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===Overdrive===
===Overdrive===
Overdrive in combo theory has several applications. You can use it from H0/1 to instantly hit H2 and use H2 confirms, extend combos for better knockdown on stray hits, or close rounds. This makes it great for both comebacks and for pressing advantages. Overdrive Cancels usually happen early in a combo, or very late in order to squeeze out damage from OD Rage Aggressor. When used early, you want to chain as many specials into each other as possible. This is where most of Bullet’s damage in OD comes from. You reduce combo filler from normals and use 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:
Bullet's OD is versatile in combos. You can use it gain a heat level mid confirm, better extensions, or close rounds with OD RA. This makes it great for both comebacks and for pressing advantages. Overdrive Cancels usually happen early to gain heat or do an extension, or very late in order to squeeze out damage from OD Rage Aggressor. Most of Bullet's damage in OD comes from chaining specials 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
  6D/2D > Wadcutter > Snap > Miquelet > Sheer


For a short explanation, 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:
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
  Snap/Miquelet > Remaining Special > Sheer


The main limiting factor in Bullet’s Overdrive is that Bullet does not retain her Heat Up Level if she is in any part of an Engage’s animation while 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.
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 ===
Heat management is a big part of Bullet's combo theory. Bullet needs to juggle Heat on top of other combo benefits e.g Damage and Oki. Optimized routes account for Heat Levels alongside these benefits. Unfortunately at H0 she often needs to sacrifice one advantage for another. This means H1 engages are more situational and H2 engages are where you often cash out for damage. Another benefit of H2 engages is that they often let Bullet end at H2, extending the threat of huge damage off of any hit.
Heat management is a big part of Bullet's combo theory. Bullet needs to juggle Heat on top of other combo benefits e.g Damage and Oki. Optimized routes account for Heat Levels alongside these benefits. Unfortunately at H0 she often needs to sacrifice one advantage for another. This means H1 engages are more situational and H2 engages are where you often cash out for damage. Another benefit of H2 engages is that they often let Bullet end at H2, extending the threat of huge damage off of any hit.


In certain situations you can alleviate Heat requirements. Counter/crouching hit confirms and system resources can all optimize routes to deal with lower heat levels. Some of these require more awareness than others, but it’s best to keep this in mind while experimenting with your style.  
With good Counter/crouching hit confirms and/or the right system resources you can get 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 ======
====== 2C > Afterburner Ender ======
Line 302: Line 302:
*You have meter
*You have meter


j.D combos directly from j.C, meaning you can almost always land j.D from a launcher. This also means that air to airs can often 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 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 her corner BnB (at any Heat) leads into j.D, so you can autopilot with good positioning.
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. Bullet's H2 corner BnB loops herself back to H2 on top of dealing 4K damage.
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'''
'''Situational Enders'''

Revision as of 14:22, 25 November 2021


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
H0/1/2 = Heat Up Level 0/1/2
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Combo List

For more information on Bullet's Combo Structure, check the guide here

Midscreen

(2A) > 2B > (5B) > 5C > 2C > 214D or 623B

Video Example
Damage: 1345
Notes:
* Day 1 Combo and H0 BnB at midscreen.
* Use 214D for a Heat Up Level or use 623B for good knockdown.


6B > jc > j.C > djc j.C > j.D > 623B

Damage: 2104
Notes:
* Basic anti air combo.


2A > 2B > 6B > j.B > j.C > djc j.C > j.D > 623B

Video Example
Damage: 1984
Notes:
* A better version of the H0 BnB. You need to be close to your opponent to land 6B, though.


2B / 5B > 5C > 2C > 623B > 22D > (microdash 6A) > 6C > jc > j.D > 623B

Damage: 3305
Requires: H2
Notes:
* H2 BnB at midscreen. Wait for the bounce before inputting 6C.
* If the 6C is too hard, you can 6B instead.


