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[[File:BBCF_Bullet_Portrait.png| | [[File:BBCF_Bullet_Portrait.png|350x500px|center]] | ||
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*If Bullet doesn't land a hit with her Drive after launching herself (by having the opponent dodge or stuff it), she will lose a Heat Up level instead. | *If Bullet doesn't land a hit with her Drive after launching herself (by having the opponent dodge or stuff it), she will lose a Heat Up level instead. | ||
*By locking on to the enemy for long enough, the crosshair becomes red and makes a beeping noise. If Bullet attacks with her Drive in this "Red Lock" state, the properties of her moves change, dealing more damage, gaining full invulnerability and being more advantageous on block. The time required to get the Red Lock is reduced if Bullet has extra Heat Up levels. | *By locking on to the enemy for long enough, the crosshair becomes red and makes a beeping noise. If Bullet attacks with her Drive in this "Red Lock" state, the properties of her moves change, dealing more damage, gaining full invulnerability and being more advantageous on block. The time required to get the Red Lock is reduced if Bullet has extra Heat Up levels. | ||
*In addition her basic drive moves, every drive move, most special moves and Serpentine assault has a followup "Engage" move that uses the D button (And some additional direction input) that adds additional damage and can also allow different followups. These engage moves require at least heat level 1 and deal significantly more damage during heat level 2. | |||
===Overdrive: Heat the Beat=== | ===Overdrive: Heat the Beat=== | ||
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Bullet's Overdrive can be used in many different ways. You can use it for extremely damaging unburstable combos, even entering it mid-combo. You can use it at the beginning of the match to get yourself a guaranteed Heat Up level (for example, if you expect your opponent to outrun you). Lastly, you may use it as an impromptu reversal, perhaps even buffering 720A during its start-up animation. | Bullet's Overdrive can be used in many different ways. You can use it for extremely damaging unburstable combos, even entering it mid-combo. You can use it at the beginning of the match to get yourself a guaranteed Heat Up level (for example, if you expect your opponent to outrun you). Lastly, you may use it as an impromptu reversal, perhaps even buffering 720A during its start-up animation. | ||
=== | ===Strengths/Weaknesses=== | ||
{| | |||
|-style="text-align:left;" | |||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-alighn:left" | |||
| style="width: 50%;"| | |||
*Has many different tools for any situation, including a projectile, a reversal move, and a command grab super | *Has many different tools for any situation, including a projectile, a reversal move, and a command grab super | ||
*Strong pressure at close range with tight blockstrings, high/low mixups, and frame traps | *Strong pressure at close range with tight blockstrings, high/low mixups, command throws and frame traps | ||
*Capable of extremely strong combos that don't require Heat | *Capable of extremely strong combos that don't require Heat | ||
*Drive provides good mobility to stay on your opponent for the whole match | *Drive provides good mobility to stay on your opponent for the whole match | ||
*Easy to learn, with combos easy to execute | *Easy to learn, with combos easy to execute | ||
| style="width: 50%;"| | |||
*Her dashes are short and slow on Heat Up Lv0, making it difficult to close in on mobile characters | *Her dashes are short and slow on Heat Up Lv0, making it difficult to close in on mobile characters | ||
*Even with the various ways of getting in, she depends on being close to the opponent, so zoners may be difficult to deal with | *Even with the various ways of getting in, she depends on being close to the opponent, so zoners may be difficult to deal with | ||
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*Most of her grabs are blockable, limiting her mix-up to highs, lows, and an occasional cross-up | *Most of her grabs are blockable, limiting her mix-up to highs, lows, and an occasional cross-up | ||
*Performs poorly on the defensive, making it very important to block well | *Performs poorly on the defensive, making it very important to block well | ||
|- | |||
|} | |||
<br clear=all/> | <br clear=all/> | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |cancel=CSOJR |p1=100 |p2=77 |starter=S |guard=All |level=1 |attribute=HB | ||
|startup=6 |active=3 |recovery=10 |frameAdv=-1 |blockstun=11 |groundHit=12 |groundCH=16 |airHit=14 | |||
|airCH=26 |invul= |hitbox= | |||
|level=1 | |||
|attribute=HB | |||
|startup=6 | |||
|airCH=26 | |||
|description= | |description= | ||
*Just an average jab with a fast startup. 2A is marginally better because of its safe and because it's able to hit all crouchers, so use it if you can. | *Just an average jab with a fast startup. 2A is marginally better because of its safe and because it's able to hit all crouchers, so use it if you can. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=550 | |damage=550 |cancel=SOJR |p1=100 |p2=89 |starter=N |guard=HL |level=3 |attribute=HB | ||
|startup=10 |active=3 |recovery=15 |frameAdv=-1 |blockstun=16 |groundHit=17 |groundCH=22 |airHit=17 | |||
|airCH=31 |invul= |hitbox= | |||
|level=3 | |||
|attribute=HB | |||
|startup=10 | |||
|airCH=31 | |||
|description= | |description= | ||
* Good poke | *Good poke | ||
* Good point to vary up your pressure or catch people trying to jump out of pressure | *Good point to vary up your pressure or catch people trying to jump out of pressure | ||
*Jump-cancelable on block | |||
*Can be dash cancelled when in Heat 1 or 2 in CF 2.0 | |||
5B has decent range for a poke, so use it if you are just outside 2B range. It also gatlings into 6A or 2B for high/low mixup, and can be jump cancelled so it's a pretty good point to vary your pressure. | 5B has decent range for a poke, so use it if you are just outside 2B range. It also gatlings into 6A or 2B for high/low mixup, and can be jump cancelled so it's a pretty good point to vary your pressure. | ||
