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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Visual Examples for Beginner and Core Combos
Beginner Combos
Start here if you're new.
Combo | Position | Damage | Meter Gain | Heat Up Level | Works on: | Difficulty | Notes |
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2A > 2B > 5B > 5C > 2C > 623B | Anywhere | 1941 | 13% | H0 | Everyone | [1] Very Easy | Simple beginner combo that ends with Cutting Shear for a knockdown. You can also end it with a 214D after 2C instead since that will safely give you a Heat Level. |
6B > jc > j.C > jc > j.C > j.D > 623B | Anywhere | 2104 | 15% | H0 | Everyone | [1] Very Easy | Basic anti-air combo that ends with good oki. |
4B+C > 236[A] > 2B/5B > 6B > sjc > j.C > djc > j.C > j.D > 623B | Anywhere | 3305 | H2 | Everyone | [2] Easy | On Carl and Bang, you have to use 2B after 236[A]. | |
5B > 5C > 2C > 623B > 22D > (66) > 6C > jc > j.D > 623B | Midscreen | 2104 | 14% | H0 | Everyone | [2] Easy | Basic H2 midscreen combo. Depending on stage positioning, you may have to dash. |
5B > 5C > 2C > 41236C~236D > 6D > 623B | Corner | 3305 | H2 | Everyone | [2] Easy | Basic H2 corner combo. | |
6D, 2B > 5B > 6B > jc > j.C > jc > j.C > j.D > 623B | Anywhere | 2549 | 18% | H0 | Everyone | [2] Easy | Overhead Drive starter that takes you from H0 straight to H2. |
Core Combos
Core combos balance potency with consistency. They:
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These are the main BnBs you want to learn if you've become familiar with Bullet. Several combos here use Double Snap, a character specific link that stabilizes corner enders and lets you opt into DP oki more often. The delay sideswap ender is an easier alternative that deals less damage and requires more proration. It's good to know how to do that ender if you're less familiar with a character's double snap timing. You can substitute most of the corner starters here with 6A > 3C > 41236C or 6D/2D > 41236C, and so on.
Combo | Position | Damage | Meter Gain | Heat Up Level | Works on: | Difficulty | Notes | Video |
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5B > 5C > 2C > 41236C > 5B > 6B > jc > j.C > j.D > 623C > 6623C > 66C > jc > j.D > 623B | Corner | 3358 | 24% | H0 | Everyone | [3] Medium | H0 corner BnB Leave it at j.D if Double Snap is too hard | |
5B > 5C > 2C > 41236C > 236D > (6A) > 6C > delay sideswap jc > (j.C) > j.D > 623C > microdash 6C > jc > j.D > 623B | Corner | 4323 | H2 | Everyone | [3] Medium | H2 corner BnB, you can omit the 6A and j.C for consistency | ||
5B > 5C > 2C > 41236C > 236D > 6D > 236[A] > 623C > 6623C > 66C > jc > j.D > 623B | Corner | 4478 | H2 | Everyone | [3] Medium | Double snap timing varies depending on character | ||
5C FC > 6D > 623C > 623D > 66A > 236[A] > 66A > 6C > jc > j.D > 623B > 22D > (3C) > 2363214C | Anywhere | 7371 | H1 | j.623C whiffs on Noel, Kokonoe, Jubei, Es | [3] Medium | 6D > j.623C whiffs on the aforementioned characters. You can do a grounded 623C with a shorter combo to compensate. | ||
5C FC > ODC > 6D~D > 66C > j.623C > 623D > 66A > 6C > jc > j.D > 623B > 22D > 2363214C | Midscreen | 7933 | H1, OD | Everyone | [3] Medium | FC OD Combo. Use this to close out rounds after blocking/baiting a reversal. | ||
360B~63214D > 66 > 6B > 623C > 66 > 6C > jc > j.D > 623B | Corner | 2868 | H1 | Everyone | [3] Medium | Corner H1 command grab BnB | ||
360B~63214D > d.623C > 66 > 6C > delay sideswap jc > j.D > 623C > microdash 6C > jc > j.D > 623B | Corner | 3453 | H2 | Everyone | [3] Medium | Corner H2 command grab BnB. | ||
5B > 5C > 2C > CT > 66 > 5B > 6B > sjc > j.C > j.C > j.D > 623B | Midscreen | 2735 | 25 Meter | Everyone | [3] Medium | Midscreen BnB with meter. | ||
5B cr. > 5C > 6C > jc > j.D > 623C > 623D > 66A > 6C > j.D > 623B | Anywhere | 3988 | H1 | Everyone | [3] Medium | Crouching hit confirm. | ||
