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BBCP Bullet Portrait.png

Health: 11,000

Combo Rate: 65%

Jump Startup: 4

Backdash Time: 22

Backdash Invincibility: 1-7

Movement Options
1 Double Jump/Airdash, Step-Dash
Rushdown/Grappler Hybrid, Situational (dependent on Heat Up level)
Full Frame Data


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.

Drive: Lock-On

  • By holding down the D button, Bullet creates a growing orange circle around her. If the opponent is inside this circle, they are "locked on" with a special crosshair. By releasing the D button, Bullet launches herself at the opponent she locked on to with an attack (if she didn't lock on to them, she simply cancels the stance).
  • If Bullet lands a hit with her Drive, she gains one Heat Up level. She can have up to two (starting with none), with the first one denoted by an orange shade and the second one by a larger red one.
  • Heat Up levels last for 900 frames; the timer resets each time she gains another level. Gaining levels when you're already at Lv2 doesn't do anything but reset the timer.
  • Heat Up levels have many different effects on Bullet's moves. Some moves revert her to Lv0, usually leading into a combo that lets her regain at least one level.
  • At Lv1 and Lv2, Bullet's ground and aerial dashes become faster and cover more distance. The circle produced by the Drive also gets larger.
  • If Bullet doesn't land a hit with her Drive after launching herself (by getting it blocked or having the opponent dodge or stuff it), she loses a Heat Up level instead.
  • By locking on to the enemy for long enough, the crosshair becomes red and makes a beeping noise. If Bullet attacks with her Drive in this "Red Lock" state, the properties of her moves change, dealing more damage, gaining invulnerability, and being more advantageous on block. The time required to get the Red Lock is reduced if Bullet has extra Heat Up levels.

Overdrive: Heat the Beat

  • After using Overdrive, Bullet immediately gains a single Heat Up level.
  • During Overdrive, Bullet does not lose any Heat Up levels, whether the opponent blocks your D attacks or you use the D follow-ups of special moves.
  • 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's Overdrive can be used in many different ways. 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). Lastly, you may use it as an impromptu reversal, perhaps even buffering 720A during its start-up animation.


  • Has many different tools for any situation, including a projectile, a reversal move, and a command grab super
  • Strong pressure at close range with tight blockstrings, high/low mixups, and frame traps
  • Capable of extremely strong combos that don't require Heat
  • Drive provides good mobility to stay on your opponent for the whole match
  • Easy to learn, the combos are easy to execute


  • Her dashes are short and slow on Heat Up Lv0, making it difficult to close in on mobile characters
  • Even with the various ways of getting in, she depends on being close to the opponent, so zoners may be difficult to deal with
  • Few projectiles.
  • Her high-damage combos require Heat Up levels, which should be gained while you're at the disadvantage
  • Most of her grabs are blockable, limiting her mix-up to highs, lows, and an occasional cross-up
  • Performs poorly on the defensive, making it very important to block well

External References:

Move List[edit]

Normal Moves[edit]

BBCP Bullet 5A.png
Just another punch.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR All 6 3 9 0 HB - -

A regular standing jab, hits low enough to hit crouching opponents but tends to whiff at point blank. Between 5A and 2A, 5A is a bit better as a poke, covering more space, but slightly worse in blockstrings, being only neutral on block. 6 frames of start-up is good enough to stuff things that are supposed to be stuffed. As of 1.1, the upward vertical hitbox of 5A has been improved, making it somewhat usable as a quick anti-air.

BBCP Bullet 5B.png
The best non-Drive poke you got.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
550 SOJR HL 10 3 15 -1 HB - -

A long-reaching kick with short start-up and cooldown. The main poke that has the best range out of all of Bullet's normals. Also often used in combos not only to link A and C moves together, but also to pick up the enemy after stuff like 5DD.

BBCP Bullet 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 SOR HL 13 5 13 -1 HBP - -

BBCP Bullet 5C.png
If you need to punish them, use this.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 SOR HL 19 5 12 +1 HBP - -
  • Fatal Counter

A fiery body blow which gives Bullet some forward momentum. +1 on block, can be linked into on crouching confirm. Has projectile properties, so be careful of Hakumen, Tager and stuff like that.

BBCP Bullet 2A.png
The same old punch, but a crouching one.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR All 6 3 8 +1 F - -

A quick crouching jab. Unlike 5A (and all non-Drive normals), this one is positive on block, which makes it a primary tool for pressuring blocking opponents. It still hits mid, though, so it can't be used for mix-ups. Also got 6 frames of start-up, which is very nice.

