(30 intermediate revisions by 4 users not shown) | |||
Line 62: | Line 62: | ||
*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 | ||
*Above average health total | |||
| style="width: 50%;"| | | 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 | ||
Line 75: | Line 76: | ||
====== <font style="visibility:hidden" size="0">5A</font> ====== | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_5A.png | |image=BBCP_Bullet_5A.png |caption=Just another punch | ||
|caption=Just another punch | |||
|name=5A | |name=5A | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |guard=All |level=1 |attribute=B | ||
|startup=6 |active=3 |recovery=10 |frameAdv=-1 | |startup=6 |active=3 |recovery=10 |frameAdv=-1 | ||
|description= | |description= | ||
*Just an average jab with a fast startup. 2A is marginally better because of its safe and because it's able to hit all crouchers, so use it if you can. | *Just an average jab with a fast startup. 2A is marginally better because of its safe and because it's able to hit all crouchers, so use it if you can. | ||
Line 93: | Line 92: | ||
====== <font style="visibility:hidden" size="0">5B</font> ====== | ====== <font style="visibility:hidden" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_5B.png | |image=BBCP_Bullet_5B.png |caption=The best non-Drive poke you got | ||
|caption=The best non-Drive poke you got | |||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=550 | |damage=550 |guard=High/Low |attribute=B | ||
|startup=10 |active=3 |recovery=15 |frameAdv=-1 | |startup=10 |active=3 |recovery=15 |frameAdv=-1 | ||
|description= | |description= | ||
*Good poke | *Good poke | ||
Line 117: | Line 114: | ||
====== <font style="visibility:hidden" size="0">5C</font> ====== | ====== <font style="visibility:hidden" size="0">5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_5C.png | |image=BBCP_Bullet_5C.png |caption= Flamey punch brings satisfaction | ||
|caption= Flamey punch brings satisfaction | |||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=800 | |damage=800 |guard=High/Low |attribute=BP | ||
|startup=16 |active=7 |recovery=12 |frameAdv=-1 | |startup=16 |active=7 |recovery=12 |frameAdv=-1 | ||
|description= | |description= | ||
*Pushes Bullet forward, making it useful for frametraps | *Pushes Bullet forward, making it useful for frametraps | ||
Line 137: | Line 132: | ||
====== <font style="visibility:hidden" size="0">2A</font> ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_2A.png | |image=BBCP_Bullet_2A.png |caption=poke poke poke dash* poke poke | ||
|caption=poke poke poke dash* poke poke | |||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |guard=All |attribute=F | ||
|startup=6 |active=3 |recovery=10 |frameAdv=-1 | |startup=6 |active=3 |recovery=10 |frameAdv=-1 | ||
|description= | |description= | ||
*Great in pressure or to catch people trying to roll, delay or no tech | *Great in pressure or to catch people trying to roll, delay or no tech | ||
Line 150: | Line 143: | ||
Just an average jab with a fast startup. Marginally better than 5A because of the extra safety and because it's able to hit all crouchers, so use it if you can. | Just an average jab with a fast startup. Marginally better than 5A because of the extra safety and because it's able to hit all crouchers, so use it if you can. | ||
Gatlings into 6A or 2B for high/low mixup. You can also do a tick throw setup by doing 2a > delay microdash Throw or | Gatlings into 6A or 2B for high/low mixup. You can also do a tick throw setup by doing 2a > delay microdash Throw or Cross Firewheel as an alternate mixup. | ||
66 > 2a > 4ab after knockdown is an option select that hits or misses with 2a due to tech and then either barriers if they tech or confirms your pick up combo with 5b. Extremely useful for if your pressure is being disrespected. Also works well with the 2a serpentine setup, which looks extremely similar to this. | 66 > 2a > 4ab after knockdown is an option select that hits or misses with 2a due to tech and then either barriers if they tech or confirms your pick up combo with 5b. Extremely useful for if your pressure is being disrespected. Also works well with the 2a serpentine setup, which looks extremely similar to this. | ||
Line 158: | Line 151: | ||
====== <font style="visibility:hidden" size="0">2B</font> ====== | ====== <font style="visibility:hidden" size="0">2B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_2B.png | |image=BBCP_Bullet_2B.png |caption=Best low normal and not that bad of a poke, too | ||
|caption=Best low normal and not that bad of a poke, too | |||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=520 | |damage=520 |guard=Low |attribute=L | ||
|airCH=26 |invul= |hitbox= | |airCH=26 |invul= |hitbox= | ||
|description= | |description= | ||
Line 177: | Line 168: | ||
