Vampire Savior/Bulleta: Difference between revisions
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{{MoveDataCargoImage|BU_5LP|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_5LP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Crucial normal. Whiffs on all crouchers except Victor | Crucial normal. Whiffs on all crouchers except Victor & Bishamon. Amazing frame advantage on hit or block, unlocking extended ground combos on standing opponents. This is also the go-to grounded UB normal. You can use dashing LP to stop Ireppa as a low committal solution, because it recovers so quickly. | ||
{{AttackDataCargo-VSAV/Query|BU_5LP}} | {{AttackDataCargo-VSAV/Query|BU_5LP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_5MP|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_5MP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Crucial normal that hits all crouchers. Used as a pressure extender, combo starter, and conditions your opponent to hold | Crucial normal that hits all crouchers. Used as a pressure extender, combo starter, and conditions your opponent to hold down+back for you to land a command throw. Has two input overlaps you must avoid: the proximity normal 5MP and the dash normal 66MP. To get this at close range, it must be input as 66~5MP, since Bulleta cannot use proximity normals while dashing. On a close 66~5MP hit, there is a small window to link into 5LP, 2LP, or 2LK & continue a combo. | ||
{{AttackDataCargo-VSAV/Query|BU_5MP}} | {{AttackDataCargo-VSAV/Query|BU_5MP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_5LK|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_5LK|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Not a great move & it rarely occurs in competitive play. I see it when someone leaks a tech-Hit attempt which occasionally anti-airs, but | Not a great move & it rarely occurs in competitive play. I see it when someone leaks a tech-Hit attempt which occasionally anti-airs, but 5LP is often better in this scenario. I also see it as a tick throw from a dash because it will not whiff on crouching opponents. | ||
{{AttackDataCargo-VSAV/Query|BU_5LK}} | {{AttackDataCargo-VSAV/Query|BU_5LK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_5MK|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_5MK|caption=|hitbox=yes}} | ||
| info = | | info = | ||
situational anti-air as the end is slightly disjointed. It is occasionally used as | situational anti-air as the end is slightly disjointed. It is occasionally used as 66~5MK to beat Ireppa in places where 66~5MP would not work. | ||
{{AttackDataCargo-VSAV/Query|BU_5MK}} | {{AttackDataCargo-VSAV/Query|BU_5MK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_5HK|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_5HK|caption=|hitbox=yes}} | ||
| info = | | info = | ||
You can chain into this to punish buttons & GC attempts. It has some uses on Oki as it stays active guaranteeing a meaty attack. Travels at a | You can chain into this to punish buttons & GC attempts. It has some uses on Oki as it stays active guaranteeing a meaty attack. Travels at a much closer distance than 3HK. | ||
{{AttackDataCargo-VSAV/Query|BU_5HK}} | {{AttackDataCargo-VSAV/Query|BU_5HK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_CL_5LP|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_CL_5LP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Used in grounded UBs & occasionally as a low commitment option for stuffing Ireppa. Bishamon | Used in grounded UBs & occasionally as a low commitment option for stuffing Ireppa. Bishamon & Victor can't crouch under it, so abuse it on them. | ||
{{AttackDataCargo-VSAV/Query|BU_CL_5LP}} | {{AttackDataCargo-VSAV/Query|BU_CL_5LP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_CL_5MP|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_CL_5MP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Much slower than | Much slower than far 5MP with bad hitbox & hurtbox. Can't be used at the spacing where it would be a useful anti-air. This is one of Bulleta's garbage normals; avoid it by dashing before you press MP. | ||