2A > 2B > 5C > 6C > jc j.C > j.D > 623B

Video Example
Damage: 2007
Notes: Requires Crouching
* Basic crouch confirm. Use it if you quickly notice your opponent is in crouch state mid combo


6D > 2B > 5B > 6B jc j.C > djc j.C > j.D > 623B

Damage: 2549
Notes:
* 6D confirm from H0 to H2


XD ~ D > dash 6A > 236[A] > 6A > 6C > jc j.D > 623B

Video Example
Damage: 6D/2D - 4360, j.D/5D - 3458
Requires: H2
Notes:
* Beginner Midscreen H2 combo from any drive attack.
* Ends in H1


Forward Throw > dash 2B > 5B > 6B > jc j.B > j.C > djc j.C > j.D > 623B

Video Example
Damage: 2597
Notes:
*Standard Midscreen throw combo


Back Throw > 236[A] > 2B > 5B > 6B > jc j.C > djc j.C > j.D > 623B

Video Example
Damage: 2775
Notes:
*Standard Midscren Back Throw combo


Air Throw > microdash 6A > 236[A] > microdash 6A > 236[A] > miccrodash 6A > 6C > j.D > 623B

Video Example
Damage: 3006
Notes:
  • Standard Air Throw Combo


Air Throw > 6B > sjc j.C > j.D > 623C > 623D > 2363214C

Video Example
Damage: 3846
Requires: H1, 50 meter
Notes:
* Kill confirm. If you start with H0, use 5B > 6B after 623D in order to land Rage Aggressor.


360B > 63214D > dash 5B > 6B > jc j.C > jc j.C > j.D > 623B

Video Example
Damage: 2719
Requires: H1
Notes:
* H1 command grab confirm from midscreen.
* Ends in H1


360B > 63214D > dash 6A > 236[A] > 6A > 6C > jc j.D > 623B

Video Example
Damage: 3427
Requires: H2
Notes:
* H2 command grab confirm from midscreen.
* Ends in H1


360B > RC > 6A > 236[A] > 6C > jc j.D > 41236C

Video Example
Damage: 2628
Requires: 50 meter
Notes:
* Command Grab Rapid Cancel combo for when you don't have Heat and want to squeeze out more damage from it.
* RC the last hit of the command grab


FC 5C > 6D > 623C > 623D > 6A > 236[A] > microdash 6A > 6C > jc j.D > 623B > 22D > (3C) > 2363214C

Damage: 7479
Requires: H1
Notes:
  • Standard 5C Fatal Counter Combo. If you are too close to the corner when you use 22D, you won't be able to land the 3C.
  • If you're at H0, you can ODC after 5C for the Heat Up Level, keep it simple with a 6D confirm, .


FC 5C/3C > 6DD > microdash 6A > 236[A] > microdash 6A > 41236C > dash 5B > 6B > sjc > j.B > j.C > jc > j.C > j.D > 623B

Damage: 5741
Requires: H2
Notes:
  • 5C Fatal Counter Punish for when you want corner position

Corner

Most of Bullet's corner combos use Miquelet Capture (41236C) as an extension. As a result, a lot of these combos actually work even if you're positioned about half a screen away from the corner. You can also adjust some of her midscreen confirms and some of these confirms to use Miquelet for corner carry and then pick up with 5B > 6B into a basic air ender. Sometimes you may have to microdash the 5B. At H2, Miquelet's followup (Piercing Engage) is a staple combo piece. The wall splat from it gives you even more time to followup with whatever you want.

5B / 2B > 5C > 2C > 41236C > 236D > 6D > 236[A] > 623C > dash 623C > dash 6C > j.D > 623B

Damage: 4478
Requires: H2
Notes:
* H2 BnB
* Uses Double snap.


5B / 2B > 5C > 2C > 41236C > 236D > 6A > 236[A] > (microdash) 6C > jc > delay side swap j.D > 623C > microdash 6C > j.D > 623B

Damage: 4373
Requires: H2
Notes:
* H2 BnB Alternative
* Does not use Double Snap


6A > 3C > 41236C > 5B > 6B > jc j.C > djc j.C > j.D > 623C > dash 623C > dash 6C > j.D > 623B

Video Example
Damage: 3583 (6A)
Notes:
* You can start the combo with 2/5B > 5C > 2C instead for similar damage and an easy hit confirm.
* Gives 2 Heat Levels, guaranteeing you'll end in H2
* Uses Double Snap


2B > 5C > 6C > j.C > j.D > 41236C > 6B > jc. j.C > j.D > 623B

Video Example
Damage: 2879
Requires: Opponent crouching, Corner
Notes:
  • Crouching hit confirm. You can go into a double snap ender from 6B to deal 3005 damage instead.

6A > 3C > 41236C > 236D > 6D > 236[A] > 623C > dash 623C > dash 6C > j.D > 623B

Damage: 4716
Requires: H2
Notes:
* Corner Overhead H2 combo that ends back in H2
* Double Snap Ender
* Alternatively, you can start this combo with 6D > 41236C.


