BBCF/Bullet: Difference between revisions

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*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
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====== <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=
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====== <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 |guard=HL |attribute=B
  |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=
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====== <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 |guard=HL |attribute=BP
  |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=
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====== <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=
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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 Crossfire Wheel as an alternate mixup.  
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.
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====== <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 |guard=L |attribute=L
  |damage=520 |guard=Low |attribute=L
  |airCH=26 |invul= |hitbox=
  |airCH=26 |invul= |hitbox=
  |description=
  |description=
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====== <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 |guard=L |attribute=F
  |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=  
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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 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.
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.
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====== <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  |guard=H |attribute=B
  |damage=750  |guard=High |attribute=B
  |startup=24 |active=3 |recovery=19 |frameAdv=-4
  |startup=24 |active=3 |recovery=19 |frameAdv=-4
  |description=
  |description=
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====== <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 |guard=HL |attribute=B
  |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=
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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 > Afterburner ender
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
}}
}}
}}
}}
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====== <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 |guard=HL |attribute=H
  |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=
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====== <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  |guard=L |attribute=F
  |damage=860  |guard=Low |attribute=F
  |startup=21 |active=3 |recovery=21 |frameAdv=-6  
  |startup=21 |active=3 |recovery=21 |frameAdv=-6  
  |description=
  |description=
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====== <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 |guard=HA |attribute=H
  |damage=300 |guard=High/Air |attribute=H
  |startup=7 |active=3 |recovery=9 |frameAdv=  
  |startup=7 |active=3 |recovery=9 |frameAdv=  
  |description=
  |description=
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====== <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 |guard=HA |attribute=H
  |damage=540 |guard=High/Air |attribute=H
  |startup=10 |active=3 |recovery=15 |frameAdv=
  |startup=10 |active=3 |recovery=15 |frameAdv=
  |description=
  |description=
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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.
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.  
On air counterhit 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 relatively 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 (microdash 6B is VERY good due to its vertical reach) or jump again into another j.B.  
}}
}}
}}
}}
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====== <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 |guard=HA |attribute=H
  |damage=810 |guard=High/Air |attribute=H
  |startup=12 |active=3 |recovery=21 |frameAdv=  
  |startup=12 |active=3 |recovery=21 |frameAdv=  
  |description=
  |description=
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====== <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 |guard= |attribute=H
  |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 |guard= |attribute=
  |damage=600, 900 |guard=All |attribute=
  |startup=30~?? |active=9 |recovery=14 |frameAdv=-5 |description=
  |startup=30~?? |active=9 |recovery=14 |frameAdv=-5 |description=
*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
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====== <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= |attribute=H
  |damage=450, 900 |guard=All |attribute=H
  |startup=20~?? |active=9 |recovery=14 |frameAdv=  
  |startup=20~?? |active=9 |recovery=14 |frameAdv=  
}}
}}
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  |header=no
  |header=no
  |version=Lv1, 2
  |version=Lv1, 2
  |damage=600, 900 |guard= |attribute=H
  |damage=600, 900 |guard=All |attribute=H
  |startup=20~?? |active=9 |recovery=14 |frameAdv=  
  |startup=20~?? |active=9 |recovery=14 |frameAdv=  
  |description=
  |description=
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====== <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=
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  |version=Lv0
  |version=Lv0
  |cancel=
  |cancel=
  |damage=800 |guard= |attribute=F
  |damage=800 |guard=Low |attribute=F
  |startup=44~?? |active=3 |recovery= |frameAdv=-8
  |startup=44~?? |active=3 |recovery= |frameAdv=-8
}}
}}
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  |version=Lv1, 2
  |version=Lv1, 2
  |cancel=
  |cancel=
  |damage=1000 |guard= |attribute=F
  |damage=1000 |guard=Low |attribute=F
  |startup=44~?? |active=3 |recovery= |frameAdv=0  
  |startup=44~?? |active=3 |recovery= |frameAdv=0  
  |description=
  |description=
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====== <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=
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====== <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 |guard= |attribute=ground throw
  |damage=0, 1500 |guard=Throw |attribute=T
  |startup=7 |active=3 |recovery=23 |frameAdv=
  |startup=7 |active=3 |recovery=23 |frameAdv=
  |description=
  |description=
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====== <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 |guard= |attribute=ground throw
  |damage=0, 1500 |guard=Throw |attribute=T
  |startup=7 |active=3 |recovery=23 |frameAdv=  
  |startup=7 |active=3 |recovery=23 |frameAdv=  
  |description=
  |description=
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====== <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 |cancel=-, SOR |p1=100 |p2=100, 60 |starter=S |guard=
  |damage=0, 1500 |guard=Throw |attribute=T
|level=0, 4 |attribute=air throw
  |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=
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====== <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%
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====== <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
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  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Uncharged
  |version=Uncharged
  |damage=1000 |guard=B |attribute=B
  |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 501: Line 479:
  |header= no
  |header= no
  |version=charged
  |version=charged
  |damage=1000 |guard=B |attribute=B
  |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=
Line 510: Line 488:


==Specials==
==Specials==
====== <font style="visibility:hidden" size="0">Wadcut Engage</font> ======
====== <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=Wadcut Engage
|input=D during a D normal
|input=D during a D normal
|data=
|data=
Line 532: Line 509:
}}
}}
}}
}}
====== <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 561: 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 Snaphance Fist if they're going to try and jump over it at the right angle for Snaphance fist to grab them.  
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.  
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====== <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]
Line 584: Line 560:
}}
}}