{{AttackDataCargo-VSAV/Query|BU_CL_5MP}} | {{AttackDataCargo-VSAV/Query|BU_CL_5MP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_CL_5LK|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_CL_5LK|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Not a great move & it rarely occurs in competitive play. I see it when someone leaks a tech-Hit attempt, but | Not a great move & it rarely occurs in competitive play. I see it when someone leaks a tech-Hit attempt, but 2LK is better in this scenario. | ||
{{AttackDataCargo-VSAV/Query|BU_CL_5LK}} | {{AttackDataCargo-VSAV/Query|BU_CL_5LK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_2LP|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_2LP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Crucial move, tied for fastest poke and used often in combos. Use this instead of 5LP when close | Crucial move, tied for fastest poke and used often in combos. Use this instead of 5LP when close, you can combo into renda 2LP or link 2MP 214P. Against standing, you can combo into renda 5LP into dash extensions. It's important to understand that Bulleta 2LP 5LP gives renda bonus on 5LP, leaving it +13f. | ||
{{AttackDataCargo-VSAV/Query|BU_2LP}} | {{AttackDataCargo-VSAV/Query|BU_2LP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_2MP|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_2MP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Crucial normal, great low hitting poke | Crucial normal, great low hitting poke an& combo tool. This button is one of Bulleta's best disjointed hitboxes. It is also a go-to conditioning tool to catch pushblock or mashers. 2MP to 214P is the easiest way to combo a knockdown, and her most common combo ender. Bulleta will often link into this from 66~5LP, renda 2LK, renda 2LP, or any jump-in. | ||
{{AttackDataCargo-VSAV/Query|BU_2MP}} | {{AttackDataCargo-VSAV/Query|BU_2MP}} | ||
}} | }} | ||
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| info = | | info = | ||
{{AttackDataCargo-VSAV/Query|BU_2LK}} | {{AttackDataCargo-VSAV/Query|BU_2LK}} | ||
Crucial normal. Tied with 2LP and 5LP for Bulleta's fastest button, hitting on frame 5. Can be renda cancelled into itself (2LK 2LK, quickly) or linked into itself (2LK 2LK, slowly), but the link into itself is not a useful combo tool. | Crucial normal. Tied with 2LP and 5LP for Bulleta's fastest button, hitting on frame 5. Can be renda cancelled into itself (2LK 2LK, quickly) or linked into itself (2LK 2LK, slowly), but the link into itself is not a useful combo tool. It has multiple combo options, but the easiest conversion is renda 2LK into 2MP 214P. A more optimal conversion is linking into 2LP, which gives you time to confirm a standing-only 5LP combo. If they're crouching, you can instead finish by renda 2LP into 2MP 214P. | ||
Used as an unblockable low after your opponent stand-blocks a deep J.HK. Good button to begin your pushblock | Used as an unblockable low after your opponent stand-blocks a deep J.HK. Good button to begin your crouching pushblock input with. | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_J_LP|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_J_LP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Used as a Zuurashi jump-in to enable extended ground combos on hit. Used to counter-play Demitri's Midnight Pleasure with an ascending | Used as a Zuurashi jump-in to enable extended ground combos on hit. Used to counter-play Demitri's Midnight Pleasure with an ascending 9J.LP chain. Can enable some ambiguous which-way offense if you are directly above them as they wake-up. This is also used for starting re-jump combos on specific characters like Q-Bee. | ||
{{AttackDataCargo-VSAV/Query|BU_J_LP}} | {{AttackDataCargo-VSAV/Query|BU_J_LP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_8J_MP|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_8J_MP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Used to hold the corner without over-committing to an anti-air. Just 8-Jump with ascending | Used to hold the corner without over-committing to an anti-air. Just 8-Jump with ascending 8J.MP and react accordingly to the hit, block or whiff scenario. | ||
