstun=16+2
  |blockstun=
  |groundHit=22
  |groundHit=
  |groundCH=28
  |groundCH=
  |airHit=22
  |airHit=B60
  |airCH=39
  |airCH=
  |invul=
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
*Gets additional hits with higher Heat levels. H1 Flint Shooter = 2 hits, H2 Flint Shooter = 3 hits.
}}
*Counterhit gives you an easy combo
{{AttackData-BBCF
 
|header=no
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.  
|version=Lv2
 
|damage=0, 4200
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.  
|cancel=-, R
|p1=100
|p2=100, 84
|smp=2E
|starter=
|guard=
|level=0, 5
|attribute=HB
|startup=13
|active=2
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=B60
|airCH=
|invul=
|hitbox=
|description=
*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.  
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Flint Shooter (Charged)</font> ======
====== <font style="visibility:hidden" size="0">Crossfire Wheel</font> ======
{{MoveData
{{MoveData
|image=BBCP_Bullet_236A_charged.png
|image=BBCF_Bullet_CrossfireWheel.png
|caption=A great combo tool. Now with neutral!
|caption=Heel drop
|name=Flint Shooter (Charged)
|name=Crossfire Wheel
|input=236[A]
|input=360B
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=Lv0: 900 <br> Lv1: 700*2 <br> Lv2: 800*2
  |damage=300, 700
  |cancel=R
  |cancel=
  |p1=80
  |p1=80
  |p2=92
  |p2=100
  |smp=2
  |smp=
  |starter=N
  |starter=
  |guard=All
  |guard=
|level=4
|level=
|attribute=HBP*
|attribute=
  |startup=25
  |startup=10
  |active=
  |active=3
  |recovery=
  |recovery=34
  |frameAdv=+3
  |frameAdv=
  |blockstun=18
  |blockstun=
  |groundHit=F40
  |groundHit=
  |groundCH=F68
  |groundCH=
  |airHit=40
  |airHit=
  |airCH=68
  |airCH=
  |invul=
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
*Hits a little higher than the uncharged version
*Good Mixup tool
*Goes farther with higher Heat levels
 
*Gives you an easy combo on hit
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Cutting Shear</font> ======
====== <font style="visibility:hidden" size="0">Shot Shell: Engage</font> ======
{{MoveData
{{MoveData
|image=BBCP_Bullet_623B.png
|image=BBCF_Bullet_Shot_Shell_Engage.png
|caption=Has a penchant for missing
|caption=Drag your opponent through the dirt!
|name=Cutting Shear
|name=Shot Shell: Engage
|input=623B
|input=63214D during Crossfire Wheel
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=400, 1500
|version=Lv1
  |cancel=-x2, R
  |damage=300,1700
  |p1=90
  |cancel=
  |p2=75, 100x2
  |p1=100
  |smp=2
  |p2=82
  |starter=VS
  |smp=
  |guard=All
  |starter=
|level=0x2, 5
  |guard=
|attribute=HB
|level=
  |startup=14
|attribute=
  |active=2
  |startup=13
  |recovery=38
  |active=3
  |frameAdv=-23
  |recovery=
  |blockstun=9
  |frameAdv=
  |groundHit=12x2, F100
  |blockstun=
  |groundHit=
  |groundCH=
  |groundCH=
  |airHit=12x2, 100
  |airHit=
  |airCH=
  |airCH=
  |invul=1-16 All
  |invul=
  |hitbox=
  |hitbox=
|description=
*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.
}}
}}
}}
====== <font style="visibility:hidden" size="0">Explode Engage</font> ======
{{MoveData
|image=BBCP_Bullet_22D.png
|caption=A rare sight to see, but a cool one
|name=Explode Engage
|input=22D during Cutting Shear
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Lv1
|header=no
  |damage=0, 1600, 100
  |version=Lv2
  |cancel=-, Rx2
  |damage=300,2700
  |cancel=
  |p1=100
  |p1=100
  |p2=100, 40
  |p2=84
  |smp=2B
  |smp=
  |starter=
  |starter=
  |guard=
  |guard=
|level=0, 5, 2
|level=
|attribute=HB
|attribute=
  |startup=
  |startup=13
  |active=
  |active=3
  |recovery=Total 68
  |recovery=
  |frameAdv=
  |frameAdv=
  |blockstun=
  |blockstun=
  |groundHit=
  |groundHit=
  |groundCH=
  |groundCH=
  |airHit=-, D21, 40
  |airHit=
  |airCH=
  |airCH=
  |invul=
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
*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.
}}
}}
}}
====== <font style="visibility:hidden" size="0">Afterburner</font> ======
{{MoveData
|image=BBCP_Bullet_214D.png
|caption=For when they try to make fun of your stubby dash
|name=Afterburner
|input=214D
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|header=no
  |damage=
|version=Lv2
  |cancel=
  |damage=0, 3200, 100
  |p1=
  |cancel=-, Rx2
  |p2=
  |p1=100
  |smp=
  |p2=100, 40
  |smp=2B
  |starter=
  |starter=
  |guard=
  |guard=
|level=0, 5, 2
|level=
|attribute=HB
|attribute=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=Total 68
  |recovery=
  |frameAdv=
  |frameAdv=
  |blockstun=
  |blockstun=
  |groundHit=
  |groundHit=
  |groundCH=
  |groundCH=
  |airHit=-, D21, 40
  |airHit=
  |airCH=
  |airCH=
  |invul=
  |invul=7-26~49PGP
  |hitbox=
  |hitbox=
  |description=
  |description=
*Used for midscreen H2 combos
*Used at the end of some combos to get a Heat level
*Can be charged for 2 Heat levels, but it's pretty risky