j.B+C > 66 > j.623C > 623D > 5B > 6B > sjc > j.C > j.D > 623B | Anywhere | 3265 | H1 | Everyone | [3] Medium | H1 Air throw combo. Do 2B > 6B against Carl and Bang. You can directly special cancel air throw if closer to the corner | ||
6B > 623C > 623D > 66A > 236[A] > 66A > 6C > j.D > 623B | Anywhere | 4043 | H2 | Everyone | [3] Medium | H2 antiair starter | ||
360B > 63214D > 665B > 6B > jc > j.C > djc > j.C > j.D > 623B | Midscreen | 2719 | H1 | Everyone | [3] Medium | Midscreen H1 command grab BnB | ||
360B > 63214D > 66A > 236[A] > 66A > 6C > jc > j.D > 623B | Midscreen | 3427 | H2 | Everyone | [3] Medium | Midscreen H2 command grab BnB |
Intermediate Combos
Combo | Position | Damage | Meter Gain | Heat Up Level | Works on: | Difficulty | Notes | Video |
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5B/2B > 5C > 2C > 623B ~ 22D > 66 6A > 6C > jc > j.D > 623B | Midscreen | 3398 | 24% | H2 | Everyone | [3] Medium | The j.D at the end will not connect if this combo was started in the corner. | |
5B/2B > 5C > 2C > 5A+B > (66) 5C > 3C, 41236C, 5B, 6B > 623C, 66 623C, 66 6C > jc > j.D > 623B | 3/4th from Corner | 3083 | -25% | H0 | Need testing | [3] Medium | Works from around Round start position. Double Snap. | |
5B/2B > 5C > 2C > 41236C ~ 236D, 6D > 236[A], 623C, 66 623C, 66 6C > jc > j.D > 623B | Corner | 4478 | 31% | H2 | Everyone except PL | [3] Medium | Corner H2 BNB, uses Double Snap. |
Combo | Position | Damage | Meter Gain | Heat Up Level | Works on: | Difficulty | Notes | Video |
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FC 5C > 6D > j.623C ~ 623D > 6A > 236[A] > 66 6A > 6C > jc > j.D > 623B ~ 22D > (3C) > 2363214C | Anywhere | 7371 | 46% | H1 | 6D > j.623C whiffs on Noel, Es, Kokonoe, Jubei | [3] Medium | Standard fatal combo. If you are too close to the corner when you use 22D, 3C whiffs. If you're H0, you can ODC after 5C to get a heat level and do the route as normal. | |
FC 5C/3C > 6D ~ D, 66 6A > 236[A], 66 6A > 41236C, 66 5B > 6B > sjc > j.B > j.C > jc > j.C > j.D > 623B | Midscreen | 5733 | 41% | H2 | Everyone | [3] Medium | 5C Fatal Counter Punish for when you want corner position from midscreen. |
Combo | Position | Damage | Meter Gain | Heat Up Level | Works on: | Difficulty | Notes | Video |
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6D, 2B > 5B > 6B > jc > j.C > jc > j.C > j.D > 623C ~ 623D, 66 6A > 6C > jc > j.D > 623B | Anywhere | 3418 | 24% | H0 | Everyone | [3] Medium | Improved version of the 6D H0 to H2 combo, ends at H1. You can instead choose to end with Afterburner instead of Cutting Shear to keep yourself at H2. | |
6D/2D ~ D, 66 6A > 236[A], 66 6A > 6C > jc > j.D > 623B | Midscreen | 4360 | 31 | H2 | Everyone | [4] Hard | High damage beginner Drive followup combo. Does 3458 damage if done with 5D. Ends in H1. | Video |
Combo | Position | Damage | Meter Gain | Heat Up Level | Works on: | Difficulty | Notes | Video |
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6T, 66 2B > 5B > 6B > sjc > j.B > j.C > jc > j.C j.D > 623B | Midscreen | 2597 | 18% | H0 | Everyone | [2] Easy | Basic H0 throw combo. Can also opt to end it with 214D for H2. | Video |
6T, 5C > 6C > jc > delay j.C, land 5C > 3C > 623C, 66 623C, 66 6C > jc > j.D > 623B | Corner | 3171 | 22% | H0 | Everyone | [4] Hard | Meterless, H0 corner throw combo utilizing two Snaphand Fists. Ends at H1, can end with 214D for H2. | |
6T, 6A > 236[A], 6A > 6C, delay j.C, land 6B > 623C, 66 623C, 66 6A > 6C > jc > j.D > 623B | Corner | 3274 | 23% | H0 | Everyone | [4] Hard | Improved meterless H0 corner throw combo. Slightly more damage, but slightly harder too. | |
4T > 236[A] > 2B > 5B > 6B > sjc > j.B > j.C > jc > j.C > j.D > 623B | Anywhere | 2780 | 19% | H0 | Everyone | [2] Easy | Basic Back Throw combo. | Video |
