Bullet is a hybrid rushdown/grappler with access to explosive damage and a unique resource. Bullet's resource, Heat Up Levels (nicknamed Heat), vastly change her reward on offense and her pressure. With at least one Heat Up Level, Bullet's attacks gain new properties. Bullet can also choose to spend Heat to follow up each of her specials with a unique "Engage" move. Bullet's Overdrive cranks her damage potential up yet another notch by keeping Bullet in Heat for its duration. This makes Bullet's Overdrive an impressive comeback factor.
Bullet is also a beginner friendly character. Her gameplan is quite simple, and she has very low execution requirements. However, while Bullet's damage is amazing, she suffers from poor defensive options and a lack of strong neutral tools to get started. As a result, she struggles against zoners and characters with a stronger neutral. In the right hands though, Bullet can still get the ball rolling and blow up anyone in her way. Smart resource management and good fundamentals are key to playing Bullet effectively.
|Lore:||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 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. Bullet doesn't know much outside of battle. She is always ready to fight and usually applies her knowledge of the battlefield to everything. She's often aggressive and blunt, but has a 'big sis' sort of appearance.|
|Bullet is an explosive rushdown/grappler. She thrives when she can counter attack the opponent and presses the advantage with Heat and command grabs.|
- Bullet gains a Heat Up level any time she lands hits with her Drive. At Heat Level 1 (H1) she has an orange silhouette, at Heat Level 2 (H2) she has a red silhouette. Bullet starts every round with Heat Level 0 (H0)
- Heat Up levels last for 900 frames (about 15 seconds); the timer resets each time she gains another level. Gaining levels when you're already at H2 resets the timer.
- Bullet can spend Heat to perform followups to her special moves. These followups (called Engage moves) deal massive damage and open combo routes.
- All Drives attacks immediately give Heat, meaning you can start a combo at Level 0(H0) and still use an Engage within it.
- In Heat, all Drive attacks do slightly more damage
- In Heat, j.D and 5D gain full invuln during the travel period
- Other moves gain new properties in Heat (explained in their descriptions below).
- Bullet dashes much farther.
- Bullet's Heat Up level does not decrease, even when using an Engage*
- H2 Piercing Engage has different wall bounce properties.
Note: If Overdrive ends while Bullet uses an Engage, she will lose Heat. In certain situations you must RC an Engage move to become actionable before OD ends. Done properly, you'll retain your Heat.long as OD is active. If their timer runs out during Overdrive, they will expire as soon as Bullet leaves Overdrive
- Just an average jab. 2A is much better in pressure because it's able to hit all crouchers.
- Can be used occasionally as an anti air
- Catches jump out attempts up close
- Gatlings into 6A or 2B for high/low mixup, and can be jump cancelled.
- Good poke
- Good point to vary up your pressure or catch people trying to jump out of pressure
- Jump-cancelable on block
- Can be dash cancelled with at least H1 in CF 2.0
5B has decent range for a poke, so use it if you are just outside 2B range. It also gatlings into 6A or 2B for high/low mixup, and can be jump cancelled so it's a pretty good point to vary your pressure.
With at least one Heat Up Level, 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.
- Pushes Bullet forward, making it useful for frametraps
- Forces FC on Counter Hit
- Causes ground slide on air hit
One of Bullet's best starters, so use it for a high damage punish. 5[C] has been removed in CF, making this the only version of 5C. As a result, it now Fatal Counters again. Leads into massive damage, and more than likely will get bursted immediately because of it.
5C is 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. When your opponent is scared of a frame trap, you can reset pressure with 2A
- Great in pressure or to catch people trying to roll, delay or no tech
Just an average jab with a fast startup. Much better in pressure than 5A because it can hit all crouchers. This will whiff on fuzzy jump attempts (outside of staggers), however.
Gatlings into 6A or 2B for high/low mixup. You can tick throw with 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.
- Possibly best poke
- Low profiles most pokes in the game
Like 5B, but with a slightly shorter range and hits low. However, its distinguishing factor is its hurtbox. 2B's hurtbox is very close to the ground. This means that 2B low profiles a disgusting amount of pokes in the game, including Ragna 5B (at midrange). This can also let Bullet low profile some jump-ins outright and punish. In many matchups this is her premier counterpoke tool. Use this move to call out pokes, stagger with it to call out fuzzy jumps, or use it as combo/blockstring filler. Remember that you can't jump cancel this normal to reset pressure.
- Sometimes useful in mixup and pressure
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. Amusingly enough, the first hit on air hit will lead into hard knockdown. You can cancel this into 236[A] and proceed with a short combo.
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.
