Bullet is a hybrid rushdown/grappler with access to explosive damage and a unique resource. Bullet's resource, Heat Up Levels (nicknamed Heat), vastly change her reward on offense and her pressure. With at least one Heat Up Level, Bullet's attacks gain new properties. Bullet can also choose to spend Heat to follow up each of her specials with a unique "Engage" move. Bullet's Overdrive cranks her damage potential up yet another notch by keeping Bullet in Heat for its duration. This makes Bullet's Overdrive an impressive comeback factor.Bullet is also a beginner friendly character. Her gameplan is quite simple, and she has very low execution requirements. However, while Bullet's damage is amazing, she suffers from poor defensive options and a lack of strong neutral tools to get started. As a result, she struggles against zoners and characters with a stronger neutral. In the right hands though, Bullet can still get the ball rolling and blow up anyone in her way. Smart resource management and good fundamentals are key to playing Bullet effectively.
|Lore:||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 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. Bullet doesn't know much outside of battle. She is always ready to fight and usually applies her knowledge of the battlefield to everything. She's often aggressive and blunt, but has a 'big sis' sort of appearance.|
|Bullet is an explosive rushdown/grappler. She thrives when she can counter attack the opponent and presses the advantage with Heat and command grabs.|
By holding down the D button, Bullet creates a growing orange circle around her. If the opponent is inside this circle, release the D button to launch Bullet at the opponent. If the opponent is outside the ring, releasing D will cause her to leave the stance.
- Bullet gains a Heat Up level any time she lands hits with her Drive. At Heat Level 1 (H1) she has an orange silhouette, at Heat Level 2 (H2) she has a red silhouette. Bullet starts every round with Heat Level 0 (H0)
- Heat Up levels last for 900 frames (about 15 seconds); the timer resets each time she gains another level. Gaining levels when you're already at H2 simply resets the timer.
- Bullet can spend Heat to perform followups to her Drives, specials and one of her Distortion Drives. These followups (Called Engage moves) deal massive damage and open combo routes.
- All Drives attacks immediately give Heat, meaning you can start a combo at Level 0(H0) and still use an Engage within it.
- In Heat, all Drive attacks do slightly more damage
- In Heat, j.D and 5D gain full invuln during the travel period
- Other moves gain new properties in Heat (explained in their descriptions below).
Overdrive: Heat the Beat
Bullet's Overdrive is relatively simple and versatile. Upon activating Overdrive, Bullet immediately gains a Heat Up Level. During Overdrive, she also gains the following properties:
- Bullet dashes much farther.
- Bullet's Heat Up level does not decrease, even when using an Engage*
- H2 Piercing Engage has different wall bounce properties.
Note: If Overdrive ends while Bullet uses an Engage, she will lose Heat. In certain situations you must RC an Engage move to become actionable before OD ends. Done properly, you'll retain your Heat.long as OD is active. If their timer runs out during Overdrive, they will expire as soon as Bullet leaves Overdrive
Average jab. 2A is much better in pressure because it's able to hit all crouchers. Can be used occasionally as an anti air or to catch jump out attempts up-close. Gatlings into 6A or 2B for high/low mixup on block, and can be jump cancelled for conversions on air hit or an additional layer in pressure.
5B is a good poke with solid range, so use it if you are just outside 2B range. It also gatlings into 6A or 2B for high/low mixup and can be jump cancelled, so it's a pretty good point to vary your pressure.
With at least one Heat Up Level, 5B becomes dash-cancelable giving her strong choices for pressure and mixup if the opponent is scared to mash, adding another layer to Bullet's mixups. However, aware opponents can mash or anti-air her options after 5B if not conditioned to keep blocking.
One of Bullet's best starters due to its Fatal Counter property, good damage and excellent scaling, leading to overall excellent combo damage (And more than likely will get bursted immediately because of it.)
5C also pushes Bullet forward, making it useful for frametraps. Furthermore, it can be good place to reset pressure sparingly by taking advantage of people expecting you to cancel into 2C, Flint Shooter, or Charged Flint Shooter. If your opponent is scared of a frame trap, you can reset pressure with 2A.
- Causes ground slide on air hit
A jab with a fast startup. Much better in pressure than 5A because it can hit all crouchers, and great for catching roll, delay or no tech. Will whiff on fuzzy jump attempts outside of staggers, however.