====== <font style="visibility:hidden" size="0">2C</font> ====== | ====== <font style="visibility:hidden" size="0">2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_2C.png | |image=BBCP_Bullet_2C.png |caption=Criss-cross! | ||
|caption=Criss-cross! | |||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=500,600 | |damage=500,600 |guard=Low |attribute=F | ||
|startup=14 |active=3(9)3 |recovery=16 |frameAdv=-2 | |startup=14 |active=3(9)3 |recovery=16 |frameAdv=-2 | ||
|description= | |description= | ||
*Sometimes useful in mixup and pressure | *Sometimes useful in mixup and pressure | ||
Line 190: | Line 179: | ||
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 heatless ground combos in order to get an | 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 After Burner 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. | 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 198: | Line 187: | ||
====== <font style="visibility:hidden" size="0">6A</font> ====== | ====== <font style="visibility:hidden" size="0">6A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_6A.png | |image=BBCP_Bullet_6A.png |caption=It's an overhead | ||
|caption=It's an overhead | |||
|name=6A | |name=6A | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=750 | |damage=750 |guard=High |attribute=B | ||
|startup=24 |active=3 |recovery=19 |frameAdv=-4 | |||
|startup=24 |active=3 |recovery=19 |frameAdv=-4 | |||
|description= | |description= | ||
* Good overhead | * Good overhead | ||
Line 217: | Line 203: | ||
====== <font style="visibility:hidden" size="0">6B</font> ====== | ====== <font style="visibility:hidden" size="0">6B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_6B.png | |image=BBCP_Bullet_6B.png |caption=Pretty good as far as anti-airs go | ||
|caption=Pretty good as far as anti-airs go | |||
|name=6B | |name=6B | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=650 | |damage=650 |guard=High/Low |attribute=B | ||
|startup=12 |active=3 |recovery=21 |frameAdv=-7 | |startup=12 |active=3 |recovery=21 |frameAdv=-7 | ||
|description= | |description= | ||
*Good Anti-air in pressure | *Good Anti-air in pressure | ||
Line 233: | Line 217: | ||
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. | ||
In CF, 6B now launches opponents even without a counter hit and is useful in some midscreen combo routes to get a better j.D combo ender instead of a 2C > | In CF, 6B now launches opponents even without a counter hit and is useful in some midscreen combo routes to get a better j.D combo ender instead of a 2C > After Burner ender | ||
}} | }} | ||
}} | }} | ||
Line 239: | Line 223: | ||
====== <font style="visibility:hidden" size="0">6C</font> ====== | ====== <font style="visibility:hidden" size="0">6C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_6C.png | |image=BBCP_Bullet_6C.png |caption=Taste the Knee | ||
|caption=Taste the Knee | |||
|name=6C | |name=6C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1200 | |damage=1200 |guard=High/Low |attribute=H | ||
|startup=22 |active=6 |recovery=Until L+8 |frameAdv=-9 | |||
|startup=22 |active=6 |recovery=Until L+8 |frameAdv=-9 | |||
|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. | ||
Line 264: | Line 245: | ||
====== <font style="visibility:hidden" size="0">3C</font> ====== | ====== <font style="visibility:hidden" size="0">3C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_3C.png | |image=BBCP_Bullet_3C.png |caption=Sweep the leg | ||
|caption=Sweep the leg | |||
|name=3C | |name=3C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=860 | |damage=860 |guard=Low |attribute=F | ||
|startup=21 |active=3 |recovery=21 |frameAdv=-6 | |startup=21 |active=3 |recovery=21 |frameAdv=-6 | ||
|description= | |description= | ||
*Good for low profiling some pokes | *Good for low profiling some pokes | ||
Line 282: | Line 261: | ||
====== <font style="visibility:hidden" size="0">j.A</font> ====== | ====== <font style="visibility:hidden" size="0">j.A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_jA.png | |image=BBCP_Bullet_jA.png |caption= jump* poke poke poke | ||
|caption= jump* poke poke poke | |||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300 | |damage=300 |guard=High/Air |attribute=H | ||
|startup=7 |active=3 |recovery=9 |frameAdv | |startup=7 |active=3 |recovery=9 |frameAdv= | ||
|description= | |description= | ||
* Good Air to Air up close | * Good Air to Air up close | ||
Line 299: | Line 276: | ||
====== <font style="visibility:hidden" size="0">j.B</font> ====== | ====== <font style="visibility:hidden" size="0">j.B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_jB.png | |image=BBCP_Bullet_jB.png |caption=Kick 'em in the face | ||
|caption=Kick 'em in the face | |||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=540 | |damage=540 |guard=High/Air |attribute=H | ||
|startup=10 |active=3 |recovery=15 |frameAdv | |startup=10 |active=3 |recovery=15 |frameAdv= | ||
