BBCF/Bullet/Combos: Difference between revisions

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< BBCF‎ | Bullet
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{{NavTabs|game=BBCF|chara=Bullet|discord=https://discord.gg/012ZNsr4wUWMQG24S|forums=http://www.dustloop.com/forums/index.php?/forums/forum/237-bullet/|videos=https://keeponblaz.in/#/?p1chars=bullet&versions=CF2|active=combos}}
{{MFlag|cleanup}} <!-- Corner combos need to be moved to tables, theoryboxes/videos for beginner combos -->
 
<center>{{Character Label|BBCF|Bullet|size=42px}}</center>
{{BBCF/CharacterLinks}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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==Combo List==
 
==Visual Examples for Beginner and Core Combos==
{{#ev:youtube|R-4R5YVBrlM}}
==Beginner Combos==
Start here if you're new.
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|+Beginner Combos
|-
! Combo !! Position !! Damage !! Meter Gain !! Heat Up Level !! Works on: !! Difficulty !! Notes
|-
| | {{clr|A|2A}} > {{clr|B|2B}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|B|623B}} || Anywhere || 1941 || 13% || H0 || Everyone || {{ComboDifficulty|Very Easy}} || Simple beginner combo that ends with Cutting Shear for a knockdown. You can also end it with a {{clr|D|214D}} after {{clr|C|2C}} instead since that will safely give you a Heat Level.
|-
| | {{clr|B|6B}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|B|623B}} || Anywhere || 2104 || 15% || H0 || Everyone || {{ComboDifficulty|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 || {{ComboDifficulty|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 || {{ComboDifficulty|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 || {{ComboDifficulty|Easy}} || Basic H2 corner combo.
|-
| | {{clr|D|6D}}, {{clr|B|2B}} > {{clr|B|5B}} > {{clr|B|6B}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|B|623B}} || Anywhere || 2549 || 18% || H0 || Everyone || {{ComboDifficulty|Easy}} || Overhead Drive starter that takes you from H0 straight to H2.
|}
 
==Core Combos==
{{CoreComboDef}}
 
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.
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|+Core Combos
|-
! Combo !! Position !! Damage !! Meter Gain !! Heat Up Level !! Works on: !! Difficulty !! Notes !! Video
|-
| | 5B > 5C > 2C > 41236C > 5B > 6B > jc > j.C > j.D > 623C > 6623C > 66C > jc > j.D > 623B || Corner || 3358 || 24% || H0 || Everyone || {{ComboDifficulty|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 || {{ComboDifficulty|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 || {{ComboDifficulty|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  || {{ComboDifficulty|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 || {{ComboDifficulty|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 || {{ComboDifficulty|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 || {{ComboDifficulty|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 || {{ComboDifficulty|Medium}} || Midscreen BnB with meter. ||
|-
| | 5B cr. > 5C > 6C > jc > j.D > 623C > 623D > 66A > 6C > j.D > 623B || Anywhere || 3988 || || H1 || Everyone || {{ComboDifficulty|Medium}} || Crouching hit confirm. ||
|-
| | j.B+C > 66 > j.623C > 623D > 5B > 6B > sjc > j.C > j.D > 623B || Anywhere || 3265 || || H1 || Everyone || {{ComboDifficulty|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 || {{ComboDifficulty|Medium}} || H2 antiair starter ||
|-
| | 360B > 63214D > 665B > 6B > jc > j.C > djc > j.C > j.D > 623B || Midscreen || 2719 || || H1 || Everyone || {{ComboDifficulty|Medium}} || Midscreen H1 command grab BnB ||
|-
| | 360B > 63214D > 66A > 236[A] > 66A > 6C > jc >  j.D > 623B || Midscreen || 3427 || || H2 || Everyone || {{ComboDifficulty|Medium}} || Midscreen H2 command grab BnB ||
|}
 