When in Heat 1 or 2, 5B becomes dash-cancelable giving her strong choices for pressure and mixup if the opponent is scared to mash. | |||
As 5B gives a strong branching point for Bullet's pressure, being jump and dash cancelable, focusing on using it as a poke or canceling it in blockstrings should be a priority for opponents that are difficult to open up. While wary opponents can mash or anti-air her options after 5B, when conditioned to block her longer blockstrings, 5B makes her pressure and mixup more threatening. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=800 | |damage=800 |cancel=SOR |p1=100 |p2=92 |starter=N |guard=HL |level=3 |attribute=HBP | ||
|startup=16 |active=7 |recovery=12 |frameAdv=-1 |blockstun=16 |groundHit=20 |groundCH=42S |airHit=Sd21 | |||
|airCH=Sd37 |invul= |hitbox= | |||
|level=3 | |||
|attribute=HBP | |||
|startup=16 | |||
|airCH=Sd37 | |||
|description= | |description= | ||
*Pushes Bullet forward, making it useful for frametraps | *Pushes Bullet forward, making it useful for frametraps | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |cancel=CSOJR |p1=100 |p2=77 |starter=S |guard=All |level=1 |attribute=F | ||
|startup=6 |active=3 |recovery=10 |frameAdv=-1 |blockstun=11 |groundHit=12 |groundCH=16 |airHit=14 | |||
|airCH=26 |invul= |hitbox= | |||
|level=1 | |||
|attribute=F | |||
|startup=6 | |||
|airCH=26 | |||
|description= | |description= | ||
*Great in pressure or to catch people trying to roll, delay or no tech | *Great in pressure or to catch people trying to roll, delay or no tech | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=520 | |damage=520 |cancel=SOR |p1=90 |p2=85 |starter=N |guard=L |level=2 |attribute=L | ||
|startup=9 |active=5 |recovery=18 |frameAdv=-6 |blockstun=16 |groundHit=17 |groundCH=18 |airHit=17 | |||
|airCH=26 |invul= |hitbox= | |||
|level=2 | |||
|attribute=L | |||
|startup=9 | |||
|airCH=26 | |||
|description= | |description= | ||
*Possibly best poke | *Possibly best poke | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=500,600 | |damage=500,600 |cancel=R |p1=90 |p2=92, 89 |starter=N |guard=L |level=4, 3 |attribute=L | ||
|startup=14 |active=3(9)3 |recovery=16 |frameAdv=-2 |blockstun=16, 16 |groundHit=19, F30 |groundCH=24, F52 |airHit=18, 16 | |||
|airCH=19, 30 |invul= |hitbox= | |||
|level=4, 3 | |||
|attribute=L | |||
|startup=14 | |||
|airCH=19, 30 | |||
|description= | |description= | ||
*Sometimes useful in mixup and pressure | *Sometimes useful in mixup and pressure | ||
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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. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=750 | |damage=750 |cancel=SOR |p1=90 |p2= | ||
|starter=N |guard=H |level=4 |attribute=HB | |||
|startup=24 |active=3 |recovery=19 |frameAdv=-4 |blockstun=18 |groundHit=19 |groundCH=24 |airHit=B34 | |||
|airCH=B58 |invul= |hitbox= | |||
|starter=N | |||
|level=4 | |||
|attribute=HB | |||
|startup=24 | |||
|airCH=B58 | |||
|description= | |description= | ||
* Good overhead | * Good overhead | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=650 | |damage=650 |cancel=SOJR |p1=90 |p2=79 |starter=N |guard=HL |level=3 |attribute=HB | ||
|startup=12 |active=3 |recovery=21 |frameAdv=-7 |blockstun=16 |groundHit=17 |groundCH=D45 |airHit=26 | |||
|airCH=D45 |invul=5-14H |hitbox= | |||
|level=3 | |||
|attribute=HB | |||
|startup=12 | |||
|airCH=D45 | |||
|description= | |description= | ||
*Good Anti-air in pressure | *Good Anti-air in pressure | ||
*Launches opponent on hit | *Launches opponent on hit | ||
*Head invuln 5-14F | *Head invuln 5-14F | ||
*Can be dash cancelled when in heat 1 or 2 in CF 2.0 | |||
Bullet's anti-air. Due to its limited horizontal range, it tends to work best at preventing opponents from jumping back in to reset pressure when you're on the defensive. | Bullet's anti-air. Due to its limited horizontal range, it tends to work best at preventing opponents from jumping back in to reset pressure when you're on the defensive. | ||
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{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_6C.png | |image=BBCP_Bullet_6C.png | ||
|caption=Knee | |caption=Taste the Knee | ||
|name=6C | |name=6C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1200 | |damage=1200 |cancel=SOJR |p1=90 |p2=82 |smp=2 | ||
|starter=N |guard=HL |level=4 |attribute=H | |||
|startup=22 |active=6 |recovery=Until L+8 |frameAdv=-9 |blockstun=18 |groundHit=Wb37 |groundCH=Wb63 |airHit=Wb37 | |||
|airCH=Wb63 |invul=5-42F |hitbox= | |||
|starter=N | |||
|level=4 | |||
|attribute=H | |||
|startup=22 | |||
|airCH=Wb63 | |||
|description= | |description= | ||
*It has a large startup and limited options if blocked, so it's not very useful outside of combos. | *It has a large startup and limited options if blocked, so it's not very useful outside of combos. | ||
*Jump-cancelable on block | *Jump-cancelable on block | ||
Due to the startup there are limited places for it to land, but when high hitstun is inflicted such as from wall splat 623C/41236C > 236D or Heat Up lvl2 followups, it is very commonly used. | Due to the startup there are limited places for it to land, but when high hitstun is inflicted such as from wall splat 623C/41236C > 236D, (236A), 6A, or Heat Up lvl2 followups, it is very commonly used. | ||
While it can combo into j.C > j.D, due to j.D's limited range j.C will often knock opponents far enough away for j.D to whiff. Because of the importance of building Heat Up, going from 6C > j.D directly is advised for consistency. | While it can combo into j.C > j.D, due to j.D's limited range j.C will often knock opponents far enough away for j.D to whiff. Because of the importance of building Heat Up, going from 6C > j.D directly is advised for consistency though it does make confirming into j.D harder. | ||