{{AttackDataCargo-VSAV/Query|BU_8J_MP}} | {{AttackDataCargo-VSAV/Query|BU_8J_MP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_J_MP|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_J_MP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Crucial normal, a phenomenal instant-overhead that works on every character except QB. Against the rest of the short crouchers (MO, LI, BU), the IOH requires that jMP be performed on the first frame possible after jump, which is inconsistent due to frameskip. Amazing jump-in tool that enables 50/50s with a J.MK or a J.HK UB | Crucial normal, a phenomenal instant-overhead that works on every character except QB. Against the rest of the short crouchers (MO, LI, BU), the IOH requires that jMP be performed on the first frame possible after jump, which is inconsistent due to frameskip. Amazing jump-in tool that enables 50/50s with a J.MK or a J.HK UB 2LK route. This move is so fast with great disjoint + reach that it is her go-to solution after a chicken block. | ||
{{AttackDataCargo-VSAV/Query|BU_J_MP}} | {{AttackDataCargo-VSAV/Query|BU_J_MP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_8J_HP|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_8J_HP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Not an amazing tool, but seldomly used in the same scenario that 8 Jump J.MP is detailed above. Bulleta likes to descend with this in a specific time that allows | Not an amazing tool, but seldomly used in the same scenario that 8 Jump J.MP is detailed above. Bulleta likes to descend with this in a specific time that allows 8J.HK to become active the moment Bulleta lands. | ||
{{AttackDataCargo-VSAV/Query|BU_8J_HP}} | {{AttackDataCargo-VSAV/Query|BU_8J_HP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_J_HP|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_J_HP|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Crucial normal. The only good version of HP, used frequently in Bulleta's air chains. It is also reliable as an air chain that drags the opponent down to setup a grounded UB. Aim to descend with | Crucial normal. The only good version of HP, used frequently in Bulleta's air chains. It is also reliable as an air chain that drags the opponent down to setup a grounded UB. Aim to descend with 9J.HP at max range then once you land you can go low or IOH or dash in for more advantage. Has almost no hitstop, so you need to get used to inputting your ground followup very quickly. Extremely advantageous on deep hit (+15 at best), which can be used to set up character-specific re-jump combos. | ||
{{AttackDataCargo-VSAV/Query|BU_J_HP}} | {{AttackDataCargo-VSAV/Query|BU_J_HP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_J_MK|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_J_MK|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Crucial normal, excellent | Crucial normal, excellent cross-up okizeme tool & occasional air chain filler. Cancel into this after IOH 9J.MP to improve recovery. If a grounded opponent blocks this, you can't chain into 9J.HP afterward on most characters (possible on Demitri). | ||
{{AttackDataCargo-VSAV/Query|BU_J_MK}} | {{AttackDataCargo-VSAV/Query|BU_J_MK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_3HK|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_3HK|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Frame-Trap with this to bait tech hits or | Frame-Trap with this to bait tech hits or movement as the mine is not displaced by the push back. Prioritize this in the corner as it combos from 2MP & allows an extended fire knockdown. It deals good damage & unlocks unique Okizeme routes in the corner. | ||
{{AttackDataCargo-VSAV/Query|BU_3HK}} | {{AttackDataCargo-VSAV/Query|BU_3HK}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_66_5MP|2|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_66_5MP|2|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Overhead attack that can be used to finish out a bat. Learn to avoid leaking this move, it's easy to get it by accident while trying to get | Overhead attack that can be used to finish out a bat. Learn to avoid leaking this move, it's easy to get it by accident while trying to get 66~5MP. | ||
{{AttackDataCargo-VSAV/Query|BU_66_5MP}} | {{AttackDataCargo-VSAV/Query|BU_66_5MP}} | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_J_6P_or_J_4P|caption=|hitbox=yes}} | {{MoveDataCargoImage|BU_J_6P_or_J_4P|caption=|hitbox=yes}} | ||
| info = | | info = | ||
Due to Bulleta's strength of Chicken Blocking into | Due to Bulleta's strength of Chicken Blocking into 9J.MP + high mobility, you should be landing this often in matches. Bulleta recovers backwards after this throw. | ||