BBCP Bullet 2B.png
Best low normal and not that bad of a poke, too.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 SOR L 9 5 18 -9 L - -

Bullet stretches her leg forward and hits low. The fastest of Bullet's low-hitting attacks, which means that this is the main move to use in blockstrings if you are going for the high-low mixup. It can be punished, though, so make sure to cancel it into a less punishable move.

BBCP Bullet 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
400,700 R L 14 3(12)3 19 -5 L - -

Bullet swings her leg for two low hits. Gives forward momentum. A bit clunky to use in neutral game, but it can be Drive-canceled, which makes it very important for combos. Not as punishable as 2B, but has longer start-up and doesn't lead to much damage.

BBCP Bullet 6A.png
The go-to ground overhead.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 SOR H 24 3 19 -3 HB - -

An overhead elbow strike with long start-up. People tend to get hit by it more often than by some other overheads, though it might be because Bullet is a new character. Also forces crouching state on hit. It's often used in combos thanks to the fact that it ground-bounces airborne opponents.

BBCP Bullet 6B.png
Pretty good as far as anti-airs go.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
650 SOJR HL 12 3 18 -4 HB 5-14H -
  • Has head invulnerability on frames 5-14.

An upward kick. A great anti-air move which has head invulnerability. Its horizontal reach is deceptively wide, too. Also often used to (re-)launch the enemy mid-combo.

BBCP Bullet 6C.png
A bit quirky, but not without uses.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1100 SOJR HL 23 6 14+8 -9 H 5-42F -
  • Fatal Counter
  • Has feet invulnerability on frames 5-42.

A running knee strike. The enemy becomes airborne on hit, while Bullet becomes airborne on block, as well. Can be special-canceled, though people tend to Overdrive-cancel it more often. Can be used as a mix-up tool with j.C: the opponent either blocks j.C high or you land and hit them low with 2B.

BBCP Bullet 3C.png
Risky to use in neutral, but no one ever expects it.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700 SOR L 21 3 21 -7 F 4-21B -
  • Has body invulnerability on frames 4-21.

A sweep after a forward roll. Comes out late, but low-profiles many moves and has good invulnerability. Can be special-canceled, so using it in combos with Miquelet Capture is not a bad idea.

BBCP Bullet jA.png
Stuffs opponent's aerial moves, I guess?
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR HA 7 3 8 - H - -

An air punch. The angle is a bit lower than Ragna's jA. Bullet doesn't spend that much time in mid-air, so it doesn't get used that often.

BBCP Bullet jB.png
More of a combo fodder than anything.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 SOJR HA 10 3 15 - H - -

A horizontal aerial kick. Again, Bullet rarely needs to perform air-to-air attacks. At least it's good at what it does, being fast and having good reach. Used in combos, though some people opt for only using j.C.

BBCP Bullet jC.png
Love this move, it deserves that.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700 SOR HA 13 3 15 - H - -

A downward kick. Relatively slow start-up, but floor-bounces on counter-hit. The best of Bullet's aerial moves, j.C has great hitbox, good damage, nice combos on counter-hit, and of course, it's an overhead. Whatever you want your aerial moves to have, j.C got it. BROKEN ASS MOVE.

Drive Moves[edit]

5D, j.D[edit]
5D, j.D
BBCP Bullet 5D.png
Always end combos with this.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv0 300, 0x2, 700 R*, -, Rx2 All 10+8 18 20+10 -10 H 1-19P -
Lv0 (Red Lock) 700, 0x2, 700 R*, -, Rx2 All 29+8 18 20+10 +2 H 1-19 All -
Lv1 300, 0x2, 700 R*, -, Rx2 All 10+6 18 20+10 +4 H 1-19P -
Lv1 (Red Lock) 700, 0x2, 700 R*, -, Rx2 All 24+6 18 20+10 +6 H 1-19 All -
Lv2 300, 0x2, 700 R*, -, Rx2 All 10+4 18 20+10 +6 H 1-19P -
Lv2 (Red Lock) 700, 0x2, 700 R*, -, Rx2 All 15+4 18 20+10 +9 H 1-19 All -
  • Has projectile invulnerability (full invulnerability with Red Lock) on frames 1-19.

A quick rush at the enemy followed by a dropkick. The aerial version is exactly the same as the ground one, though it can be used in cross-ups. May be used in blockstrings since it gets safer on block with higher Heat Up levels, though don't forget that you lose a level if it gets blocked. Thanks to its fast start-up, often used to end combos and level up. If the opponent doesn't recover quickly, you can even hit them with another 5D and get another level. In fact, a popular way of spending Heat is going 5D > RC > 5D, netting you max Heat Up level in a single combo! Thanks to its projectile invulnerability, can be used as a gap closer in some match-ups, though you need to be at least at Lv1 to get a decent reach. It also works as a nice burst bait.

