BBCPE/Bullet

From Dustloop Wiki

Overview

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.
Bullet

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
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.

 Bullet is a Rushdown/Grappler Hybrid who wants to either keep her Heat Up level to maintain offense, or cash it in to deal lots of damage.

Pros
Cons
  • 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
  • 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


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 360F 390F 420F 540F 600F
Ambox warning.png This data is all copied over from BBCPE 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 6 3 9 0 HB -
  • Just an average jab with a fast startup. 2A is marginally better because of the extra frame of advantage and because it's able to hit all crouchers, so use it if you can.
  • Can be used occasionally as an anti air
  • Combos from M.Capture in the corner
  • Gatlings into 6A or 2B for high/low mixup, and can be jump cancelled.

5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 SOJR HL 10 3 15 -1 HB -
  • 5B has decent range for a poke, so use it if you are just outside 2B range
  • Gatlings into 6A or 2B for high/low mixup, and can be jump cancelled

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SOR HL 13 5 13 -1 HBP -
  • Pushes Bullet forward, making it useful for frametraps
  • One of Bullet's best starters, so use it for a high damage punish
  • Use this if you think they'll try to hit you out of 5[C]

5[C]

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SOR HL 19 5 12 +1 HBP -
  • Pushes Bullet forward, making it useful for frametraps
  • One of Bullet's best starters, so use it for a high damage punish
  • Use this if you think they'll respect it
  • The +1 frame advantage helps continue pressure

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 6 3 8 +1 F -
  • Just an average jab with a fast startup. Marginally better than 5A because of the extra frame of advantage and because it's able to hit all crouchers, so use it if you can
  • Gatlings into 6A or 2B for high/low mixup
  • 66 > 2a > 4ab after knockdown is an option select that hits or misses with 2a due to tech and then either barriers if they tech or confirms your pick up combo with 5b. Extremely useful for if your pressure is being disrespected. Also works well with the 2a serpentine setup, which looks extremely similar to this.

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOR L 9 5 18 -9 L -
  • Like 5B, but with a slightly shorter range and hits low.
  • Can't be jump cancelled, so gatling into 5B for that.

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400,700 R L 14 3(12)3 19 -5 L -
  • Can be a surprise low, and a bit useful for combos, but you lose advantage if it's blocked.
  • Don't use in neutral, and use sparingly

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SOR H 24 3 19 -3 HB -
  • It's an overhead.
  • Use after 5A, 2A, 5B, or a jump-in for mixup.
  • Gatling into 5C for combos

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 SOJR HL 12 3 18 -4 HB 5-14H
  • It's an anti-air. Anti air with it if they get careless with their jump-ins.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1100 SOJR HL 23 6 14+8 -9 H 5-42F
  • It has a large startup and limited options if blocked, so it's not very useful outside of combos.

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOR L 21 3 21 -7 F 4-21B
  • Useful as a surprise low in neutral.
  • Can low profile the occasional attack.

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 7 3 8 - H -
  • A fast air jab, but not great for combos.
  • Use if you need the speed over range.
  • Jump cancels

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOJR HA 10 3 15 - H -
  • An air-to-air kick with fair range.
  • Use if you need the range over speed.
  • Jump cancels

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOR HA 13 3 15 - H -
  • Has range, and a sexy meaty hitbox, making it an ideal jump in.
  • Knocks them to the ground with untech time on counter hit. Can be picked up for a combo.


Drive Moves

5D, j.D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv0 300, 0×2, 700 R*, -, Rx2 All 10+8 18 20+10 -10 H 1-19P
Lv0 (Red Lock) 700, 0×2, 700 R*, -, Rx2 All 29+8 18 20+10 +2 H 1-19 All
Lv1 300, 0×2, 700 R*, -, Rx2 All 10+6 18 20+10 +4 H 1-19P
Lv1 (Red Lock) 700, 0×2, 700 R*, -, Rx2 All 24+6 18 20+10 +6 H 1-19 All
Lv2 300, 0×2, 700 R*, -, Rx2 All 10+4 18 20+10 +6 H 1-19P
Lv2 (Red Lock) 700, 0×2, 700 R*, -, Rx2 All 15+4 18 20+10 +9 H 1-19 All
  • Essential for combos, and can be special cancelled now.
  • Holding the button will charge the ring, giving it a larger ring. If you wait for the target to turn red, you get extra damage and invincibility.

Higher heat levels give more frame advantage on block, but if it is blocked, you lose a heat level. Don't waste it.

  • Hitting back while holding will cancel it.
  • Chases the hell out of them if used for oki, and can beat reversals if you use the red ring. IAD over their head for a crossup.

2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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
  • It hits low, but it is real slow, making this a no-go, sooooo....

6D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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
  • It hits high, but the startup will make you die, so don't try.


Universal Mechanics

Forward Throw

6B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR 80 7 3 16 - ground throw -
  • Both forward and back throw are good for combos. use the one that brings them closer to the corner.