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.  
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.  
}}
}}
}}
}}
<br clear=all/>


====== <font style="visibility:hidden" size="0">Miquelet Capture</font> ======
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Rage Aggressor</font> ======
{{MoveData
{{MoveData
|image=BBCP_Bullet_41236C.png
|image=BBCP_Bullet_2363214C.png
|caption=Just don't use it as a command dash
|caption=The ultimate combo ender.
|name=Miquelet Capture
|name=Rage Aggressor
|input=41236C
|input=2363214C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=-
  |version=Normal
  |damage=0, 1500
  |damage=400x3, 800x2, 300x7, 1200
  |cancel=-, R
  |cancel=R
  |p1=100
  |p1=100
  |p2=100, 70
  |p2=92x3, 89x2, 94x8
  |smp=2
  |smp=
  |starter=N
  |starter=N
  |guard=Unblockable
  |guard=All
|level=0, 5
|level=4x3, 3x2, 5x8
|attribute=ground throw
|attribute=HB
  |startup=5
  |startup=1+11~23
  |active=3
  |active=3*3
  |recovery=20~37
  |recovery=10+19L
  |frameAdv=
  |frameAdv=-15
  |blockstun=
  |blockstun=18*3
  |groundHit=-, F55
  |groundHit=F60x3, —x10
  |groundCH=
  |groundCH=F100x3, —x10
  |airHit=-, 55
  |airHit=60x3, 40, B40, 21x7, D90
  |airCH=
  |airCH=100x3, —x10
  |invul=8-until recovery P
  |invul=
  |hitbox=
  |hitbox=
|description=
  }}
  }}
{{AttackData-BBCF
{{AttackData-BBCF
  |header=no
  |header=no
  |version=Brake
  |version=Overdrive
  |subtitle=B during run
  |damage=200x3, 600x2, 300x7, 500, 550x5
  |damage=
  |cancel=R
  |tension=
  |p1=100
  |risc=
  |p2=92x3, 89x2, 94x8, 20x5
  |prorate=
  |smp=
  |level=
  |starter=N
  |guard=
  |guard=All
|cancel=
|level=4x3, 3x2, 5x13
|roman=
|attribute=HB
  |startup=
  |startup=1+14~23
  |active=
  |active=3x3
  |recovery=
  |recovery=11+20
  |frameAdv=
  |frameAdv=-15
  |inv=
|blockstun=18
|groundHit=F60x3, —x15
|groundCH=F100x3, —x15
|airHit=60x3, 40x2, 21x7, 90, 60x4, D60
|airCH=100x3, —x15
|invul=
  |hitbox=
  |description=
  |description=
*Has projectile invuln.
*Never use this outside of combos. It doesn't even have invuln. Really, don't try it.
*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).
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Piercing Engage</font> ======
====== <font style="visibility:hidden" size="0">Serpentine Assault</font> ======
{{MoveData
{{MoveData
|image=BBCP_Bullet_236D.png
|image=BBCP_Bullet_720A.png
|caption=This baby hurts
|caption=And they said she's not a grappler.
|name=Piercing Engage
|name=Serpentine Assault
|input=236D during Miquelet Capture
|input=720A
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|version=Lv1
  |damage=0xn, 320x2, 1420
  |damage=800
  |cancel=—, Rxn
  |cancel=R
  |p1=100
  |p1=100
  |p2=84
  |p2=100x2, 100xn, 92x2, 60
  |smp=2C
  |smp=
  |starter=
  |starter=N
  |guard=
  |guard=150
|level=5
|level=0, 3, 3xn, 0, 4x2, 5
|attribute=HBP*
|attribute=ground throw
  |startup=
  |startup=5+0
  |active=
  |active=5
  |recovery=Total 49
  |recovery=42
  |frameAdv=
  |frameAdv=
  |blockstun=
  |blockstun=
  |groundHit=
  |groundHit=17xn, 12, 19x2, WbD21
  |groundCH=
  |groundCH=
  |airHit=Wb*17
  |airHit=
  |airCH=
  |airCH=
  |invul=
  |invul=1-9 All
  |hitbox=
  |hitbox=
|description=
*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...
}}
}}
}}
====== <font style="visibility:hidden" size="0">Frangible Engage</font> ======
{{MoveData
|image=BBCP_Bullet_720D.png
|caption=It's not over yet!
|name=Frangible Engage
|input=720D during Serpentine Assault
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|header=no
  |damage=0, 250
|version=Lv2
  |cancel=
  |damage=2400
  |cancel=R
  |p1=100
  |p1=100
  |p2=84
  |p2=100, 92
  |smp=2C
  |smp=
  |starter=
  |starter=
  |guard=
  |guard=
|level=5
|level=0, 4
|attribute=HBP*
|attribute=HB
  |startup=
  |startup=1+0
  |active=
  |active=1
  |recovery=Total 49
  |recovery=
  |frameAdv=
  |frameAdv=
  |blockstun=
  |blockstun=
  |groundHit=
  |groundHit=F100
  |groundCH=
  |groundCH=
  |airHit=Wb*17
  |airHit=
  |airCH=
  |airCH=
  |invul=
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
*Great for H2 corner combos
*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).
*Wallsticks in the corner
*You can pick up a combo after this hit or keep spinning... spinning... spinning...
 