BBCP Bullet 2D.png
A mix-up tool with confusing animation.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv0 800 R L 17+31 3 26 -10 F 6-24FT -
Lv0 (Red Lock) 1000 R L 36+31 3 26 -8 F 6-24FT -
Lv1 800 R L 15+28 3 26 0 F 6-24FT -
Lv1 (Red Lock) 1000 R L 29+28 3 26 +2 F 6-24FT -
Lv2 800 R L 13+23 3 26 +2 F 6-24FT -
Lv2 (Red Lock) 1000 R L 29+28 3 26 +2 F 6-24FT -
  • Has foot and throw invulnerability on frames 6-32.

A hop followed by a sweep. Slightly advantageous on block while you're not at lv.1, so it's a good way to put pressure on the opponent (even if you lose a Heat Up level, sacrificing potential damage for safety). 2D's start-up animation is similar to 6D, which makes it difficult for the opponent to react.

BBCP Bullet 6D.png
A mix-up tool with less confusing animation.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv0 800 R HA 17+29 3 26 -10 H 6-32FT -
Lv0 (Red Lock) 1000 R HA 36+29 3 26 -8 H 6-32FT -
Lvl 800 R HA 15+26 3 26 0 H 6-32FT -
Lv1 (Red Lock) 1000 R HA 29+26 3 26 +2 H 6-32FT -
Lv2 800 R HA 13+21 3 26 +2 H 6-32FT -
Lv2 (Red Lock) 1000 R HA 18+21 3 26 +4 H 6-32FT -
  • Has foot and throw invulnerability on frames 6-32.

An overhead swing with both fists. Very similar to 2D, except that it hits high, not low. You can basically consider them to be two variants of the same move, simply choosing between high and low attack. This is a 50/50 mix-up at its finest.

Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
BBCP Bullet BC.png
Bounces them off the wall.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 -, SOR 80 7 3 16 - ground throw - -
  • 100% minimum damage (1400)

Bullet grabs the opponent with both feet and throws them forward. Causes wall bounce mid-screen. To combo after this throw, it's recommended to pick them up with 5B after a dash.

Backward Throw[edit]
Backward Throw
BBCP Bullet 4BC.png
Drops them to the ground.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 -, SOR 80 7 3 16 - ground throw - -
  • 100% minimum damage (1400)

Bullet grabs the opponent with both feet and flips them backward. Knocks down. Can be special-canceled, so charged Flint Shooter is often used to lift them from the ground and proceed with a combo.

Air Throw[edit]
Air Throw
BBCP Bullet jBC.png
Similar to the ground forward throw.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 -, SOR 120 7 3 15+3 - air throw - -
  • 100% minimum damage (1400)

Bullet grabs the enemy and throws them forward. Causes wall-bounce mid-screen. There's usually enough time to land and pick them up with 6B.

Counter Assault[edit]
Counter Assault
6A+B during blockstun w/50%
BBCP Bullet 6B.png
Don't get yourself in situations when you have to use this.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 R all 13 3 30 -14 HB 1-20 All -
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown

Has 6B's animation. Sure, Bullet has lots of meter and poor defense, but with such poor horizontal range (worse than 6B's, it seems), you should probably go for Cutting Shear instead.

Crush Trigger[edit]
Crush Trigger
A+B w/25%
BBCP Bullet AB.png
There's never enough ways to crack the enemy open.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R B 30-60 1 24 +4 BP - -
  • Costs 25% Heat
  • 180F Heat Gauge Cooldown
  • Can be charged

Bullet blasts the enemy with fire from her glove. As all other Crush Triggers, this one costs 25% Heat and breaks their guard if they don't Barrier it (in which case, it takes a great chunk of their Barrier gauge). Since Bullet's mix-up options are limited, going for Crush Trigger might be a very good idea. It's barely ever used in combos, however.


Wadcut Engage[edit]
Wadcut Engage
D during a D normal
BBCP Bullet 5DD.png
Never a bad idea to use this in the corner.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv1 0, 1000 -, R - - - Total 55 - HB - -
Lv2 0, 2000 -, R - - - Total 55 - HB - -
  • All Engage moves require Heat Up lv1 or 2 and spend all extra levels you have.
  • Wall-bounces on lv1, wall-splats on lv2.

Bullet picks up the enemy from the ground and blows them away with fire. If you got your opponent in the corner, it's never a bad idea to go for this follow-up, since you are guaranteed to get one Heat Up level back. The usual combo routes are 5DD(lv.2) > 5B > 6B and 5DD(lv.3) > 6A > 236[A]. Has repeat proration, though the only way to fit two Wadcuts in a single combo is through RC or OD, anyways.