{{AttackDataCargo-VSAV/Query|BU_J_6P_or_J_4P}} | {{AttackDataCargo-VSAV/Query|BU_J_6P_or_J_4P}} | ||
}} | }} | ||
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{{AttackDataCargo-VSAV/Query|BU_632[4]P}} | {{AttackDataCargo-VSAV/Query|BU_632[4]P}} | ||
{{AttackDataCargo-VSAV/Query|BU_632[4]PP}} | {{AttackDataCargo-VSAV/Query|BU_632[4]PP}} | ||
Crucial move, the ES version is an excellent way to spend meter. This can be done directly out of dash without losing low profile, allowing you to dash under moves like Bee 5MP | Crucial move, the ES version is an excellent way to spend meter. This can be done directly out of dash without losing her low profile state, allowing you to dash under moves like Bee 5MP. The regular version must be input with MP or HP, but you should prefer MP to avoid HP leaks. The ES version can be input with any two punches, LP+MP is preferred. | ||
When this move is input normally (full half circle 63214), it has an input overlap with 214P, which will come out if the opponent is not in range for the grab. This is a dreadful leak, and the only way to fix it is by omitting the 1 in the half circle input. The input 6324LP+MP is an extremely useful option select that will either give ES throw or 5LP, one of Bulleta's safest buttons to whiff. For this OS, it's important to know that you can do the 632 input while dashing without breaking your dash: think of it as 6632, then 4+LP+MP. | When this move is input normally (full half circle 63214), it has an input overlap with 214P, which will come out if the opponent is not in range for the grab. This is a dreadful leak, and the only way to fix it is by omitting the 1 in the half circle input. The input 6324LP+MP is an extremely useful option select that will either give ES throw or 5LP, one of Bulleta's safest buttons to whiff. For this OS, it's important to know that you can do the 632 input while dashing without breaking your dash: think of it as 6632, then 4+LP+MP. | ||
}} | }} | ||
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{{MoveDataCargoImage|BU_8PP_or_8KK|4|caption=Es|hitbox=yes}} | {{MoveDataCargoImage|BU_8PP_or_8KK|4|caption=Es|hitbox=yes}} | ||
| info = | | info = | ||
Bulleta leaps a considerable distance and shoots downward onto her opponent, getting pushed back upwards. Whiff or not, this pursuit is essential to Bulleta's gameplay. It homes in to wherever the opponent is knocked down while still being very fast. Bulleta maintains an offensive advantage after a pursuit. It's not a super strong mix, but you can keep the | Bulleta leaps a considerable distance and shoots downward onto her opponent, getting pushed back upwards. Whiff or not, this pursuit is essential to Bulleta's gameplay. It homes in to wherever the opponent is knocked down while still being very fast. Bulleta maintains an offensive advantage after a pursuit. It's not a super strong mix, but you can keep the offense go-go-going. Aim to close as much distance as possible before inputting the pursuit to maximize your post pursuit Okizeme opportunity. | ||
{{AttackDataCargo-VSAV/Query|BU_8P_or_8K}} | {{AttackDataCargo-VSAV/Query|BU_8P_or_8K}} | ||
{{AttackDataCargo-VSAV/Query|BU_8PP_or_8KK}} | {{AttackDataCargo-VSAV/Query|BU_8PP_or_8KK}} |
Revision as of 21:06, 22 May 2023
Introduction
Bulleta (バレッタ), also known as Baby Bonnie Hood, the Dark Hunter.
A thrill seeker who enjoys the hunt, to the point where she does it for the sport of the hunt rather than the pursuit of money. Because of this, she is mainly described as an antithesis to Donovan. She hunts solely for sport, while Donovan hunts to find meaning in his existence. As a profit-seeking Dark Hunter, she pretends to act like a defenseless girl as a way to trick her prey in order for them to get closer to her. Many of her hunting skills include stabbing her opponents with weapons such as knives, and using guns for shooting down her prey.
Bulleta is infamous for her execution ceiling. She has fantastic movement & projectile durability. This synergy makes her zoning & neutral game very effective. She is one of the few characters who gets wins with Time Overs. If you are willing to commit to an execution grind & play patiently, Bulleta is the right choice for you.