It can be used as a way to continue pressure by jump canceling it, but 6C itself uses one of Bullet's available jumps so her options after it are limited | It can be used as a way to continue pressure by jump canceling it, but 6C itself uses one of Bullet's available jumps so her options after it are limited and wary opponents will watch out for them. Though jump canceling 6C on block removes the risk of the move, as Bullet moves forward during its duration, the jump cancel timing can vary depending on when it actually connects to the opponent. | ||
One safe, effective option out of 6C is to do jump back | One safe, generally effective option out of 6C is to do jump back j.D, as if 6C hits j.D will combo as the opponent is knocked closer into the air, while if 6C is blocked, j.D will not reach the opponent as the lack of knock up leaves them too far away. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=860 | |damage=860 |cancel=SOR |p1=90 |p2=89 |starter=N |guard=L |level=3 |attribute=F | ||
|startup=21 |active=3 |recovery=21 |frameAdv=-6 |blockstun=16 |groundHit=F40 |groundCH=D68 |airHit=68 | |||
|airCH=45 |invul=4-21B |hitbox= | |||
|level=3 | |||
|attribute=F | |||
|startup=21 | |||
|airCH=45 | |||
|description= | |description= | ||
*Good for low profiling some pokes | *Good for low profiling some pokes | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |cancel=CSOJR |p1=80 |p2=77 |starter=S |guard=HA |level=1 |attribute=H | ||
|startup=7 |active=3 |recovery=9 |frameAdv= |blockstun=11 |groundHit=12 |groundCH=16 |airHit=14 | |||
|airCH=26 |invul= |hitbox= | |||
|level=1 | |||
|attribute=H | |||
|startup=7 | |||
|airCH=26 | |||
|description= | |description= | ||
* Good Air to Air up close | * Good Air to Air up close | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=540 | |damage=540 |cancel=SOJR |p1=80 |p2=89 |starter=N |guard=HA |level=3 |attribute=H | ||
|startup=10 |active=3 |recovery=15 |frameAdv= |blockstun=16 |groundHit=17 |groundCH=22 |airHit=17 | |||
|airCH=31 |invul= |hitbox= | |||
|level=3 | |||
|attribute=H | |||
|startup=10 | |||
|airCH=31 | |||
|description= | |description= | ||
*An air-to-air kick with fair range. | *An air-to-air kick with fair range. | ||
*Use if you need the range over speed. | *Use if you need the range over speed. | ||
*Jump-cancellable | *Jump-cancellable on block | ||
Bullet's best air-to-air normal due to its horizontal reach and speed. It is also jump-cancelable on block making it more useful for pressure than j.C. | |||
On air counterhits the opponent floats slightly in the air and has a high amount of untechable time allowing for relatively easy confirms. For example, when j.B counterhits low to the ground, Bullet can go for a double jump into further air options or fall to the ground and either continue with grounded options or jump again into another j.B. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=810 | |damage=810 |cancel=SOR |p1=80 |p2=89 |starter=N |guard=HA |level=3 |attribute=H | ||
|startup=12 |active=3 |recovery=21 |frameAdv= |blockstun=16 |groundHit=17 |groundCH=22 |airHit=24 | |||
|airCH=B60 |invul= |hitbox= | |||
|level=3 | |||
|attribute=H | |||
|startup=12 | |||
|airCH=B60 | |||
|description= | |description= | ||
*Has range, and a sexy meaty hitbox, making it an ideal jump in. | *Has range, and a sexy meaty hitbox, making it an ideal jump in. | ||
*Knocks them to the ground with untech time on counter hit. Can be picked up for a combo. | *Knocks them to the ground with untech time on counter hit. Can be picked up for a combo. | ||
*Jump cancelable only on hit. | |||
*Can be used to buffer 720A as it will not jump cancel on block. | |||
*On air counterhit, the opponent gets put into a hard knockdown state. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv0 | |version=Lv0 | ||
|damage=450, 900 | |damage=450, 900 |starter= | ||
|p1=90 |p2=69, 100 |guard= | |||
|p1=90 | |level=3 |attribute= | ||
|startup=30~?? |active=9 |recovery=14 |frameAdv=-5 |invul=Active Frames PT |blockstun=20}} | |||
|attribute= | |||
|startup=30~?? | |||
}} | |||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Lv1, 2 | |version=Lv1, 2 | ||
|damage=600, 900 | |damage=600, 900 |starter= | ||
|p1=90 |p2=69, 100 |guard= | |||
|p1=90 | |level=3 |attribute= | ||
|startup=30~?? |active=9 |recovery=14 |frameAdv=-5 |invul=Active Frames All |blockstun=20 |description= | |||
*Holding 4D and not letting go will always keep Bullet from activating, even on a target in range | |||
|attribute= | |||
|startup=30~?? | |||
In CF, 5D's circle is huge, spanning about 1/2 to 2/3rds of the screen. The target's color is now determined by your Heat Level rather than time held and Heat Levels are no longer lost if blocked. However, it now has a longer startup. | In CF, 5D's circle is huge, spanning about 1/2 to 2/3rds of the screen. The target's color is now determined by your Heat Level rather than time held and Heat Levels are no longer lost if blocked. However, it now has a longer startup. | ||
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|version=Lv0 | |version=Lv0 | ||
|cancel= | |cancel= | ||
|damage=450, 900 | |damage=450, 900 |starter= | ||
|p1=90 |p2=69, 100 |guard= | |||
|p1=90 | |level=3 |attribute= | ||
|startup=20~?? |active=9 |recovery=14 |frameAdv= |invul= |blockstun=20 |airHit=60 | |||
|attribute= | |||
|startup=20~?? | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|version=Lv1, 2 | |version=Lv1, 2 | ||
|cancel= | |cancel= | ||
|damage=600, 900 | |damage=600, 900 |starter= | ||
|p1=90 |p2=69, 100 |guard= | |||
|p1=90 | |level=3 |attribute= | ||
|startup=20~?? |active=9 |recovery=14 |frameAdv= |invul= |blockstun=20 |airHit=60 | |||
|attribute= | |||
|startup=20~?? | |||
|description= | |description= | ||
*Essential for combos, and can be special-cancelled now. | *Essential for combos, and can be special-cancelled now. | ||
*Holding 4D and not letting go will always keep Bullet from activating, even on a target in range | |||
*Holding the button will charge the ring, giving it a larger ring. If you wait for the target to turn red, you get extra damage and invincibility. | *Holding the button will charge the ring, giving it a larger ring. If you wait for the target to turn red, you get extra damage and invincibility. | ||