j.T, 66 6A > 236[A], 66 6A > 236[A], 66 6A > 6C > jc > j.D > 623B | Midscreen | 3006 | 21% | H0 | Everyone | [4] Hard | Standard Air Throw combo. | Video |
j.T, 66 6A > 236[A], 66 6A > 236[A], 66 6A > 6C > jc > j.D > 623B ~ 22D, 3C > 623C, 2363214C | Midscreen | 4198 | 37% | H0 | Everyone | [4] Hard | Kill confirm. If you end up near the corner, the 3C will whiff. | |
j.T, 2B > 5B > 6B > sjc > j.C > jc > j.C > j.D > 623C ~ 623D, 2B > 5B > 6B > 623C, 2363214C | Anywhere | 3773 | 20% | H0 | Everyone | [3] Medium | Easier variant of the above combo in exchange for less damage. | |
j.T, 6B > sjc > j.C > jc > j.D > 623C ~ 623D, 66 6A > 6C > j.D > 623B ~ 22D, 2363214C | Anywhere | 4214 | 23% | H1 | Everyone | [3] Medium | Heat Up level variant of the above combo. It's easier than the 6A > 236[A] loop and does more damage, but it leaves you at H0. You can instead choose to swap the end from 623B for 623C, 2363214C to keep yourself at H1. |
Combo | Position | Damage | Meter Gain | Heat Up Level | Works on: | Difficulty | Notes | Video |
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360B ~ 63214D, 5B > 6B > sjc > j.C > jc > j.C > j.D > 623B | Midscreen | 2719 | 19% | H1 | Everyone | [2] Easy | Basic Crossfire Wheel combo. | Video |
360B ~ 63214D, 6A > 236[A], 66 6A > 6C > jc > j.D > 623B | Midscreen | 3427 | 24% | H2 | Everyone | [3] Medium | Crossfire Wheel H2 combo. | Video |
360B > RC, 6A > 236[A], 6C > jc > j.D > 41236C | Anywhere | 2666 | 12% | H0 | Everyone | [2] Easy | Basic RC combo for when you have no Heat Up level. | Video |
Combo Theory
Overdrive
Bullet's OD is versatile in combos. You can use it to gain a heat level mid confirm, create better extensions, or close rounds with OD RA (though its damage sucks). In combos, OD is pretty good at all game states but is especially powerful at the start of rounds or the end of rounds. Most of Bullet's damage in OD comes from chaining H2 engagers into each other. You're basically using all of Bullet’s highest damaging moves in a row. This is the order for prioritizing specials (and their engages) in max damage OD confirms:
6D/2D > Wadcutter > Snap > Miquelet > Sheer
These specials scale particularly well into each other The main problem here is that it’s difficult to get 6D/2D > Wadcutter Edge early and still have enough OD time to chain into other specials. As such, more practical combos use Miquelet or Snap first and then immediately go into the other, followup with Sheer, and then RA or go for j.D knockdown. It looks like this:
Snap/Miquelet > Remaining Special > Sheer
The main limiting factor in Bullet’s Overdrive is that Bullet will go back to H0 if she is in any part of an Engage’s animation when Overdrive ends. This includes recovery frames, so there are times where you may think you finished an Engage on time and then lose Heat anyway. The easiest way to solve this problem is to RC an Engage when the OD Timer is about to run out. This makes it possible to chain an extra special + engage if you need the damage. Keep in mind that if you don’t think you’ll reach 50 meter after RCing, it’s more efficient to spend the meter on Rage Aggressor instead. Thankfully, as long as you’re above 50 meter when you start an OD confirm, you’ll more than likely get enough meter to super after an RC.
Heat Management
Heat management is a big part of Bullet's combo theory. Bullet needs to juggle Heat on top of damage optimization and choice of oki. Optimized routes account for Heat Levels alongside these benefits. In her worst matchups you must choose between prioritizing oki for reducing any potential shift into neutral or playing the risk of grabbing heat and giving your opponent more escape options. This is at its worst when she is at H0 with no meter. H2 routing does not often have this issue as most H2 routes lead right back into H2.
