BBCF Bullet


DAY 1 Changes and Impressions
(Not much sparring mode time so the majority of this info is from fighting folks in organized 1 round a piece to test stuff matches.)

+ Positive Changes
+Heat 0 Flint Shooter goes full screen.
+H1 and H2 Flint Shooter hit 2 and 3 times respectively. Useful for fireball exchanges as Shooter can absorb a hit and keep going.
+6B is a launcher on normal hit.
+5C is Fatal Counter again.
+3C is Fatal Counter.
+You don't lose Heat levels for Lock-ons whiffing or getting blocked.
+Afterburner is faster.
+2C (2nd) hit pushes further away making it safer to use for ending strings.
+New command throw is much needed and can lead to good damage at H2.
+Ground 5D Lock-on is bigger, even moreso at H1 and H2.

Stuff I need to confirm
?+720A may have larger range. I def got folks at ranges that I know will miss in CPEX.
?+623B may have improved startup and or range. It was def working in situations that would miss before.
?-Forward throw near corner wallsticks. This is really fucking odd as the stick is usually super high. Will need to find new combo routes for this.
?-5C being back to old version may mean it's back to -1 on block.

- Negative Changes
-5D Lock-on cannot be held to cancel. Must commit to cancel as 4D input. Example: To feint with Lock-on now you have to do 2B, 5C, 4D where before you could do 2B, 5C, 5[D]~4.
-5D Lock-on is way slower. Will not combo from 5C or 3C even in higher Heat levels.
-Air Lock-on is way smaller.
-5[C] is gone.
-5C gatling from 6A gone. Replaced with 3C and 6C gatlings.
-The comically long hitstun from CH Crush Trigger is gone.
-Snaphance Engage H1 and H2 launch the opponent to the other side of the screen. Can follow up with normal juggles if the opponent is thrown into the corner, aka you were cornered. Rage Aggressor still combos.
-Red Lock-on no longer invul and all Lock-on levels on block have Bullet do the bounce off animation.

The biggest change any Bullet player will immediately notice is the 5/3C, 5D not working. This was the easiest way to confirm into a Lock-on and get Heat. Since that doesn't work you now have to end strings with 2C into Afterburner.

Using H1/2 Lock-ons as a game of chicken being gone really hurts her pressure. You can't abuse the + frames on blocked Red Lock and charge Lock-on into cancel is gone. The loss of invul on Red Lock is immediately noticeable.

You no longer get the nice situation from Lock-on x 623B. Previously after hitting a Lock-on you were upclose with a Heat level and had the chance to:
1. Safe jump if they emergency teched
2. Flint Shooter oki
3. Check delay tech with 2A OS

It seems that you can still do the set up off 623B, it's just that you no longer have an easy confirm into 623B. It feels pretty awkward at the moment to not hit 5C, 5D and will def take some time to get used to.

The 6B change allows for close confirms to turn into a Lock-on juggle which is nice. With 6B being jump cancelable on block strings into 6B will def become more commonplace.

New command throw range is kinda small (likely somewhere inside 5A range), but dash in 360 is pretty scary at H2.

Flint Shooter going full screen and the improved Afterburner make it easier to get Heat in neutral. However, this coming at the cost of consistent Lock-on combos is ehhhh...

Recommend checking out @Kurenaineta 's twitter for combo ideas. I'm curious to see what other players come up with as I'm likely not going to play that much CF Bullet until after NEC.

Shoot me any questions or stuff you wanna test and I'll do my best to get it done.








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