*Higher Heat levels give more frame advantage on block, but if it is blocked, you lose a Heat level. Don't waste it. | *Higher Heat levels give more frame advantage on block, but if it is blocked, you lose a Heat level. Don't waste it. | ||
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|version=Lv0 | |version=Lv0 | ||
|cancel= | |cancel= | ||
|damage=800 | |damage=800 |starter= | ||
|p1=80 |p2=89 |guard= | |||
|p1=80 | |level=3 |attribute= | ||
|startup=44~?? |active=3 |recovery= | |||
|frameAdv=-8 |invul=??-?? FT |blockstun=16 |airHit=60 | |||
|attribute= | |||
|startup=44~?? | |||
|frameAdv=-8 | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|version=Lv1, 2 | |version=Lv1, 2 | ||
|cancel= | |cancel= | ||
|damage=1000 | |damage=1000 |starter= | ||
|p1=80 |p2=89 |guard= | |||
|p1=80 | |level=3 |attribute= | ||
|startup=44~?? |active=3 |recovery= | |||
|frameAdv=0 |invul=??-?? FT |blockstun=24 |airHit=60 | |||
|attribute= | |||
|startup=44~?? | |||
|frameAdv=0 | |||
|description= | |description= | ||
While slow, the change to Bullet's grounded Drive circle makes this a decent ranged low option, especially because 6D and 2D are probabaly her best starters, and the only Drive attacks that are still + on block now. | While slow, the change to Bullet's grounded Drive circle makes this a decent ranged low option, especially because 6D and 2D are probabaly her best starters, and the only Drive attacks that are still + on block now. | ||
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|version=Lv0 | |version=Lv0 | ||
|cancel= | |cancel= | ||
|damage=800 | |damage=800 |starter= | ||
|p1=80 |p2=89 |guard= | |||
|p1=80 | |level=3 |attribute= | ||
|startup=42~?? |active=3 |recovery= | |||
|frameAdv=-8 |invul=??-?? FT |blockstun=L16 |airHit=60 | |||
|attribute= | |||
|startup=42~?? | |||
|frameAdv=-8 | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|version=Lv1, 2 | |version=Lv1, 2 | ||
|cancel= | |cancel= | ||
|damage=1000 | |damage=1000 |starter= | ||
|p1=80 |p2=89 |guard= | |||
|p1=80 | |level=3 |attribute= | ||
|startup=42~?? |active=3 |recovery= | |||
|frameAdv=0 |invul=??-?? FT |blockstun=24 |airHit=60 | |||
|attribute= | |||
|startup=42~?? | |||
|frameAdv=0 | |||
|description= | |description= | ||
While slow, the change to Bullet's grounded Drive circle makes this a decent ranged overhead option, especially because 6D and 2D are probabaly her best starters and the only Drive attacks still + on block now. | While slow, the change to Bullet's grounded Drive circle makes this a decent ranged overhead option, especially because 6D and 2D are probabaly her best starters and the only Drive attacks still + on block now. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 1500 | |damage=0, 1500 |cancel=-, SOR |p1=100 |p2=100, 60 |starter=S |guard= | ||
|level=0, 4 |attribute=ground throw | |||
|startup=7 |active=3 |recovery=23 |frameAdv= |blockstun= |groundHit=-, Wb*65 |groundCH= |airHit= | |||
|airCH= |invul= |hitbox= | |||
|level=0, 4 | |||
|attribute=ground throw | |||
|startup=7 | |||
|airCH= | |||
|description= | |description= | ||
*Wallbounces Midscreen | *Wallbounces Midscreen | ||
Line 771: | Line 484: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 1500 | |damage=0, 1500 |cancel=-, SOR |p1=100 |p2=100, 60 |starter=S |guard= | ||
|level=0, 4 |attribute=ground throw | |||
|startup=7 |active=3 |recovery=23 |frameAdv= |blockstun= |groundHit=-, D19 |groundCH= |airHit= | |||
|airCH= |invul= |hitbox= | |||
|level=0, 4 | |||
|attribute=ground throw | |||
|startup=7 | |||
|airCH= | |||
|description= | |description= | ||
*Both forward and back throw are good for combos. use the one that brings them closer to the corner. | *Both forward and back throw are good for combos. use the one that brings them closer to the corner. | ||
Line 805: | Line 502: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 1500 | |damage=0, 1500 |cancel=-, SOR |p1=100 |p2=100, 60 |starter=S |guard= | ||
|level=0, 4 |attribute=air throw | |||
|startup=7 |active=3 |recovery=23+3L |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=-, Wb*60 | |||
|airCH= |invul= |hitbox= | |||
|level=0, 4 | |||
|attribute=air throw | |||
|startup=7 | |||
|airCH= | |||
|description= | |description= | ||
*A standard air throw, making it a handy air-to-air when they're close. | *A standard air throw, making it a handy air-to-air when they're close. | ||
Line 838: | Line 519: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0 | |damage=0 |cancel=R |p1=50 |p2=92 |starter=VS |guard=all |level=4 |attribute=HB | ||
|startup=22 |active=3 |recovery=30 |frameAdv=-14 |blockstun=18 |groundHit=F19 |groundCH=F34 |airHit=19 | |||
|airCH=34 |invul=1-20 All |hitbox= | |||
|level=4 | |||
|attribute=HB | |||
|startup=22 | |||
|airCH=34 | |||
|description= | |description= | ||
*It's got a bleh hitbox, but the startup is alright for what it is. | *It's got a bleh hitbox, but the startup is alright for what it is. | ||
Line 872: | Line 536: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Uncharged | |version=Uncharged | ||
|damage=1000 | |damage=1000 |cancel=R |p1=80 |p2=60 |smp=3 | ||
|starter=N |guard=B |level=3 |attribute=BP | |||
|startup=20 |active=1 |recovery=25 |frameAdv=0 |blockstun=27 |groundHit=S |groundCH=S |airHit=Wb | |||
|airCH=Wb |invul= |hitbox= | |||
|starter=N | |||
|level=3 | |||
|attribute=BP | |||
|startup=20 | |||
|airCH=Wb | |||
|description= | |description= | ||
}} | }} | ||
Line 897: | Line 545: | ||
|header= no | |header= no | ||
|version=charged | |version=charged | ||
|damage=1000 | |damage=1000 |cancel=R |p1=80 |p2=100 |smp=3 | ||
|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= | |||
|starter=N | |||
|level=3 | |||
|attribute=BP | |||
|startup=30-61 | |||
|airCH=Wb | |||
|description= | |description= | ||
*That startup is huge! But can be used if they are respecting you hard. | *That startup is huge! But can be used if they are respecting you hard. | ||
Line 933: | Line 565: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv1 | |version=Lv1 | ||