Gameplay
Primary objectives:
- Gain air-resets to setup her amazing jump-in offense. Chicken block to 9MP is strong
- Use missiles as uncontested anti-airs
- Leverage your movement to be evasive and play patiently
- Abuse instant overheads to overwhelm the opponent
- Convert combos when the opponent is standing into huge damage & corner positioning
- Utilize dashing offensive options to open-up the opponent
Strengths | Weaknesses |
---|---|
|
|
Movement
Walk: The only reason you should ever be walking as Bulleta is perhaps when you are moving backwards or need to walk a very short distance to follow up Tricky Basket with a throw. Her ground dash out classes her walk is so many ways
Dash: This is how you should be moving on the ground. Watching any Bulleta player, you'll notice how often dashing is required. The startup of the dash covers a large distance very quickly, allowing it to be 'cancelled' with any normal or crouch or back input. If you only need to move a short distance, simply tap LP or press back out of your dash.
Double Jump: Bulleta is the only character in the game with a double jump! This gives her very good air positioning & run away, and also allows you to avoid many things on the ground. Use double jump where applicable to get in your opponent or stay evasive, but the most important thing about Bulleta's jump is to know when to chicken guard and when to air chain.
Normal Moves
Standing Normals
5LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
4 | 4 | 8 | 10 | 9 | H: 13 G: 12 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 7 | 2 | H: 6 G: 3 W: 0 |
5MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 3 | 18 | 6 | 5 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 16 | 6 | H: 15 G: 9 W: 3 |
5HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
9 | 3{(3)3}x6 | 27 | -16 | -17 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 7x7 | 3x7 | H: 9+3x6 G: 7+1x6 W: 6 |
5LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 4 | 8 | 4 | 3 | H: 7 G: 6 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 7 | 3 | H: 6 G: 3 W: 0 |
5MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
8 | 6 | 11 | 4 | 3 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 17 | 7 | H: 15 G: 9 W: 3 |
5HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
17 | 50 | 31 | - | -5 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 21 | 8 | H: 24 G: 15 W: 6 |
Close Normals
CL.5LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
4 | 4 | 10 | 6 | 5 | H: 9 G: 8 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 7 | 2 | H: 6 G: 3 W: 0 |
CL.5MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
9 | 4 | 17 | 6 | 5 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 17 | 6 | H: 15 G: 9 W: 3 |
CL.5LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 5 | 9 | 2 | 1 | H: 5 G: 4 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 7 | 3 | H: 6 G: 3 W: 0 |
Crouching Normals
2LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
4 | 4 | 10 | 6 | 5 | H: 9 G: 8 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | yes | - | 7 | 3 | H: 6 G: 3 W: 0 |
2MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 3 | 16 | 7 | 6 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | yes | - | 16 | 7 | H: 15 G: 9 W: 3 |
2HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
9 | 3{(3)3}x6 | 27 | -16 | -17 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 7x7 | 3x7 | H: 9+3x6 G: 7+1x6 W: 6 |
2LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
4 | 4 | 10 | 6 | 5 | H: 9 G: 8 |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | yes | - | 7 | 3 | H: 6 G: 3 W: 0 |
Crucial normal. Tied with 2LP and 5LP for Bulleta's fastest button, hitting on frame 5. Can be renda cancelled into itself (2LK 2LK, quickly) or linked into itself (2LK 2LK, slowly), but the link into itself is not a useful combo tool. It has multiple combo options, but the easiest conversion is renda 2LK into 2MP 214P. A more optimal conversion is linking into 2LP, which gives you time to confirm a standing-only 5LP combo. If they're crouching, you can instead finish by renda 2LP into 2MP 214P.