|description= | |description= | ||
*An air-to-air kick with fair range. | *An air-to-air kick with fair range. | ||
Line 319: | Line 294: | ||
====== <font style="visibility:hidden" size="0">j.C</font> ====== | ====== <font style="visibility:hidden" size="0">j.C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_jC.png | |image=BBCP_Bullet_jC.png |caption=Basically does everything | ||
|caption=Basically does everything | |||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=810 | |damage=810 |guard=High/Air |attribute=H | ||
|startup=12 |active=3 |recovery=21 |frameAdv | |startup=12 |active=3 |recovery=21 |frameAdv= | ||
|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. | ||
Line 340: | Line 313: | ||
====== <font style="visibility:hidden" size="0">5D</font> ====== | ====== <font style="visibility:hidden" size="0">5D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_5D.png | |image=BBCP_Bullet_5D.png |caption=zoop | ||
|caption=zoop | |||
|name=5D | |name=5D | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv0 | |version=Lv0 | ||
|damage=450, 900 | |damage=450, 900 |guard=All |attribute=H | ||
|startup=30~?? |active=9 |recovery=14 |frameAdv=-5}} | |||
|startup=30~?? |active=9 |recovery=14 |frameAdv=-5 | |||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Lv1, 2 | |version=Lv1, 2 | ||
|damage=600, 900 | |damage=600, 900 |guard=All |attribute= | ||
|startup=30~?? |active=9 |recovery=14 |frameAdv=-5 |description= | |||
|startup=30~?? |active=9 |recovery=14 |frameAdv=-5 | |||
*Holding 4D and not letting go will always keep Bullet from activating, even on a target in range | *Holding 4D and not letting go will always keep Bullet from activating, even on a target in range | ||
In CF, 5D's circle is huge, spanning about 1/2 to 2/3rds of the screen. The target's color is now determined by your Heat Level rather than time held and Heat Levels are no longer lost if blocked. However, it now has a longer startup. | In CF, 5D's circle is huge, spanning about 1/2 to 2/3rds of the screen. The target's color is now determined by your Heat Level rather than time held and Heat Levels are no longer lost if blocked. However, it now has a longer startup. | ||
Line 366: | Line 334: | ||
====== <font style="visibility:hidden" size="0">j.D</font> ====== | ====== <font style="visibility:hidden" size="0">j.D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_5D.png | |image=BBCP_Bullet_5D.png |caption=zoop | ||
|caption=zoop | |||
|name=j.D | |name=j.D | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv0 | |version=Lv0 | ||
|damage=450, 900 |guard=All |attribute=H | |||
|damage=450, 900 | |startup=20~?? |active=9 |recovery=14 |frameAdv= | ||
|startup=20~?? |active=9 |recovery=14 |frameAdv= | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Lv1, 2 | |version=Lv1, 2 | ||
|damage=600, 900 |guard=All |attribute=H | |||
|damage=600, 900 | |startup=20~?? |active=9 |recovery=14 |frameAdv= | ||
|startup=20~?? |active=9 |recovery=14 |frameAdv= | |||
|description= | |description= | ||
*Essential for combos, and can be special-cancelled now. | *Essential for combos, and can be special-cancelled now. | ||
Line 398: | Line 359: | ||
====== <font style="visibility:hidden" size="0">2D</font> ====== | ====== <font style="visibility:hidden" size="0">2D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_2D.png | |image=BBCP_Bullet_2D.png |caption=A mix-up tool with a confusing animation | ||
|caption=A mix-up tool with a confusing animation | |||
|name=2D | |name=2D | ||
|data= | |data= | ||
Line 405: | Line 365: | ||
|version=Lv0 | |version=Lv0 | ||
|cancel= | |cancel= | ||
|damage=800 | |damage=800 |guard=Low |attribute=F | ||
|startup=44~?? |active=3 |recovery= |frameAdv=-8 | |||
|startup=44~?? |active=3 |recovery= | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
Line 415: | Line 372: | ||
|version=Lv1, 2 | |version=Lv1, 2 | ||
|cancel= | |cancel= | ||
|damage=1000 | |damage=1000 |guard=Low |attribute=F | ||
|startup=44~?? |active=3 |recovery= |frameAdv=0 | |||
|startup=44~?? |active=3 |recovery= | |||
|description= | |description= | ||
While slow, the change to Bullet's grounded Drive circle makes this a decent ranged low option, especially because 6D and 2D are probabaly her best starters, and the only Drive attacks that are still + on block now. | While slow, the change to Bullet's grounded Drive circle makes this a decent ranged low option, especially because 6D and 2D are probabaly her best starters, and the only Drive attacks that are still + on block now. | ||
Line 427: | Line 381: | ||
====== <font style="visibility:hidden" size="0">6D</font> ====== | ====== <font style="visibility:hidden" size="0">6D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_6D.png | |image=BBCP_Bullet_6D.png |caption=A mix-up tool with a less confusing animation | ||
|caption=A mix-up tool with a less confusing animation | |||