|damage=0, | |damage=0, 800 |cancel=-, R |p1=100 |p2=100, 84 |smp=2A | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level=0, 5 | |level=0, 5 |attribute=HB | ||
|attribute=HB | |startup=32 | ||
|startup= | |active=2 | ||
|active= | |recovery=22 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=-, Wb35 | ||
|recovery= | |airCH= |invul= |hitbox= | ||
|airCH= | |||
|description= | |description= | ||
}} | }} | ||
Line 958: | Line 578: | ||
|header=no | |header=no | ||
|version=Lv2 | |version=Lv2 | ||
|damage=0, | |damage=0, 2400 |cancel=-, R |p1=100 |p2=100, 84 |smp=2A | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level=0, 5 | |level=0, 5 |attribute=HB | ||
|attribute=HB | |startup=32 | ||
|startup= | |active=2 | ||
|active= | |recovery=22 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=-, Wb40 | ||
|recovery= | |airCH= |invul= |hitbox= | ||
|airCH= | |||
|description= | |description= | ||
*One of the better engages for both midscreen and corner combos. | *One of the better engages for both midscreen and corner combos. | ||
Line 991: | Line 599: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv0 | |version=Lv0 | ||
|damage=700 | |damage=700 |cancel=R |p1=80 |p2=89 |starter=N |guard=All |level=3 |attribute=HBP* | ||
|startup=17 |active=Until Offscreen |recovery= | |||
|frameAdv=-5 |blockstun=16+2 |groundHit=22 |groundCH=28 |airHit=22 | |||
|airCH=39 |invul= |hitbox= | |||
|level=3 | |||
|attribute=HBP* | |||
|startup=17 | |||
|frameAdv=-5 | |||
|airCH=39 | |||
|description= | |description= | ||
}} | }} | ||
Line 1,016: | Line 608: | ||
|header=no | |header=no | ||
|version=Lv1 | |version=Lv1 | ||
|damage=700,350 | |damage=700,350 |cancel=R |p1=80 |p2=89 |starter=N |guard=All |level=3 |attribute=HBP* | ||
|startup=19 |active=Until Offscreen |recovery= | |||
|frameAdv=-2 |blockstun=16+2 |groundHit=22 |groundCH=28 |airHit=22 | |||
|airCH=39 |invul= |hitbox= | |||
|level=3 | |||
|attribute=HBP* | |||
|startup=19 | |||
|frameAdv=-2 | |||
|airCH=39 | |||
|description= | |description= | ||
}} | }} | ||
Line 1,041: | Line 617: | ||
|header=no | |header=no | ||
|version=Lv2 | |version=Lv2 | ||
|damage=700,350*2 | |damage=700,350*2 |cancel=R |p1=80 |p2=89 |starter=N |guard=All |level=3 |attribute=HBP* | ||
|startup=19 |active=Until Offscreen |recovery= | |||
|frameAdv=0 |blockstun=16+2 |groundHit=22 |groundCH=28 |airHit=22 | |||
|airCH=39 |invul= |hitbox= | |||
|level=3 | |||
|attribute=HBP* | |||
|startup=19 | |||
|frameAdv=0 | |||
|airCH=39 | |||
|description= | |description= | ||
*Gets additional hits with higher Heat levels. H1 Flint Shooter = 2 hits, H2 Flint Shooter = 3 hits. | *Gets additional hits with higher Heat levels. H1 Flint Shooter = 2 hits, H2 Flint Shooter = 3 hits. | ||
Line 1,079: | Line 639: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=Lv0: 900 <br> Lv1: 700*2 <br> Lv2: 800*2 | |damage=Lv0: 900 <br> Lv1: 700*2 <br> Lv2: 800*2 |cancel=R |p1=80 |p2=92 |smp=2 | ||
|starter=N |guard=All |level=4 |attribute=HBP* | |||
|startup=25 |active= | |||
|recovery=Total 58 | |||
|frameAdv=+3 |blockstun=18 |groundHit=F40 |groundCH=F68 |airHit=40 | |||
|starter=N | |airCH=68 |invul= |hitbox= | ||
|level=4 | |||
|attribute=HBP* | |||
|startup=25 | |||
|recovery= | |||
|frameAdv=+3 | |||
|airCH=68 | |||
|description= | |description= | ||
*Hits a little higher than the uncharged version | *Hits a little higher than the uncharged version | ||
Line 1,106: | Line 652: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Cutting | ====== <font style="visibility:hidden" size="0">Cutting Sear</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_623B.png | |image=BBCP_Bullet_623B.png | ||
|caption=Has a penchant for missing | |caption=Has a penchant for missing | ||
|name=Cutting | |name=Cutting Sear | ||
|input=623B | |input=623B | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=400, 1500 | |damage=400, 1500 |cancel=-x2, R |p1=90 |p2=75, 100x2 |smp=2 | ||
|starter=VS |guard=All |level=0x2, 5 |attribute=HB | |||
|startup=14 |active=2 |recovery=38 |frameAdv=-23 |blockstun=9 |groundHit=12x2, F100 |groundCH= |airHit=12x2, 100 | |||
|airCH= |invul=1-16 All |hitbox= | |||
|starter=VS | |||
|level=0x2, 5 | |||
|attribute=HB | |||
|startup=14 | |||
|airCH= | |||
|description= | |description= | ||
*Reversal | *Reversal | ||
Line 1,154: | Line 684: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv1 | |version=Lv1 | ||
|damage= 1800, 50 | |damage= 1800, 50 |cancel=-, Rx2 |p1=100 |p2=82 |smp=2B | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level=0, 5, 2 | |level=0, 5, 2 |attribute=HB | ||
|attribute=HB | |startup=4 |active=12 |recovery=3 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=-, D21, 40 | ||
|startup=4 | |airCH= |invul= |hitbox= | ||
|airCH= | |||
|description= | |description= | ||
}} | }} | ||
Line 1,179: | Line 695: | ||
|header=no | |header=no | ||
|version=Lv2 | |version=Lv2 | ||
|damage=3500, 50 | |damage=3500, 50 |cancel=-, Rx2 |p1=100 |p2=84 |smp=2B | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level=0, 5, 2 | |level=0, 5, 2 |attribute=HB | ||
|attribute=HB | |startup=4 |active=12 |recovery=3 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=-, D21, 40 | ||
|startup=4 | |airCH= |invul= |hitbox= | ||
|airCH= | |||
|description= | |description= | ||
*Used for midscreen H2 combos | *Used for midscreen H2 combos | ||
Line 1,215: | Line 717: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=- | |version=- | ||
|damage=0, 1700 | |damage=0, 1700 |cancel=-, R |p1=100 |p2=100, 70 |smp=2 | ||
|starter=N |guard=Unblockable |level=0, 5 |attribute=ground throw | |||
|startup=5 |active=3 |recovery=20~37 |frameAdv= |blockstun= |groundHit=-, F55 |groundCH= |airHit=-, 55 | |||
|airCH= |invul=5-until recovery P |hitbox= | |||
|starter=N | |||
|level=0, 5 | |||
|attribute=ground throw | |||
|startup=5 | |||
|airCH= | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
Line 1,244: | Line 730: | ||
|risc= | |risc= | ||
|prorate= | |prorate= | ||
|level= |guard= | |||
|cancel= | |cancel= | ||
|roman= | |roman= | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery=21 | |recovery=21 |frameAdv= |inv= | ||