Dash > 2A > 4AB after a 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. This type of setup is similar to a common setup for Serpentine AssaultGuard:
Like 5B, but with a slightly shorter range and hits low. However, its distinguishing factor is its hurtbox. 2B's hurtbox is very close to the ground, meaning 2B low profiles a disgusting amount of pokes in the game, including Ragna's 5BGuard:
-7 at midrange. This can also let Bullet low profile some jump-ins outright and punish. You can use this move to call out pokes, stagger with it to call out fuzzy jumps, or use it as combo/blockstring filler.
- Cannot be jump cancelled like Bullet's other normals, making it less useful as a pressure reset.
Can be used as a surprise low or to catch people trying to mash/jump out of Flint ShooterGuard:
-5 or its charged variationGuard:
+3 when delayed. Has poor frame advantage, but the pushback keeps you at a safe distance on block. You also have the option to special cancel both hits to vary your pressure, potentially even allowing a tick throw into Serpentine AssaultGuard:
-. Still, 2C should be used sparingly and definitely not in neutral.
Common in heatless ground combos to end in AfterburnerGuard:
-. Going for this ender provides very slight frame advantage, so your pressure can continue afterwards if you make the right read.
- The first hit on air hit will lead into hard knockdown. You can cancel this into 236[A] and proceed with a short combo.
- On Counter Hit, 2C can be comboed into 6D into any basic 6D combo, depending on your Heat Level when you initiated it.
Bullet's overhead. It can be canceled into after 5A, 2A, 5B, and 2B. You can also use it after jump-in as a mixup after pressure resets. However, 6A has poor horizontal range, limiting its utility. It can gatling into 6B, 6C, 2C and 3C; on hit, you can convert 6A into a combo via gatling into 3C, but after a blocked 6A, Bullet doesn't have many options to salvage the situation and maintain pressure.
- Causes ground bounce on air hit, making it a common combo piece.
Bullet's anti-air. Has an amazing vertical hitbox and great active frames, but suffers from limited horizontal range. Due to its range, it tends to work best at preventing opponents from jumping during pressure or preventing IADs. On CH this combos directly into 6D, leading to juicy damage even if she started with no Heat. 6B launches opponents even on normal hit, making it useful in some midscreen combo routes to get a better j.D combo ender instead of a 2C > After Burner ender.
- Head invuln 5-14F
- Can be dash cancelled when in heat 1 or 2
A normal with slow startup and limited options on block. Mostly seen in her corner and crouching hit confirms, or any general situation where her opponent is in high hitstun, such as wall splat Snap Hands FistGuard:
-, most Heat Level 2 follow-ups, air hit 6A, and charged Flint ShooterGuard:
For midscreen crouching hit confirms, 6C> jump cancel > j.C > j.D is often optimal for gaining heat. However, timing the delay on j.C can be tricky so it's often more consistent to use 6C> jc > j.D instead. This move is also wonderful to burst bait with during a confirm, as you'll often have just enough time to jump cancel barrier and still land j.D. You can also punish and burst bait with this move if you feel your opponent will burst immediately after CH 5C. Even if they don't burst, you can still confirm off of this.
While it's rare to see it in pressure, it has some uses. It can low invuln through Foot Property moves, and if it's blocked you can stay relatively safe with jump back j.D. If you're feeling risky, you can reset pressure with jump forward j.C. The problem is that this consumes her double jump, so you have no air option afterwards. If you want to spend the meter, you can RC into j.C > Cross FirewheelGuard:
- for decent mix.
- Fatal Counter makes move untechable until they hit the ground
Typically used as a hard callout to beat pokes with greater range due to its invulnerability to Body attribute attacks, the distance it travels, and the low profile. 3C is risky to throw out in neutral, however; it has limited options on block, and the invuln/low profile do not begin immediately. If your opponent has the same idea as you, you'll lose to whatever low poke they have. Your opponent can also react and throw counter outright. On the upside, it has the ability to Fatal Counter, enabling great follow-ups like 6D. It can also catch people by surprise and get her out of some trickier situations because of its travel distance.
- Body invuln from frame 10-20, but active on frame 21; invuln does not carry into active frames
A fast air jab. Good as an air-to-air up-close, but not great for combos. Jump up j.A can be a strong way to deter air approaches, since it is safe to whiff compared to 6B and will hit opponents at angles where many anti-airs will not work.