|name=6D | |name=6D | ||
|data= | |data= | ||
Line 434: | Line 387: | ||
|version=Lv0 | |version=Lv0 | ||
|cancel= | |cancel= | ||
|damage=800 | |damage=800 |guard= |attribute=H | ||
|startup=42~?? |active=3 |recovery= |frameAdv=-8 | |||
|startup=42~?? |active=3 |recovery= | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
Line 444: | Line 394: | ||
|version=Lv1, 2 | |version=Lv1, 2 | ||
|cancel= | |cancel= | ||
|damage=1000 | |damage=1000 |guard= |attribute=H | ||
|startup=42~?? |active=3 |recovery= |frameAdv=0 | |||
|startup=42~?? |active=3 |recovery= | |||
|description= | |description= | ||
While slow, the change to Bullet's grounded Drive circle makes this a decent ranged overhead option, especially because 6D and 2D are probabaly her best starters and the only Drive attacks still + on block now. | While slow, the change to Bullet's grounded Drive circle makes this a decent ranged overhead option, especially because 6D and 2D are probabaly her best starters and the only Drive attacks still + on block now. | ||
Line 458: | Line 405: | ||
====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_BC.png | |image=BBCP_Bullet_BC.png |caption=Bounces them off the wall | ||
|caption=Bounces them off the wall | |||
|name=Forward Throw | |name=Forward Throw | ||
|input=6B+C | |input=6B+C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 1500 | |damage=0, 1500 |guard=Throw |attribute=T | ||
|startup=7 |active=3 |recovery=23 |frameAdv= | |||
|startup=7 |active=3 |recovery=23 |frameAdv | |||
|description= | |description= | ||
*Wallbounces Midscreen | *Wallbounces Midscreen | ||
Line 478: | Line 422: | ||
====== <font style="visibility:hidden" size="0">Backward Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Backward Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_4BC.png | |image=BBCP_Bullet_4BC.png |caption=Drops them to the ground | ||
|caption=Drops them to the ground | |||
|name=Backward Throw | |name=Backward Throw | ||
|input=4B+C | |input=4B+C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 1500 | |damage=0, 1500 |guard=Throw |attribute=T | ||
|startup=7 |active=3 |recovery=23 |frameAdv= | |||
|startup=7 |active=3 |recovery=23 |frameAdv | |||
|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 496: | Line 437: | ||
====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_jBC.png | |image=BBCP_Bullet_jBC.png |caption=Similar to the ground forward throw | ||
|caption=Similar to the ground forward throw | |||
|name=Air Throw | |name=Air Throw | ||
|input=j.B+C | |input=j.B+C | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 1500 | |damage=0, 1500 |guard=Throw |attribute=T | ||
|startup=7 |active=3 |recovery=23+3L |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=-, Wb*60 | |startup=7 |active=3 |recovery=23+3L |frameAdv= |blockstun= |groundHit= |groundCH= |airHit=-, Wb*60 | ||
|airCH= |invul= |hitbox= | |airCH= |invul= |hitbox= | ||
Line 513: | Line 452: | ||
====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ====== <font style="visibility:hidden" size="0">Counter Assault</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_6B.png | |image=BBCP_Bullet_6B.png |caption=Don't get yourself in situations when you have to use this | ||
|caption=Don't get yourself in situations when you have to use this | |||
|name=Counter Assault | |name=Counter Assault | ||
|input=6A+B during blockstun w/50% | |input=6A+B during blockstun w/50% | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0 | |damage=0 |guard=all |attribute=B | ||
|startup=22 |active=3 |recovery=30 |frameAdv=-14 | |startup=22 |active=3 |recovery=30 |frameAdv=-14 | ||
|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 529: | Line 466: | ||
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ====== | ====== <font style="visibility:hidden" size="0">Crush Trigger</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_AB.png | |image=BBCP_Bullet_AB.png |caption=There's never enough ways to crack the enemy open | ||
|caption=There's never enough ways to crack the enemy open | |||
|name=Crush Trigger | |name=Crush Trigger | ||
|input=A+B w/25% Heat | |input=A+B w/25% Heat | ||
Line 536: | Line 472: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Uncharged | |version=Uncharged | ||
|damage=1000 | |damage=1000 |guard=Barrier |attribute=BP | ||
|startup=20 |active=1 |recovery=25 |frameAdv=0 | |||
|startup=20 |active=1 |recovery=25 |frameAdv=0 | |||
|description= | |description= | ||
}} | }} | ||
Line 545: | Line 479: | ||
|header= no | |header= no | ||
|version=charged | |version=charged | ||
|damage=1000 | |damage=1000 |guard=Barrier |attribute=BP | ||
|startup=30-61 |active=1 |recovery=25 |frameAdv=0 | |||
|startup=30-61 |active=1 |recovery=25 |frameAdv=0 | |||
|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 556: | Line 488: | ||