|description= | |description= | ||
*Has projectile invuln. | *Has projectile invuln. | ||
*Combo throw, never incurs purple !! marks but suffers from standard combo proration like any normal strike move. | |||
*Unblockable, but only hits standing or aerial opponents. | *Unblockable, but only hits standing or aerial opponents. | ||
*You can use it as a preemptive anti-air or to punish projectile zoning, but because it's highly punishable on whiff, use only when you are sure it'll work. | *You can use it as a preemptive anti-air or to punish projectile zoning, but because it's highly punishable on whiff, use only when you are sure it'll work. | ||
Line 1,270: | Line 754: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv1 | |version=Lv1 | ||
|damage=1500 | |damage=1500 |cancel=R |p1=100 |p2=84 |smp=2C | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level=5 | |level=5 |attribute=HBP* | ||
|attribute=HBP* | |startup=18 |active=3 |recovery=29 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=Wb*17 | ||
|startup=18 | |airCH= |invul= |hitbox= | ||
|airCH= | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Lv2 | |version=Lv2 | ||
|damage=3350 | |damage=3350 |cancel=R |p1=100 |p2=84 |smp=2C | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level=5 | |level=5 |attribute=HBP* | ||
|attribute=HBP* | |startup=18 |active=3 |recovery=29 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=Wb*17 | ||
|startup=18 | |airCH= |invul= |hitbox= | ||
|airCH= | |||
|description= | |description= | ||
*Great for H2 corner combos | *Great for H2 corner combos | ||
Line 1,331: | Line 787: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Ground | |version=Ground | ||
|damage=0, 2200 | |damage=0, 2200 |cancel=-, R |p1=90 |p2=90 |smp=2D | ||
|starter=N |guard=Unblockable |level=0, 5 |attribute=Throw | |||
|startup=13 |active=4 |recovery=Until L+10 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=12, Wb35 | |||
|airCH= |invul=4-16H |hitbox= | |||
|starter=N | |||
|level=0, 5 | |||
|attribute=Throw | |||
|startup=13 | |||
|airCH= | |||
|description= | |description= | ||
}} | }} | ||
Line 1,356: | Line 796: | ||
|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage=0x2, 2200 | |damage=0x2, 2200 |cancel=R*, -, R |p1=90 |p2=90, 80 |smp=2D | ||
|starter=N |guard=All |level=0x2, 5 |attribute=H | |||
|startup=12 |active=2 |recovery=27 |frameAdv= |blockstun=9 |groundHit= |groundCH= |airHit=12x2, Wb35 | |||
|airCH= |invul= |hitbox= | |||
|starter=N | |||
|level=0x2, 5 | |||
|attribute=H | |||
|startup=12 | |||
|airCH= | |||
|description= | |description= | ||
* Great combo tool in the corner | * Great combo tool in the corner | ||
* Wallsplats when tossed into the corner | * Wallsplats when tossed into the corner | ||
Snap Hands Fist is a great combo tool in the corner. It allows you to side swap with the opponent when you need to get him in the corner and the wallsplat allows you to keep the combo going. It's a very key special in allowing you to do a H2 combo that'll put you back in H2 at the end. | |||
In CF, the trajectory on | In CF, the trajectory on Snap Hands seems to have changed a bit. As a result, it's pretty easy to combo Rage Aggressor into it now when you need to close a round. | ||
It used to be a high risk, high reward AA command grab as well if you had Heat but due to the changes to Flechette Engage, you can't really convert it into a full combo anymore so I wouldn't bother trying to use it this way unless the opponent is low on health or it's your best option to AA someone in a situation and you know its going to connect. | It used to be a high risk, high reward AA command grab as well if you had Heat but due to the changes to Flechette Engage, you can't really convert it into a full combo anymore so I wouldn't bother trying to use it this way unless the opponent is low on health or it's your best option to AA someone in a situation and you know its going to connect. | ||
Line 1,397: | Line 821: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv1 | |version=Lv1 | ||
|damage=0, 1900 | |damage=0, 1900 |cancel=-, R |p1=100 |p2=100, 82 |smp=2E | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level=0, 5 | |level=0, 5 |attribute=HB | ||
|attribute=HB | |startup=13 |active=2 |recovery= | ||
|startup=13 | |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=B60 | ||
|airCH= |invul= |hitbox= | |||
|frameAdv= | |||
|airCH= | |||
|description= | |description= | ||
}} | }} | ||
Line 1,422: | Line 833: | ||
|header=no | |header=no | ||
|version=Lv2 | |version=Lv2 | ||
|damage=0, 4200 | |damage=0, 4200 |cancel=-, R |p1=100 |p2=100, 84 |smp=2E | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level=0, 5 | |level=0, 5 |attribute=HB | ||
|attribute=HB | |startup=13 |active=2 |recovery= | ||
|startup=13 | |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=B60 | ||
|airCH= |invul= |hitbox= | |||
|frameAdv= | |||
|airCH= | |||
|description= | |description= | ||
*Good for some corner combos | *Good for some corner combos | ||
In CF, Flechette Engage has been changed so that it will launch opponents pretty far midscreen. As a result, it's no longer the Drive followup to use for H2 midscreen combos. However, in Overdrive, it'll launch opponents the way it used to regularly in CPEX and you'll be able to convert it into a combo as you used to. It's also still good to use in certain corner combos where the extra launch isn't noticeable. | In CF, Flechette Engage has been changed so that it will launch opponents pretty far midscreen. As a result, it's no longer the Drive followup to use for H2 midscreen combos. However, in Overdrive, it'll launch opponents the way it used to regularly in CPEX and you'll be able to convert it into a combo as you used to. It's also still good to use in certain corner combos where the extra launch isn't noticeable. | ||
In CF 2.0 the behavior has been changed back to how it is in CPEX, so it is possible to combo after it midscreen without Overdrive again. | |||
}} | }} | ||
}} | }} | ||