Flint Shooter[edit]
Flint Shooter
BBCP Bullet 236A.png
Not for, but against zoning.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv0 350 R All 17 36 Total 46 -5 HBP* - -
Lv1 500 R All 17 69 Total 46 -5 HBP* - -
Lv2 700 R All 17 Whole screen Total 46 -5 HBP* - -

Bullet shoots a fiery projectile that spins along the ground. It gets faster and travels longer distances with higher Heat Up levels (Lv1 travels about half a screen, while Lv2 covers the whole screen). A great way of getting in safely.

Flint Shooter (Charged)[edit]
Flint Shooter (Charged)
BBCP Bullet 236A charged.png
A great combo tool.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1200 R All 25 9 Total 58 +3 HBP* - -

Bullet shoots at the ground, creating an explosion. Unlike the regular Flint Shooter, the charged version doesn't go anywhere, being just a simple attack with projectile properties. Its main use is picking up enemies off the ground, launching them high enough to pick up by 6B.

Cutting Shear[edit]
Cutting Shear
BBCP Bullet 623B.png
Not that good, but we work with what we have.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0x2, 1400 -x2, R All 15 2 37 -29 HB 1-16 All -
  • Has full body invulnerability on frames 1-16.

Bullet grabs the enemy and kicks them upwards. Is invincible on start-up, so it's almost always used as a reversal. It doesn't deal that much damage, has small range, and can be blocked, so it's not Inferno Divider-good, but beggars can't be choosers. It can be used in combos, but there are usually better moves to use instead.

Explode Engage[edit]
Explode Engage
22D during Cutting Shear
BBCP Bullet 22D.png
A rare sight to see, but a cool one.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv1 0, 1600, 100 -, Rx2 - - - Total 68 - HB - -
Lv2 0, 3200, 100 -, Rx2 - - - Total 68 - HB - -
  • All Engage moves require Heat Up Lv1 and Lv2 and spend all extra levels you have.
  • Last hit can be canceled by holding D.

After kicking the enemy upward with Cutting Shear, Bullet grabs them and slams them into the ground, finally thowing them behind her (optional). Can be followed up with a combo if the enemy gets thrown into the corner. Isn't worth losing levels most of the time, though landing it when you're being cornered and turning the tables feels amazing.

Miquelet Capture[edit]
Miquelet Capture
BBCP Bullet 41236C.png
Just don't use it as a command dash.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1500 -, R Unblockable 5 3 20~37 - ground throw 8-until recovery P -
  • Has projectile invulnerability on frame 8 until recovery frames.

Bullet runs forward; when she reaches the opponent, she grabs them and throws them forward. While it's mostly used in combos thanks to its good hitbox and follow-up, it can also be used in neutral thanks to its projectile invulnerability. It only covers about half a screen, so don't use it recklessly. Though if you're feeling adventurous, you can burst-bait with it, too. It's unblockable, but people can still avoid its hitbox by simply crouching, so be careful. That also applies to combos: if the opponent was crouching when you landed the combo starter, you probably won't be able to land Miquelet.

Piercing Engage[edit]
Piercing Engage
236D during Miquelet Capture
BBCP Bullet 236D.png
King of midscreen combos.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv1 800 R - - - Total 49 - HBP* - -
Lv2 2400 R - - - Total 49 - HBP* - -
  • All Engage moves require Heat Up Lv1 or Lv2 and spend all extra levels you have.

Bullet shoots a long fiery beam, making the enemy bounce from the opposite wall. Since it wall-bounces even on lv.2, this is a great follow-up to use in mid-screen combos, giving you back one Heat Up level and carrying the enemy into the corner.

Snaphance Fist[edit]
Snaphance Fist
623C, air OK
BBCP Bullet 623C.png
Why are all anti-air throws end up used only in combos?
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Ground 0, 1700 -, R Unblockable 13 4 29+9 - Throw 4-16H -
Air 0x2, 1700 R*, -, R All 13 2 30 - H - -
  • Ground version has head invulnerability on frames 4-16.
  • Wall-bounces in the corner.

Bullet hops forward for an anti-air throw. Switches sides with the opponent. Though its use as an anti-air is questionable (6B is generally better), its corner combo potential is excellent, easily reaching 3-4k without Heat on Heat Up level 1. If you do land it in midscreen, it gives you enough time and space for Afterburner. There are slight differences between the ground and the aerial versions; the ground version cannot be blocked and has head invulnerability, while the midair version can be blocked and isn't invulnerable. Alas, it won't be as easy to catch a flying Arakune as you'd wish.