The Drive followup for capture. It's used in H2 corner combos to lead into big damage.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Snaphance Fist</font> ======
====== <font style="visibility:hidden" size="0">Blackout</font> ======
{{MoveData
{{MoveData
|image=BBCP_Bullet_623C.png
|image=BBCP_Bullet_1080D.png
|caption=Barely even an anti-air
|caption=Lights out!
|name=Snaphance Fist
|name=Blackout
|input=623C, air OK
|input=1080D during Frangible Engage
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ground
  |version=Normal
  |damage=0, 1700
  |damage=100x4, 1910
  |cancel=-, R
  |cancel=
  |p1=100
  |p1=100
  |p2=100, 80
  |p2=94
  |smp=2D
  |smp=
  |starter=N
  |starter=
  |guard=Unblockable
  |guard=
|level=0, 5
|level=5x5
|attribute=Throw
|attribute=HB
  |startup=13
  |startup=1+48
  |active=4
  |active=
  |recovery=29+9
  |recovery=
  |frameAdv=
  |frameAdv=
  |blockstun=
  |blockstun=
  |groundHit=
  |groundHit=
  |groundCH=
  |groundCH=
  |airHit=12, Wb35
  |airHit=D100
  |airCH=
  |airCH=
  |invul=4-16H
  |invul=
  |hitbox=
  |hitbox=
  |description=
  |description=
Line 1,805: Line 1,749:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Air
  |version=Overdrive
  |damage=0x2, 1700
  |damage=100x10, 1910
  |cancel=R*, -, R
  |cancel=
  |p1=100
  |p1=100
  |p2=100x2, 80
  |p2=94x11
  |smp=2D
  |smp=
  |starter=N
  |starter=
  |guard=All
  |guard=
|level=0x2, 5
|level=5x11
|attribute=H
|attribute=HB
  |startup=13
  |startup=1+48
  |active=2
  |active=
  |recovery=30
  |recovery=
  |frameAdv=
  |frameAdv=
|blockstun=9
|groundHit=
|groundCH=
|airHit=12x2, Wb35
|airCH=
|invul=
|hitbox=
|description=
* Great combo tool in 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.
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.
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.
}}
}}
====== <font style="visibility:hidden" size="0">Flechette Engage</font> ======
{{MoveData
|image=BBCP_Bullet_623D.png
|caption=Catch and boom
|name=Flechette Engage
|input=623D during Snaphance Fist
|data=
{{AttackData-BBCF
|version=Lv1
|damage=0, 900
|cancel=-, R
|p1=100
|p2=100, 84
|smp=2E
|starter=
|guard=
|level=0, 5
|attribute=HB
|startup=
|active=
|recovery=Total 72
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=B60
|airCH=
|invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Lv2
|damage=0, 2500
|cancel=-, R
|p1=100
|p2=100, 84
|smp=2E
|starter=
|guard=
|level=0, 5
|attribute=HB
|startup=
|active=
|recovery=Total 72
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=B60
|airCH=
|invul=
|hitbox=
|description=
*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.
}}
}}
====== <font style="visibility:hidden" size="0">Crossfire Wheel</font> ======
{{MoveData
|image=BBCF_Bullet_CrossfireWheel.png
|caption=Heel drop
|name=Crossfire Wheel
|input=360B
|data=
{{AttackData-BBCF
|damage=1000
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=
|description=
*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.
}}
}}
====== <font style="visibility:hidden" size="0">Shot Shell: Engage</font> ======
{{MoveData
|image=BBCF_Bullet_Shot_Shell_Engage.png
|caption=Drag your opponent through the dirt!
|name=Shot Shell: Engage
|input=63214D during Crossfire Wheel
|data=
{{AttackData-BBCF
|version=Lv1
|damage=
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=
}}
{{AttackData-BBCF
|header=no
|version=Lv2
|damage=
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=
|description=
*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.
}}
}}
====== <font style="visibility:hidden" size="0">Afterburner</font> ======
