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SingerOfW

CF Bullet Okizeme

May 22nd, 2016
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  1. Here are our combo ender options, as well as the okizeme we get from it.
  2. *Please note that this is what Kurenai has been using in his matches.
  3.  
  4. - Shear ender
  5. The most stable ender. Thanks to the frame advantage and position after the ender, this is Bullet's best option. However, since it no longer gives untechable knockdown in CF, make sure to learn the j.A confirms if your combo took too long and you want to catch an air recovery.
  6.  
  7. Shear ender -> rising j.A -> j.4C
  8. The so-called safe jump.
  9. The rising j.A allows you to time it more easily.
  10. j.4C is basically j.C with a block input.
  11. Since you need at least 8 frames for the safe jump, note that it won't work against Terumi's Gouga Soutenjin and other 7-frame reversal.
  12. It also loses to Yukikaze, GETB and other parries/invul grabs. (Be careful that Hakumen's 6D is now a 1-frame parry, unlike in 2.0, so he can catch j.C with it).
  13. Since j.C overlaps with the enemy ground tech, they can neither mash nor chicken-block out of it - and it also catches backward rolls.
  14. Do note that it does not work against delayed tech or forward rolls.
  15. This safe jump is one of Bullet's most basic techs, so make sure to learn it well.
  16. After you show safe jump j.C to your opponent, you can start using other okizeme, such as Shear ender -> neutral jump -> deep air dash j.C, Shear ender -> neutral jump -> 2B, Shear ender -> neutral jump -> Cross, etc.
  17. -> In case of forward roll
  18. You can see whether or not the opponent forward-rolls while you perform the rising j.A. If they do, you can go j.A -> j.44 -> j.A to hit them right where they roll, turning this into a j.A safe jump. Don't forget to check the opponent's forward rolls.
  19.  
  20. Shear ender -> Heat-Up charged Flint
  21. Used against quick rise and no tech.
  22. Even if they do tech, charged Flint is active for so long, you get a considerable frame advantage if they block it. However, as it goes right through a delayed tech, you leave yourself open for a punish, so do not abuse it too much.
  23. Although I said it's useful against no tech, if you have already run out of combo time, there is little you can do after a charged Flint, so you better use it when you got some time left.
  24. In addition, this oki dodges some reversals, such as Jin's 623C, Mu's Tsunugui etc.
  25.  
  26. Shear ender -> 2A
  27. Used against no tech.
  28. Best used when you got combo time left or you want to make your opponent push buttons.
  29. Unless they tech ASAP, 2A will lead to a blue-beat combo that is useful for getting Heat-Up levels and the like.
  30. The staple oki for when you don't have to safe jump against the enemy character or after you have conditioned them. Also strong against reversal OD and such.
  31.  
  32. Shear ender -> 5A -> 2B
  33. Catches all tech options in the corner (loses to everything but backward roll on mid-screen).
  34. 2B's active frames cover the invul frames of instant tech. A quite useful oki for when you don't worry about reversals. Keep in mind that 2B goes through a delayed tech, though you can use that 2B as a buffer for Serpentine or Cross. By the way, this oki is the reason behind 70% of cases people get killed for their own 720s.
  35.  
  36. Shear ender -> backward jump -> j.C
  37. Used against forward roll in the corner (against some characters' quick rise).
  38. If you know they're going to forward-roll, confirm into 5C>6C or 5C>3C.
  39. Also useful against Rachel's corner wind ukemi.
  40. If they tech, j.C won't hit -> input 720.
  41. Also dodges Jin's 623C etc.
  42.  
  43. Shear ender -> backstep 2B
  44. Used in corner, abuses 2B's active frames.
  45. Although the backstep leaves you farther away from your opponent, you won't dodge DPs unless you use 2B. (Though some reversals can only be dodge by double backstep).
  46. The main strength is that you can confirm your opponent's reaction during the backstep, though your options might be limited with the combo time you're left with after the Shear ender.
  47.  
  48. - 2C or 3C -> Burner ender
  49. The ender that was born from 5D's slower start-up and Burner's speed-up in this installment. Although the advantage is on Bullet's side even with an instant tech, it's not too big, so it's easy to escape from her on mid-screen and such. The advantage gets better if the move before the Burner scored an air hit.