You can offset this problem in 2 ways: With meter, and with good CH/crouching hit confirms. You can spend meter on crush trigger or even an RC if the situation is dire enough. Most CT routes combo into j.D, which gives you great flexibility in your enders. Most CH/crouching hit confirms lead into good oki *and* damage. Some of these require more awareness than others, but it’s best to keep this in mind while experimenting with your style.
2C > Afterburner Ender
Most heatless ground confirms at midscreen lead into 2C > 214D. You gain a Heat Level but give up on frame advantage. Your opponent has a huge amount of wakeup options on this knockdown. Bullet needs to make big commitments to cover most of them, so a smart opponent can escape for free. However, it's her easiest knockdown and it's very consistent everywhere on the screen. If you want better frame advantage, end with 623B instead.
j.D Ender
Thankfully, using a j.D ender gives you more flexibility and often gives you the best of both worlds. It's almost always the best way to gain heat, hands down. Here are two examples of a combo with a j.D ender:
5B > 6B > j.C > j.D > 623B
5B > 5C > CT > 6C > j.D > 623B
As you might've noticed, both combos require a launcher. Getting these launchers is more difficult and usually requires one or more these circumstances:
- You landed a crouch confirm
- You're close enough to corner
- You're close to your opponent
- You landed a good Counter Hit
- You have meter
You can almost always land j.D from a launcher. Most air to air confirms lead into j.D. Post j.D, you have many options with your special cancels. You can use Cutting Sheer (623B) for oki or 214D if you want another Heat Level. You can use Miquelet Capture for corner carry, a combo extender, or a frame kill using its Brake. You can even cancel directly into Rage Aggressor to cash out on damage. Either way, you can opt for better advantage on top of getting heat. The problem is that these conditions make landing j.D more situational.
You won't always have the time to confirm a crouch hit. Positioning on the screen is tricky, especially against characters with great movement. Bullet's standard launcher, 6B, has a small horizontal range so it can whiff depending on your spacing, and 6C requires a crouching opponent. Additionally, your positioning can affect the way you need to spend meter. Some stray hits need to be RC'd to confirm into j.D, and max range CT won't combo into 6C. Counter hit confirms often require situational awareness. Thankfully all of her corner BnBs lead into j.D, so you can autopilot there.
Additionally, if you're starting a combo at H1 or H2 you can keep heat more often than not. You don't need a launcher, and your restrictions on comboing into a launcher are much looser. For example, instead of a 2C > Afterburner ender you can do 2C > 623B > 22D > 3C > 214D instead. Landing an airhit 3C gives you more advantage than normal, making it a viable way to reset your heat timer at midscreen. At H2, 22D combos into 6A > 6C > j.D.
Situational Enders
2C(1) airhit > 214D and 3C air hit > 214D are less common enders with similar reward. More often than not if you land 2C(1) airhit it's combo filler, but if you opt to cancel it into Afterburner you have much more advantage than the standard 2C > Afterburner. The advantage gives you time to check forward roll and delay tech with 2A. You'll still have a decent amount of time to react to emergency tech. 3C air hit is more common because it combos off of H1 Explode Engage (22D). However, if you Explode Engage too close to the corner your opponent will be too far to land 3C.
5C > Afterburner is another niche ender. Usually it happens from an awkwardly spaced H1 22D. It doesn't give great advantage for Bullet, but it'll groundslide and create some extra time to work with. If you land this from a wall splat, you might have enough time to use Flint Shooter (236A) to cover your approach afterwards. If they're not close to the corner, you'll reset to neutral.
Double Snap Hands Fist Combos
One of Bullet's signature combo pieces is her Double Snap Hands Fist (Snap) combos. In the corner, you combo a launcher into Snap, then dash and Snap to throw them back into the corner and wall stick. This combo piece is necessary for Bullet's fully optimized confirms. In many situations, it's the best way to maximize damage AND land j.D for the heat level. Here's a common corner string that uses double snap:
5B > 6B > 623C > 66 > 623C > 66 > 6C > j.D > 623B
In this combo, the 6B functions as the launcher. You can input "6623C" as a shortcut to dash and snap. Double snap, unfortunately, is somewhat character specific. Each character has different timings for the second snap. Some characters require a short dash, others require a longer dash, and some characters have longer windows to land double snap than others. If you want to learn how to double snap, it's best to try it on big body characters like Tager or Susanoo first. Both of them have long windows.
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Combo Videos