On Counter Hit, 2C can be comboed into 6D into any basic 6D combo, depending on your Heat Level when you initiated it.
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.
- Good overhead
- Common combo piece
- Causes ground bounce on air hit
Bullet's overhead. It can be canceled into after 5/2A and 5/2B. You can also use it after jump-in for mixup. However, 6A has limited horizontal range, and it's lost its ability to gatling into 5C in CF. It can now gatling into 6B, 6C, 2C 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.
- Good Anti-air in pressure
- Launches opponent on hit
- Head invuln 5-14F
- Can be dash cancelled when in heat 1 or 2 in CF 2.0
- Combos into 6D on CH
Bullet's anti-air. Has an amazing vertical hitbox and great active frames, but suffers from limited horizontal range. Due to its limited horizontal range, it tends to work best at preventing opponents from jumping cancelling in their pressure, and calling out IADs. On CH this combos directly into 6D, leading to juicy damage even if she started with no Heat. 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
- It has a large startup and limited options if blocked, so it's not very useful outside of combos.
- Jump-cancelable on block
- Fatal Counter makes it untechable until they hit the ground
- Invuln against Foot Property moves
Due to the slow startup it's mostly seen in her corner and crouching hit confirms, or any general situation where her opponent is in high hitstun such as from wall splat 623C, most H2 followups, air hit 6A, and 236[A].
For midscreen crouching hit confirms, 6C> jc > d.j.C > j.D is often optimal for gaining heat. However, timing the delay on j.C can be tricky so it's often more consistent to use 6C> jc > j.D instead. This move is also wonderful to burst bait with during a confirm, as you'll often have just enough time to jump cancel barrier and still land j.D. You can also punish and burst bait with this move if you feel your opponent would normally burst straight out of 5C Fatal. Even if they don't burst, you can still confirm off of this.
While it's rare to see it in pressure, it has some uses. It can low invuln through Foot Property moves, and if it's blocked you can stay relatively safe with jump back j.D. If you're feeling risky, you can jump cancel out of it reset pressure with j.C. The problem is that this consumes her double jump, so you have no air option afterwards. If you want to spend the meter, you can RC to cancel into j.C>360B for decent mix.
- Good for low profiling slow pokes when 2B won't hit
- Fatal Counter massively increases untech time
- Body invuln from frame 10-20, but Active on frame 21.
Typically used as a hard callout to beat pokes with greater range because of its ability to invuln through body attribute attacks, the distance it travels, and the low profile. 3C is risky to throw out in neutral though. It has limited options on block, and it takes time for Bullet's hurtbox to low profile. If your opponent has the same idea as you, you'll lose to whatever low poke they have. Your opponent can also react and throw counter outright. On the upside, In CF it has the ability to Fatal Counter for great followups like 6D. It can also catch people by surprise and get her out of some trickier situations because of its travel distance.
- Good Air to Air up close
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.
- An air-to-air kick with fair range.
- Use if you need the range over speed.
- Jump-cancellable on block
Bullet's best air-to-air normal due to its horizontal reach and speed. It is also jump-cancelable on block making it more useful than j.C in some instances. Also very useful for catching your opponent off guard with its range.
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 more air buttons or fall and continue with grounded options (e.g microdash 6B)
- Has range, and a meaty hitbox, making it an ideal jump in.
- Knocks them to the ground with untech time on air counter hit. Can be picked up for a combo.
- Jump cancelable only on hit.
- Can be used to buffer 720A or 360B as it will not jump cancel on block.
A staple in Bullet's moveset. Use it as combo filler, a jump-in, an occasional air-to-air, a pressure reset, etc. etc. Because it's not jump cancellable on block, you can buffer Crossfire Wheel during the hitstop of j.C as a mixup option.
- 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.
When using drive on the ground against jumpy opponents, 5D is the most consistent option as it's relatively fast and has vertical tracking which 2D/6D lacks.
Because of its slower startup, it no longer can be used in most combos anymore and because of the changes to frame advantage and pushback on block from a blocked Drive attack, it's not very advisable to use it too often in neutral either. You'll still want to use 5D in neutral sparingly just to make sure your opponent hasn't forgotten that you have this option. If your opponent blocks this move in the air, you can still use air normals while you both descend. Use this sparingly to keep your opponent on their toes
- Essential for combos, and can be special-cancelled now.
- Holding j.4D and not letting go will always keep Bullet from activating, even on a target in range
- Holding the button will increase the ring's size.
- Hitting back while holding will cancel it.