==Intermediate Combos==
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|+5B/2B Starter
|-
! Combo !! Position !! Damage !! Meter Gain !! Heat Up Level !! Works on: !! Difficulty !! Notes !! Video
|-
| | {{clr|B|5B}}/{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|B|623B}} ~ {{clr|D|22D}} > 66 {{clr|A|6A}} > {{clr|C|6C}} > jc  > {{clr|D|j.D}} > {{clr|B|623B}} || Midscreen || 3398 || 24% || H2 || Everyone || {{ComboDifficulty|Medium}} || The {{clr|D|j.D}} at the end will not connect if this combo was started in the corner. ||
|-
| | {{clr|B|5B}}/{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|A|5A}}{{clr|B|+B}} > (66) {{clr|C|5C}} > {{clr|C|3C}}, {{clr|C|41236C}}, {{clr|B|5B}}, {{clr|B|6B}} > {{clr|C|623C}}, 66 {{clr|C|623C}}, 66 {{clr|C|6C}} > jc > {{clr|D|j.D}} > {{clr|B|623B}} || 3/4th from Corner || 3083|| -25% || H0 || Need testing || {{ComboDifficulty|Medium}} || Works from around Round start position. Double Snap. ||
|-
| | {{clr|B|5B}}/{{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|C|41236C}} ~ {{clr|D|236D}}, {{clr|D|6D}} > {{clr|A|236[A]}}, {{clr|C|623C}}, 66 {{clr|C|623C}}, 66 {{clr|C|6C}} > jc > {{clr|D|j.D}} > {{clr|B|623B}} || Corner || 4478 || 31% || H2 || Everyone except PL || {{ComboDifficulty|Medium}} || Corner H2 BNB, uses Double Snap. ||
|}
 
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|+5C Starter
|-
! Combo !! Position !! Damage !! Meter Gain !! Heat Up Level !! Works on: !! Difficulty !! Notes !! Video
|-
| | FC {{clr|C|5C}} > {{clr|D|6D}} > {{clr|C|j.623C}} ~ {{clr|D|623D}} > {{clr|A|6A}} > {{clr|A|236[A]}} > 66 {{clr|A|6A}} > {{clr|C|6C}} > jc > {{clr|D|j.D}} > {{clr|B|623B}} ~ {{clr|D|22D}} > ({{clr|C|3C}}) > {{clr|C|2363214C}} || Anywhere || 7371 || 46% || H1 || 6D > j.623C whiffs on Noel, Es, Kokonoe, Jubei || {{ComboDifficulty|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 {{clr|C|5C}}/{{clr|C|3C}} > {{clr|D|6D}} ~ {{clr|D|D}}, 66 {{clr|A|6A}} > {{clr|A|236[A]}}, 66 {{clr|A|6A}} > {{clr|C|41236C}}, 66 {{clr|B|5B}} > {{clr|B|6B}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|B|623B}} || Midscreen || 5733 || 41% || H2 || Everyone || {{ComboDifficulty|Medium}} || 5C Fatal Counter Punish for when you want corner position from midscreen. ||
|}
 
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|+5D/6D/2D Starter
|-
! Combo !! Position !! Damage !! Meter Gain !! Heat Up Level !! Works on: !! Difficulty !! Notes !! Video
|-
| | {{clr|D|6D}}, {{clr|B|2B}} > {{clr|B|5B}} > {{clr|B|6B}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|623C}} ~ {{clr|D|623D}}, 66 {{clr|A|6A}} > {{clr|C|6C}} > jc > {{clr|D|j.D}} > {{clr|B|623B}} || Anywhere || 3418 || 24% || H0 || Everyone || {{ComboDifficulty|Medium}} || Improved version of the {{clr|D|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.
|-
| | {{clr|D|6D}}/{{clr|D|2D}} ~ {{clr|D|D}}, 66 {{clr|A|6A}} > {{clr|A|236[A]}}, 66 {{clr|A|6A}} > {{clr|C|6C}} > jc > {{clr|D|j.D}} > {{clr|B|623B}} || Midscreen || 4360 || 31 || H2 || Everyone || {{ComboDifficulty|Hard}} || High damage beginner Drive followup combo. Does 3458 damage if done with 5D. Ends in H1. || [https://youtu.be/oIREQGy4wvo?t=293 Video]
|}
 