An air-to-air kick with good range and speed, and overall Bullet's strongest air-to-air normal. Useful if you need the range more than you need j.A's speed. It is also jump-cancelable on block, making it more useful than j.C in some instances. Also very useful for catching your opponent off guard with its range.
On air CH, the opponent floats slightly in the air and cannot tech for a long time, allowing for strong confirms. For example, when j.B counter-hits relatively low to the ground, Bullet double jump and follow-up with more air buttons or fall and continue with grounded options, such as microdash 6B.
A staple in Bullet's moveset. Has good range and a large hitbox, making it an ideal jump-in. It also sees use as combo filler, an occasional air-to-air, a pressure reset, and more. Jump-cancellable on hit, but not on block, giving it additional use in combos. This property is also useful for buffering Cross FirewheelGuard:
- or Serpentine AssaultGuard:
- on block for a tick throw setup.
- Knocks them to the ground with untech time on air counter-hit
5D's circle is huge, spanning about 1/2 to 2/3rds of the screen. However, it now has a longer startup. When using Drive on the ground against jumpy opponents, 5D it's the most consistent option, as it's relatively fast and has vertical tracking which 2D/6D lacks.
Because of its slow startup, it can't be used in most combos anymore and because of the changes to frame advantage and pushback on block from a blocked Drive attack, it's not very advisable to use it too often in neutral either. You'll still want to use 5D in neutral sparingly just to make sure your opponent hasn't forgotten that you have this option. If your opponent blocks this move in the air, you can still use air normals while you both descend. Use this sparingly to keep your opponent on their toes.
- Holding 4D and not letting go will always keep Bullet from activating, even on a target in range
- Heat Levels are not lost if blocked
Bullet hops forward then sweeps her opponent with her legs. This shares the same startup animation as 6D, making it ambiguous which option Bullet chose. While it is slow and has large recovery on whiff, it's plus on block with Heat and leads to great midscreen damage on hit in H2 thanks to Wadcutter EngageGuard:
-. Notably, as a combo starter, 2D is actually better than 6D in some situations.
As Bullet's drives have high startup, wary opponents may react by jumping to avoid the 2D/6D mixup entirely. While 6D's hitbox can catch jumping opponents, 2D's hitbox is very low to the ground and will whiff.
- 110% Bonus Proration
Outside of combos, this move usually only sees use after an opponent is conditioned to block, as it can help enforce the aforementioned 6D/2D high-low. The startup is slow, however, and if your opponent is aware, they can super jump out of the way. However, its range and travel speed still give it some use. With at least one Heat Level, these moves are + on block, and they are always cancellable into special moves.
While 2D is sometimes better for starting combos, 6D is always better for extending them. It has more followups than 2D, and it can always convert into something decent. This makes it a staple of many of Bullet's more damaging combo routes. One thing to note is that following up 6D with air Snap Hands FistGuard:
- can be tricky depending on the character's height.
- 110% Bonus Proration
An essential tool with a wide variety of uses. Useful as combo filler to gain Heat, in neutral to catch movement, or as a way to delay your descent on an approach and bait an anti-air. Just like all Drives, you can cancel into specials, supers, and Wadcutter EngageGuard:
-. j.D > OD > Rage AggressorGuard:
-15 is a common round ender. Depending on Bullet's height on block, you're free to use an air normal while you descend. Not the safest option, but a good way to catch someone off guard.
The frame advantage on j.D varies depending on both character's heights. Generally speaking, though, if someone uses instant block barrier, you are at a disadvantage. Due to its invulnerability, it can win some scrambles and will sometimes it will even clash with reversals. Keep in mind you can always be thrown during the travel, and you will lose to mashes during the startup. After ending a combo with Cutting SheerGuard:
-23 in the corner, you can catch all rolls by jumping and instantly holding j.D.
Bullet's j.D also has a strange bug. If your opponent is grounded and you perform j.D while descending at certain heights, you'll be able to air dash after j.D. This is not easy to set up, but can be used for interesting pressure variations.
- Holding j.4D and not letting go will always keep Bullet from activating, even on a target in range
- With at least one Heat Level, is invulnerable while traveling
Functions the same as every other throw. Wallbounces midscreen and wallsplats in the corner, allowing for followups. Both forward and back throw are good for combos, so use the one that brings them closer to the corner.
Functions the same as Forward Throw before it hits. Provides a hard knockdown. Can combo directly into Rage AggressorGuard:
-15 for a large chunk of unburstable damage, or into Hard Kill BringerGuard:
-12 as a way to secure matches.