Flechette Engage[edit]
Flechette Engage
623D during Snaphance Fist
BBCP Bullet 623D.png
Makes Snaphances more threatening in midscreen.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Lv1 0, 900 -, R - - - Total 72 - HB - -
Lv2 0, 2500 -, R - - - Total 72 - HB - -
  • All Engage moves require Heat Up Lv1 or Lv2 and spend all extra levels you have.

After throwing the enemy with Snaphance Fist, Bullet makes another jump and grabs them again, slamming them into the ground. Gives much more punch to midscreen Snaphances, including the combos that follow after it.

BBCP Bullet 214D.png
Try using it when there is enough space between you and the enemy.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - Total 55~79 - - 7-26~49PGP -
  • Increases the Heat Up level by 1
  • Can be charged
  • If charged, increases the Heat Up level by 2

A power-up stance that gives one Heat Up level when not charged and two levels when charged. The main way of gaining levels if you can't approach the opponent. It even has projectile guard point, so it's harder for them to hit you out of it. They can still do it during the cooldown, so be careful. Some people use it after knockdown, though it's a bit risky, too.

Distortion Drives[edit]

Rage Aggressor[edit]
Rage Aggressor
BBCP Bullet 2363214C.png
The ultimate combo ender.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 200x3, 600x2, 300x7, 3000 R All 1+14~23 3x3 11+20 -15 HB - -
Overdrive 200x3, 600x2, 300x7, 500, 2800x5 R All 1+14~23 3x3 11+20 -15 HB - -
  • 180F Heat Gauge Cooldown
  • Normal: 1~12 hits have 20% minimum damage, 13 hit has 10% minimum damage (1080)
  • Overdrive: 1~13 hits have 20% minimum damage, 14~18 hits have 5% minimum damage (1580)

Bullet rushes forward and performs an upward kick. If it hits the opponent, she follows it up with a short combo. Thanks to its good trajectory, you can end a lot of different combos with this, with the minimal damage of 1080. The OD version adds some more hits that deal 500 more damage and blow the opponent away. Since the regular version leaves the enemy closer to you, you'd rather use it only if it kills them or if you are in a corner, anyways. Doesn't have any invulnerability at all, so using it in neutral is unwise, to say the least.

Serpentine Assault[edit]
Serpentine Assault
BBCP Bullet 720A.png
And they said she's not a grappler.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0xn, 320x2, 1520 —, Rxn 150 5+0 5 42 - ground throw 1-10 All -
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown
  • 100% minimum damage (2160)
  • Has full body invulnerability on frames 1-10.

Bullet grabs the enemy and kicks them into the corner, giving them a couple of punches afterwards. The only proper command grab that Bullet has, which is surprising for a character that is built around tossing the enemy around the screen. Its range is shorter than Tager's 720C (the damage is smaller, too, of course), but you can follow it up with a combo and it carries the enemy into the corner. It is usually buffered during wake-up or OD start-up as a reversal option; other than that, 2B and 5C seem to be good, too.

Frangible Engage[edit]
Frangible Engage
720D during Serpentine Assault
BBCP Bullet 720D.png
It's not over yet!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 350 - - - - - Total 81 HB - -
  • 100% minimum damage (350)
  • All Engage moves require Heat Up Lv1 or Lv2 and spend all extra levels you have.

Bullet grabs the enemy again and carries them to the center of the screen, launching them upwards. The damage of this follow-up isn't that great, but it can still be comboed from. However, it's usually not worth losing a level and position, so do it only if you have the level for the last follow-up. Or if it gives you the last bits of damage you need to kill them, I suppose. Note that Frangible Engage cannot KO, so you still have to hit them with something at the end if you've brought them to 0 life with this.

1080D during Frangible Engage
BBCP Bullet 1080D.png
Lights out!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 100x4, 2110 - - - - - Total 158 HB - -
Overdrive 100x10, 2110 - - - - - Total 164 HB - -
  • 180F Heat Gauge Cooldown
  • Requires Heat Up Lv1 at time of Serpentine Assault
  • Normal: 100% minimum damage (2510)
  • Overdrive: 100% minimum damage (3110)

Bullet jumps over the enemy, shooting them back to the ground with a barrage from her gauntlet. This is the follow-up that makes the whole grab deal as much damage as Tager's 720C: 5020 without OD and 5620 with OD. Now that Bullet only requires Lv2 Heat Up to reach this follow-up rather than 100 heat, it's become very possible to roll with momentum directly into this for very early finishes, though you must still land the initial grab.