{{MoveData
|image=BBCP_Bullet_214D.png
|caption=For when they try to make fun of your stubby dash
|name=Afterburner
|input=214D
|data=
{{AttackData-BBCF
|damage=
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=7-26~49PGP
|hitbox=
|description=
*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.
}}
}}
<br clear=all/>
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Rage Aggressor</font> ======
{{MoveData
|image=BBCP_Bullet_2363214C.png
|caption=The ultimate combo ender.
|name=Rage Aggressor
|input=2363214C
|data=
{{AttackData-BBCF
|version=Normal
|damage=200x3, 600x2, 300x7, 3000
|cancel=R
|p1=100
|p2=92x3, 89x2, 94x8
|smp=
|starter=N
|guard=All
|level=4x3, 3x2, 5x8
|attribute=HB
|startup=1+14~23
|active=3x3
|recovery=11+20
|frameAdv=-15
|blockstun=18
|groundHit=F60x3, —x10
|groundCH=F100x3, —x10
|airHit=60x3, 40, B40, 21x7, D90
|airCH=100x3, —x10
|invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Overdrive
|damage=200x3, 600x2, 300x7, 500, 2800x5
|cancel=R
|p1=100
|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=
*Never use this outside of combos. It doesn't even have invuln. Really, don't try it.
}}
}}
====== <font style="visibility:hidden" size="0">Serpentine Assault</font> ======
{{MoveData
|image=BBCP_Bullet_720A.png
|caption=And they said she's not a grappler.
|name=Serpentine Assault
|input=720A
|data=
{{AttackData-BBCF
|damage=0xn, 320x2, 1520
|cancel=—, Rxn
|p1=100
|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=1-10 All
|hitbox=
|description=
*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...
}}
}}
====== <font style="visibility:hidden" size="0">Frangible Engage</font> ======
{{MoveData
|image=BBCP_Bullet_720D.png
|caption=It's not over yet!
|name=Frangible Engage
|input=720D during Serpentine Assault
|data=
{{AttackData-BBCF
|damage=0, 350
|cancel=
|p1=100
|p2=100, 92
|smp=
|starter=
|guard=
|level=0, 4
|attribute=HB
|startup=
|active=
|recovery=
|frameAdv=Total 81
|blockstun=
|groundHit=F100
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=
|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 can pick up a combo after this hit or keep spinning... spinning... spinning...
}}
}}
====== <font style="visibility:hidden" size="0">Blackout</font> ======
{{MoveData
|image=BBCP_Bullet_1080D.png
|caption=Lights out!
|name=Blackout
|input=1080D during Frangible Engage
|data=
{{AttackData-BBCF
|version=Normal
|damage=100x4, 2110
|cancel=
|p1=100
|p2=94
|smp=
|starter=
|guard=
|level=5x5
|attribute=HB
|startup=
|active=
|recovery=
|frameAdv=Total 158
|blockstun=
|groundHit=
|groundCH=
|airHit=D100
|airCH=
|invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Overdrive
|damage=100x10, 2110
|cancel=
|p1=100
|p2=94x11
|smp=
|starter=
|guard=
|level=5x11
|attribute=HB
|startup=
|active=
|recovery=
|frameAdv=Total 164
  |blockstun=
  |blockstun=
  |groundHit=
  |groundHit=
Line 2,220: Line 1,775:
}}
}}
<br clear=all/>
<br clear=all/>
==Exceed Accel==
==Exceed Accel==
{{MoveData
{{MoveData
Line 2,236: Line 1,792:
|starter=
|starter=
|guard=All
|guard=All
|startup=
|startup= Fast: 10 <br> Slow: 20
|active=
|active=5
|recovery=
|recovery=18
|frameAdv=
|frameAdv=0
|attribute=
|attribute=
|invul=
|invul=
Line 2,255: Line 1,811:
|starter=
|starter=
|guard=All
|guard=All
|startup=
|startup= Fast: 10 <br> Slow: 20
|active=
|active=5
|recovery=
|recovery=18
|frameAdv=
|frameAdv=0
|attribute=
|attribute=
|hitbox=
|hitbox=
Line 2,291: Line 1,847:
  |active=3
  |active=3
  |recovery=31
  |recovery=31
  |frameAdv=-13
  |frameAdv=-12
  |blockstun=20
  |blockstun=20
  |groundHit=
  |groundHit=