A standard air throw, making it a handy air-to-air when they're close.
Confirming this move from a hit in the corner can be awkward. Depending on positioning and height, you can wait till they bounce past you and use air Snap Hands FistGuard:
- to toss them back into the corner and dunk. Alternatively, you can just hit the ground and do 6B into ground Snap Hands FistGuard:
6A+B while Blocking
A Counter Assault with alright startup, but a poor hitbox. Not something you'd want to rely on.
This move is interesting. In Overdrive, it's used in TODs to guarantee Active Flow or to tack on extra damage. On air hit, however, this move has similar wall bounce/splat properties to Explode EngageGuard:
-. If it hits midscreen, it'll cause wall bounce, but if your opponent is close enough to the corner it will wall splat. The wall splat is outshined by H2 Piercing EngageGuard:
-, but the wall bounce is great for Heatless corner carry. For example, you can do 5B > 5C > 2C > CT > (66) 5C > 3C > 623B/214D. You can also Miquelet Capture and then 6B > Double Snap after the 3C for great oki and heat. This also combos straight out of 5D and j.D, in case you want to use it instead of Miquelet Capture for whatever reason.
This uncharged version combos into 6C and, if you're close enough in corner and the opponent is crouching, 2A. This is helpful if you want better oki while gaining Heat at midscreen.
D during a D normal
Wall bounces on hit, making it fairly useful for midscreen combos. You won't see it much outside of OD combos and after midscreen 2D starters, though. Unlike her other special cancels, you don't gain a heat level from Drive before using this move. This means that you need at least 1 Heat before using Drive, and you'll only get the H1 version. The H2 version does more damage and gives slightly more untech time.
Bullet's projectile. Useful due for advancing on the opponent due to its slow speed and fullscreen travel distance. Can also force them to block while you go for a mixup. The projectile also lies close to the ground, meaning that sometimes other projectiles will go over it. Rarely used during combos, though it can be used after as an oki tool.
Flint Shooter will get an additional hit added to it with each Heat level Bullet has. When clashing with projectiles, the first hit often cancels out an opponent's projectile while Flint continues traveling. Furthermore, against Carl and Relius, the multiple hits can be used to deal significant damage to their Dolls' respective gauges.
Flint Shooter (Charged)
The version you'll actually use in combos. Instead of firing a moving projectile, Bullet simply causes an explosion in front of her at ground level, flinging your opponent into the air for followup hits. Outside of combos, its advantage on block can make it useful as a pressure reset with potentially huge CH reward if the opponent mistimes their mash. However, the extra time in charging up 236[A] gives opponents a gap to mash out of, so be careful in its use when opponents have not been conditioned to block.
- Has a minimum range of approximately 665px between character origins, usually not relevant since the hitbox is much smaller but it does mean that this move will fail to counter moves done at long range even if it intersects with an extended hurtboxes
Bullet's DP. An invincible reversal is always nice, but Cutting Sheer has low horizontal range and slow startup, making it not the best. You mostly want to use it in situations where you believe your opponent will stick to you and press buttons after oki, or to call out pressure gaps. Ironically, its slow startup can mess up certain reversal baits.
A lesser known benefit of Cutting Sheer is that she can OS with Rapid Cancel to make it safe on block, since the first hit cannot be Rapid Cancelled on hit. This means that if you RC the moment Cutting Sheer lands, you'll only RC if your opponent blocked. If they were hit, you can RC the second hit into 6A > 6C > j.D to build Heat, or continue the combo as normal with Explode EngageGuard:
- if you already have Heat Level 2.
In longer combos, Cutting Sheer will cause opponents to air tech before hitting the ground. As a result, you won't always be using Cutting Sheer as an ender. Despite this, it can still always lead into a safejump on hit; after Sheer, input 9A > 4j.C. This will beat most reversals and all abare normals, and force your opponent to block on emergency tech. Be wary, though, as this loses to rolls and delay wakeups.
22D during Cutting Sheer
Explode Engage is the drive followup of choice at midscreen if you want to squeeze out more damage or can't access other options early enough in a combo. Will normally wallbounce opponents, but if your back is to the corner, you can use this to switch sides and wall splat your opponent. In H1, depending on how close you are to the corner, you'll have to backdash afterwards to maintain the side switch. If you're far enough from the corner you can 2C > 214D or 3C > 214D. This situation is much better in H2, because you can simply 5C > 214D after. With enough distance between you and the corner, you can also dash and use 6C > j.D for better oki
By doing 22[D], there is an alternative version which will ground splat in front of Bullet. This allows for some combo routes to pick up with 2A > 5B.