==Specials== | ==Specials== | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Wadcutter Engage</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_5DD.png | |image=BBCP_Bullet_5DD.png |caption=Never a bad idea to use this in the corner | ||
|caption=Never a bad idea to use this in the corner | |name=Wadcutter Engage | ||
|name= | |||
|input=D during a D normal | |input=D during a D normal | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv1 | |version=Lv1 | ||
|damage=0, 800 | |damage=0, 800 |guard= |attribute= | ||
|startup=32 |active=2 |recovery=22 |frameAdv= | |||
|startup=32 | |||
|description= | |description= | ||
}} | }} | ||
Line 578: | Line 503: | ||
|header=no | |header=no | ||
|version=Lv2 | |version=Lv2 | ||
|damage=0, 2400 | |damage=0, 2400 |guard= |attribute= | ||
|startup=32 |active=2 |recovery=22 | |||
|startup=32 | |||
|description= | |description= | ||
*One of the better engages for both midscreen and corner combos. | *One of the better engages for both midscreen and corner combos. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Flint Shooter</font> ====== | ====== <font style="visibility:hidden" size="0">Flint Shooter</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_236A.png | |image=BBCP_Bullet_236A.png |caption=Not for, but against zoning | ||
|caption=Not for, but against zoning | |||
|name=Flint Shooter | |name=Flint Shooter | ||
|input=236A | |input=236A | ||
Line 599: | Line 518: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv0 | |version=Lv0 | ||
|damage=700 | |damage=700 |guard=All |attribute=P1* | ||
|startup=17 |active=Until Offscreen |recovery= | |startup=17 |active=Until Offscreen |recovery= |frameAdv=-5 | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Lv1 | |version=Lv1 | ||
|damage=700,350 | |damage=700,350 |guard=All |attribute=P1* | ||
|startup=19 |active=Until Offscreen |recovery= | |startup=19 |active=Until Offscreen |recovery= |frameAdv=-2 | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Lv2 | |version=Lv2 | ||
|damage=700,350*2 | |damage=700,350*2 |guard=All |attribute=P1* | ||
|startup=19 |active=Until Offscreen |recovery= | |startup=19 |active=Until Offscreen |recovery= | ||
|frameAdv=0 |blockstun=16+2 |groundHit=22 |groundCH=28 |airHit=22 | |frameAdv=0 |blockstun=16+2 |groundHit=22 |groundCH=28 |airHit=22 | ||
Line 625: | Line 538: | ||
*Counterhit gives you an easy combo | *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 | 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 Snap Hands Fist if they're going to try and jump over it at the right angle for Snap Hands 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. | 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. | ||
Line 633: | Line 546: | ||
====== <font style="visibility:hidden" size="0">Flint Shooter (Charged)</font> ====== | ====== <font style="visibility:hidden" size="0">Flint Shooter (Charged)</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_236A_charged.png | |image=BBCP_Bullet_236A_charged.png |caption=A great combo tool. Now with neutral! | ||
|caption=A great combo tool. Now with neutral! | |||
|name=Flint Shooter (Charged) | |name=Flint Shooter (Charged) | ||
|input=236[A] | |input=236[A] | ||
|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 |guard=All |attribute=P1* | ||
|startup=25 |active= |recovery=Total 58 |frameAdv=+3 | |||
|startup=25 |active= | |||
|description= | |description= | ||
*Hits a little higher than the uncharged version | *Hits a little higher than the uncharged version | ||
Line 652: | Line 560: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Cutting | ====== <font style="visibility:hidden" size="0">Cutting Sheer</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 Sheer | ||
|name=Cutting | |||
|input=623B | |input=623B | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=400, 1500 | |damage=400, 1500 |guard=All |attribute=B | ||
|startup=14 |active=2 |recovery=38 |frameAdv=-23 | |||
|startup=14 |active=2 |recovery=38 |frameAdv=-23 | |||
|description= | |description= | ||
*Reversal | *Reversal | ||
Line 671: | Line 576: | ||
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. | 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 | In CF, Cutting Sheer 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 Sheer as a combo ender as often. | ||
}} | }} | ||
}} | }} | ||
Line 677: | Line 582: | ||
====== <font style="visibility:hidden" size="0">Explode Engage</font> ====== | ====== <font style="visibility:hidden" size="0">Explode Engage</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_22D.png | |image=BBCP_Bullet_22D.png |caption=A rare sight to see, but a cool one | ||
|caption=A rare sight to see, but a cool one | |||
|name=Explode Engage | |name=Explode Engage | ||
|input=22D during Cutting | |input=22D during Cutting Sheer | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv1 | |version=Lv1 | ||