Forward Throw > 41236C > 236D > 6D > 236[A] > 623C > dash 623C > dash 6C > j.D > 623B

Damage: 3899
Requires: H2
Notes:
* Corner Throw H2 combo that ends in H2
* Uses Double Snap

Forward Throw > 41236C > 236D > 6C > delay jc > j.C > j.D > 623C > microdash 6C > j.D > 623B

Damage: 3713
Requires: H2
Notes:
  • H2 throw combo. Ends in H2. Alternative to double snap route.

360B > 63214D > dash 6B > (tk)623C > dash > (microdash) 6C > jc j.D > 623B

Damage: 2868 (2978)
Requires: H1
Notes:
* H1 Command Grab confirm
* TK Snap is very difficult, but is better for combos like these.


360B > 41236D > 623C > 6C > delay side swap jc > j.D > 623C > 6C > jc > j.D > 623B

Damage: 3453
Requires: H2
Notes:
* Standard H2 Command Grab corner confirm. Wait for opponent to bounce close enough for the first 623C


360B > RC > 6A > 236[A] > 41236C > 236D > 6D > 623C > dash 623C > dash 6C > jc j.D > 623B

Video Example
Damage: 4311
Requires: H2, 50 meter
Notes:
* A higher damage version of the above combo that uses meter
* Uses Double Snap


360B > RC > 6A > 236[A]> 41236C > 236D > 6C > delay side swap jc j.C > j.D > 623C > 5C > 214D

Video Example
Damage: 4067
Requires: H2, 50 meter
Notes:
* Alternate route to the above combo. Doesn't use Double Snap

623B > RC > (6C) > jc > j.D > 623C > dash > 6C > j.D >623B

Video Example
Damage: 1940
Requires : 50 meter, Back to Corner
Notes:
* Side Swap DP RC combo to get the opponent into the corner
* Must be very close to corner. If far, opt for 6B > 623C after RC instead

623B > 22D > 5C > 2C > 214D

Video Example
Damage: 2158 (H2)
Requires : H2
Notes:
* Side Swap DP combo for when you have heat but no meter.
* Positioning dependent


FC 5C > 6D > 623C > 623D > 6A > 236[A] > (microdash) 6C > jc > delay side swap j.D > 623C > microdash 6C > j.D > 623B

Damage: 6337
Requires: H1, Back to Corner
Notes:
* H2 Fatal Counter Punish. Works from a huge amount of space because of the distance 623D covers.

FC 5C > 6D > 2B > 5C > 6C > jc > delay j.C > 5C > 6C > jc delay j.C > 5C > 3C > 41236C > 6B > 623C > dash 623C > dash 6C > j.D > 2363214C

Damage: 5387
Notes:
* Heatless 5C Fatal Counter punish. Leaves you in H2
* Uses double snap

Combo Theory

Overdrive

Bullet's OD is versatile in combos. You can use it gain a heat level mid confirm, better extensions, or close rounds with OD RA. This makes it great for both comebacks and for pressing advantages. Overdrive Cancels usually happen early to gain heat or do an extension, or very late in order to squeeze out damage from OD Rage Aggressor. Most of Bullet's damage in OD comes from chaining specials 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 other combo benefits e.g Damage and Oki. Optimized routes account for Heat Levels alongside these benefits. Unfortunately at H0 she often needs to sacrifice one advantage for another. This means H1 engages are more situational and H2 engages are where you often cash out for damage. Another benefit of H2 engages is that they often let Bullet end at H2, extending the threat of huge damage off of any hit.

With good Counter/crouching hit confirms and/or the right system resources you can get 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

The 2C > Afterburner ender exemplifies Bullet's trouble with balancing advantages from a combo. Most ground hits at midscreen lead into 2C > 214D. You gain a Heat Level but give up on frame advantage. Your opponent has a huge amount of viable wakeup options. Bullet needs to make big commitments to cover most of them, so a smart opponent can escape for free. Another benefit of this ender is its consistency. It'll work everywhere on the screen provided you didn't launch your opponent. This ender trades ease of use and consistency for terrible Oki and Damage.

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.

An example of Double Snap on Ragna using 236[A] as a launcher


Combo Videos

CF2 Combos
Basic CF2 Confirms
Old BBCF1.0 Combos


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