BBCF/Bullet: Difference between revisions

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Revision as of 00:36, 3 December 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.
  • 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
  • Has many different tools for any situation, including a projectile, a reversal move, and a command grab super
  • Strong pressure at close range with tight blockstrings, high/low mixups, command throws and frame traps
  • Capable of extremely strong combos that don't require Heat
  • Drive provides good mobility to stay on your opponent for the whole match
  • Easy to learn, with combos easy to execute
  • Her dashes are short and slow on Heat Up Lv0, making it difficult to close in on mobile characters
  • Even with the various ways of getting in, she depends on being close to the opponent, so zoners may be difficult to deal with
  • Her high-damage combos require Heat Up levels, which should be gained while you're at the disadvantage
  • Most of her grabs are blockable, limiting her mix-up to highs, lows, and an occasional cross-up
  • Performs poorly on the defensive, making it very important to block well


Normal Moves

5A
5A
BBCP Bullet 5A.png
Just another punch
300 All 6 3 10 - B -
5B
5B
BBCP Bullet 5B.png
The best non-Drive poke you got
550 HL 10 3 15 - B -
5C
5C
BBCP Bullet 5C.png
Flamey punch brings satisfaction
800 HL 16 7 12 - BP -
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 - - - - L -
2C
2C
BBCP Bullet 2C.png
Criss-cross!
500,600 L 14 3(9)3 16 - F -
6A
6A
BBCP Bullet 6A.png
It's an overhead
750 H 24 3 19 - B -
6B
6B
BBCP Bullet 6B.png
Pretty good as far as anti-airs go
650 HL 12 3 21 - B -
6C
6C
BBCP Bullet 6C.png
Taste the Knee
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 - H - 600, 900 30~?? 9 14 - -
j.D
j.D
BBCP Bullet 5D.png
zoop
450, 900 20~?? 9 14 - H - 600, 900 20~?? 9 14 - H -
2D
2D
BBCP Bullet 2D.png
A mix-up tool with a confusing animation
800 44~?? 3 - F - 1000 44~?? 3 - F -
6D
6D
BBCP Bullet 6D.png
A mix-up tool with a less confusing animation
800 42~?? 3 - H - 1000 42~?? 3 - H -


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 - B -
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 - B - 1000 B 30-61 1 25 - B -


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, 800 32 2 22 - - 0, 2400 32 2 22 - -
Flint Shooter
Flint Shooter
236A
BBCP Bullet 236A.png
Not for, but against zoning
700 All 17 Until Offscreen - P1* - 700,350 All 19 Until Offscreen - P1* - 700,350*2 All 19 Until Offscreen - P1* -
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 Total 58 - P1* -
Cutting Sear
Cutting Sear
623B
BBCP Bullet 623B.png
Has a penchant for missing
400, 1500 All 14 2 38 - B -
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 - - 3500, 50 4 12 3 - -
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 - T - 21 - -
Piercing Engage
Piercing Engage
236D during Miquelet Capture
BBCP Bullet 236D.png
This baby hurts
1500 18 3 29 - - 3350 18 3 29 - -
Snaphance Fist
Snaphance Fist
623C, air OK
BBCP Bullet 623C.png
Barely even an anti-air
0, 2200 Unblockable 13 4 Until L+10 - T - 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 - - 0, 4200 13 2 - -
Crossfire Wheel
Crossfire Wheel
360B
BBCF Bullet CrossfireWheel.png
Heel drop
300, 700 10 3 34 - T -
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 25 - - 300,2700 13 3 25 - -
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 - B - 200x3, 600x2, 300x7, 500, 550x5 All 1+14~23 3x3 11+20 - B -
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 - T -
Frangible Engage
Frangible Engage
720D during Serpentine Assault
BBCP Bullet 720D.png
It's not over yet!
0, 250 1+0 1 - -
Blackout
Blackout
1080D during Frangible Engage
BBCP Bullet 1080D.png
Lights out!
100x4, 1910 1+48 - - 100x10, 1910 1+48 - -


Exceed Accel

Execution Maneuver
ABCD during Overdrive Dat corner carry
600, 0, 120*6, 1500 All Fast: 10
Slow: 20
3 34 - B - 600, 0, 300, 180*14, 2600 All Fast: 10
Slow: 20
3 34 - B -


Astral Heat

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


External References