BBCF/Bullet

From Dustloop Wiki
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    
Overview
Overview
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.
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, she simply cancels the stance).

  • Bullet gains a Heat Up level when she hits with her Drive. At Level 1 she has an orange silhouette, at Level 2 she has a red silhouette.
  • Drive is special cancellable on hit, and applies Heat before the special move comes out, leading to new combo opportunities.
  • Heat Up levels last for 900 frames; the timer resets each time she gains another level. Gaining levels when you're already at Lv2 resets the timer.
  • Every special move and Serpentine Assault have followup "Engage" moves that use the D button. Engage moves add additional damage and allow for followup combos. Using these "Engage" moves will revert Bullet's heat level back to 0, but it can increase again even within the same combo.
  • With at least one Heat Level, Bullet will deal more damage and gain full invulnerability on travel.
  • By inputting and holding 4D, the ring will come out but Bullet will not launch herself at her opponent.

Bullet's Ovedrive is versatile, you can use it for extremely damaging unburstable combos, even entering it mid-combo. You can use it at the beginning of the match to get yourself a guaranteed Heat Up level (for example, if you expect your opponent to outrun you). Like other overdrives, has invuln frames. Unlike most Overdrives, these invuln frames can be used to reversal with Serpentine Assault for massive, unburstable damage. Somewhat similar to Hakumen's "Mugen", your best combos in Overdrive come from chaining specials (and engages!) one after another. Keep in mind, if you use an engage while Overdrive ends, you will still lose a Heat Up level. If you quickly need to jump from H0 (Heat Up Level 0) to H2, you can OD cancel from any drive move and combo afterwards.

  • After using Overdrive, Bullet immediately gains a single Heat Up level.
  • During Overdrive, Bullet can dash further.
  • During Overdrive, Bullet's Heat Up level will never decrease, even when using an Engage move.
  • After leaving the Overdrive state, Bullet retains the Heat Up level she gained while entering it.
  • The Heat Up level timer freezes while in Overdrive, and resets after Bullet leaves the Overdrive state.


Bullet
BBCF Bullet Portrait.png

Normal Moves

5A
5A
BBCP Bullet 5A.png
Just another punch
Template:AttackDataHeader-BBCF
  • 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
5B
BBCP Bullet 5B.png
The best non-Drive poke you got
Template:AttackDataHeader-BBCF
  • 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
5C
BBCP Bullet 5C.png
Flamey punch brings satisfaction
Template:AttackDataHeader-BBCF
  • Pushes Bullet forward, making it useful for frametraps
  • Forces FC on Counter Hit
  • Causes ground slide on air hit

One of Bullet's best starters, so use it for a high damage punish. In CF, it has given back it's ability to force Fatal Counter on Counter Hit so punishes will hurt a bit more than they did in CPEX. Leads into massive damage, and more than likely will get bursted immediately because of it.

5[C] has been removed in CF, making this the only version of 5C. However, even without the presence of 5[C], 5C can still be a good place to reset pressure sparingly by taking advantage of people expecting you to cancel into 2C, Flint Shooter or Charged Flint Shooter.

2A
2A
BBCP Bullet 2A.png
poke poke poke dash* poke poke
Template:AttackDataHeader-BBCF
  • 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 also do a tick throw setup by doing 2a > delay microdash Throw or Cross Firewheel as an alternate mixup.

66 > 2a > 4ab after knockdown is an option select that hits or misses with 2a due to tech and then either barriers if they tech or confirms your pick up combo with 5b. Extremely useful for if your pressure is being disrespected. Also works well with the 2a serpentine setup, which looks extremely similar to this.

2B
2B
BBCP Bullet 2B.png
Best low normal and a solid poke in its own right
Template:AttackDataHeader-BBCF
  • 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
2C
BBCP Bullet 2C.png
Criss-cross!
Template:AttackDataHeader-BBCF
  • 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
6A
BBCP Bullet 6A.png
It's an overhead
Template:AttackDataHeader-BBCF
  • 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
6B
BBCP Bullet 6B.png
Pretty good as far as anti-airs go
Template:AttackDataHeader-BBCF
  • 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
6C
BBCP Bullet 6C.png
Taste the Knee
Template:AttackDataHeader-BBCF
  • 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
3C
BBCP Bullet 3C.png
Sweep the leg
Template:AttackDataHeader-BBCF
  • 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
j.A
BBCP Bullet jA.png
jump* poke poke poke
Template:AttackDataHeader-BBCF
  • 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
j.B
BBCP Bullet jB.png
Kick 'em in the face
Template:AttackDataHeader-BBCF
  • 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 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.

j.C
j.C
BBCP Bullet jC.png
Basically does everything
Template:AttackDataHeader-BBCF
  • 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.


Drive Moves

5D
5D
BBCP Bullet 5D.png
zoop
Template:AttackDataHeader-BBCF
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
j.D
BBCP Bullet 5D.png
air zoop
Template:AttackDataHeader-BBCF
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.
  • Instant j.D catches tech rolls in the corner, and can clash with reversals if you have at least one heat level.


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. 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.