  50.  
  51. Burner ender -> (slide) 2A
  52. Catches forward roll and no tech on mid-screen.
  53. The slide is added when they emergency tech and you want to stay close to them. It also lets you keep them in 2B's range after a whiffed 2A even if they backstep after an emergency tech.
  54. If you're in the corner, the slide is not needed. Also, if you do Capture > 2C > Burner ender -> 2A in the corner, you can play around both rolls and no tech by mixing it up with Cross.
  55. 3C > Burner ender works the same. It gives more frame advantage and leaves you closer to the enemy than 2C.
  56.  
  57. Burner ender -> slide 5B
  58. Catches back-steps on mid-screen after a backward roll or instant tech.
  59. Use sparingly, as it loses to jab mashing after an instant tech.
  60. High risk, high reward.
  61.  
  62. - Capture break ender
  63. Since the Shear ender may currently let the enemy air-tech depending on the combo time, this ender is used to catch them when you're almost out of combo time. Its untech time as a Drive follow-up is also fixed, and using Capture break for oki allows you to force the opponent's hand and get closer. Mostly used in the corner.
  64.  
  65. Capture break ender -> 5A -> 2A
  66. 5A is there for the timing.
  67. Catches almost all ukemi options in the corner.
  68. If they instant roll, 2A gets an air hit, and if they delay forward roll, 2A hits them after turning around. Also, if they go for quick rise or no tech, 2A resets proration and lands as an air hit. Because of that, the basic move is to follow it up with 5B, or 4B so it becomes 6B when they forward roll.
  69. Although the opponent may delay their tech so 2A can go through it, the advantage stays on Bullet's side, so she can press 2A or 5A again to beat their mashing or chicken-blocking. (It's pretty tough to do, but a delayed forward roll has some frames that can't be hit by 2A. It's unlikely to happen in an actual match due to its timing, so you don't have to worry about that... Probably. If you do expect it, you can alter 2A's timing or switch to 5A whiff 2B or something).
  70. Safe against wake-up DPs with 13 invul frames.
  71. Since this catches rolls and no tech, forcing the opponent to go for the instant tech, you can mix up between 2A and Cross.
  72. By the way, you can already practice corner Capture break -> 5A whiff -> 2A at home in CPEX.
  73. Also, as a gag victory against those who never seen it:
  74. Capture break ender -> 5A -> 2A (block) -> 2A (block) -> Serpentine
  75. (Though it's more of a "You gotta eat it even if you know it's coming" move, haha...)
  76. The first 2A is there to catch tech, the second one is to confirm that they're blocking, and Serpentine blows them up. Even Barrier won't save them. Remember that some characters will be out of Serpentine's reach if they Barrier the second 2A.
  77. When they go for the delayed forward roll and you catch it with 2A (followed by 5B):
  78. H1
  79. 2A>5B>6B>j.C>j.D>Hance>66 6A>6C>j.D>Shear or Capture break ender
  80. H2
  81. 2A>5B>6B>TK Hance>land>charged Flint>(slide 6A>)6C>j.D>Shear or Capture break ender
  82. On H2, you can score more than 3700 damage even without AF with the part in parentheses. That part might be difficult depending on the opponent's character, so you may leave it out to make it more stable (you're losing about 200 damage).
  83.  
  84. Capture break ender -> 5A -> Cross
  85. The aforementioned mix-up. Good to use when they realize that 2A won't let them roll or keep lying around. Remember that they can use reversal OD and make you eat a full combo.
  86.  
  87. - Hance ender
  88. When you're on mid-screen and want those Heat-Up levels at any cost, or when you want to stay away from the enemy character. When you are in the corner, throwing the opponent behind you with Snaphance gives you different frame advantage. Also make sure to check whether the opponent goes for the instant air tech with j.A.
  89.  
  90. Hance ender -> Burner -> H2 regular Flint
  91. This is what you go for on mid-screen when you need Heat-Up. Since you're pretty far away from the opponent, there isn't much you can do afterwards. It basically comes down to CH Flint into Rage.