Backward Throw

4B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR 80 7 3 16 - ground throw -
  • Both forward and back throw are good for combos. use the one that brings them closer to the corner.
  • Combos directly into instant kill.

Air Throw

j.B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR 120 7 3 15+3 - air throw -
  • A standard air throw, making it a handy air-to-air when they're close.

Counter Assault

6A+B during blockstun w/50%

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 13 3 30 -14 HB 1-20 All
  • It's got a bleh hitbox, but the startup is alright for what it is.

Crush Trigger

A+B w/25%

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30-60 1 24 +4 BP -
  • That startup is huge! But can be used if they are respecting you hard.


Specials

Wadcut Engage

D during a D normal

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 0, 1000 -, R - - - Total 55 - HB -
Lv2 0, 2000 -, R - - - Total 55 - HB -
  • One of the better engages for both midscreen and corner combos.

Flint Shooter

236A

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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's projectile.
  • Goes farther with higher heat levels.
  • Counterhit gives you an easy combo.

Flint Shooter (Charged)

236[A]

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 R All 25 9 Total 58 +3 HBP* -
  • Hits a little higher than the uncharged version.
  • Goes farther with higher heat levels.
  • Gives you an easy combo on hit.

Cutting Shear

623B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0×2, 1400 -x2, R All 15 2 37 -29 HB 1-16 All
  • An adorable little reversal with a poor hitbox that yields little damage without the followup. It is easily punished, so you are better off rarely using outside of combos.
  • It is your best combo ender after 5D, giving you a great knockdown with whatever oki you want.
  • Gives a ok combo on counterhit.

Explode Engage

22D during Cutting Shear

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 0, 1600, 100 -, Rx2 - - - Total 68 - HB -
Lv2 0, 3200, 100 -, Rx2 - - - Total 68 - HB -
  • It has poor damage for an engage, but it's still a combo tool.
  • Use if you can finish the round with it.

Miquelet Capture

41236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1500 -, R Unblockable 5 3 20~37 - ground throw 8-until recovery P
  • Unblockable, but hits standing or aerial opponents only. Has projectile invuln.
  • You can use it as a preemptive anti-air, or to punish projectile zoning, but because it's highly punishable on whiff, use only when you are sure it'll work.
  • Useful for combos, use after 5D or 5C on standing opponents, or 5C > 3C on crouching opponents (One doesn't work against the other).

Piercing Engage

236D during Miquelet Capture

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 800 R - - - Total 49 - HBP* -
Lv2 2400 R - - - Total 49 - HBP* -
  • A good Engage for combos, wall sticks in the corner.

Snaphance Fist

623C, air OK

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 0, 1700 -, R Unblockable 13 4 29+9 - Throw 4-16H
Air 0×2, 1700 R*, -, R All 13 2 30 - H -
  • The ground version has a little head invuln, but it's hitbox sucks. Keep it for combos.

Flechette Engage

623D during Snaphance Fist

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Lv1 0, 900 -, R - - - Total 72 - HB -
Lv2 0, 2500 -, R - - - Total 72 - HB -
  • Another damaging engage. Combos.

Afterburner

214D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - Total 55~79 - - 7-26~49PGP
  • Can be charged for 2 heat, but it's pretty risky.
  • Projectile invuln, but you'll need to get used the timing. It's a bit strange.
  • If you need the heat after a burst or 6AB hit, use this.


Distortion Drives

Rage Aggressor

2363214C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 200×3, 600×2, 300×7, 3000 R All 1+14~23 3×3 11+20 -15 HB -
Overdrive 200×3, 600×2, 300×7, 500, 2800×5 R All 1+14~23 3×3 11+20 -15 HB -
  • Never use this outside of combos. It doesn't even have invuln. Really, don't try it.

Serpentine Assault

720A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0×n, 320×2, 1520 —, Rxn 150 5+0 5 42 - ground throw 1-10 All
  • Some say using meter for a command grab is a waste and too risky. Give them the flamey-fist of doom.
  • Carries them to the corner.
  • Spin on wakeup, spin after a double jump, spin after an airdash, spin after blocked 2C, start a 5D over their head, cancel it, and spin...

Frangible Engage

720D during Serpentine Assault

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 350 - - - - - Total 81 HB -
  • You've already been spinning for a awhile, why stop now? You need a heat level to use this. (actually, there's a good reason. It carries them midscreen)
  • You can pick up a combo after this hit or keep spinning...
  • spinning... spinning...

Blackout

1080D during Frangible Engage

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 100×4, 2110 - - - - - Total 158 HB -
Overdrive 100×10, 2110 - - - - - Total 164 HB -
  • After all that spinning you deserve a reward. More spinning! As long as you are at heat level 2, you can pretend you are Tager. It does an exorbitant amount of damage, and can easily end the round.


Astral Heat

Hard Kill Bringer

632146D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - All 4+21 3 31 -13 HB 1-26 All
  • Lots of invuln and a huge hitbox, but you are a scrub if you use it outside of combos.
  • ...Ok, really I just mean you should back throw before you IK them. Then you don't have to worry about them blocking their fiery fate.


External References


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