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
2D
BBCP Bullet 2D.png
A mix-up tool with a confusing animation
Template:AttackDataHeader-BBCF
Lv 0
Lv 1
Lv 2

While it is slow and has large recovery on whiff, with heat it's plus on block and on hit 2D leads to great midscreen damage with Heat 2 by using 2D~D.

As Bullet drives have high startup, wary opponents may react by jumping to avoid the 2D/6D mixup. 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
6D
BBCP Bullet 6D.png
A mix-up tool with a less confusing animation
Template:AttackDataHeader-BBCF
Lv 0
Lv 1
Lv 2
  • A staple in more damaging routes
  • Leads into H2 anywhere

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. It also enforces the 50/50 between 6D and 2D and leads into great damage. 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 better for continuing them. It doesn't have 2D's limitations on followups, 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 character heights and hurtboxes.


Universal Mechanics

Forward Throw
Forward Throw
6B+C
BBCP Bullet BC.png
Bounces them off the wall
Template:AttackDataHeader-BBCF
  • 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
Backward Throw
4B+C
BBCP Bullet 4BC.png
Death by thighs
Template:AttackDataHeader-BBCF
  • Combos directly into astral.
  • Combos directly into Rage Aggressor for high unburstable damage
Air Throw
Air Throw
j.B+C
BBCP Bullet jBC.png
Similar to the ground forward throw
Template:AttackDataHeader-BBCF
  • 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
Counter Assault
6A+B during blockstun w/50%
BBCP Bullet 6B.png
Don't get yourself in situations when you have to use this
Template:AttackDataHeader-BBCF
  • It's got a bleh hitbox, but the startup is alright for what it is.
Crush Trigger
Crush Trigger
A+B w/25% Heat
BBCP Bullet AB.png
There's never enough ways to crack the enemy open
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • That startup is huge! But can be used if they are respecting you hard.


Specials

Wadcutter Engage
Wadcutter Engage
D during a D normal
BBCP Bullet 5DD.png
Grab 'em by the collar and make them explode
Template:AttackDataHeader-BBCF
  • 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
Flint Shooter
236A
BBCP Bullet 236A.png
Not for, but against zoning
Template:AttackDataHeader-BBCF
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)
Flint Shooter (Charged)
236[A]
BBCP Bullet 236A charged.png
A great combo tool. Now with neutral!
Template:AttackDataHeader-BBCF
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
Cutting Sheer
623B
BBCP Bullet 623B.png
Has a penchant for missing
Template:AttackDataHeader-BBCF
  • 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
Explode Engage
22D during Cutting Sheer
BBCP Bullet 22D.png
Y'all ever combo after your reversal?
Template:AttackDataHeader-BBCF
  • 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
Miquelet Capture
41236C
BBCP Bullet 41236C.png
Just don't use it as a command dash
Template:AttackDataHeader-BBCF
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. This can also make using its engages awkward, because they'll be wall splat much higher than usual.

Piercing Engage
Piercing Engage
236D during Miquelet Capture
BBCP Bullet 236D.png
This baby hurts
Template:AttackDataHeader-BBCF
  • Great for H2 corner combos
  • Wallsticks in the corner
  • 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.

Snap Hands Fist
Snap Hands Fist
623C, air OK
BBCP Bullet 623C.png
Barely even an anti-air
Template:AttackDataHeader-BBCF
Ground
Air
  • Great combo tool in the corner
  • Wallsplats when tossed into the corner
  • Ground version unblockable
  • Air version better for combos

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.

It's pretty easy to combo into Rage Aggressor from anywhere on the stage when you need to close 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!

Flechette Engage
Flechette Engage
623D during Snap Hands Fist
BBCP Bullet 623D.png
DUNK.
Template:AttackDataHeader-BBCF
  • 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
Cross Firewheel
360B
BBCF Bullet CrossfireWheel.png
Heel drop
Template:AttackDataHeader-BBCF
  • 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

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

Shot Shell Engage
Shot Shell Engage
63214D during Cross Firewheel
BBCF Bullet Shot Shell Engage.png
Drag your opponent through the dirt!
Template:AttackDataHeader-BBCF
  • Switches sides
  • Wallbounces when far from corner
  • Wallsticks 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

After Burner
After Burner
214D
BBCP Bullet 214D.png
For when they try to make fun of your stubby dash
Template:AttackDataHeader-BBCF
  • 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
Rage Aggressor
2363214C
BBCP Bullet 2363214C.png
The ultimate combo ender.
Template:AttackDataHeader-BBCF
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.


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.

Serpentine Assault
Serpentine Assault
720A
BBCP Bullet 720A.png
And they said she's not a grappler.
Template:AttackDataHeader-BBCF
  • 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
Frangible Engage
720D during Serpentine Assault
BBCP Bullet 720D.png
It's not over yet!
Template:AttackDataHeader-BBCF
  • 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
Blackout
1080D during Frangible Engage
BBCP Bullet 1080D.png
Lights out!
Template:AttackDataHeader-BBCF
  • 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 Dat corner carry
Template:AttackDataHeader-BBCF
  • 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

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.


Astral Heat

Hard Kill Bringer
632146D
BBCP Bullet AH.png
Actually not that hard to kill with
Template:AttackDataHeader-BBCF

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


Navigation

To edit frame data, edit values in BBCF/Bullet/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.