|damage= 1800, 50 | |damage= 1800, 50 |guard= |attribute= | ||
|startup=4 |active=12 |recovery=3 |frameAdv= | |||
|startup=4 |active=12 |recovery=3 |frameAdv | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Lv2 | |version=Lv2 | ||
|damage=3500, 50 | |damage=3500, 50 |guard= |attribute= | ||
|startup=4 |active=12 |recovery=3 |frameAdv= | |||
|startup=4 |active=12 |recovery=3 |frameAdv | |||
|description= | |description= | ||
*Used for midscreen H2 combos | *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. | 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. | ||
As of CF 2.0, Flechette Engage is once again the midscreen H2 Drive followup of choice. Explode Engage still finds use in combos, such as spending H1 to combo into Rage Aggressor. | |||
}} | }} | ||
}} | }} | ||
Line 710: | Line 607: | ||
====== <font style="visibility:hidden" size="0">Miquelet Capture</font> ====== | ====== <font style="visibility:hidden" size="0">Miquelet Capture</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_41236C.png | |image=BBCP_Bullet_41236C.png |caption=Just don't use it as a command dash | ||
|caption=Just don't use it as a command dash | |||
|name=Miquelet Capture | |name=Miquelet Capture | ||
|input=41236C | |input=41236C | ||
Line 717: | Line 613: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=- | |version=- | ||
|damage=0, 1700 | |damage=0, 1700 |guard=Unblockable |attribute=T | ||
|startup=5 |active=3 |recovery=20~37 |frameAdv= | |||
|startup=5 |active=3 |recovery=20~37 |frameAdv | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
Line 726: | Line 620: | ||
|version=Brake | |version=Brake | ||
|subtitle=B during run | |subtitle=B during run | ||
|damage | |damage= |guard= |attribute= | ||
|startup= |active= |recovery=21 |frameAdv= | |||
|startup= | |||
|description= | |description= | ||
*Has projectile invuln. | *Has projectile invuln. | ||
Line 747: | Line 633: | ||
====== <font style="visibility:hidden" size="0">Piercing Engage</font> ====== | ====== <font style="visibility:hidden" size="0">Piercing Engage</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_236D.png | |image=BBCP_Bullet_236D.png |caption=This baby hurts | ||
|caption=This baby hurts | |||
|name=Piercing Engage | |name=Piercing Engage | ||
|input=236D during Miquelet Capture | |input=236D during Miquelet Capture | ||
Line 754: | Line 639: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv1 | |version=Lv1 | ||
|damage=1500 | |damage=1500 |guard= |attribute= | ||
|startup=18 |active=3 |recovery=29 |frameAdv= | |||
|guard= | |||
|startup=18 |active=3 |recovery=29 |frameAdv | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Lv2 | |version=Lv2 | ||
|damage=3350 | |damage=3350 |guard= |attribute= | ||
|startup=18 |active=3 |recovery=29 |frameAdv= | |||
|startup=18 |active=3 |recovery=29 |frameAdv | |||
|description= | |description= | ||
*Great for H2 corner combos | *Great for H2 corner combos | ||
Line 778: | Line 655: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Snap Hands Fist</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_623C.png | |image=BBCP_Bullet_623C.png |caption=Barely even an anti-air | ||
|caption=Barely even an anti-air | |name=Snap Hands Fist | ||
|name= | |||
|input=623C, air OK | |input=623C, air OK | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Ground | |version=Ground | ||
|damage=0, 2200 | |damage=0, 2200 |guard=Unblockable |attribute=T | ||
|startup=13 |active=4 |recovery=Until L+10 |frameAdv= | |||
|startup=13 |active=4 |recovery=Until L+10 |frameAdv | |||
|description= | |description= | ||
}} | }} | ||
Line 796: | Line 670: | ||
|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage=0x2, 2200 | |damage=0x2, 2200 |guard=All |attribute=H | ||
|startup=12 |active=2 |recovery=27 |frameAdv= | |||
|startup=12 |active=2 |recovery=27 |frameAdv | |||
|description= | |description= | ||
* Great combo tool in the corner | * Great combo tool in the corner | ||
Line 814: | Line 686: | ||
====== <font style="visibility:hidden" size="0">Flechette Engage</font> ====== | ====== <font style="visibility:hidden" size="0">Flechette Engage</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_623D.png | |image=BBCP_Bullet_623D.png |caption=Catch and boom | ||
|caption=Catch and boom | |||
|name=Flechette Engage | |name=Flechette Engage | ||
|input=623D during | |input=623D during Snap Hands Fist | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv1 | |version=Lv1 | ||
|damage=0, 1900 | |damage=0, 1900 |guard= |attribute= | ||
|startup=13 |active=2 |recovery= |frameAdv= | |||
|startup=13 |active=2 |recovery= | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Lv2 | |version=Lv2 | ||
|damage=0, 4200 | |damage=0, 4200 |guard= |attribute= | ||
|startup=13 |active=2 |recovery= |frameAdv= | |||
|startup=13 |active=2 |recovery= | |||
|description= | |description= | ||
*Good for some corner combos | *Good for some corner combos | ||