====== <font style="visibility:hidden" size="0">Cutting Sear</font> ======
====== <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 Sear
|input=623B
|input=623B
|data=
|data=
Line 601: 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 Shear no longer gives guaranteed untechable knockdown and in longer combos will cause opponents to air tech before hitting the ground. As a result, you won't be using Shear as a combo ender as often.  
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 607: 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 Shear
|input=22D during Cutting Sheer
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
Line 626: Line 600:


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 631: 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 658: 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 681: Line 655:
}}
}}


====== <font style="visibility:hidden" size="0">Snaphance Fist</font> ======
====== <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=Snaphance Fist
|input=623C, air OK
|input=623C, air OK
|data=
|data=
Line 713: 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 Snaphance Fist
|input=623D during Snap Hands Fist
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
Line 737: Line 709:
}}
}}


====== <font style="visibility:hidden" size="0">Crossfire Wheel</font> ======
====== <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=Crossfire Wheel
|input=360B
|input=360B
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300, 700 |guard= |attribute=T
  |damage=300, 700 |guard=Throw |attribute=T
  |startup=10 |active=3 |recovery=34 |frameAdv=  
  |startup=10 |active=3 |recovery=34 |frameAdv=  
  |description=
  |description=
Line 754: Line 725:
}}
}}


====== <font style="visibility:hidden" size="0">Shot Shell: Engage</font> ======
====== <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: Engage
|input=63214D during Cross Firewheel
|input=63214D during Crossfire Wheel
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
Line 775: Line 745:
*Wallbounces anywhere for easy conversion
*Wallbounces anywhere for easy conversion


Crossfire's Drive followup. It's easily convertible anywhere, even at H1 so if you have Heat, so it's usually worth doing the Drive followup.  
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">Afterburner</font> ======
====== <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=Afterburner
|input=214D
|input=214D
|data=
|data=
Line 793: Line 762:
*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 > Afterburner is now a common ground combo ender. The frame advantage is pretty poor though, so you'll want to be on the lookout for opponents trying to disrespect this ender by using a variety of wakeup options.  
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 801: 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 814: Line 782:
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
  |damage=200x3, 600x2, 300x7, 500, 550x5 |guard=All |attribute=HB
  |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=
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====== <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  |guard=150 |attribute=ground throw
  |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=
Line 841: 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
Line 859: 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 883: 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=
Line 909: 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
Line 937: Line 900:
}}
}}
{{Navbar-BBCF}}
{{Navbar-BBCF}}
[[Category:BlazBlue]]
[[Category:BlazBlue: Central Fiction]]
[[Category:BlazBlue Characters]]
[[Category:Bullet]]

Revision as of 07:15, 20 April 2018

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
  • Above average health total
  • 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 High/Low 10 3 15 - B -
5C
5C
BBCP Bullet 5C.png
Flamey punch brings satisfaction
800 High/Low 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 Low - - - - L -
2C
2C
BBCP Bullet 2C.png
Criss-cross!
500,600 Low 14 3(9)3 16 - F -
6A
6A
BBCP Bullet 6A.png
It's an overhead
750 High 24 3 19 - B -
6B
6B
BBCP Bullet 6B.png
Pretty good as far as anti-airs go
650 High/Low 12 3 21 - B -
6C
6C
BBCP Bullet 6C.png
Taste the Knee
1200 High/Low 22 6 Until L+8 - H -
3C
3C
BBCP Bullet 3C.png
Sweep the leg
860 Low 21 3 21 - F -
j.A
j.A
BBCP Bullet jA.png
jump* poke poke poke
300 High/Air 7 3 9 - H -
j.B
j.B
BBCP Bullet jB.png
Kick 'em in the face
540 High/Air 10 3 15 - H -
j.C
j.C
BBCP Bullet jC.png
Basically does everything
810 High/Air 12 3 21 - H -


Drive Moves

5D
5D
BBCP Bullet 5D.png
zoop
450, 900 All 30~?? 9 14 - H - 600, 900 All 30~?? 9 14 - -
j.D
j.D
BBCP Bullet 5D.png
zoop
450, 900 All 20~?? 9 14 - H - 600, 900 All 20~?? 9 14 - H -
2D
2D
BBCP Bullet 2D.png
A mix-up tool with a confusing animation
800 Low 44~?? 3 - F - 1000 Low 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 Throw 7 3 23 - T -
Backward Throw
Backward Throw
4B+C
BBCP Bullet 4BC.png
Drops them to the ground
0, 1500 Throw 7 3 23 - T -
Air Throw
Air Throw
j.B+C
BBCP Bullet jBC.png
Similar to the ground forward throw
0, 1500 Throw 7 3 23+3L - T -
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 Barrier 20 1 25 - BP - 1000 Barrier 30-61 1 25 - BP -


Specials

Wadcutter Engage
Wadcutter 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 Sheer
Cutting Sheer
623B
BBCP Bullet 623B.png
Has a penchant for missing
400, 1500 All 14 2 38 - B -
Explode Engage
Explode Engage
22D during Cutting Sheer
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 - -
Snap Hands Fist
Snap Hands 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 Snap Hands Fist
BBCP Bullet 623D.png
Catch and boom
0, 1900 13 2 - - 0, 4200 13 2 - -
Cross Firewheel
Cross Firewheel
360B
BBCF Bullet CrossfireWheel.png
Heel drop
300, 700 Throw 10 3 34 - T -
Shot Shell Engage
Shot Shell Engage
63214D during Cross Firewheel
BBCF Bullet Shot Shell Engage.png
Drag your opponent through the dirt!
300,1700 13 3 25 - - 300,2700 13 3 25 - -
After Burner
After Burner
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 Throw(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