Revision as of 07:42, 25 July 2017

Bullet
BBCF Bullet Portrait.png

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)
  

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
5A
BBCP Bullet 5A.png
Just another punch
300 All 6 3 10 - HB -
5B
5B
BBCP Bullet 5B.png
The best non-Drive poke you got
550 HL 10 3 15 - HB -
5C
5C
BBCP Bullet 5C.png
Flamey punch brings satisfaction
800 HL 16 7 12 - HBP -
2A
2A
BBCP Bullet 2A.png
poke poke poke dash* poke poke
300 All 6 3 10 - F -
2B
2B
BBCP Bullet 2B.png
Best low normal and not that bad of a poke, too
520 L 9 5 18 - L -
2C
2C
BBCP Bullet 2C.png
Criss-cross!
500,600 L 14 3(9)3 16 - L -
6A
6A
BBCP Bullet 6A.png
It's an overhead
750 H 24 3 19 - HB -
6B
6B
BBCP Bullet 6B.png
Pretty good as far as anti-airs go
650 HL 12 3 21 - HB -
6C
6C
BBCP Bullet 6C.png
Knee of Justice?
1200 HL 22 6 Until L+8 - H -
3C
3C
BBCP Bullet 3C.png
Sweep the leg
860 L 21 3 21 - F -
j.A
j.A
BBCP Bullet jA.png
jump* poke poke poke
300 HA 7 3 9 - H -
j.B
j.B
BBCP Bullet jB.png
Kick 'em in the face
540 HA 10 3 15 - H -
j.C
j.C
BBCP Bullet jC.png
Basically does everything
810 HA 12 3 21 - H -


Drive Moves

5D
5D
BBCP Bullet 5D.png
zoop
450, 900 30~?? 9 14 - - 600, 900 30~?? 9 14 - -
j.D
j.D
BBCP Bullet 5D.png
zoop
450, 900 20~?? 9 14 - - 600, 900 20~?? 9 14 - -
2D
2D
BBCP Bullet 2D.png
A mix-up tool with a confusing animation
800 44~?? 3 - - 1000 44~?? 3 - -
6D
6D
BBCP Bullet 6D.png
A mix-up tool with a less confusing animation
800 42~?? 3 - - 1000 42~?? 3 - -