- Gains invuln on travel with at least one heat level
j.D. Has a wide variety of uses. Use it as combo filler to gain heat, to catch movement, or to delay your descent on an approach and bait an anti-air. Just like all Drives, you can cancel into specials, supers, and Wadcutter Edge. j.D > OD > Rage Aggressor is a common round ender. Depending on Bullet's height on block, you're free to use an air normal while you descend. Not the safest option, but a good way to catch someone off guard. The frame advantage on j.D varies depending on both character's heights. Generally speaking, though, if someone uses instant block barrier you are at a disadvantage. You can use the invuln with heat to win some scrambles. Sometimes it will even clash with reversals. Keep in mind you can always be thrown during the travel, and you will lose to mashes during the startup. After a Cutting Sheer ender in the corner, you can catch all rolls by jumping and instantly holding j.D.
In CF 2.0, Bullet's j.D also has a strange bug. If your opponent is grounded and you perform j.D while descending at certain heights, you'll be able to air dash after j.D. This is not easy to set up but can be used for interesting pressure variations and ideas.
Bullet hops forward then sweeps her opponent with her legs. This shares the same startup animation as 6D, making it ambiguous which option Bullet chose. While it is slow and has large recovery on whiff, with heat it's plus on block and on hit leads to great midscreen damage at Heat 2 with Wadcutter Edge
As Bullet's drives have high startup, wary opponents may react by jumping to avoid the 2D/6D mixup. While 6D's hitbox can catch jumping opponents, 2D's hitbox is very low to the ground so it will whiff in such situations. 2D mainly sees use as a way of enforcing the 6D/2D high/low, but as a combo starter 2D is actually better than 6D in some situations.
- A staple in more damaging routes
- 110% Bonus Proration
- Leads into H2 anywhere
- Shares startup animation with 2D
Outside of combos this move usually only sees use after an opponent is conditioned to block. The startup is slow and if your opponent is aware, they can super jump out of the way. However, its range and travel speed still give it some use. Use it to enforce the 6D/2D high/low. With at least one heat, level these moves are + on block, and QOL changes mean that on hit you can always special cancel and use an engage.
While 2D is better for starting combos, 6D is always better for continuing them. It has more followups than 2D, and it can always convert into something decent. One thing to note though is that comboing into j.623C after 6D can be tricky depending on the character's height and hurtboxes.
- Wallbounces Midscreen
- Wallsplats in the corner
Both forward and back throw are good for combos, so use the one that brings them closer to the corner. In CF, her forward throw will now wallsplat in the corner and can be picked up with Miquelet Capture.
- Hard knockdown
- Combos directly into astral.
- Combos directly into Rage Aggressor for high unburstable damage
- A standard air throw, making it a handy air-to-air when they're close.
Confirming this move from a hit in the corner can be awkward. Depending on positioning and height, you can wait till they bounce past you and j.623C to toss them back into the corner and dunk. Alternatively you can just hit the ground and do 6B > 623C instead.
When blocking 6A+B
- It's got a bleh hitbox, but the startup is alright for what it is.
- Slightly longer range than 5B
- If close enough in corner, uncharged version combos into 2A crouch confirm
This move is interesting. In Overdrive, it's used in TODs to guarantee Active Flow or to tack on extra damage. On air hit, however, this move has similar wall bounce/splat properties to Explode Engage. If it hits midscreen, it'll cause wall bounce, but if your opponent is close enough to the corner it will wall splat. The wall splat is outshined by H2 Piercing Engage, but the wall bounce is great for Heatless corner carry. For example, you can do 5B > 5C > 2C > CT > (66) 5C > 3C > 623B/214D. You can also Miquelet Capture and then 6B > Double Snap after the 3C for great oki and heat. This also combos straight out of 5D and j.D, in case you want to use it instead of Miquelet Capture for whatever reason.
This uncharged version combos into 6C. This is helpful if you want better oki while gaining Heat at midscreen
D during a D normal
- One of the better engages for midscreen combos.
As of CF this move wall bounces. You won't see it much outside of OD combos and a 2D starter from midscreen. Sadly, unlike her other special cancels you don't gain a heat level from drive before using this move. This means that you need at least 1 heat before using drive, and you'll only get the H1 version. H2 does more damage and gives slightly more untech time.
- Gets additional hits with higher Heat levels. H1 Flint Shooter = 2 hits, H2 Flint Shooter = 3 hits.
- Sometimes can combo off of H2 CH
In CF, Bullet's Flint Shooter will now always go full screen regardless of your current Heat level, making it easier to deal with zoners.
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, the first hit often cancels out an opponent's projectile while Flint continues traveling. Against dolls, the additional hits deal much more damage to their meter.