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|+Throw Starter
|-
! Combo !! Position !! Damage !! Meter Gain !! Heat Up Level !! Works on: !! Difficulty !! Notes !! Video
|-
| | 6T, 66 {{clr|B|2B}} > {{clr|B|5B}} > {{clr|B|6B}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|C|j.C}} {{clr|D|j.D}} > {{clr|B|623B}} || Midscreen || 2597 || 18% || H0 || Everyone || {{ComboDifficulty|Easy}} || Basic H0 throw combo. Can also opt to end it with {{clr|D|214D}} for H2. || [https://youtu.be/oIREQGy4wvo?t=213 Video]
|-
| | 6T, {{clr|C|5C}} > {{clr|C|6C}} > jc > delay {{clr|C|j.C}}, land {{clr|C|5C}} > {{clr|C|3C}} > {{clr|C|623C}}, 66 {{clr|C|623C}}, 66 {{clr|C|6C}} > jc > {{clr|D|j.D}} > {{clr|B|623B}} || Corner || 3171 || 22% || H0 || Everyone || {{ComboDifficulty|Hard}} || Meterless, H0 corner throw combo utilizing two Snaphand Fists. Ends at H1, can end with {{clr|D|214D}} for H2. ||
|-
| | 6T, {{clr|A|6A}} > {{clr|A|236[A]}}, {{clr|A|6A}} > {{clr|C|6C}}, delay {{clr|C|j.C}}, land {{clr|B|6B}} > {{clr|C|623C}}, 66 {{clr|C|623C}}, 66 {{clr|A|6A}} > {{clr|C|6C}} > jc > {{clr|D|j.D}} > {{clr|B|623B}} || Corner || 3274 || 23% || H0 || Everyone || {{ComboDifficulty|Hard}} || Improved meterless H0 corner throw combo. Slightly more damage, but slightly harder too. ||
|-
| | 4T > {{clr|A|236[A]}} > {{clr|B|2B}} > {{clr|B|5B}} > {{clr|B|6B}} > sjc > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|B|623B}} || Anywhere || 2780 || 19% || H0 || Everyone || {{ComboDifficulty|Easy}} || Basic Back Throw combo. || [https://youtu.be/oIREQGy4wvo?t=245 Video]
|-
| | j.T, 66 {{clr|A|6A}} > {{clr|A|236[A]}}, 66 {{clr|A|6A}} > {{clr|A|236[A]}}, 66 {{clr|A|6A}} > {{clr|C|6C}} > jc > {{clr|D|j.D}} > {{clr|B|623B}} || Midscreen || 3006 || 21% || H0 || Everyone || {{ComboDifficulty|Hard}} || Standard Air Throw combo. || [https://youtu.be/dWkM62DwQxM?t=2813 Video]
|-
| | j.T, 66 {{clr|A|6A}} > {{clr|A|236[A]}}, 66 {{clr|A|6A}} > {{clr|A|236[A]}}, 66 {{clr|A|6A}} > {{clr|C|6C}} > jc > {{clr|D|j.D}} > {{clr|B|623B}} ~ {{clr|D|22D}}, {{clr|C|3C}} > {{clr|C|623C}}, {{clr|C|2363214C}} || Midscreen || 4198 || 37% || H0 || Everyone || {{ComboDifficulty|Hard}} || Kill confirm. If you end up near the corner, the 3C will whiff. ||
|-
| | j.T, {{clr|B|2B}} > {{clr|B|5B}} > {{clr|B|6B}} > sjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|623C}} ~ {{clr|D|623D}}, {{clr|B|2B}} > {{clr|B|5B}} > {{clr|B|6B}} > {{clr|C|623C}}, {{clr|C|2363214C}} || Anywhere || 3773 || 20% || H0 || Everyone || {{ComboDifficulty|Medium}} || Easier variant of the above combo in exchange for less damage. ||
|-
| | j.T, {{clr|B|6B}} > sjc > {{clr|C|j.C}} > jc > {{clr|D|j.D}} > {{clr|C|623C}} ~ {{clr|D|623D}}, 66 {{clr|A|6A}} > {{clr|C|6C}} > {{clr|D|j.D}} > {{clr|B|623B}} ~ {{clr|D|22D}}, {{clr|C|2363214C}} || Anywhere || 4214 || 23% || H1 || Everyone || {{ComboDifficulty|Medium}} || Heat Up level variant of the above combo. It's easier than the {{clr|A|6A}} > {{clr|A|236[A]}} loop and does more damage, but it leaves you at H0. You can instead choose to swap the end from {{clr|B|623B}} for {{clr|C|623C}}, {{clr|B|2363214C}} to keep yourself at H1.
|}
 