Line 849: | Line 709: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Cross Firewheel</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Bullet_CrossfireWheel.png | |image=BBCF_Bullet_CrossfireWheel.png |caption=Heel drop | ||
|caption=Heel drop | |name=Cross Firewheel | ||
|name= | |||
|input=360B | |input=360B | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=300, 700 | |damage=300, 700 |guard=Throw |attribute=T | ||
|startup=10 |active=3 |recovery=34 |frameAdv= | |||
|startup=10 |active=3 |recovery=34 |frameAdv | |||
|description= | |description= | ||
*Good Mixup tool | *Good Mixup tool | ||
Line 870: | Line 725: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Shot Shell | ====== <font style="visibility:hidden" size="0">Shot Shell Engage</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Bullet_Shot_Shell_Engage.png | |image=BBCF_Bullet_Shot_Shell_Engage.png |caption=Drag your opponent through the dirt! | ||
|caption=Drag your opponent through the dirt! | |name=Shot Shell Engage | ||
|name=Shot Shell | |input=63214D during Cross Firewheel | ||
|input=63214D during | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Lv1 | |version=Lv1 | ||
|damage=300,1700 | |damage=300,1700 |guard= |attribute= | ||
|startup=13 |active=3 |recovery=25 |frameAdv= | |||
|guard | |||
|startup=13 |active=3 |recovery=25 | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Lv2 | |version=Lv2 | ||
|damage=300,2700 | |damage=300,2700 |guard= |attribute= | ||
|startup=13 |active=3 |recovery=25 |frameAdv= | |||
|startup=13 |active=3 |recovery=25 | |||
|description= | |description= | ||
*Switches sides | *Switches sides | ||
*Wallbounces anywhere for easy conversion | *Wallbounces anywhere for easy conversion | ||
Cross'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"> | ====== <font style="visibility:hidden" size="0">After Burner</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_214D.png | |image=BBCP_Bullet_214D.png |caption=For when they try to make fun of your stubby dash | ||
|caption=For when they try to make fun of your stubby dash | |name=After Burner | ||
|name= | |||
|input=214D | |input=214D | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= | |damage= |guard= |attribute= | ||
|startup= |active= |recovery= |frameAdv= | |||
|startup= | |||
|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 | ||
*Can be charged for 2 Heat levels, but it's pretty risky | *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 > | 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 > After Burner 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. | ||
}} | }} | ||
}} | }} | ||
Line 937: | Line 770: | ||
====== <font style="visibility:hidden" size="0">Rage Aggressor</font> ====== | ====== <font style="visibility:hidden" size="0">Rage Aggressor</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_2363214C.png | |image=BBCP_Bullet_2363214C.png |caption=The ultimate combo ender. | ||
|caption=The ultimate combo ender. | |||
|name=Rage Aggressor | |name=Rage Aggressor | ||
|input=2363214C | |input=2363214C | ||
Line 944: | Line 776: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=400x3, 800x2, 300x7, 1200 | |damage=400x3, 800x2, 300x7, 1200 |guard=All |attribute=B | ||
|startup=1+11~23 |active=3*3 |recovery=10+19L |frameAdv=-15 | |startup=1+11~23 |active=3*3 |recovery=10+19L |frameAdv=-15 | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage=200x3, 600x2, 300x7, 500, 550x5 | |damage=200x3, 600x2, 300x7, 500, 550x5 |guard=All |attribute=B | ||
|startup=1+14~23 |active=3x3 |recovery=11+20 |frameAdv=-15 | |startup=1+14~23 |active=3x3 |recovery=11+20 |frameAdv=-15 | ||
|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 962: | Line 791: | ||
====== <font style="visibility:hidden" size="0">Serpentine Assault</font> ====== | ====== <font style="visibility:hidden" size="0">Serpentine Assault</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_720A.png | |image=BBCP_Bullet_720A.png |caption=And they said she's not a grappler. | ||
|caption=And they said she's not a grappler. | |||
|name=Serpentine Assault | |name=Serpentine Assault | ||
|input=720A | |input=720A | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0xn, 320x2, 1420 | |damage=0xn, 320x2, 1420 |guard=Throw(150) |attribute=T | ||
|startup=5+0 |active=5 |recovery=42 |frameAdv | |startup=5+0 |active=5 |recovery=42 |frameAdv= | ||
|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. | ||
Line 981: | Line 808: | ||
====== <font style="visibility:hidden" size="0">Frangible Engage</font> ====== | ====== <font style="visibility:hidden" size="0">Frangible Engage</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_720D.png | |image=BBCP_Bullet_720D.png |caption=It's not over yet! | ||
|caption=It's not over yet! | |||
|name=Frangible Engage | |name=Frangible Engage | ||