Flint Shooter (Charged)
- Hits a little higher than the uncharged version
- With heat, it will travel until up until a set distance or it makes contact with the opponent. Goes farther with higher Heat levels
- Gives you an easy combo on hit
The extra time in charging up 236[A] gives opponents a gap to mash out of, so be careful in its use when opponents have not been conditioned to block. When conditioned however, 236[A] is a good way to reset pressure in Bullet's favor and can score easily reactable counterhits if the opponent mistimes their mash.
- Combo Ender, usually
Bullet's DP. It got a slight buff to its horizontal range in CF but it's still limited with slow startup so you need to be careful of people trying to outspace it. You mostly want to use it in situations where you believe your opponent will stick to you and press buttons after oki, or to call out pressure gaps. Ironically its slow startup can mess up certain reversal baits.
A lesser known benefit of Bullet's DP is that, with meter, she can OS a rapid cancel if her opponent blocks it. On hit, the first part of cutting sheer cannot be rapid cancelled. This means that if you RC the moment Cutting Sheer lands, you'll only rapid cancel if your opponent blocked. If they were hit, you can RC the second hit into 6A > 6C > j.D for heat.
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 always be using Cutting Shear as an ender. Thankfully, it still leads into Bullet's safejump. After Sheer, input 9A > 4j.C. This will safe jump against most reversals in the game, beat mashing, and force your opponent to block on emergency tech. Be wary, though, because this loses to rolls and delay wakeups.
22D during Cutting Sheer
- Squeezes out damage before Rage Aggressor
- Useful to optimize midscreen damage at the cost of oki and heat
- Wall bounces at midscreen
- Wall splats if Bullet is close enough to corner
If you can't combo into Flechette Engage early enough or get a wall splat from Piercing engage, or you want to squeeze out more damage, Explode Engage is the drive followup of choice at midscreen. If your back is in the corner and you land Cutting Shear, you can use this to switch sides and wall splat your opponent. In H1, depending on how close you are to the corner you'll have to backdash afterwards to maintain the side switch. If you're far enough from the corner you can 2C > 214D or 3C > 214D. This situation is much better in H2, because you can simply 5C > 214D after the engage. With enough distance between you and the corner, you can also dash and use 6C > j.D for better oki
- Has projectile invuln. Use it to call out careless zoning
- Combo throw, but suffers from standard combo proration like any normal strike move.
- By pressing B, you can cause Bullet to "Brake" and stop running early. Note that this is still punishable, but good for dodging certain projectiles and staying safe.
- Unblockable, but only hits standing or aerial opponents.
- Highly punishable on whiff, even if you Brake
Miquelet Capture is a staple of Bullet's combos. In most situations, you'll see it after 2C, because it pops them high enough. This move is great in combos to add corner carry or to tack on extra damage. It's also a staple of Bullet's corner confirms, especially with its H2 engage. Its projectile invulerability is useful in some matchups to catch characters who can poke with short to mid range projectiles.
On CH the opponent floats, making it comboable everywhere. Notably, it can combo into 2C>236[A], 623C (useful if you're back is to the corner), 5C>3C for corner carry, and more. Sometimes this makes its Heat followup, Explosive Engage, awkward because they'll wall splat much higher than usual.
236D during Miquelet Capture
- Great for H2 corner combos
- Wallsticks in the corner
- H2 version Wallbounces Midscreen in OD
The Drive followup for Miquelet Capture. It's used in H2 corner BnBs for big damage and wall splat. The H1 version wall splats for less time, but sees use to guarantee a corner pickup when Miquelet > 665B won't quite land.
Snap Hands Fist
623C (air OK)
- Comboable on CH
- Wallsplats when tossed into the corner
- Ground version unblockable
- Air version better for combos
- H invuln, but extremely risky as an antiair.
Snap Hands Fist is a great combo tool in the corner. It allows you to side swap with the opponent when you need to get them in the corner and the wallsplat allows you to keep the combo going. This enables Bullet to land her trademark "double snap" conversion. In the corner, Bullet can pop an opponent up, use Snap to toss them out of the corner, dash, then use Snap once again to wallsplat and put them back into the corner. This conversion is possible on almost the whole cast, although the timing of the second snap is somewhat character specific. Double Snap is extremely useful because it lets you squeeze out extra damage, prorates less than many of Bullet's other corner extensions, and leads to (66) > 6C > j.D
Outside of double snap, this move sees use either to set up its followup, Flechette Engage, or as a way to squeeze out damage before Rage Aggressor in order to close out a round.
With heat, you can use its followup, Fletchette Engage, to blow people up, corner carry, and get better oki. On CH, the opponent is in hit stun until they hit the ground, removing the heat/meter/positional requirement for followups.