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|+360B Starter
|-
! Combo !! Position !! Damage !! Meter Gain !! Heat Up Level !! Works on: !! Difficulty !! Notes !! Video
|-
| | {{clr|B|360B}} ~ {{clr|D|63214D}}, {{clr|B|5B}} > {{clr|B|6B}} > sjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|B|623B}} || Midscreen || 2719 || 19% || H1 || Everyone || {{ComboDifficulty|Easy}} || Basic Crossfire Wheel combo. || [https://youtu.be/oIREQGy4wvo?t=510 Video]
|-
| | {{clr|B|360B}} ~ {{clr|D|63214D}}, {{clr|A|6A}} > {{clr|A|236[A]}}, 66 {{clr|A|6A}} > {{clr|C|6C}} > jc > {{clr|D|j.D}} > {{clr|B|623B}} || Midscreen || 3427 || 24% || H2 || Everyone || {{ComboDifficulty|Medium}} || Crossfire Wheel H2 combo. || [https://youtu.be/oIREQGy4wvo?t=520 Video]
|-
| | {{clr|B|360B}} > RC, {{clr|A|6A}} > {{clr|A|236[A]}}, {{clr|C|6C}} > jc > {{clr|D|j.D}} > {{clr|C|41236C}} || Anywhere || 2666 || 12% || H0 || Everyone || {{ComboDifficulty|Easy}} || Basic RC combo for when you have no Heat Up level. || [https://twitter.com/MechaShinOni/status/793276329386921985 Video]
|-
|}
 
<!--
<!--
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Line 20: Line 149:
|}
|}
-->
-->
===Midscreen===
'''(2A) > 2B > (5B) > 5C > 2C > 214D or 623B'''
: [https://youtu.be/oIREQGy4wvo?t=27 Video Example]
: Damage: 1352
: Notes:
: * Day 1 Combo and H0 BnB at midscreen.
: * Use 214D for a Heat Up Level or use 623B for a better knockdown.
'''2A > 2B > 6B > j.B > j.C > djc j.C > j.D > 623B'''
: [https://youtu.be/oIREQGy4wvo?t=38 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'''
: [https://youtu.be/oIREQGy4wvo?t=44 Video Example]
: Damage: 2007
: Notes: Requires Crouching
: * Basic crouch confirm. Use it if you quickly notice your opponent is in crouch state mid combo
<!--This should use 2B but I haven't calc'd it-->
'''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'''
: [https://youtu.be/oIREQGy4wvo?t=293 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'''
: [https://youtu.be/oIREQGy4wvo?t=213 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'''
: [https://youtu.be/oIREQGy4wvo?t=245 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'''
: [https://youtu.be/dWkM62DwQxM?t=2813 Video Example]
: Damage: 3006
: Notes:
:* Standard Air Throw Combo




<!--
'''Air Throw > 6B > sjc j.C > j.D > 623C > 623D > 2363214C'''
'''Air Throw > 6B > sjc j.C > j.D > 623C > 623D > 2363214C'''
: [https://youtu.be/3qXuZBGNpY0?t=3343 Video Example]
: [https://youtu.be/3qXuZBGNpY0?t=3343 Video Example]
Line 92: Line 158:
: Notes:  
: Notes:  
: * Kill confirm. If you start with H0, use 5B > 6B after 623D in order to land Rage Aggressor.
: * 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'''
==Combo Theory==
: [https://youtu.be/oIREQGy4wvo?t=510 Video Example]
: Damage: 2719
: Requires: H1
: Notes:
: * H1 command grab confirm from midscreen.
: * Ends in H1


===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:


'''360B > 63214D > dash 6A > 236[A] > 6A > 6C > jc j.D > 623B'''
{{clr|D|6D}}/{{clr|D|2D}} > Wadcutter > Snap > Miquelet > Sheer
: [https://youtu.be/oIREQGy4wvo?t=520 Video Example]
: Damage: 3427
: Requires: H2
: Notes:
: * H2 command grab confirm from midscreen.
: * Ends in H1


These specials scale particularly well into each other  The main problem here is that it’s difficult to get {{clr|D|6D}}/{{clr|D|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 {{clr|D|j.D}} knockdown. It looks like this:


'''360B > RC > 6A > 236[A] > 6C > jc j.D > 41236C
Snap/Miquelet > Remaining Special > Sheer
: [https://twitter.com/MechaShinOni/status/793276329386921985 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 '''
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.
: Damage: 7479
: Requires: H1
: Notes:
:* Standard 5C Fatal 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, .


=== 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.


'''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'''
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.
: Damage: 5741
: Requires: H2
: Notes:
:*  5C Fatal 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'''
: [https://youtu.be/robI2j3VAG8?t=21 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'''
: [https://youtu.be/DKmvj3xJqfU?t=1343 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'''
: [https://twitter.com/MechaShinOni/status/793289167379714048 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'''
: [https://twitter.com/MechaShinOni/status/793296137398595584 Video Example]
: Damage: 4067
: Requires: H2, 50 meter
: Notes:
: * Alternate route to the above combo. Doesn't use Double Snap
 
<!-- Works, but needs to be updated for 6C > j.D. -->
'''623B > RC > (6C) > jc > j.D > 623C > dash > 6C > j.D >623B'''
: [https://youtu.be/3qXuZBGNpY0?t=3712 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'''
: [https://youtu.be/1g55m4PS5Hk?t=607 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.
 
<!-- Could squeeze out more damage and make it easier, but fine for now. -->
'''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==
====== {{clr|C|2C}} > Afterburner Ender ======
=== Heat Management ===
Most heatless ground confirms at midscreen lead into {{clr|C|2C}} > {{clr|D|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 {{clr|B|623B}} instead.
Heat management can make or break a matchup. Heat gives Bullet a ton of advantages and puts pressure on her opponent. In most matchups you are unlikely to gain heat consistently from using Afterburner (214D) in neutral. As a result, you have to manage heat properly in combos. 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.


====== 2C > Afterburner Ender ======
===== {{clr|D|j.D}} 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.
Thankfully, using a {{clr|D|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 {{clr|D|j.D}} ender:


===== j.D Ender =====
{{clr|B|5B}} > {{clr|B|6B}} > {{clr|C|j.C}} > '''{{clr|D|j.D}}''' > {{clr|B|623B}}'''
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'''
{{clr|B|5B}} > {{clr|C|5C}} > CT > {{clr|C|6C}} > '''{{clr|D|j.D}}''' > {{clr|B|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:
As you might've noticed, both combos require a launcher. Getting these launchers is more difficult and usually requires one or more these circumstances:
Line 276: Line 196:
*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 {{clr|D|j.D}} from a launcher. Most air to air confirms lead into {{clr|D|j.D}}. Post {{clr|D|j.D}}, you have many options with your special cancels. You can use Cutting Sheer ({{clr|B|623B}}) for oki or {{clr|D|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 {{clr|D|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, {{clr|B|6B}}, has a small horizontal range so it can whiff depending on your spacing, and {{clr|C|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 {{clr|D|j.D}}, and max range CT won't combo into {{clr|C|6C}}. Counter hit confirms often require situational awareness. Thankfully all of her corner BnBs lead into {{clr|D|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 {{clr|C|2C}} > Afterburner ender you can do {{clr|C|2C}} > {{clr|B|623B}} > {{clr|D|22D}} > {{clr|C|3C}} > {{clr|D|214D}} instead. Landing an airhit {{clr|C|3C}} gives you more advantage than normal, making it a viable way to reset your heat timer at midscreen. At H2, {{clr|D|22D}} combos into {{clr|A|6A}} > {{clr|C|6C}} > {{clr|D|j.D}}.  


'''Situational Enders'''
'''Situational Enders'''
2C(1) airhit > 214D and 3C air hit > 214D are less common situations 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 if they emergency tech instead. 3C air hit is more common because it combos off of H1 Explode Engage (22D). If you Explode Engage to close to the corner your opponent will be too far to land 3C.


