Bullet |
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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
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Normal Moves
5A
5A |
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5B
5B |
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5B has decent range for a poke, so use it if you are just outside 2B range. It also gatlings into 6A or 2B for high/low mixup, and can be jump cancelled so it's a pretty good point to vary your pressure. When in Heat 1 or 2, 5B becomes dash-cancelable giving her strong choices for pressure and mixup if the opponent is scared to mash. As 5B gives a strong branching point for Bullet's pressure, being jump and dash cancelable, focusing on using it as a poke or canceling it in blockstrings should be a priority for opponents that are difficult to open up. While wary opponents can mash or anti-air her options after 5B, when conditioned to block her longer blockstrings, 5B makes her pressure and mixup more threatening. |
5C
5C |
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One of Bullet's best starters, so use it for a high damage punish. In CF, it has given back it's ability to force Fatal Counter on Counter Hit so punishes will hurt a bit more than they did in CPEX. 5[C] has been removed in CF, making this the only version of 5C. However, even without the presence of 5[C], 5C can still be a good place to reset pressure sparingly by taking advantage of people expecting you to cancel into 2C, Flint Shooter or Charged Flint Shooter. |
2A
2A |
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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. 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. |
2B
2B |
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Like 5B, but with a slightly shorter range and hits low. However, 2B might all around be better as a poke compared to 5B in neutral. 2B's hurtbox being closer to the ground puts her at less immediate risk of getting whiff punished by an opponent who decided to jump over the poke. Also because people tend to default to blocking stuff standing in neutral situations, 2B's low property can end up opening opponents up where 5B would have been blocked. 2B can't be jump cancelled, so gatling into 5B for that. |
2C
2C |
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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. 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. |
6A
6A |
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Bullet's overhead. It can be canceled into after 5A, 2A, 5B, or a jump-in for mixup. However, 6A has lost its ability to gatling into 5C in CF. It can now gatling into 6C and 3C instead. On hit, you can still convert 6A into a combo by gatling into 3C directly now but a blocked 6A doesn't have as much options to salvage the situation and maintain pressure as before. |
6B
6B |
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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. 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 |
6C
6C |
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Due to the startup there are limited places for it to land, but when high hitstun is inflicted such as from wall splat 623C/41236C > 236D, (236A), 6A, or Heat Up lvl2 followups, it is very commonly used. While it can combo into j.C > j.D, due to j.D's limited range j.C will often knock opponents far enough away for j.D to whiff. Because of the importance of building Heat Up, going from 6C > j.D directly is advised for consistency though it does make confirming into j.D harder. It can be used as a way to continue pressure by jump canceling it, but 6C itself uses one of Bullet's available jumps so her options after it are limited and wary opponents will watch out for them. Though jump canceling 6C on block removes the risk of the move, as Bullet moves forward during its duration, the jump cancel timing can vary depending on when it actually connects to the opponent. One safe, generally effective option out of 6C is to do jump back j.D, as if 6C hits j.D will combo as the opponent is knocked closer into the air, while if 6C is blocked, j.D will not reach the opponent as the lack of knock up leaves them too far away. |
3C
3C |
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Typically used as a way for Bullet to beat pokes with greater range than hers because of its ability to low profile body attribute attacks, the distance it travels and how it can be easily converted into a full combo on Counter Hit. It can also just be useful as a surprise low in neutral though. In CF, it has been given the ability to Fatal Counter on Counter Hit for better punishes. It is however much slower than most sweeps and if your opponent has the same idea as you, you'll lose to whatever low poke they have. |
j.A
j.A |
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A fast air jab, but not great for combos. Jump up j.A can be a great way to deal with an air approach because it'll leave you less vulnerable on whiff compared to 6B and it'll hit opponents in that awkward area where most AAs will whiff. |
j.B
j.B |
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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. 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. |
j.C
j.C |
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Drive Moves
5D
5D | Template:AttackDataHeader-BBCF |
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j.D
j.D | Template:AttackDataHeader-BBCF |
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2D
2D | Template:AttackDataHeader-BBCF |
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6D
6D | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Forward Throw
Forward Throw 6B+C |
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Backward Throw
Backward Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B during blockstun w/50% |
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Crush Trigger
Crush Trigger A+B w/25% Heat |
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Specials
Wadcutter Engage
Wadcutter Engage D during a D normal |
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Flint Shooter
Flint Shooter 236A |
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Flint Shooter (Charged)
Flint Shooter (Charged) 236[A] |
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Cutting Sheer
Cutting Sheer 623B |
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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 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. Wary opponents may stand a step outside 623B's range and wait for her to whiff it, so be very mindful of its usage against players comfortable with Bullet. As Bullet stays locked in place and it can be hard for 623B to connect just to have a chance to rapid cancel it, it is a fairly easy reversal to bait and punish. |
Explode Engage
Explode Engage 22D during Cutting Sheer |
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Miquelet Capture
Miquelet Capture 41236C |
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Piercing Engage
Piercing Engage 236D during Miquelet Capture |
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Snap Hands Fist
Snap Hands Fist 623C, air OK |
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Flechette Engage
Flechette Engage 623D during Snap Hands Fist |
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Cross Firewheel
Cross Firewheel 360B |
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Bullet's new command grab special. It's a good, fast mixup tool to go for that can lead into good damage with Heat. If you don't use the Drive followup, the opponent will get knocked down in front of you for more pressure. Don't get too reckless with it though, as its recovery can be punished if the opponent jumps before it connects If rapid canceled at the end, Bullet can easily pick the opponent up with 2B and gain the Heat which she was probably lacking to follow into Shot Shell Engage. |
Shot Shell Engage
Shot Shell Engage 63214D during Cross Firewheel |
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After Burner
After Burner 214D |
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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. |
Distortion Drives
Rage Aggressor
Rage Aggressor 2363214C |
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Serpentine Assault
Serpentine Assault 720A |
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Frangible Engage
Frangible Engage 720D during Serpentine Assault |
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Blackout
Blackout 1080D during Frangible Engage |
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Exceed Accel
Execution Maneuver ABCD during Overdrive |
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Astral Heat
Hard Kill Bringer 632146D |
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External References
- Japanese Name: バレット
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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