Line 1,457: | Line 857: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300, 700 | |damage=300, 700 |cancel= | ||
|p1=80 |p2=100 |starter= | |||
|p1=80 | |||
|guard= | |guard= | ||
|level= | |level= |attribute= | ||
|attribute= | |startup=10 |active=3 |recovery=34 |frameAdv= |blockstun= |groundHit= |groundCH= |airHit= | ||
|startup=10 | |airCH= |invul= |hitbox= | ||
|airCH= | |||
|description= | |description= | ||
*Good Mixup tool | *Good Mixup tool | ||
Line 1,493: | Line 879: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv1 | |version=Lv1 | ||
|damage=300,1700 | |damage=300,1700 |cancel= | ||
|p1=100 |p2=82 |starter= | |||
|p1=100 | |||
|guard= | |guard= | ||
|level= | |level= |attribute= | ||
|attribute= | |startup=13 |active=3 |recovery=25 | ||
|startup=13 | |frameAdv= |blockstun= |groundHit= |groundCH= |airHit= | ||
|airCH= |invul= |hitbox= | |||
|frameAdv= | |||
|airCH= | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Lv2 | |version=Lv2 | ||
|damage=300,2700 | |damage=300,2700 |cancel= | ||
|p1=100 |p2=84 |starter= | |||
|p1=100 | |||
|guard= | |guard= | ||
|level= | |level= |attribute= | ||
|attribute= | |startup=13 |active=3 |recovery=25 | ||
|startup=13 | |frameAdv= |blockstun= |groundHit= |groundCH= |airHit= | ||
|airCH= |invul= |hitbox= | |||
|frameAdv= | |||
|airCH= | |||
|description= | |description= | ||
*Switches sides | *Switches sides | ||
Line 1,557: | Line 917: | ||
|p1= | |p1= | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard= | |guard= | ||
|level= | |level= |attribute= | ||
|attribute= | |||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= |blockstun= |groundHit= |groundCH= |airHit= | ||
|airCH= |invul=7-26~49PGP |hitbox= | |||
|airCH= | |||
|description= | |description= | ||
*Used at the end of some combos to get a Heat level | *Used at the end of some combos to get a Heat level | ||
Line 1,592: | Line 944: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=400x3, 800x2, 300x7, 1200 | |damage=400x3, 800x2, 300x7, 1200 |cancel=R |p1=100 |p2=92x3, 89x2, 94x8 |starter=N |guard=All |level=4x3, 3x2, 5x8 |attribute=HB | ||
|startup=1+11~23 |active=3*3 |recovery=10+19L |frameAdv=-15 |blockstun=18*3 |groundHit=F60x3, —x10 |groundCH=F100x3, —x10 |airHit=60x3, 40, B40, 21x7, D90 | |||
|airCH=100x3, —x10 |invul= |hitbox= | |||
|level=4x3, 3x2, 5x8 | |||
|attribute=HB | |||
|startup=1+11~23 | |||
|airCH=100x3, —x10 | |||
|description= | |description= | ||
}} | }} | ||
Line 1,617: | Line 952: | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage=200x3, 600x2, 300x7, 500, 550x5 | |damage=200x3, 600x2, 300x7, 500, 550x5 |cancel=R |p1=100 |p2=92x3, 89x2, 94x8, 20x5 |starter=N |guard=All |level=4x3, 3x2, 5x13 |attribute=HB | ||
|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= | |||
|level=4x3, 3x2, 5x13 | |||
|attribute=HB | |||
|startup=1+14~23 | |||
|airCH=100x3, —x15 | |||
|description= | |description= | ||
*Never use this outside of combos. It doesn't even have invuln. Really, don't try it. | *Never use this outside of combos. It doesn't even have invuln. Really, don't try it. | ||
Line 1,650: | Line 968: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0xn, 320x2, 1420 | |damage=0xn, 320x2, 1420 |cancel=—, Rxn |p1=100 |p2=100x2, 100xn, 92x2, 60 |starter=N |guard=150 |level=0, 3, 3xn, 0, 4x2, 5 |attribute=ground throw | ||
|startup=5+0 |active=5 |recovery=42 |frameAdv= |blockstun= |groundHit=17xn, 12, 19x2, WbD21 |groundCH= |airHit= | |||
|airCH= |invul=1-9 All |hitbox= | |||
|level=0, 3, 3xn, 0, 4x2, 5 | |||
|attribute=ground throw | |||
|startup=5+0 | |||
|airCH= | |||
|description= | |description= | ||
*Some say using meter for a command grab is a waste and too risky. Give them the flamey-fist of doom. | *Some say using meter for a command grab is a waste and too risky. Give them the flamey-fist of doom. | ||
*Carries them to the corner. | *Carries them to the corner. | ||
*Spin on wakeup, spin after a double jump, spin after an airdash, spin after blocked 2C, start a 5D over their head, cancel it, and spin... | *Spin on wakeup, spin after a double jump, spin after an airdash, spin after blocked 2C, start a 5D over their head, cancel it, and spin... | ||
*One of the few Distortion Drives that doesn't improve with overdrive, but if you scroll down a bit... | |||
}} | }} | ||
}} | }} | ||
Line 1,685: | Line 987: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 250 | |damage=0, 250 |cancel= | ||
|p1=100 |p2=100, 92 |starter= | |||
|p1=100 | |||
|guard= | |guard= | ||
|level=0, 4 | |level=0, 4 |attribute=HB | ||
|attribute=HB | |startup=1+0 |active=1 |recovery= | ||
|startup=1+0 | |frameAdv= |blockstun= |groundHit=F100 |groundCH= |airHit= | ||
|airCH= |invul= |hitbox= | |||
|frameAdv= | |||
|airCH= | |||
|description= | |description= | ||
*You've already been spinning for a awhile, why stop now? You need a Heat level to use this | *You've already been spinning for a awhile, why stop now? You need a Heat level to use this but it doesn't do much damage on its own. It carries them midscreen however... | ||
*Also doesn't improve with Overdrive. | |||
*You can pick up a combo after this hit or keep spinning... spinning... spinning... | *You can pick up a combo after this hit or keep spinning... spinning... spinning... | ||
}} | }} | ||
}} | }} | ||
Line 1,720: | Line 1,011: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=100x4, 1910 | |damage=100x4, 1910 |cancel= | ||
|p1=100 |p2=94 |starter= | |||
|p1=100 | |||
|guard= | |guard= | ||
|level=5x5 | |level=5x5 |attribute=HB | ||
|attribute=HB | |startup=1+48 |active= | ||
|startup=1+48 | |||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=D100 | ||
|airCH= |invul= |hitbox= | |||
|airCH= | |||
|description= | |description= | ||
}} | }} | ||
Line 1,745: | Line 1,024: | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage=100x10, 1910 | |damage=100x10, 1910 |cancel= | ||
|p1=100 |p2=94x11 |starter= | |||
|p1=100 | |||
|guard= | |guard= | ||
|level=5x11 | |level=5x11 |attribute=HB | ||
|attribute=HB | |startup=1+48 |active= | ||
|startup=1+48 | |||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=D100 | ||