  92. Not the most common ender, really.
  93.  
  94. Wall-splat Hance>66 5B>6B>TK Hance ender>66 delayed charged Flint
  95. The corner oki that uses charged Flint to disregard most reversals. If they block it, mix them up between 66 2B or 66 Cross. A relatively good option since Bullet is far enough not to be hit by any wake-up reversals. (Even if they reversal OD, there's really no way to see if they can land an EA out of it). However, this route requires you to give up one of the two potential Heat-Up levels, and depending on the character, following up Hance with 5B might be quite difficult.
  96. *PS
  97. Without a Hance ender, this route becomes
  98. proper Hance>66 5B>6B>TK Hance>66 5C ender>charged Flint
  99. It has a few strong points of its own. With the Hance ender, not delaying the Flint means that it blue-beats unless the opponent goes for the instant tech, so the delay can get a bit tricky. With the 5C ender, you can do it as soon as possible. Also, a slide-down ender is great against some characters.
  100.  
  101. - EA ender
  102. For Bullet, this is more of a reversal or punish than a combo ender. Since the frame advantage on hit is pretty big when compared to other characters, you can easily go for oki in the corner.
  103. In AF, it travels a different distance. However, if you use it with your back to the corner, the distance between you and the corner after the animation does not change. The knockdown time does not change that much, either.
  104.  
  105. EA ender -> 66 2B
  106. Catches forward roll on mid-screen. Basically, if you score an EA on mid-screen, you can pick between this, a Flint, or Burner. As usual, the opponent is a bit too far on mid-screen...
  107.  
  108. EA ender -> Flint
  109. Something you can see after an EA out of the corner.
  110. Catches enemy rolls and no tech. It goes through the instant tech, but since Bullet is pretty far away, most wake-up reversals won't hit her.
  111. However, although it does catch forward rolls, you can only follow it up with meter (though maybe you can make it with slide 5A against some characters if you have Heat-Up...)
  112. If they backward roll, mash or chicken-block, you can slide 5B to follow up the combo. If you catch their roll and have the meter, you might want to RC 6A or RC 5C.
  113.  
  114. EA ender -> charged Flint
  115. Another corner okizeme you use after landing EA out of the corner and switching positions. Basically, it serves the same function as the regular Flint, catching rolls and no tech. However, this one is weak to instant tech chicken-block unless you time it perfectly. (Though since the motion is the same as with the regular Flint, they might not even want to chicken-block...)
  116. If they block it after an emergency tech, you get better frame advantage than with the regular Flint. Basically, blocking it begins the mix-up.
  117. Charged Flint -> step 2B
  118. Charged Flint -> step Cross
  119. 2B's start-up is 9 frames, Cross's start-up is also 9 frames. It's impossible to see it on the first try. Because of that, some opponents will DP or GCOD after blocking the charged Flint to have their turn, so if you want to keep your offense going, you can go charged Flint -> slide 2A instead. (Since this goes after an EA ender, they can also go for the reversal OD to avoid the charged Flint altogether, but that does not guarantee them anything).
  120.  
  121. Misc tricks from other enders
  122. - Shear RC
  123. Since Shear's start-up is slow, if your opponent goes for the wake-up DP, Shear usually wins. Also, since Shear's RC timing is different on hit and block, input it as fast as possible: that way, you get an RC if it's blocked and don't if it hits.
  124. If you RC Shear like this and they block it normally, inputting 2B as fast as possible won't let them switch blocks. Also, since Shear pulls the enemy closer, you can follow it up with a throw: the enemy stays in the throw's range even if they Barrier, and they are unlikely to tech the throw in time.
  125. It is pretty weak to reversal OD, so keep at least that in mind.
  126.  
  127. - The Drive
  128. 6D and 2D have good proration, so even if it gets blocked, Bullet keeps her advantage and makes them choose between blocking high and low. Still, do consider the potential risks when using it.
  129. 5D blows up backsteps - or, if you hold 4 and cancel it, goes into the command throw, 2A etc., making Bullet's actions harder to predict.
  130. You can use it after a reversal OD or other enders, but keep in mind that it loses to instant tech mashing.
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