m (→Exceed Accel) |
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*Becomes stronger and flashier with Active Flow | *Becomes stronger and flashier with Active Flow | ||
*Active Flow version drags the opponent on the floor for a much longer distance | *Active Flow version drags the opponent on the floor for a much longer distance | ||
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 | 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. If you're midscreen and in Active Flow, you'll do 4K and drag them into the corner. As a combo ender, however, 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, has no minimal damage and cannot be rapid-canceled. | ||
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Revision as of 14:04, 12 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord | Forums | Videos |
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 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. |
By holding down the D button, Bullet creates a growing orange circle around her. If the opponent is inside this circle, release the D button to launch Bullet at the opponent. If the opponent is outside the ring, she simply cancels the stance).
- Bullet gains a Heat Up level when she hits with her Drive. At Level 1 she has an orange silhouette, at Level 2 she has a red silhouette.
- 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 resets the timer.
- Every special move and Serpentine Assault have followup "Engage" moves that use the D button. Engage moves add additional damage and allow for followup combos. 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, Bullet will deal more damage and gain full invulnerability on travel.
- By inputting and holding 4D, the ring will come out but Bullet will not launch herself at her opponent.
Bullet's Ovedrive is versatile, 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.
- After using Overdrive, Bullet immediately gains a single Heat Up level.
- During Overdrive, Bullet can dash further.
- During Overdrive, Bullet's 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.
Normal Moves
5A | Template:AttackDataHeader-BBCF |
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5B | Template:AttackDataHeader-BBCF |
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5C | Template:AttackDataHeader-BBCF |
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2A | Template:AttackDataHeader-BBCF |
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2B | Template:AttackDataHeader-BBCF |
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2C | Template:AttackDataHeader-BBCF |
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6A | Template:AttackDataHeader-BBCF |
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6B | Template:AttackDataHeader-BBCF |
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6C | Template:AttackDataHeader-BBCF |
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3C | Template:AttackDataHeader-BBCF |
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j.A | Template:AttackDataHeader-BBCF |
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j.B | Template:AttackDataHeader-BBCF |
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j.C | Template:AttackDataHeader-BBCF |
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Drive Moves
5D | Template:AttackDataHeader-BBCF |
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j.D | Template:AttackDataHeader-BBCF |
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2D | Template:AttackDataHeader-BBCF |
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6D | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Forward Throw 6B+C |
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Backward Throw 4B+C |
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Air Throw j.B+C |
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Counter Assault 6A+B during blockstun w/50% |
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Crush Trigger A+B w/25% Heat |
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Specials
Wadcutter Engage D during a D normal |
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Flint Shooter 236A |
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Flint Shooter (Charged) 236[A] |
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Cutting Sheer 623B |
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Explode Engage 22D during Cutting Sheer |
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Miquelet Capture 41236C |
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Piercing Engage 236D during Miquelet Capture |
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Snap Hands Fist 623C, air OK |
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Flechette Engage 623D during Snap Hands Fist |
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Cross Firewheel 360B |
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Shot Shell Engage 63214D during Cross Firewheel |
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After Burner 214D |
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Distortion Drives
Rage Aggressor 2363214C |
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Serpentine Assault 720A |
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Frangible Engage 720D during Serpentine Assault |
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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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