|input=720D during Serpentine Assault | |input=720D during Serpentine Assault | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 250 | |damage=0, 250 |guard= |attribute= | ||
|startup=1+0 |active=1 |recovery= |frameAdv= | |||
|startup=1+0 |active=1 |recovery= | |||
|description= | |description= | ||
*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... | *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... | ||
Line 1,004: | Line 825: | ||
====== <font style="visibility:hidden" size="0">Blackout</font> ====== | ====== <font style="visibility:hidden" size="0">Blackout</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_1080D.png | |image=BBCP_Bullet_1080D.png |caption=Lights out! | ||
|caption=Lights out! | |||
|name=Blackout | |name=Blackout | ||
|input=1080D during Frangible Engage | |input=1080D during Frangible Engage | ||
Line 1,011: | Line 831: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=100x4, 1910 | |damage=100x4, 1910 |guard= |attribute= | ||
|startup=1+48 |active= |recovery= |frameAdv= | |||
|startup=1+48 |active= | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
|damage=100x10, 1910 | |damage=100x10, 1910 |guard= |attribute= | ||
|startup=1+48 |active= |recovery= |frameAdv= | |||
|startup=1+48 |active= | |||
|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 1,041: | Line 848: | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Bullet_ExcecutionManeuver.png | |image=BBCF_Bullet_ExcecutionManeuver.png | ||
|input=ABCD during Overdrive | |input=ABCD during Overdrive |caption=Dat corner carry | ||
|caption=Dat corner carry | |||
|name=Execution Maneuver | |name=Execution Maneuver | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage= 600, 0, 120*6, 1500 | |damage= 600, 0, 120*6, 1500 |guard=All |attribute=B | ||
| | |startup= Fast: 10 <br> Slow: 20 |active=3 |recovery=34 |frameAdv=-10 | ||
| | |||
|startup= Fast: 10 <br> Slow: 20 | |||
|active=3 | |||
|recovery=34 | |||
|frameAdv=-10 | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Active Flow | |version=Active Flow | ||
|damage=600, 0, 300, 180*14, 2600 | |damage=600, 0, 300, 180*14, 2600 |guard=All |attribute=B | ||
| | |startup= Fast: 10 <br> Slow: 20 |active=3 |recovery=34 |frameAdv=-10 | ||
| | |||
|startup= Fast: 10 <br> Slow: 20 | |||
|active=3 | |||
|recovery=34 | |||
|frameAdv=-10 | |||
|description= | |description= | ||
*Does not cost Heat, but inmediately ends Overdrive if used | *Does not cost Heat, but inmediately ends Overdrive if used | ||
Line 1,091: | Line 873: | ||
==Astral Heat== | ==Astral Heat== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Bullet_AH.png | |image=BBCP_Bullet_AH.png |caption=Actually not that hard to kill with | ||
|caption=Actually not that hard to kill with | |||
|name=Hard Kill Bringer | |name=Hard Kill Bringer | ||
|input=632146D | |input=632146D | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=DESTROY | |damage=DESTROY |guard=All |attribute=B | ||
|startup=4+21 |active=3 |recovery=31 |frameAdv=-12 | |||
|guard=All | |||
|startup=4+21 |active=3 |recovery=31 |frameAdv=-12 | |||
|description= | |description= | ||
Bullet's Astral. Easily comboable from her back throw. | Bullet's Astral. Easily comboable from her back throw. |
Revision as of 07:03, 20 February 2018
Bullet |
---|
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 |
---|
5B
5B |
---|
5C
5C |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
6A
6A |
---|
6B
6B |
---|
6C
6C |
---|
3C
3C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
Drive Moves
5D
5D |
---|
j.D
j.D |
---|
2D
2D |
---|
6D
6D |
---|
Universal Mechanics
Forward Throw
Forward Throw 6B+C |
---|
Backward Throw
Backward Throw 4B+C |
---|
Air Throw
Air Throw j.B+C |
---|
Counter Assault
Counter Assault 6A+B during blockstun w/50% |
---|
Crush Trigger
Crush Trigger A+B w/25% Heat |
---|
Specials
Wadcutter Engage
Wadcutter Engage D during a D normal |
---|
Flint Shooter
Flint Shooter 236A |
---|
Flint Shooter (Charged)
Flint Shooter (Charged) 236[A] |
---|
Cutting Sheer
Cutting Sheer 623B |
---|
Explode Engage
Explode Engage 22D during Cutting Sheer |
---|
Miquelet Capture
Miquelet Capture 41236C |
---|
Piercing Engage
Piercing Engage 236D during Miquelet Capture |
---|
Snap Hands Fist
Snap Hands Fist 623C, air OK |
---|
Flechette Engage
Flechette Engage 623D during Snap Hands Fist |
---|
Cross Firewheel
Cross Firewheel 360B |
---|
Shot Shell Engage
Shot Shell Engage 63214D during Cross Firewheel |
---|
After Burner
After Burner 214D |
---|
Distortion Drives
Rage Aggressor
Rage Aggressor 2363214C |
---|
Serpentine Assault
Serpentine Assault 720A |
---|
Frangible Engage
Frangible Engage 720D during Serpentine Assault |
---|
Blackout
Blackout 1080D during Frangible Engage |
---|
Exceed Accel
Execution Maneuver ABCD during Overdrive |
---|
Astral Heat
Hard Kill Bringer 632146D |
---|
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 •