623D during Snap Hands Fist
- Good for some corner combos
- Massive Damage when used early in a combo
- H2 bounce leads into almost everything.
Bullet's Dunk. Slams the opponent to the ground and bounces them, allowing combo extensions off of 623C. In H2 the bounce and damage are much higher, leading to more followups and more damaging combos.
Was nerfed in CF 1.0 by causing the opponent to bounce away without Overdrive, but back to its original glory as of CF 2.0.
- Good Mixup tool
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 very punishable on whiff and will lose to fuzzy jumps
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. If rapid cancelled at the beginning, one can 6D immediately afterwards for their heat followup of choice. Keep in mind that the timing on this is much stricter than rapid cancelling at the end.
Shot Shell Engage
63214D during Cross Firewheel
- Switches sides
- Wallbounces when far from corner
- Wallsplats if corner is close to Bullet
Crossfire Wheel's Drive followup. It's easily convertible anywhere, even at H1. If you have Heat, it's usually worth using this engage. Note that it'll wall splat if your back is close enough to a corner, similarly to Explode Engage
- Used at the end of some combos to get a Heat level
- Can be charged for 2 Heat levels, but it's pretty risky
- Has some projectile GP frames so it can be used fullscreen against projectiles
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.
- Never use this outside of combos. It doesn't even have invuln. Really, don't try it.
- However, during combos, go nuts.
- OD Version isn't a big damage increase
Combo ender super. Can be combo'd from a ridiculous amount of things. Heat followups (except for Flechette Engage H1), every drive move, Snap Hands Fist, throw, etc. You name it, it probably works. Good minimum damage, and leaves you at advantage on hit. Generally viable to throw out Flint after this super to catch tech rolls. The OD version follows blasts your opponent away. The OD damage isn't worth the worse oki, but it's still worth going for if you want to close out a round.
- Some say using meter for a command grab is a waste and too risky. Give them the flamey-fist of doom.
- Carries them to the corner.
- Spin on wakeup, spin after a double jump, spin after an airdash, spin after blocked 2C, start a 5D over their head, cancel it, and spin...
- One of the few Distortion Drives that doesn't improve with overdrive, but if you scroll down a bit...
If you switched from Tager, this is about as close as you can get to reliving a Genesic Emerald Tager Buster. With H2 and lots of spins, this super can snipe out a round. Note that this is an easily punishable super, however. If you think your opponent doesn't respect you, you can yolo OD into this super. Outside of that, there are few setups that lead into this super. Here are some examples:
- Buffer during 2A stagger
- Buffer during 5B/6B dashcancel
- Buffer during whiff Miquelet break after 5D
720D during Serpentine Assault
- You've already been spinning for a awhile, why stop now? You need a Heat level to use this but it doesn't do much damage on its own. It carries them midscreen however...
- Also doesn't improve with Overdrive.
- You can pick up a combo after this hit or keep spinning... spinning... spinning...
In all seriousness, it's best to unironically just keep spinning after the 720A and mashing D in order to get this follow up and the next one. The game is extremely lenient with this, so spin and mash at your leisure
1080D during Frangible Engage
- 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.
All of the followups add to 4620 damage. In Overdrive the followups all add up to 5220 damage.
ABCD during Overdrive
- Does not cost Heat, but immediately ends Overdrive when used
- Becomes stronger and flashier with Active Flow
- Active Flow version drags the opponent on the floor for a much longer distance
- Good vertical hitbox
- Functions like other Exceed Accels
When used, Bullet will perform an uppercut. On hit, she slams down the opponent, drags them along the floor, and then launches them away. Puts Bullet in Active Flow if she hasn't already been in it already. As a reversal, landing this leads to a pretty great situation. You switch sides and leave yourself with at least one Heat up level. In Active Flow Bullet drags them much farther and deals more damage. As a combo ender, it's not very good as it'll often drag them back midscreen and reset to neutral. While the side switch and full invuln is great, use this wisely. It is somewhat unsafe on block, as it lacks strong pushback and range.
Hard Kill Bringer
Bullet's Astral. Easily comboable from her back throw or wall splat Snap Hands Fist. Also comboable after 3C
While it can combo from almost all Heat 2 followups, due to their innate high damage opponents generally die before Astral has a chance to come out.
- Bullet Combo Doc
- Bullet Pressure Guide
- Twitter Moment of Bullet Tech by Mecha Oni
- Twitter Moment of Bullet Tech by Towito
- Evernote holding CF2 Resources (Relatively Outdated)
|To edit frame data, edit values in BBCF/Bullet/Data.|
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