Astral Heat[edit]

Hard Kill Bringer
BBCP Bullet AH.png
Actually not that hard to kill with.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
DESTROY - All 4+21 3 31 -13 HB 1-26 All -
  • 180F Heat Gauge Cooldown

Bullet strikes the enemy, shoots them thrice, mounts them, reveals a pile bunker in her gauntlets and pins them to the ground, making a huge crater. Can be comboed into, which already makes it better than many other AHs. For example, you can do it after the usual 236[A] > 6A link, or right after the back throw.


Bullet’s gameplan is easy to summarize: get in, level up, convert Heat Up levels into damage. As you might suspect, it’s a bit more complicated in practice, and that is mostly because of the level management. Knowing when to go for the damaging Drive combos, when to keep levels for mobility and pressure, and how to gain them, will be key to successful Bullet gameplay. Heat management is still important, but is secondary to the levels, since you’re often going to spend Heat to gain levels or to keep them for another time.


Close Range:
This is the perfect range for Bullet, since you have every option available to you, including the wide array of grabs and grab-like attacks. This is not where your opponent wants to see you, so be ready for them to try and get away.

If you are still Lv0, your priority here is to land a single hit. If you do, you can follow it up even with the most basic of combos and end it with 5D/j.D, getting you to Lv1. Not only will that open even more options to you, but it will also keep you close to your enemy, probably even getting them closer to the corner.

At Lv1, there are two possible ways to make use of your position: you can go for another basic combo and get to Lv2, or you can go for the damage by using the Drive follow-ups. The choice generally depends on whether or not you feel like you can get back into this range if the opponent succeeds in breaking out of your pressure. If the chances of landing good combos are few and far between, better make as much use out of them as possible. Otherwise, you can get your Lv2 and prepare to dish out the damage.

However, being at Lv2 should not narrow your vision of the situation. It’s as obvious for the opponent as it is for you that your potential damage output is at its peak, so they are going to be much more cautious and won’t go for the risky moves: after all, all they have to do is wait for your Heat Up levels to wear off. Keep your cool, wait for them to make mistakes, and capitalize on them, but be ready to let it go if you don’t get a chance to land a combo.

As you might notice, your goal in all three cases is to open up your opponent, which can be done either with the high-low mix-up or with a throw. Also note that you can only use the naked level 1 Drive at this range, and that it retains its projectile invulnerability. 5C, 2C and 3C keep you close to the opponent even while they’re blocking, and 6B and Snaphance Fist (623C) are your primary tools for dealing with jump-outs (with 6B being more rewarding on hit, but barrier-blockable).

Mid-Screen Range:
Bullet still feels relatively comfortable here, but she loses some of her better pressure tools, while her opponent gets more ways to keep you away. 5B, 2B and j.B are all good pokes to use here, but overall, you have to find a way to get closer.

You don’t want to be at level 1 at this range: your Drive doesn’t reach them, you don’t have enough space for Afterburner, and it’s harder to confirm into combos at max 5B range. However, this is your situation at the beginning of each round, so get used to dealing with this. Luckily, Bullet’s ground and air dashes are decent enough to approach the enemy, so use them with Flint Shooter (236A) in front of you, and you should be fine. If you decide to jump in, j.C is your go-to move. 3C works if you expect the opponent to hit buttons right away, but don’t abuse it, since it loses to pretty much anything else.

At Lv1 and Lv2, you can use your Drive as the means of approach. You can go straight for the 2D/6D mix-up, but it’s easy to counter with various DP moves. 5D is much safer, even positive on block at Lv1 and Lv2, and it fulfills its purpose of getting in even if you lose a level on block. Miquelet Capture (41236C) also becomes more viable against zoners: at Lv0, you throw them away even if you do land it, but at Lv1, you can follow it up with Piercing Engage (236D), which leads to a proper combo with a Drive ender.

There isn’t much difference between Lv1 and Lv2, since you can still use all the tools you have at Lv1 and don’t get any more. You do get to keep a level if you lose it from a blocked Drive and get greater reward if you land it, but other than that, everything in the last paragraph applies here. It’s worth mentioning that getting Red Lock takes less time at Lv2, which means that the enemy is less likely to press buttons while you’re flying at them – and if they do, you still get to hit them.

Full-Screen Range:
Unsurprisingly, this is where Bullet is at her weakest: none of her attacks reach the opponent, save for a Lv2 Flint Shooter. It doesn’t have to reach the opponent to work, though: it still works as a cover for her approach, making it easier to get into the mid-range.

The only important difference between Heat Up levels at this range is the speed and reach of Flint Shooter, and it’s not going to go that far if they try to snipe you, anyways. It’s more of a bonus than an important tactical advantage.