5C > Afterburner is another odd ender that happens sometimes. This ender requires your opponent to be in wall splat or in the air. If you land this from a wall splat, you'll usually 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.
{{clr|C|2C}}(1) airhit > {{clr|D|214D}} and {{clr|C|3C}} air hit > {{clr|D|214D}} are less common enders with similar reward. More often than not if you land {{clr|C|2C}}(1) airhit it's combo filler, but if you opt to cancel it into Afterburner you have much more advantage than the standard {{clr|C|2C}} > Afterburner. The advantage gives you time to check forward roll and delay tech with {{clr|A|2A}}. You'll still have a decent amount of time to react to emergency tech. {{clr|C|3C}} air hit is more common because it combos off of H1 Explode Engage ({{clr|D|22D}}). However, if you Explode Engage too close to the corner your opponent will be too far to land {{clr|C|3C}}.
 
{{clr|C|5C}} > Afterburner is another niche ender. Usually it happens from an awkwardly spaced H1 {{clr|D|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 ({{clr|A|236A}}) to cover your approach afterwards. If they're not close to the corner, you'll reset to neutral.


=== Double Snap Hands Fist Combos ===
=== Double Snap Hands Fist Combos ===


One of Bullet's signature combo pieces is her Double Snap Hands Fist (Snap) combos. In the corner, you can combo into Snap by launching them into the air. After this, you can input a microdash out of the corner and quickly input Snap again. Bullet will toss the opponent out of the corner and toss them back towards it, causing a small wallsplat in the corner. 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:
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 {{clr|D|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 a launcher that lets you combo into your first snap. Afterwards, you forward dash away from the corner and input another snap to throw them back in. As your opponent falls from the wall splat, you can dash back towards the corner to connect 6C > j.D > 623B to gain heat and get great oki.
{{clr|B|5B}} > {{clr|B|6B}} > {{clr|C|623C}} > 66 > {{clr|C|623C}} > 66 > {{clr|C|6C}} > {{clr|D|j.D}} > {{clr|B|623B}}


Double snap, unfortunately is somewhat character specific. There are very few characters that outright can't be double snapped, but the dash into the second snap varies from character to character. 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 double snap, it's best to try it on big body characters like Tager or Susanoo first. Both of them have long windows due to their massive hurtboxes.
In this combo, the {{clr|B|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.


{{VideoCluster
{{VideoCluster
|vid1=https://youtu.be/YPPdQK70wsw
|vid1=https://youtu.be/YPPdQK70wsw
|title1=An example of Double Snap on Ragna
|title1=An example of Double Snap on Ragna using 236[A] as a launcher
}}
}}
<!--Double snap table needs to be updated before posting on wiki-->
<!--Double snap table needs to be updated before posting on wiki-->
Line 318: Line 237:


==Navigation==
==Navigation==
{{#lst:BBCF/Bullet/Data|Links}}
<center>{{Character Label|BBCF|Bullet|size=42px}}</center>
{{Navbar-BBCF}}
{{BBCF/CharacterLinks}}
{{BBCF/Navigation}}

Latest revision as of 12:58, 4 March 2024

Bullet


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


Visual Examples for Beginner and Core Combos

Beginner Combos

Start here if you're new.

Beginner Combos
Combo Position Damage Meter Gain Heat Up Level Works on: Difficulty Notes
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

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

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.

Core Combos
Combo Position Damage Meter Gain Heat Up Level Works on: Difficulty Notes Video
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

5B/2B Starter
Combo Position Damage Meter Gain Heat Up Level Works on: Difficulty Notes Video
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.
5C Starter
Combo Position Damage Meter Gain Heat Up Level Works on: Difficulty Notes Video
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.
5D/6D/2D Starter
Combo Position Damage Meter Gain Heat Up Level Works on: Difficulty Notes Video
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
Throw Starter
Combo Position Damage Meter Gain Heat Up Level Works on: Difficulty Notes Video
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.
360B Starter
Combo Position Damage Meter Gain Heat Up Level Works on: Difficulty Notes Video
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.

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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