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- Bullet BBCF Loketest 3 info
- Drive:
- - You can still hold the button during 5D/j.D if you input it as 4D/j.4D. If you don't do that, Bullet will automatically rush forward a little bit after you input the button. When rushing towards the opponent, Bullet disappears for a second, then quickly appears beside the opponent, making it feel faster. 5D has projectile invul when moving towards the opponent but not while in the stance; 6D/2D have no invul; red lock 5D probably has full invul during the rushing animation. When you block a red lock drive, Bullet will always stop near enough for her 5A to reach you.
- - Heat Lv0: Even if you hold the stance with the 4 input, it won't become a red lock. The time you can stay in the stance has been greatly reduced for Heat 0. 5D/6D/2D are all unsafe on block.
- - Heat Lv1: Quickly becomes a red lock. You can stay in the stance animation for a while, but still not as long as CPEX. Drive moves are a bit negative on block (needs more testing).
- - Heat Lv2: Red lock kicks in even faster than in H1. Staying in the stance animation with 4D lasts for as long as it did in CPEX. Red lock 5D is a bit negative on block; red lock 2D is about -6 on block; red lock 6D is +1~2 on block.
- - Midscreen throw: Bounces less now, so 236[A] follow-up probably is character specific (probably doesn't work on most characters); you can follow it up with 5B > 6B > aerial.
- - 2B: Has more pushblock? Did 2B > 5B in a blockstring and 5B whiffed.
- - 6A: The 5k damage combo you could do off 6A in the last loketest isn't possible anymore.
- - 2C: Pushblock on 2nd hit is big enough that you're about one character away from the opponent after it's blocked.
- - j.C: CH works the same as CPEX but has less untech time so 2B follow-up is harder to pull off.
- - 623B > 22D: Bounces even in H1 now. Can't follow it up with 236214C.
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