Perhaps the only option that Bullet has here that’s nearly unusable at other ranges is Afterburner (214D), but the only purpose it serves is gaining levels: it doesn’t solve the problem, it just makes it slightly easier to solve. You still have to shoot your Flints and dash in, even if you’re glowing orange. For about the same reason, using OD for a quick level-up is not worth it, even at closer ranges: getting a level is as simple as landing a Drive, and OD can be used for so much more.


Bullet may not be insanely good on the offensive, but she gets very good rewards from landing hits, which makes her pressure much scarier. Hitting them even once gets them much closer to the corner, gives you at least one Heat Up level, gains you quite a lot of Heat, and ends with knockdown, when you can restart the pressure all over again.

Not many of Bullet’s moves are positive on block, so her blockstrings can be a bit on the short side. Her 5A is even on block, though 2A is much better as a pressure tool, being +1 on block and having the same start-up. 5C is not only even on block, but also moves you forward, allowing you to keep the blockstring going. Lastly, charged Flint Shooter (236[A]) is +3 on block, but has long start-up which makes it a bit too easy to disrespect, so you don’t see it used much outside of combos.

It all gets much better when you level up and your Drive moves get safer on block. 5D’s frame advantage ranges from +4 to +9 as long as you’re not at Lv0, making it very difficult to disrespect Bullet’s pressure. Sure, you might be losing a level in the process, but it’s well worth it as long as they keep blocking. And it gets even better in OD, when you can spam your Drive for long, safe blockstrings – and deal 5-6k damage when they finally get hit.

Worth mentioning is Miquelet Capture’s projectile invulnerability. If you get a good read of the opponent bursting, feel free to cancel whatever you’re doing at the moment into Miquelet: it won’t hit them, but their Burst will whiff, and you’re going to stay close to them.

Outside of the usual high-low mix-up (6A as an overhead, 2B/2C/3C as lows), Bullet has access to several other mix-up variants. The first one is 2D/6D, which have ambiguous animation and some invulnerability. You can even throw 5D into the mix if the opponent tries to do something funny, like DP-ing out of the mix-up: as long as you charge your 5D, it should go through their attack and hit them square in the face.

The other one is 6C, which can be cancelled into j.C for a quick overhead. If they start respecting it and block high, just land on the ground and hit them with 2B – or with 6A if they’re used to block low after your 6C.

Then you have j.D, which is tailor-made for ambiguous cross-ups: just air-dash over them and press D whenever you want. It might not be effective in the corner, but it’s always a good option to consider in mid-screen.

Lastly, you have Crush Trigger (a universal, but underrated option) and Serpentine Assault (720A), your command grab super. Both these options are good for opening those turtles who are too good at blocking your mix-ups, though you need Heat for both of them. Serpentine Assault also requires a buffer: any attack that can’t be jump-cancelled should work fine, but you don’t need anything besides 2B and 5C for that.

Charging your Drive gives you some very strong oki. Not only can you hit them even when they roll behind you or try to jump out, but you also hit them with full-body invulnerability if they mash buttons. That makes blocking the only safe oki option against a charging Bullet, and even then, you can simply cancel the Drive and go for the usual mix-ups right away – and you don’t lose a level you just got.

If they don’t want to tech at all, it’s even better for Bullet – picking them off the ground with Drive gives you yet another Heat Up level, getting you to max level and making your pressure even scarier. Because of that, they will start to neutral-tech very soon, which gives you more than enough time to charge your Drive.

If you end up too far from the opponent (for example, after ending the combo with Snaphance Fist or OD Rage Aggressor), you can use this opportunity for Afterburner. Depending on the range between you and the opponent and their untechable time, you might even charge it to get both Heat Up levels – something you can’t get in a combo unless you spend Heat. Otherwise, it’s always a good idea to send a Flint Shooter and get back into close range.

Meter Usage:
Bullet rarely uses Heat to prolong combos because of her severe combo rate. Instead, it’s usually a good idea to simply cancel the last Drive hit of the combo and do yet another Drive, getting two Heat Up levels instead of one. Consider it an advance payment for your combo damage. Rage Aggressor (2363214C) is also a good way to end combos: its excellent hitbox allows you to link it out of pretty much anything.

Perhaps the only solid way of using RC for damage is when you land a Lv1 Drive in mid-screen: when you do, you can RC the Drive and go for 6B > 623C > 623D out of that. Not only do you land a Lv2 Engage for tons of damage, but you can actually follow it up with a decent combo, carrying the opponent into the corner and getting back to Lv1.