- Combo throw, so can never be throw rejected but suffers normal combo proration like any strike move
- Unblockable, but only hits standing or aerial opponents
- Extended throw range, about twice the usual distance from touching.
A running grab with invulnerability to projectiles, making it useful for calling out reckless zoning. Can be "braked" by pressing B while travelling for decreased recovery, though you are still punishable on whiff in many situations even if you brake.
Miquelet Capture is also a staple of Bullet's combos. In most situations, you'll see it after 2C, because it pops them high enough. This move is great in combos to add corner carry or to tack on extra damage. It's also a staple of Bullet's corner confirms, especially with its H2 engage. Its projectile invulerability is useful in some matchups to catch characters who can poke with short to mid range projectiles.
On CH the opponent floats, making it comboable everywhere. Notably, it can combo into 2C>236[A], 623C (useful if you're back is to the corner), 5C>3C for corner carry, and more. Sometimes, this makes its Engage followup unwieldly, as they'll wall splat much higher than usual.
236D during Miquelet Capture
The Drive followup for Miquelet Capture. Useful in H2 corner BnBs for big damage and wallstick property. The H1 version wall splats for less time, but sees use to guarantee a corner pickup when Miquelet > 665B won't quite land.
- H2 version wallbounces midscreen in OD
Snap Hands Fist
623C (air OK)
- Anti-air grab, will always miss a grounded or downed opponent, regardless of hitboxes
- Swaps sides on hit.
- Counterhittable during recovery
- Maximum range of 523px from Bullet's origin, usually just a matter of hitboxes.
Situationally useful anti air with a lot of Head invuln that covers an angle Bullet's other anti-airs do not. The ground version is unblockable, further enhancing this, though the air version is not. On CH, the opponent is in hitstun until they hit the ground, allowing for strong followups without any prerequisites. With Heat, you can use its followup, Flechette EngageGuard:
-, to blow people up, carry them to the corner, and get better oki, making it a useful starter and extender. Significant CH recovery, so don't whiff it.
In the corner, Snap Hands Fist wallsticks, enabling Bullet's trademark "double snap" conversion. In the corner, Bullet can pop an opponent up, use Snap to toss them out of the corner, dash, then use Snap once again to put them back into the corner with a wallstick. This conversion is possible on almost the whole cast, although the timing of the second snap is somewhat character specific. Double Snap is extremely useful because it lets you squeeze out extra damage, prorates less than many of Bullet's other corner extensions, and leads to (66) > 6C > j.D
623D during Snap Hands Fist
- Since Snap Hands fist switches sides, you will need to do the 623 motion for this move in the opposite direction.
Slams the opponent to the ground and bounces them, allowing combo extensions off of 623C. In H2, the bounce and damage are much higher, leading to more followups and more damaging combos. Useful in some corner combos, and also deals massive damage if used early enough in a combo.
- Slightly longer reach than a normal throw (Approximately 43px)
Bullet's command grab special. It's a good, fast mixup tool to go for that can lead into good damage with Heat. If you don't use the Drive followup, the opponent will get knocked down in front of you for more pressure. Don't get too reckless with it, though, as its very punishable on whiff and will lose to fuzzy jumps.
The 360 input can be done clockwise or counter clockwise regardless of which direction Bullet is facing. The starting direction of the 360 input doesn't matter as long as you hit all 4 directions; 8624B, 6248B, 4268B, and 2486B are all valid inputs. 66248B and 42668B can also be used as microdash command grab inputs.
If Rapid Canceled at the end, Bullet can easily pick the opponent up with 2B and gain the Heat which she was probably lacking to follow into Shot Shell Engage. If Rapid Cancelled at the beginning, she can 6D immediately afterwards for their heat followup of choice, though this requires stricter timing.
Shot Shell Engage
63214D during Cross Firewheel
Crossfire Wheel's Drive followup. Switches sides on hit, wallbouncing when far from the corner and wallsticking if you're close enough. It's easily convertible anywhere, even at H1. If you have Heat, it's usually worth using this engage.