|airCH= |invul= |hitbox= | |||
|airCH= | |||
|description= | |description= | ||
*After all that spinning you deserve a reward. More spinning! As long as you are at Heat level 2, you can pretend you are Tager. It does an exorbitant amount of damage, and can easily end the round. | *After all that spinning you deserve a reward. More spinning! As long as you are at Heat level 2, you can pretend you are Tager. It does an exorbitant amount of damage, and can easily end the round. | ||
Line 1,780: | Line 1,047: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage= | |damage= 600, 0, 120*6, 1500 | ||
|cancel= | |cancel= | ||
|p1= | |p1= | ||
Line 1,788: | Line 1,055: | ||
|guard=All | |guard=All | ||
|startup= Fast: 10 <br> Slow: 20 | |startup= Fast: 10 <br> Slow: 20 | ||
|active= | |active=3 | ||
|recovery= | |recovery=34 | ||
|frameAdv= | |frameAdv=-10 | ||
|attribute= | |attribute= | ||
|invul= | |invul= | ||
|hitbox=Bullet/ABCD | |hitbox=Bullet/ABCD | ||
Line 1,799: | Line 1,066: | ||
|header=no | |header=no | ||
|version=Active Flow | |version=Active Flow | ||
|damage= | |damage=600, 0, 300, 180*14, 2600 | ||
|cancel= | |cancel= | ||
|p1= | |p1= | ||
Line 1,807: | Line 1,074: | ||
|guard=All | |guard=All | ||
|startup= Fast: 10 <br> Slow: 20 | |startup= Fast: 10 <br> Slow: 20 | ||
|active= | |active=3 | ||
|recovery= | |recovery=34 | ||
|frameAdv= | |frameAdv=-10 | ||
|attribute= | |attribute= | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
Line 1,830: | Line 1,097: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=DESTROY | |damage=DESTROY |cancel= | ||
|p1= | |p1= | ||
|p2= | |p2= | ||
|starter= | |starter= | ||
|guard=All | |guard=All |level=5 |attribute=HB | ||
|level=5 | |startup=4+21 |active=3 |recovery=31 |frameAdv=-12 |blockstun=20 |groundHit= |groundCH= |airHit= | ||
|attribute=HB | |airCH= |invul=1-26 All |hitbox= | ||
|startup=4+21 | |||
|airCH= | |||
|description= | |description= | ||
Bullet's Astral. Easily comboable from her back throw. | Bullet's Astral. Easily comboable from her back throw. |
Revision as of 19:44, 31 October 2017
Bullet |
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Health: 11,500
|
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.
- In addition her basic drive moves, every drive move, most special moves and Serpentine assault has a followup "Engage" move that uses the D button (And some additional direction input) that adds additional damage and can also allow different followups. These engage moves require at least heat level 1 and deal significantly more damage during heat level 2.
Overdrive: Heat the Beat
- After using Overdrive, Bullet immediately gains a single Heat Up level.
- During Overdrive, Bullet does not lose any Heat Up levels, whether the opponent blocks your D attacks or you use the D follow-ups of special moves.
- After leaving the Overdrive state, Bullet retains the Heat Up level she gained while entering it.
- The Heat Up level timer freezes while in Overdrive, and resets after Bullet leaves the Overdrive state.
Bullet's Overdrive can be used in many different ways. You can use it for extremely damaging unburstable combos, even entering it mid-combo. You can use it at the beginning of the match to get yourself a guaranteed Heat Up level (for example, if you expect your opponent to outrun you). Lastly, you may use it as an impromptu reversal, perhaps even buffering 720A during its start-up animation.
Strengths/Weaknesses
Strengths | Weaknesses |
---|---|
|
|
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Drive Moves
5D
5D |
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j.D
j.D |
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2D
2D |
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6D
6D |
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Universal Mechanics
Forward Throw
Forward Throw 6B+C |
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Backward Throw
Backward Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B during blockstun w/50% |
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Crush Trigger
Crush Trigger A+B w/25% Heat |
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Specials
Wadcut Engage
Wadcut Engage D during a D normal |
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Flint Shooter
Flint Shooter 236A |
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Flint Shooter (Charged)
Flint Shooter (Charged) 236[A] |
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Cutting Sear
Cutting Sear 623B |
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Explode Engage
Explode Engage 22D during Cutting Shear |
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Miquelet Capture
Miquelet Capture 41236C |
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Piercing Engage
Piercing Engage 236D during Miquelet Capture |
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Snaphance Fist
Snaphance Fist 623C, air OK |
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Flechette Engage
Flechette Engage 623D during Snaphance Fist |
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Crossfire Wheel
Crossfire Wheel 360B |
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Shot Shell: Engage
Shot Shell: Engage 63214D during Crossfire Wheel |
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Afterburner
Afterburner 214D |
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Distortion Drives
Rage Aggressor
Rage Aggressor 2363214C |
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Serpentine Assault
Serpentine Assault 720A |
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Frangible Engage
Frangible Engage 720D during Serpentine Assault |
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Blackout
Blackout 1080D during Frangible Engage |
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Exceed Accel
Execution Maneuver ABCD during Overdrive |
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Astral Heat
Hard Kill Bringer 632146D |
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External References
- Japanese Name: バレット
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •