BBCF/Bullet: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Bullet|discord=https://discord.gg/012ZNsr4wUWMQG24S|forums=http://www.dustloop.com/forums/index.php?/forums/forum/237-bullet/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_BU.html}}
{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Bullet|discord=https://discord.gg/012ZNsr4wUWMQG24S|forums=http://www.dustloop.com/forums/index.php?/forums/forum/237-bullet/|videos=https://keeponblaz.in/#/?p1chars=bullet}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
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{{FP Box|header=Overview
{{FP Box|header=Overview
|content=
|content=
 
<!--Might wanna check the official term for Heat Up levels. Should be in the character tutorial-->
Bullet is a hybrid rushdown/grappler 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.
{{Bio
{{Bio
| name = Bullet
| name = Bullet
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| quote =  
| quote =  
| lore =
| 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.
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.
}}
}}
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
|intro=
|intro={{Character Label|BBCF|Bullet}} is an explosive rushdown/grappler. She thrives when she can counter attack the opponent and presses the advantage with Heat and command grabs.
|pros=
|pros=
*Has many different tools for any situation, including a projectile, a fully invuln reversal , and a command grab super
*Massive damage in many situations
*Most combos end with at least 1 Heat Level.
*Has a great low profile poke
*Solid pressure at close range with high/low mixups, command throws and frame traps
*Solid pressure at close range with command throw and frame traps
*Capable of extremely strong combos with the right conditions
*Has good callout tools to check reckless approaches
*Drive is a good tool to check your opponent moving recklessly
*Low execution requirement and easy to understand
*Easy to learn, with combos easy to execute
*Great comeback factor with Overdrive
*Above average health total
*Above average health makes scrapping and trading hits more viable


|cons=
|cons=
*Her dashes are short and have a very small window to cancel into barrier, making it difficult to safely approach mobile characters
*Dash has a very small barrier cancel window, making it difficult to safely approach mobile characters
*She depends on being close to the opponent, so zoners are difficult to deal with
*Depends on being close to the opponent and struggles getting in
*Heat Up levels can be hard to gain while at disadvantage
*Heat Up levels are hard to gain while at disadvantage
*Limited mixup at medium range, has to condition the opponent
*Requires conditioning to risk most pressure resets
*Performs poorly on the defensive, making it very important to block well
*Weak defensive tools
*Can struggle against opponents actively using Barrier and IBB
*Struggles against defensive system mechanics like Barrier and Instant Block Barrier
}}
}}
}}
{{FP Box|header=Drive: Lock-On
|content=
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.
| subheader1=Overdrive: Heat the Beat
| content2=
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.
}}
}}
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{{FP Box|header=Drive: Lock-On
|content=
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.
*In Heat, all Drive attacks do slightly more damage
*Other moves gain new properties in Heat explained in their move descriptions.
| subheader1=Overdrive: Heat the Beat
| content2=
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| 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==
==Normal Moves==
====== <span style="visibility:hidden;font-size:0">5A</span> ======
===<big>5A</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Bullet_5A.png |caption=Just another punch
<div class="attack-gallery">
|name=5A
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_5A.png |Just another punch
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5A}}
{{#lst:{{PAGENAME}}/Data|5A}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Just an average jab with a fast startup. 2A is much better in pressure because it's able to hit all crouchers.
*Just an average jab with a fast startup. 2A is much better in pressure because it's able to hit all crouchers.
*Can be used occasionally as an anti air
*Can be used occasionally as an anti air
*Catches jump out attempts up close
*Catches jump out attempts up close
*Gatlings into 6A or 2B for high/low mixup, and can be jump cancelled.
*Gatlings into 6A or 2B for high/low mixup, and can be jump cancelled.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">5B</span> ======
===<big>5B</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Bullet_5B.png |caption=The best non-Drive poke you got
<div class="attack-gallery">
|name=5B
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_5B.png |The best non-Drive poke you got
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5B}}
{{#lst:{{PAGENAME}}/Data|5B}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Good poke
*Good poke
*Good point to vary up your pressure or catch people trying to jump out of pressure
*Good point to vary up your pressure or catch people trying to jump out of pressure
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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.  
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.  
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">5C</span> ======
===<big>5C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Bullet_5C.png |caption= Flamey punch brings satisfaction
<div class="attack-gallery">
|name=5C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_5C.png | Flamey punch brings satisfaction
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5C}}
{{#lst:{{PAGENAME}}/Data|5C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Pushes Bullet forward, making it useful for frametraps
*Pushes Bullet forward, making it useful for frametraps
*Forces FC on Counter Hit
*Forces FC on Counter Hit
*Causes ground slide on air 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.
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.


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.
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
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">2A</span> ======
===<big>2A</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Bullet_2A.png |caption=poke poke poke dash* poke poke
<div class="attack-gallery">
|name=2A
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_2A.png |poke poke poke dash* poke poke
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2A}}
{{#lst:{{PAGENAME}}/Data|2A}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Great in pressure or to catch people trying to roll, delay or no tech
*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.
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 also do a tick throw setup by doing 2a > delay microdash Throw or Cross Firewheel as an alternate mixup.  
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.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">2B</span> ======
===<big>2B</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Bullet_2B.png |caption=Best low normal and a solid poke in its own right
<div class="attack-gallery">
|name=2B
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_2B.png |Best low normal and a solid poke in its own right
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2B}}
{{#lst:{{PAGENAME}}/Data|2B}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Possibly best poke
*Possibly best poke
*Low profiles most pokes in the game
*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. This can also let Bullet low profile some jump-ins outright and punish. In many matchups, this is her premier counterpoke tool. Call out pokes, stagger into (or out of) it to call out fuzzy jumps, or use it as combo filler. Keep in mind, however, that you can't jump cancel this normal to extend pressure.
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 filler. Keep in mind, however, that you can't jump cancel this normal to reset pressure.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">2C</span> ======
===<big>2C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Bullet_2C.png |caption=Criss-cross!
<div class="attack-gallery">
|name=2C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_2C.png |Criss-cross!
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2C}}
{{#lst:{{PAGENAME}}/Data|2C}}
{{!}}-
|}
{{Description|8|text=  
==== ====  
*Sometimes useful in mixup and pressure
*Sometimes useful in mixup and pressure


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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.
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.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">6A</span> ======
===<big>6A</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Bullet_6A.png |caption=It's an overhead
<div class="attack-gallery">
|name=6A
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_6A.png |It's an overhead
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6A}}
{{#lst:{{PAGENAME}}/Data|6A}}
{{!}}-
|}
{{Description|8|text=
==== ====
* Good overhead
* Good overhead
* Common combo piece
* Common combo piece
* Causes ground bounce on air hit
* 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.}}
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.
}}
</div>
</div>


====== <span style="visibility:hidden;font-size:0">6B</span> ======
===<big>6B</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Bullet_6B.png |caption=Pretty good as far as anti-airs go
<div class="attack-gallery">
|name=6B
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_6B.png |Pretty good as far as anti-airs go
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6B}}
{{#lst:{{PAGENAME}}/Data|6B}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Good Anti-air in pressure
*Good Anti-air in pressure
*Launches opponent on hit  
*Launches opponent on hit  
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*Can be dash cancelled when in heat 1 or 2 in CF 2.0
*Can be dash cancelled when in heat 1 or 2 in CF 2.0
*Combos into 6D on CH
*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.  
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
</div>
</div>


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}}
===<big>6C</big>===
}}
<div class="attack-container">
====== <span style="visibility:hidden;font-size:0">6C</span> ======
<div class="attack-gallery">
{{MoveData
<gallery widths="210px" heights="210px" mode="nolines">
|image=BBCP_Bullet_6C.png |caption=Taste the Knee
BBCP_Bullet_6C.png |Taste the Knee
|name=6C
</gallery>
|data=
</div>
{{AttackDataHeader-BBCF}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6C}}
{{#lst:{{PAGENAME}}/Data|6C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*It has a large startup and limited options if blocked, so it's not very useful outside of combos.
*It has a large startup and limited options if blocked, so it's not very useful outside of combos.
*Jump-cancelable on block
*Jump-cancelable on block
*Fatal Counter
*Fatal Counter makes it untechable until they hit the ground
*Invuln against Foot Property moves
*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.
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].  


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.
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.


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.  
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.


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.
</div>
}}
</div>
}}


====== <span style="visibility:hidden;font-size:0">3C</span> ======
===<big>3C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Bullet_3C.png |caption=Sweep the leg
<div class="attack-gallery">
|name=3C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_3C.png |Sweep the leg
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|3C}}
{{#lst:{{PAGENAME}}/Data|3C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Good for low profiling slow pokes when 2B won't hit
*Good for low profiling slow pokes when 2B won't hit
*Fatal Counter  
*Fatal Counter massively increases untech time
*Body invuln from frame 10-20, but Active on frame 21.
*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.
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.  
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">j.A</span> ======
===<big>j.A</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Bullet_jA.png |caption= jump* poke poke poke
<div class="attack-gallery">
|name=j.A
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_jA.png | jump* poke poke poke
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.A}}
{{#lst:{{PAGENAME}}/Data|j.A}}
{{!}}-
|}
{{Description|8|text=
==== ====
* Good Air to Air up close  
* 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.  
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.  
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
 
{{MoveData
===<big>j.B</big>===
|image=BBCP_Bullet_jB.png |caption=Kick 'em in the face
<div class="attack-container">
|name=j.B
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCP_Bullet_jB.png |Kick 'em in the face
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.B}}
{{#lst:{{PAGENAME}}/Data|j.B}}
{{!}}-
|}
{{Description|8|text=
==== ====
*An air-to-air kick with fair range.
*An air-to-air kick with fair range.
*Use if you need the range over speed.
*Use if you need the range over speed.
Line 299: Line 353:
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.
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 further air options or fall to the ground and either continue with grounded options (e.g microdash 6B) or jump again into another j.B.
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)
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">j.C</span> ======
===<big>j.C</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Bullet_jC.png |caption=Basically does everything
<div class="attack-gallery">
|name=j.C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_jC.png |Basically does everything
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.C}}
{{#lst:{{PAGENAME}}/Data|j.C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Has range, and a meaty hitbox, making it an ideal jump in.
*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.
*Knocks them to the ground with untech time on air counter hit. Can be picked up for a combo.
*Jump cancelable only on hit.
*Jump cancelable only on hit.
*Can be used to buffer 720A or 360B as it will not jump cancel on block.
*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.
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
====== <span style="visibility:hidden;font-size:0">5D</span> ======
 
{{MoveData
===<big>5D</big>===
|image=BBCP_Bullet_5D.png |caption=zoop
<div class="attack-container">
|name=5D
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF|version=yes}}
BBCP_Bullet_5D.png |zoop
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Lv 0}}
{{AttackVersion|name=Lv 0}}
{{#lst:{{PAGENAME}}/Data|5D Lv 0}}
{{#lst:{{PAGENAME}}/Data|5D Lv 0}}
{{!}}-
|-
{{AttackVersion|name=Lv 1 and 2}}
{{AttackVersion|name=Lv 1 and 2}}
{{#lst:{{PAGENAME}}/Data|5D Lv 1,2}}
{{#lst:{{PAGENAME}}/Data|5D Lv 1,2}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Holding 4D and not letting go will always keep Bullet from activating, even on a target in range
*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.  
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.  
Line 342: Line 407:


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
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
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">j.D</span> ======
===<big>j.D</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Bullet_5D.png |caption=air zoop
<div class="attack-gallery">
|name=j.D
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_5D.png |air zoop
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Lv 0}}
{{AttackVersion|name=Lv 0}}
{{#lst:{{PAGENAME}}/Data|j.D Lv 0}}
{{#lst:{{PAGENAME}}/Data|j.D Lv 0}}
{{!}}-
|-
{{AttackVersion|name=Lv 1 and 2}}
{{AttackVersion|name=Lv 1 and 2}}
{{#lst:{{PAGENAME}}/Data|j.D Lv 1,2}}
{{#lst:{{PAGENAME}}/Data|j.D Lv 1,2}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Essential for combos, and can be special-cancelled now.
*Essential for combos, and can be special-cancelled now.
*Holding 4D and not letting go will always keep Bullet from activating, even on a target in range
*Holding 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.
*Holding the button will increase the ring's size.
*Higher Heat levels give more frame advantage on block.
*Hitting back while holding will cancel it.
*Hitting back while holding will cancel it.
*Instant j.D will catch most tech rolls in the corner, and can beat reversals if you have at least one heat level. IAD over their head for a crossup.
*Gains invuln on travel with at least one heat level
*Use instant j.D after Cutting Sheer oki to catch tech rolls in the corner.  


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 5D, 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 good to make your opponent hesitant. 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.


j.D. Has a wide variety of uses. Use it for combos, to catch options, or to delay your descent on an approach and bait an anti-air. Like all other drive moves, can be canceled into any special, Rage Aggressor or Wadcutter engage. It's also common to cancel j.D into OD and then go straight into Rage Aggressor to end some rounds. Depending on Bullet's height on block, you're free to use an air normal while you descend. Not the safest option, but good to make your opponent hesitant.
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.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">2D</span> ======
===<big>2D</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Bullet_2D.png |caption=A mix-up tool with a confusing animation
<div class="attack-gallery">
|name=2D
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_2D.png |A mix-up tool with a confusing animation
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Lv 0}}
{{AttackVersion|name=Lv 0}}
{{#lst:{{PAGENAME}}/Data|2D Lv 0}}
{{#lst:{{PAGENAME}}/Data|2D Lv 0}}
{{!}}-
|-
{{AttackVersion|name=Lv 1}}
{{AttackVersion|name=Lv 1}}
{{#lst:{{PAGENAME}}/Data|2D Lv 1}}
{{#lst:{{PAGENAME}}/Data|2D Lv 1}}
{{!}}-
|-
{{AttackVersion|name=Lv 2}}
{{AttackVersion|name=Lv 2}}
{{#lst:{{PAGENAME}}/Data|2D Lv 2}}
{{#lst:{{PAGENAME}}/Data|2D Lv 2}}
{{!}}-
|}
{{Description|9|text=
==== ====
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.
 
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 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.
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.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">6D</span> ======
===<big>6D</big>===
{{MoveData
<div class="attack-container">
|image=BBCP_Bullet_6D.png |caption=A mix-up tool with a less confusing animation
<div class="attack-gallery">
|name=6D
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_6D.png |A mix-up tool with a less confusing animation
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Lv 0}}
{{AttackVersion|name=Lv 0}}
{{#lst:{{PAGENAME}}/Data|6D Lv 0}}
{{#lst:{{PAGENAME}}/Data|6D Lv 0}}
{{!}}-
|-
{{AttackVersion|name=Lv 1}}
{{AttackVersion|name=Lv 1}}
{{#lst:{{PAGENAME}}/Data|6D Lv 1}}
{{#lst:{{PAGENAME}}/Data|6D Lv 1}}
{{!}}-
|-
{{AttackVersion|name=Lv 2}}
{{AttackVersion|name=Lv 2}}
{{#lst:{{PAGENAME}}/Data|6D Lv 2}}
{{#lst:{{PAGENAME}}/Data|6D Lv 2}}
{{!}}-
|}
{{Description|9|text=
==== ====
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.
*A staple in more damaging routes
 
*Leads into H2 anywhere
Used in corner combos when coming after Heat 2 Piercing Engage due to its high hitstun. Generally followed up into charged Flint Shooter.
*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.


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.
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.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
====== <span style="visibility:hidden;font-size:0">Forward Throw</span> ======
===<big>Forward Throw</big>===
{{MoveData
<span class="input-badge">'''6B+C'''</span>
|image=BBCP_Bullet_BC.png |caption=Bounces them off the wall
<div class="attack-container">
|name=Forward Throw
<div class="attack-gallery">
|input=6B+C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_BC.png |Bounces them off the wall
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|BC}}
{{#lst:{{PAGENAME}}/Data|BC}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Wallbounces Midscreen
*Wallbounces Midscreen
*Wallsplats in the corner
*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.  
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.  
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Backward Throw</span> ======
 
{{MoveData
===<big>Backward Throw</big>===
|image=BBCP_Bullet_4BC.png |caption=Death by thighs
<span class="input-badge">'''4B+C'''</span>
|name=Backward Throw
<div class="attack-container">
|input=4B+C
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCP_Bullet_4BC.png |Death by thighs
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|4BC}}
{{#lst:{{PAGENAME}}/Data|4BC}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Both forward and back throw are good for combos. use the one that brings them closer to the corner.
*Combos directly into astral.
*Combos directly into astral.
*Combos directly into Rage Aggressor for high unburstable damage
*Combos directly into Rage Aggressor for high unburstable damage
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">Air Throw</span> ======
===<big>Air Throw</big>===
{{MoveData
<span class="input-badge">'''j.B+C'''</span>
|image=BBCP_Bullet_jBC.png |caption=Similar to the ground forward throw
<div class="attack-container">
|name=Air Throw
<div class="attack-gallery">
|input=j.B+C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_jBC.png |Similar to the ground forward throw
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.BC}}
{{#lst:{{PAGENAME}}/Data|j.BC}}
{{!}}-
|}
{{Description|8|text=
==== ====
*A standard air throw, making it a handy air-to-air when they're close.
*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.
====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ======
</div>
{{MoveData
</div>
|image=BBCP_Bullet_6B.png |caption=Don't get yourself in situations when you have to use this
 
|name=Counter Assault
===<big>Counter Assault</big>===
|input=6A+B during blockstun w/50%
<span class="input-badge">'''When blocking 6A+B'''</span>
|data=
<div class="attack-container">
{{AttackDataHeader-BBCF}}
<div class="attack-gallery">
{{!}}-
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Bullet_6B.png |Don't get yourself in situations when you have to use this
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6AB}}
{{#lst:{{PAGENAME}}/Data|6AB}}
{{!}}-
|}
{{Description|8|text=
==== ====
*It's got a bleh hitbox, but the startup is alright for what it is.
*It's got a bleh hitbox, but the startup is alright for what it is.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ======
 
{{MoveData
===<big>Crush Trigger</big>===
|image=BBCP_Bullet_AB.png |caption=There's never enough ways to crack the enemy open
<span class="input-badge">'''5A+B (Chargeable)'''</span>
|name=Crush Trigger
<div class="attack-container">
|input=A+B w/25% Heat
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF|version=yes}}
BBCP_Bullet_AB.png |There's never enough ways to crack the enemy open
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Uncharged}}
{{AttackVersion|name=Uncharged}}
{{#lst:{{PAGENAME}}/Data|5AB}}
{{#lst:{{PAGENAME}}/Data|5AB}}
{{!}}-
|-
{{AttackVersion|name=Charged}}
{{AttackVersion|name=Charged}}
{{#lst:{{PAGENAME}}/Data|5[AB]}}
{{#lst:{{PAGENAME}}/Data|5[AB]}}
{{!}}-
|}
{{Description|9|text=
==== ====
*That startup is huge! But can be used if they are respecting you hard.
*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
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Specials==
==Specials==
====== <span style="visibility:hidden;font-size:0">Wadcutter Engage</span> ======
===<big>Wadcutter Engage</big>===
{{MoveData
<span class="input-badge">'''D during a D normal'''</span>
|image=BBCP_Bullet_5DD.png |caption=Grab 'em by the collar and make them explode
<div class="attack-container">
|name=Wadcutter Engage
<div class="attack-gallery">
|input=D during a D normal
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_5DD.png |Grab 'em by the collar and make them explode
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5D~D}}
{{#lst:{{PAGENAME}}/Data|5D~D}}
{{!}}-
|}
{{Description|8|text=
==== ====
*One of the better engages for midscreen combos.
*One of the better engages for midscreen combos.


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
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.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">Flint Shooter</span> ======
===<big>Flint Shooter</big>===
{{MoveData
<span class="input-badge">'''236A'''</span>
|image=BBCP_Bullet_236A.png |caption=Not for, but against zoning
<div class="attack-container">
|name=Flint Shooter
<div class="attack-gallery">
|input=236A
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_236A.png |Not for, but against zoning
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Lv 0}}
{{AttackVersion|name=Lv 0}}
{{#lst:{{PAGENAME}}/Data|236A Lv 0}}
{{#lst:{{PAGENAME}}/Data|236A Lv 0}}
{{!}}-
|-
{{AttackVersion|name=Lv 1}}
{{AttackVersion|name=Lv 1}}
{{#lst:{{PAGENAME}}/Data|236A Lv 1}}
{{#lst:{{PAGENAME}}/Data|236A Lv 1}}
{{!}}-
|-
{{AttackVersion|name=Lv 2}}
{{AttackVersion|name=Lv 2}}
{{#lst:{{PAGENAME}}/Data|236A Lv 2}}
{{#lst:{{PAGENAME}}/Data|236A Lv 2}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Gets additional hits with higher Heat levels. H1 Flint Shooter = 2 hits, H2 Flint Shooter = 3 hits.
*Gets additional hits with higher Heat levels. H1 Flint Shooter = 2 hits, H2 Flint Shooter = 3 hits.
*Counterhit gives you an easy combo
*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.


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, 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.
</div>
</div>


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.
===<big>Flint Shooter (Charged)</big>===
}}
<span class="input-badge">'''236[A]'''</span>
}}
<div class="attack-container">
====== <span style="visibility:hidden;font-size:0">Flint Shooter (Charged)</span> ======
<div class="attack-gallery">
{{MoveData
<gallery widths="210px" heights="210px" mode="nolines">
|image=BBCP_Bullet_236A_charged.png |caption=A great combo tool. Now with neutral!
BBCP_Bullet_236A_charged.png |A great combo tool. Now with neutral!
|name=Flint Shooter (Charged)
</gallery>
|input=236[A]
</div>
|data=
<div class="attack-info">
{{AttackDataHeader-BBCF|version=yes}}
{| class="wikitable attack-data"
{{!}}-
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Lv 0}}
{{AttackVersion|name=Lv 0}}
{{#lst:{{PAGENAME}}/Data|236[A] Lv 0}}
{{#lst:{{PAGENAME}}/Data|236[A] Lv 0}}
{{!}}-
|-
{{AttackVersion|name=Lv 1}}
{{AttackVersion|name=Lv 1}}
{{#lst:{{PAGENAME}}/Data|236[A] Lv 1}}
{{#lst:{{PAGENAME}}/Data|236[A] Lv 1}}
{{!}}-
|-
{{AttackVersion|name=Lv 2}}
{{AttackVersion|name=Lv 2}}
{{#lst:{{PAGENAME}}/Data|236[A] Lv 2}}
{{#lst:{{PAGENAME}}/Data|236[A] Lv 2}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Hits a little higher than the uncharged version
*Hits a little higher than the uncharged version
*Goes farther with higher Heat levels
*Goes farther with higher Heat levels
*Gives you an easy combo on hit
*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.
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.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Cutting Sheer</span> ======
 
{{MoveData
===<big>Cutting Sheer</big>===
|image=BBCP_Bullet_623B.png |caption=Has a penchant for missing
<span class="input-badge">'''623B'''</span>
|name=Cutting Sheer
<div class="attack-container">
|input=623B
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCP_Bullet_623B.png |Has a penchant for missing
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|623B}}
{{#lst:{{PAGENAME}}/Data|623B}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Reversal
*Reversal
*Combo Ender except for notably longer combos
*Combo Ender, usually


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.
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.  


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.
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.


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.
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.
}}
 
}}
</div>
</div>


====== <span style="visibility:hidden;font-size:0">Explode Engage</span> ======
===<big>Explode Engage</big>===
{{MoveData
<span class="input-badge">'''22D during Cutting Sheer'''</span>
|image=BBCP_Bullet_22D.png |caption=A rare sight to see, but a cool one
<div class="attack-container">
|name=Explode Engage
<div class="attack-gallery">
|input=22D during Cutting Sheer
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_22D.png |Y'all ever combo after your reversal?
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|623B D}}
{{#lst:{{PAGENAME}}/Data|623B D}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Squeezes out damage before Rage Aggressor
*Squeezes out damage before Rage Aggressor
*Useful to optimize midscreen damage at the cost of oki and heat
*Useful to optimize midscreen damage at the cost of oki and heat
*Wall bounces at midscreen
*Wall bounces at midscreen
*Wall splats from at least 3/4 screen (back to corner)
*Wall splats if Bullet is close enough 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.
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


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.
</div>
}}
</div>
}}


====== <span style="visibility:hidden;font-size:0">Miquelet Capture</span> ======
===<big>Miquelet Capture</big>===
{{MoveData
<span class="input-badge">'''41236C'''</span>
|image=BBCP_Bullet_41236C.png |caption=Just don't use it as a command dash
<div class="attack-container">
|name=Miquelet Capture
<div class="attack-gallery">
|input=41236C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_41236C.png |Just don't use it as a command dash
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Miquelet}}
{{AttackVersion|name=Miquelet}}
{{#lst:{{PAGENAME}}/Data|41236C}}
{{#lst:{{PAGENAME}}/Data|41236C}}
{{!}}-
|-
{{AttackVersion|name=Brake}}
{{AttackVersion|name=Brake}}
{{#lst:{{PAGENAME}}/Data|41236C B}}
{{#lst:{{PAGENAME}}/Data|41236C B}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Has projectile invuln.
*Has projectile invuln. Use it to call out careless zoning
*Combo throw, but suffers from standard combo proration like any normal strike move. Very useful for combos and corner carry
*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.
*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.
*Highly punishable on whiff, even if you Brake
*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.
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 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.  
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.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">Piercing Engage</span> ======
===<big>Piercing Engage</big>===
{{MoveData
<span class="input-badge">'''236D during Miquelet Capture'''</span>
|image=BBCP_Bullet_236D.png |caption=This baby hurts
<div class="attack-container">
|name=Piercing Engage
<div class="attack-gallery">
|input=236D during Miquelet Capture
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_236D.png |This baby hurts
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|41236C 236D}}
{{#lst:{{PAGENAME}}/Data|41236C 236D}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Great for H2 corner combos
*Great for H2 corner combos
*Wallsticks in the corner
*Wallsticks in the corner
*H2 version Wallbounces Midscreen in OD
*H2 version Wallbounces Midscreen in OD


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.
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.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">Snap Hands Fist</span> ======
===<big>Snap Hands Fist</big>===
{{MoveData
<span class="input-badge">'''623C (air OK)'''</span>
|image=BBCP_Bullet_623C.png |caption=Barely even an anti-air
<div class="attack-container">
|name=Snap Hands Fist
<div class="attack-gallery">
|input=623C, air OK
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_623C.png |Barely even an anti-air
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|623C}}
{{#lst:{{PAGENAME}}/Data|623C}}
{{!}}-
|-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.623C}}
{{#lst:{{PAGENAME}}/Data|j.623C}}
{{!}}-
|}
{{Description|9|text=
==== ====
* Great combo tool in the corner
* Comboable on CH
* Wallsplats when tossed into the corner
* Wallsplats when tossed into the corner
* Ground version unblockable
* Ground version unblockable
* Air version better for combos
* 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 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, the trajectory of snap has changed, meaning that 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. Note that this doesn't work on ALL characters, and the dash timings vary depending on your opponent's character.
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  


It's pretty easy to combo into Rage Aggressor from anywhere on the stage when you need to close a round.  
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 squeeze out more damage, corner carry, and better oki. On CH, the opponent is in hit stun until they hit the ground, removing the heat and meter requirement to followup. Regardless, it's an extremely risky anti air!
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.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">Flechette Engage</span> ======
===<big>Flechette Engage</big>===
{{MoveData
<span class="input-badge">'''623D during Snap Hands Fist'''</span>
|image=BBCP_Bullet_623D.png |caption=DUNK.
<div class="attack-container">
|name=Flechette Engage
<div class="attack-gallery">
|input=623D during Snap Hands Fist
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_623D.png |DUNK.
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|623C 623D}}
{{#lst:{{PAGENAME}}/Data|623C 623D}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Good for some corner combos
*Good for some corner combos
*Massive Damage when used early in a combo
*Massive Damage when used early in a combo
Line 706: Line 855:


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.
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.
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">Cross Firewheel</span> ======
===<big>Cross Firewheel</big>===
{{MoveData
<span class="input-badge">'''360B'''</span>
|image=BBCF_Bullet_CrossfireWheel.png |caption=Heel drop
<div class="attack-container">
|name=Cross Firewheel
<div class="attack-gallery">
|input=360B
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCF_Bullet_CrossfireWheel.png |Heel drop
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|360B}}
{{#lst:{{PAGENAME}}/Data|360B}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Good Mixup tool
*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 recovery can be punished if the opponent jumps before it connects
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 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
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.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Shot Shell Engage</span> ======
 
{{MoveData
===<big>Shot Shell Engage</big>===
|image=BBCF_Bullet_Shot_Shell_Engage.png |caption=Drag your opponent through the dirt!
<span class="input-badge">'''63214D during Cross Firewheel'''</span>
|name=Shot Shell Engage
<div class="attack-container">
|input=63214D during Cross Firewheel
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCF_Bullet_Shot_Shell_Engage.png |Drag your opponent through the dirt!
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|360B 63214D}}
{{#lst:{{PAGENAME}}/Data|360B 63214D}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Switches sides
*Switches sides
*Wallbounces when far from corner
*Wallbounces when far from corner
*Wallsticks if corner is close to Bullet
*Wallsplats if corner is close to Bullet


Cross'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 stick if your back is close enough to a corner, similar to Explode Engage
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
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">After Burner</span> ======
===<big>After Burner</big>===
{{MoveData
<span class="input-badge">'''214D (Chargeable)'''</span>
|image=BBCP_Bullet_214D.png |caption=For when they try to make fun of your stubby dash
<div class="attack-container">
|name=After Burner
<div class="attack-gallery">
|input=214D
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_214D.png |For when they try to make fun of your stubby dash
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|214D}}
{{#lst:{{PAGENAME}}/Data|214D}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Used at the end of some combos to get a Heat level
*Used at the end of some combos to get a Heat level
*Can be charged for 2 Heat levels, but it's pretty risky
*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
*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.  
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.  
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Drives==
==Distortion Drives==
====== <span style="visibility:hidden;font-size:0">Rage Aggressor</span> ======
===<big>Rage Aggressor</big>===
{{MoveData
<span class="input-badge">'''2363214C'''</span>
|image=BBCP_Bullet_2363214C.png |caption=The ultimate combo ender.
<div class="attack-container">
|name=Rage Aggressor
<div class="attack-gallery">
|input=2363214C
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_2363214C.png |The ultimate combo ender.
{{AttackDataHeader-BBCF|version=yes}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Attack}}
{{AttackVersion|name=Attack}}
{{#lst:{{PAGENAME}}/Data|2363214C}}
{{#lst:{{PAGENAME}}/Data|2363214C}}
{{!}}-
|-
{{AttackVersion|name=OD Followup}}
{{AttackVersion|name=OD Followup}}
{{#lst:{{PAGENAME}}/Data|2363214C OD Followup}}
{{#lst:{{PAGENAME}}/Data|2363214C OD Followup}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Never use this outside of combos. It doesn't even have invuln. Really, don't try it.
*Never use this outside of combos. It doesn't even have invuln. Really, don't try it.
*However, during combos, go nuts.
*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.
</div>
</div>


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 after this super to catch tech rolls. The OD damage is nerfed but still worth going for if you want to close out a round.
===<big>Serpentine Assault</big>===
}}
<span class="input-badge">'''720A'''</span>
}}
<div class="attack-container">
 
<div class="attack-gallery">
====== <span style="visibility:hidden;font-size:0">Serpentine Assault</span> ======
<gallery widths="210px" heights="210px" mode="nolines">
{{MoveData
BBCP_Bullet_720A.png |And they said she's not a grappler.
|image=BBCP_Bullet_720A.png |caption=And they said she's not a grappler.
</gallery>
|name=Serpentine Assault
</div>
|input=720A
<div class="attack-info">
|data=
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|720A}}
{{#lst:{{PAGENAME}}/Data|720A}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Some say using meter for a command grab is a waste and too risky. Give them the flamey-fist of doom.
*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.
*Carries them to the corner.
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*Buffer during 5B/6B dashcancel
*Buffer during 5B/6B dashcancel
*Buffer during whiff Miquelet break after 5D
*Buffer during whiff Miquelet break after 5D
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">Frangible Engage</span> ======
===<big>Frangible Engage</big>===
{{MoveData
<span class="input-badge">'''720D during Serpentine Assault'''</span>
|image=BBCP_Bullet_720D.png |caption=It's not over yet!
<div class="attack-container">
|name=Frangible Engage
<div class="attack-gallery">
|input=720D during Serpentine Assault
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_720D.png |It's not over yet!
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|720A 720D}}
{{#lst:{{PAGENAME}}/Data|720A 720D}}
{{!}}-
|}
{{Description|8|text=
==== ====
*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...
*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.
*Also doesn't improve with Overdrive.
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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
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
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">Blackout</span> ======
===<big>Blackout</big>===
{{MoveData
<span class="input-badge">'''1080D during Frangible Engage'''</span>
|image=BBCP_Bullet_1080D.png |caption=Lights out!
<div class="attack-container">
|name=Blackout
<div class="attack-gallery">
|input=1080D during Frangible Engage
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCP_Bullet_1080D.png |Lights out!
{{AttackDataHeader-BBCF}}
</gallery>
{{!}}-
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|720A 720D 1080D}}
{{#lst:{{PAGENAME}}/Data|720A 720D 1080D}}
{{!}}-
|}
{{Description|8|text=
==== ====
*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.
*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.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
 
|image=BBCF_Bullet_ExcecutionManeuver.png
===<big>Execution Maneuver</big>===
|input=ABCD during Overdrive |caption=Dat corner carry
<span class="input-badge">'''ABCD during Overdrive'''</span>
|name=Execution Maneuver
<div class="attack-container">
|data=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Bullet_ExcecutionManeuver.png|Dat corner carry
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|ABCD}}
{{#lst:{{PAGENAME}}/Data|ABCD}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Does not cost Heat, but immediately ends Overdrive when used
*Does not cost Heat, but immediately ends Overdrive when used
*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 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.  
*Good vertical hitbox
}}
 
}}
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, has no minimal damage and cannot be rapid-canceled.  
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Hard Kill Bringer</big>===
|image=BBCP_Bullet_AH.png |caption=Actually not that hard to kill with
<span class="input-badge">'''632146D'''</span>
|name=Hard Kill Bringer
<div class="attack-container">
|input=632146D
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCP_Bullet_AH.png |Actually not that hard to kill with
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|Astral}}
{{#lst:{{PAGENAME}}/Data|Astral}}
{{!}}-
|}
{{Description|8|text=
==== ====
Bullet's Astral. Easily comboable from her back throw or wall splat Snap Hands Fist. Also comboable after 3C
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.
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.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


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*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=bl&pref=0 Arcade Profile Dan Rankings]
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=bl&pref=0 Arcade Profile Dan Rankings]
*[http://www.dustloop.com/forums/showthread.php?15348 Character Video Thread]
*[http://www.dustloop.com/forums/showthread.php?15348 Character Video Thread]
*[https://twitter.com/i/events/878282952408477697 A nice thread of Bullet Tech]
<br style="clear:both;"/>
<br style="clear:both;"/>
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBCF}}
{{Navbar-BBCF}}

Revision as of 04:35, 27 November 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    
Overview
Overview

Bullet is a hybrid rushdown/grappler 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.


Bullet
BBCF Bullet Portrait.png


Drive: Lock-On

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.
  • In Heat, all Drive attacks do slightly more damage
  • Other moves gain new properties in Heat explained in their move descriptions.

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

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  • Just an average jab with a fast startup. 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.

5B

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  • 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.

5C

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  • 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

2A

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  • 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.

2B

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  • 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 filler. Keep in mind, however, that you can't jump cancel this normal to reset pressure.

2C

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  • 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.

6A

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  • 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.

6B

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  • 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

6C

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  • 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.

3C

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  • 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.

j.A

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  • 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.

j.B

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  • 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)

j.C

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  • 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.


Drive Moves

5D

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Lv 0
Lv 1 and 2

  • 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

j.D

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Lv 0
Lv 1 and 2

  • Essential for combos, and can be special-cancelled now.
  • Holding 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
  • Use instant j.D after Cutting Sheer oki to catch tech rolls in the corner.

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 5D, 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 good to make your opponent hesitant. 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.

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.

2D

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Lv 0
Lv 1
Lv 2

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.

6D

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Lv 0
Lv 1
Lv 2

  • A staple in more damaging routes
  • 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.


Universal Mechanics

Forward Throw

6B+C

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  • 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.

Backward Throw

4B+C

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  • Combos directly into astral.
  • Combos directly into Rage Aggressor for high unburstable damage

Air Throw

j.B+C

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  • 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.

Counter Assault

When blocking 6A+B

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  • It's got a bleh hitbox, but the startup is alright for what it is.

Crush Trigger

5A+B (Chargeable)

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Uncharged
Charged

  • 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


Specials

Wadcutter Engage

D during a D normal

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  • 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.

Flint Shooter

236A

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Lv 0
Lv 1
Lv 2

  • 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)

236[A]

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Lv 0
Lv 1
Lv 2

  • Hits a little higher than the uncharged version
  • 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.

Cutting Sheer

623B

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  • Reversal
  • 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.

Explode Engage

22D during Cutting Sheer

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  • 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

Miquelet Capture

41236C

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Miquelet
Brake

  • 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.

Piercing Engage

236D during Miquelet Capture

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  • 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)

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Ground
Air

  • 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.

Flechette Engage

623D during Snap Hands Fist

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  • 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.

Cross Firewheel

360B

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  • 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

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  • 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

After Burner

214D (Chargeable)

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  • 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.


Distortion Drives

Rage Aggressor

2363214C

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Attack
OD Followup

  • 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.

Serpentine Assault

720A

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  • 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

Frangible Engage

720D during Serpentine Assault

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  • 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

Blackout

1080D during Frangible Engage

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  • 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.


Exceed Accel

Execution Maneuver

ABCD during Overdrive

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  • 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

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, has no minimal damage and cannot be rapid-canceled.


Astral Heat

Hard Kill Bringer

632146D

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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.


External References


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