*Useful to optimize midscreen damage at the cost of oki and heat
*Wall bounces at midscreen
*Wall splats from at least 3/4 screen (back to corner)
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 spend your heat on 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. Keep in mind even with H2 your followup is very limited when used like this.
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.
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.
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.
As of CPEX, this Drive is special cancellable on hit, and applies Heat before the special move comes out, leading to new combo opportunities.
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.
In addition to her drive moves, every special move and Serpentine assault have followup "Engage" moves that use the D button (And some additional direction input), adds additional damage and can also allow for different followups. With a higher heat level, these moves do even more damage and have better properties. Using these "Engage" moves will revert Bullet's heat level back to 0, but it can increase again even within the same combo.
With at least one Heat Level, the color of the crosshairs will change. If Bullet attacks with her Drive in this "Red Lock" state, the properties of her moves change, dealing more damage and gaining full invulnerability on travel.
By inputting and holding 4D, the ring will come out but Bullet will not launch herself at her opponent.
Overdrive: Heat the Beat
After using Overdrive, Bullet immediately gains a single Heat Up level.
During Overdrive, Bullet can dash further.
During Overdrive, Bullet can increase her Heat Up level, and her Heat Up level will never decrease, even when using an Engage move.
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). Like other overdrives, has invuln frames. Unlike most Overdrives, these invuln frames can be used to reversal with Serpentine Assault for massive, unburstable damage. Somewhat similar to Hakumen's "Mugen", your best combos in Overdrive come from chaining specials (and engages!) one after another. Keep in mind, if you use an engage while Overdrive ends, you will still lose a Heat Up level. If you quickly need to jump from H0 (Heat Up Level 0) to H2, you can OD cancel from any drive move and combo afterwards.
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. 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. Leads into massive damage, and more than likely will get bursted immediately because of it.
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.
Great in pressure or to catch people trying to roll, delay or no tech
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.
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.
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. Fun for miquelet counter hit combos but impractical otherwise.
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.
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 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.
Can be dash cancelled when in heat 1 or 2 in CF 2.0
Combos into 6D on CH
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
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
Invuln against Foot Property moves
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.
Body invuln from frame 10-20, but Active on frame 21.
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.
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.
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.
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.
While it is slow and has large recovery on whiff, it's still plus on block and leads to great midscreen damage with Heat 2 by using 2D~D.
As Bullet drives have high startup, wary opponents may react by jumping to avoid the 2D/6D mixup. As 2D's hitbox is very low to the ground it will whiff in such situations, so be mindful of how opponents react to drive as well as being predictable in drive usage.
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.
Used in corner combos when coming after Heat 2 Piercing Engage due to its high hitstun. Generally followed up into charged Flint Shooter.
As Bullet drives have high startup, wary opponents may react by jumping to avoid the 2D/6D mixup. 6D does not have vertical tracking, but if the opponent is low to the ground 6D is likely to connect as it moves in a jumping arc.
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.
As of BBCF this move wall bounces. You won't see it much outside of OD combos and a 2D starter from midscreen. Sadly you don't gain a heat level from drive before using this move, unlike Bullet's other engages when she special cancels a drive move. This means that you need at least 1 heat before using drive and cancelling into this engage. H2 gives way more damage
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.
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.
Bullet's DP. You can use it as a reversal. 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 such as the opponent trying to 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 always be using Cutting Shear as an Ender.
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. Ironically, it's slow startup can mess up specific setups to bait reversals.
Useful to optimize midscreen damage at the cost of oki and heat
Wall bounces at midscreen
Wall splats from at least 3/4 screen (back to corner)
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 spend your heat on 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. Keep in mind even with H2 your followup is very limited when used like this.
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.
Combo throw, but suffers from standard combo proration like any normal strike move. Very useful for combos and corner carry
Unblockable, but only hits standing or aerial opponents.
You can use it as a to punish projectile zoning, but because it's highly punishable on whiff, use only when you are sure it'll work.
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.
While Miquelet Capture has been a staple of Bullet's more optimal combos, it used to generally require a standing confirm and completely whiff on crouching opponents. While this is still the case, as of CF 2C sweeps the opponent high enough into the air to be followed up with Miquelet Capture making it significantly easier to combo into. 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 longer, leading to combos even from midscreen. 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.
The Drive followup for capture. It's used in H2 corner combos for big damage and wall splat. The H1 version wall splats for less time, but is occaisionally useful when converting Miquelet into a basic corner ender from 3/4 screen.
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 him in the corner and the wallsplat allows you to keep the combo going. It's a very key special in allowing you to do a H2 combo that'll put you back in H2 at the end. As of 2.0, double snap combos are possible on most of the cast, leading into 6C> j.c > J.D > 623B for a safe jump setup, or Rage Aggressor for damage.
In CF, the trajectory on Snap Hands seems to have changed a bit. As a result, it's pretty easy to combo Rage Aggressor into it now when you need to close a round.
As of 2.0, Flechette Engage now leads into a full combo without Overdrive. However, on H1 Flechette will not lead into much damage. Regardless, it's a very risky AA to pull out unless the opponent is low on health or it's your best option and you know its going to connect. It will always follow 6C, if you need something quick. Oftentimes if you need to anti-air it's best to simply j.a or 6B instead.
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.
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.
If rapid cancelled at the beginning, one can 6D immediately afterwards for their heat followup of choice. Note that the timing on this is far more strict, and rapid cancelling at the end is much more consistent
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 invuln 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.
Combo ender super. Can be combo'd from a ridiculous amount of things. Heat followups (except for Flechette Engage H1), after j.D/5D, Snap hands, throw, etc. You name it, it probably works. Good minimum damage, and leaves you at advantage on hit. Generally viable to throw out Flint shooter after this super to catch tech rolls. The OD damage is nerfed but still worth going for if you want your combo to close out a round with j.D>OD>Rage Agressor.
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're 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:
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...
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.
Does not cost Heat, but immediately ends Overdrive when used
Becomes stronger and flashier with Active Flow
Active Flow version brings both Bullet and the opponent to the corner opposite where Bullet is facing
When used, Bullet will perform an uppercut. On hit, she slams down the opponent and drags them along the floor, then launches them away. Puts Bullet in Active Flow if she hasn't already been in it already. Has full invul and is relatively safe on block, but it has no minimal damage and cannot be rapid-canceled. Decent anti-air hitbox
To edit frame data, edit values in BBCF/Bullet/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.