Gives Bullet one Heat Level on use, or, if you already have H2, resets the timer of how long you can keep it. Has a relatively short duration and some projectile guardpoint, so you can potentially use this to build levels in neutral if your opponent is too passive. Can be held to give two heat levels, though this is only useful if you're at H0 and notably risky due to the total duration of the animation.
Enders such as 2C > After Burner are common ways to build Heat off meterless ground hits. The frame advantage is pretty poor, though, so you'll want to be on the lookout for opponents trying to disrespect this ender by using a variety of wakeup options.
- 15% minimum damage (915 normally and 1190 during Overdrive)
- No invulnerability and enough time after the superflash for anyone to just jab Bullet on reaction.
No worthwhile uses outside of combos, but extremely valuable as a combo ender. Can be combo'd from a ridiculous amount of things, has solid minimum damage, and leaves you significantly advantageous on hit. Things that combo into Rage Aggressor include every Engage except H1 Flechette EngageGuard:
-, every Drive move, Snap Hands Fist, and throw. You name it, it probably works. Generally viable to throw out Flint after this super to catch tech rolls. Due to its bad P1 and multi-hit nature, it's often possible to get this move to do more damage if done early in a combo than doing it on its own, in this instance it is sometimes worth using a Rapid Cancel to continue the combo since the move doesn't scale damage that badly during combos.
The OD version follows blasts your opponent away. The extra damage isn't often worth the worse oki, but it's still worth going for if you want to close out a round.
A risky, but highly rewarding command grab super. Carries them straight to the corner on hit, and deals 2060 damage even before its followups. Also serves as a reversal super which cannot be blocked, giving it utility on wakeup. Most deadly in Heat Level 2, as its followups increase its damage massively.
Can be easily buffered from a variety of common pressure tools, including, 2A stagger, 5B/6B dashcancel, 5D > Miquelet Capture Brake[[File:|130x200px]]Guard:
-, and guard-cancel Overdrive. Just remember that if you are using this from overdrive, try to make sure you're not at heat level 0, or you'll miss out on huge damage if this move hits.
- Has 388 pixel range, but also moves slightly foward after the first active frame.Per frame, moves foward: 61, 31, 13, 8 pixels..
- First active frame happens immediately as the superflash ends, giving no time to reach.
- Bullet is invulnerable during its active frames where she slides forwards, giving the move incredible range. However, they can jump out on reaction if the first frame doesn't grab them
- One of the few Distortion Drives that doesn't improve with Overdrive; however, BlackoutGuard:
- does gain a significant damage increase in Overdrive, so this is often a moot point.
720D during Serpentine Assault
Spends 1 Heat Level to add extra damage to Serpentine Assault. Deals only 250 damage on its own, doesn't improve with Overdrive, and brings them back to the center of the screen, so there's not much use for this on its own unless you're trying to get to BlackoutGuard:
-. The best way to input both this and Blackout is to just keep spinning the stick after the 720A and mashing D, as the game is extremely lenient with the inputs here.
1080D during Frangible Engage
- Overdrive version of this move only requires that Sepentine Assault was activated during Overdrive, it doesn't require Overdrive to still be active before this move begins.
The final and most powerful section of the Serpentine Assault series. Deals 2319 damage outside of Overdrive and 2919 damage within it, increasing the sequence's total damage to a staggering 4620/5220.
A+B+C+D during Overdrive
Bullet drags the opponent across the floor, switching sides on hit. The Active Flow version drags opponent an even greater distance. 312 minimum damage normally, and 651 minimum damage in Overdrive. Otherwise behaves the same as every other Exceed Accel.
As a reversal, landing this leads to a pretty great situation on hit, since you'll always have at least one Heat up level afterwards due to the properties of Bullet's Overdrive. As a combo ender, it's not very good as it drags them back to the center of the screen and will often reset to neutral. The short range and below average pushback make it slightly less safe than other EAs. While the side switch and invincibility are great, use this wisely.
Hard Kill Bringer
Particularly useful for an Astral due to the variety of routes into it. Easily comboable from her back throw, 3C, wall splat Snap Hands Fist, and almost all Heat Level 2 Engages.
- Bullet Combo Doc
- Bullet Pressure Guide
- Twitter Moment of Bullet Tech by Mecha Oni
- Twitter Moment of Bullet Tech by Towito
- Evernote holding CF2 Resources (Relatively Outdated)
- Color Palettes on https://blazblue.wiki
|To edit frame data, edit values in BBCF/Bullet/Data.|
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