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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. | 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 | 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. | 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. |
Revision as of 18:37, 6 November 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord | Forums | Videos |
Bullet is a rushdown character with access to explosive damage and a unique resource, Heat Up Levels (commonly referred as Heat). 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. While her damage is amazing, she suffers from poor defensive options and a lack of strong neutral tools to start her gameplan. 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. |
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, releasing D will cause her to leave the stance.
- 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.
Bullet's Overdrive is relatively simple and versatile. Upon activating Overdrive, Bullet immediately gains Heat. During Overdrive, she also gains the following properties:
- Bullet dashes much farther.
- Bullet's Heat Up level does not decrease, even when using an Engage*
- The Heat Up timer freezes while in Overdrive, and resets after Bullet leaves the Overdrive state.
- H2 Piercing Engage has different wall bounce properties.
You can use Heat The Beat to chase zoners, deal high damage, to quickly gain Heat, or to make some confirms unburstable. The Heat Level it gives and its high damage potential make this Overdrive a great comeback factor.
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.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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Click [★] for character's full frame data
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