Lastly, there are the big shots: Blackout and the Astral Heat, Hard Kill Bringer. The former might cost a lot, but it doesn’t seem that expensive when you’re sitting on so much Heat for the whole round. As for the AH, you can easily combo into it, so there’s no reason not to go for it when you can.


Good news: your defensive options don’t depend on your Heat Up level. Bad news: there are not that many of them.

Cutting Shear (623B) is your go-to reversal. It doesn’t lead to much damage, its hitbox is not too hot, and it can be punished just as any other DP (remember to RC it when they block it!). Still, it is invulnerable, so don’t feel bad about punishing obvious rushdown with this. It has a follow-up, Explode Engage (22D), which makes it more damaging, but it’s usually not worth spending Heat Up levels on – spending it on something like Piercing Engage will be of better use to you.

Though a lot of Bullet’s moves have various amounts of invulnerability here and there, they usually take a while to come out, so you need some breathing room to go for them. If you barrier-block for long enough, you can try doing something funny, but it’s usually not worth the risk.

Counter Assault is another obvious way to get out of pressure. Don’t be afraid of spending Heat on it: most of your damage doesn’t come from it, anyways.

If you’ve been playing Tager, you might decide to use Serpentine Assault as a reversal, since it has a lot of invulnerability, just like Tager's GETB. However, unlike GETB, you can’t charge it, and its range is worse, so you won’t be able to punish as much stuff with it – and it’s easy enough to play around wake-up GETB already. Still, landing an Assault and kicking them into the corner feels good, especially after sitting in the corner, yourself.


Many of Bullet's combos have similar starts and end points, in general you must decide whether to convert your stored Lvs for damage or keep them for more optimal combos.


xx > 2B > 5B > 5C > 2C > 5D

Standard combo when in Lv0

2B > 5B > 5C > 41236C > 236D > Dash 5B > 6B > JC > j.C > j.D

Requires Lv1

6A > 5C > 3C > 41236C > 236D > Dash 5B > 6B > JC > j.C > j.D

Requires Lv1, overhead variant of the above combo

2B > 5B > 5C > 41236C> 236D > Dash 5B > JC > j.B > j.C > 6B > j.C > j.D

Requires Lv1
Optimized variant of the former combo

6A > 5[C] > 3C > 41236C > 236D > Dash 5B > JC > j.B > j.C > 6B > j.C > j.D

Overhead variant

2B > 5B > 5C > 5D > Rapid > 5B > JC > j.B > j.C > 6B > j.C > j.D

Requires 50 meter, gains heat level 2

5B > 5C > 5D > Rapid > 6B > 623C > 623D > 6A > 236[A] > 5B > 6B > j.C > j.D

Requires 50 meter and Lv1

B+C > Dash 5B > JC > j.B > j.C > 6B > j.C > j.D

Standard throw combo

4B+C > 236[A] > 6C > 6B > j.C > j.D

Standard backthrow combo

Midscreen to Corner[edit]

2B > 5B > 5C > 41236C > 236D > Dash 6A > 236[A] > 5B > 6B > j.C > j.D

Requires Lv2

2B > 5B > 5C > 41236C > 236D > IAD j.C > 5B > 6B > j.D > j.D

Requires Lv2

N starter > 5D > RC > 5C > 3C > 41236C > 5B > 6B > sjc > (j.B) > j.C > j.D

Requires 50 Heat, ends on Lv2

N starter > 5D > RC > 5C > 3C > 41236C > 236D > 6B > 623C > 66C > j.C > j.D

Requires Lv1, 50 heat, Level spending variant

Unlimited + Overdrive > 623B > 22D > 63214C > 6321463214C

Requires Lv2, 50 heat, 6802 Damage

Corner Only[edit]

B+C > 5B> 6B > 623C > 6C > 2B > 5B > 6B > j.C > j.623C

Can use Afterburner safely afterwards to gain Lv1

5DD > 6A > 236[A] >

Requires Lv2, can be executed somewhat away from the corner

5DD > 6C > 2B > 5B > 6B > 623C > 5B > 6B > j.C > j.D

Requires Lv2, does more damage than the above combo but requires closer corner proximity

5B > 5C > 41236C > 236D > 5B > 6B > 623C > 6C > j.C > 5B > 6B > j.C > j.D

Requires Lv2

6A > 5C > 3C > 41236C > 236D > 5B > 6B > 623C > 6C > j.C > 5B > 6B > j.C > j.D

Requires Lv2, overhead variant of the above combo

5B > 5C > 5DD (red lock) > 66A > 236[A] > 6C > JC > j.C > (5B) > 6B > j.C > j.D

Requires Lv2, ~5k damage

BlazBlue: Chrono Phantasmae
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