Universal Mechanics

Forward Throw
Forward Throw
6B+C
BBCP Bullet BC.png
Bounces them off the wall
0, 1500 7 3 23 - ground throw -
Backward Throw
Backward Throw
4B+C
BBCP Bullet 4BC.png
Drops them to the ground
0, 1500 7 3 23 - ground throw -
Air Throw
Air Throw
j.B+C
BBCP Bullet jBC.png
Similar to the ground forward throw
0, 1500 7 3 23+3L - air throw -
Counter Assault
Counter Assault
6A+B during blockstun w/50%
BBCP Bullet 6B.png
Don't get yourself in situations when you have to use this
0 all 22 3 30 - HB -
Crush Trigger
Crush Trigger
A+B w/25% Heat
BBCP Bullet AB.png
There's never enough ways to crack the enemy open
1000 B 20 1 25 - BP - 1000 B 30-61 1 25 - BP -


Specials

Wadcut Engage
Wadcut Engage
D during a D normal
BBCP Bullet 5DD.png
Never a bad idea to use this in the corner
0, 1000 Total 55 - HB - 0, 2000 Total 55 - HB -
Flint Shooter
Flint Shooter
236A
BBCP Bullet 236A.png
Not for, but against zoning
700 All 17 Until Offscreen - HBP* - 700,350 All 19 Until Offscreen - HBP* - 700,350*2 All 19 Until Offscreen - HBP* -
Flint Shooter (Charged)
Flint Shooter (Charged)
236[A]
BBCP Bullet 236A charged.png
A great combo tool. Now with neutral!
Lv0: 900
Lv1: 700*2
Lv2: 800*2
All 25 - HBP* -
Cutting Shear
Cutting Shear
623B
BBCP Bullet 623B.png
Has a penchant for missing
400, 1500 All 14 2 38 - HB -
Explode Engage
Explode Engage
22D during Cutting Shear
BBCP Bullet 22D.png
A rare sight to see, but a cool one
1800, 50 4 12 3 - HB - 3500, 50 4 12 3 - HB -
Miquelet Capture
Miquelet Capture
41236C
BBCP Bullet 41236C.png
Just don't use it as a command dash
0, 1700 Unblockable 5 3 20~37 - ground throw - 21 - - -
Piercing Engage
Piercing Engage
236D during Miquelet Capture
BBCP Bullet 236D.png
This baby hurts
1500 18 3 29 - HBP* - 3350 18 3 29 - HBP* -
Snaphance Fist
Snaphance Fist
623C, air OK
BBCP Bullet 623C.png
Barely even an anti-air
0, 2200 Unblockable 13 4 Until L+10 - Throw - 0x2, 2200 All 12 2 27 - H -
Flechette Engage
Flechette Engage
623D during Snaphance Fist
BBCP Bullet 623D.png
Catch and boom
0, 1900 13 2 - HB - 0, 4200 13 2 - HB -
Crossfire Wheel
Crossfire Wheel
360B
BBCF Bullet CrossfireWheel.png
Heel drop
300, 700 10 3 34 - -
Shot Shell: Engage
Shot Shell: Engage
63214D during Crossfire Wheel
BBCF Bullet Shot Shell Engage.png
Drag your opponent through the dirt!
300,1700 13 3 - - 300,2700 13 3 - -
Afterburner
Afterburner
214D
BBCP Bullet 214D.png
For when they try to make fun of your stubby dash
- -


Distortion Drives

Rage Aggressor
Rage Aggressor
2363214C
BBCP Bullet 2363214C.png
The ultimate combo ender.
400x3, 800x2, 300x7, 1200 All 1+11~23 3*3 10+19L - HB - 200x3, 600x2, 300x7, 500, 550x5 All 1+14~23 3x3 11+20 - HB -
Serpentine Assault
Serpentine Assault
720A
BBCP Bullet 720A.png
And they said she's not a grappler.
0xn, 320x2, 1420 150 5+0 5 42 - ground throw -
Frangible Engage
Frangible Engage
720D during Serpentine Assault
BBCP Bullet 720D.png
It's not over yet!
0, 250 1+0 1 - HB -
Blackout
Blackout
1080D during Frangible Engage
BBCP Bullet 1080D.png
Lights out!
100x4, 1910 1+48 - HB - 100x10, 1910 1+48 - HB -


Exceed Accel

Execution Maneuver
ABCD during Overdrive Dat corner carry
2040 All Fast: 10
Slow: 20
5 18 - - 4020 All Fast: 10
Slow: 20
5 18 - -


Astral Heat

Hard Kill Bringer
632146D
BBCP Bullet AH.png
Actually not that hard to kill with
DESTROY All 4+21 3 31 - HB -


External References