Used as an unblockable low after your opponent stand-blocks a deep J.HK. Good button to begin your crouching pushblock input with.2MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
6 | 3 | 16 | 5 | 4 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | yes | - | 15 | 6 | H: 15 G: 9 W: 3 |
2HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 3 | 23 | - | -3 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
low | no | - | 17 | 7 | H: 24 G: 15 W: 6 |
Air Normals
J.LP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 6 | 3 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 8 | 4 | H: 6 G: 3 W: 0 |
8J.MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 3 | 11 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 17 | 6 | H: 15 G: 9 W: 3 |
9J.MP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 4 | 6 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 16 | 6 | H: 15 G: 9 W: 3 |
8J.HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 3(3)3 | 9 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 9+9 | 4+4 | H: 15+9 G: 10+4 W: 6 |
9J.HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 3(3)3 | 10 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 9+9 | 4+4 | H: 15+9 G: 10+4 W: 6 |
J.LK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 2 | 3 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 8 | 4 | H: 6 G: 3 W: 0 |
8J.MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 6 | 7 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 17 | 7 | H: 15 G: 9 W: 3 |
9J.MK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
7 | 7 | 3 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 16 | 7 | H: 15 G: 9 W: 3 |
9J.HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
11 | 4 | 20 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 20 | 8 | H: 24 G: 15 W: 6 |
Command Normals
Tricky Basket
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
12 | 4 | 17 | 4 | 3 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 16 | 7 | H: 15 G: 9 W: 3 |
Surprise & Hop
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
5 | 9 | 20 | -3 | -4 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 15 | 7 | H: 15 G: 9 W: 3 |
3HK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
15 | 52 | 35 | - | -10 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 21 | 8 | H: 24 G: 15 W: 6 |
Tell Me Why
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
0 | 0 | 34 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
- | no | 4-23 throw | - | 0 | H: - G: 0 W: 0 |
Dashing Normals
Stumble & Blade
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
21 | 8 | 22 | -1 | -2 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
overhead | no | - | 16 | 7 | H: 5 G: 9 W: 3 |
Normal Throws
6MP or 6HP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
1 | - | 120 + landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | 1-72 whole body | 21 (10) | 8 (4) | H: 9 G: 0 W: 0 |
J.6P or J.4P
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
1 | - | 72+45+landing 12+turning 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | 1-72 whole body | 22 (11) | 8 (4) | H: 9 G: 0 W: 0 |
Special Moves
High Smile & Missile
[4],6P
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 47 | 27 | - | -1 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 17 | 4 | H: 21 G: 18 W: 15 |
- (LP Version): This missile is best used to stop steep angled or IAD pressure. Think Q-Bee rushdown or Talbain jump-ins. It can also be worked into your close range pressure game.
- (MP Version): Nothing to note
- (HP Version): Use this on block as a frame-trap that punishes the opponents jumps or buttons.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 59 | 27 | - | -2 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 10x3 | 3x3 | H: 0 G: 0 W: 0 |
Low Smile & Missle
[4],6K
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 47 | 27 | - | -1 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 17 | 4 | H: 21 G: 18 W: 15 |
Vary your strengths to vary your timings & stay unpredictable
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
10 | 59 | 27 | - | -2 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 10x3 | 3x3 | H: 0 G: 0 W: 0 |
Hop & Missile
[2]8P
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
27 | 33 | 48 + landing 5 | - | 1 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 17 | 4 | H: 21 G: 18 W: 15 |
- (LP Version): Smallest angle shot.
- (MP Version): Medium angle shot.
- (HP Version): Larger angle shot.
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
27 | 66 | 48 + landing 5 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 10x3 | 3x3 | H: 0 G: 0 W: 0 |
- (ES Version): Travels full screen and may be used to punish or counter play specific things, like an ES Ice Tower.
Cheer & Fire
623P
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
13 | 20 | 13 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 18 | 5 | H: 24 G: 21 W: 18 |
This version is good to kara-cancel into for meter building
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
15 | 20 | 17 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 18 | 5 | H: 24 G: 21 W: 18 |
Terrible move with no use in competitive play
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
17 | 21 | 21 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 18 | 5 | H: 24 G: 21 W: 18 |
Terrible move with no use in competitive play
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
11 | 4,8x8 | 18 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 11x9 | 3x9 | H: 0 G: 0 W: 0 |
Shyness & Strike
214P
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
16-63 | 4 | 40 | - | -9 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 19 | 4 | H: 24 G: 21 W: 18 |
Combo ender tool
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
64-111 | 4 | 40 | - | -9 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 21 | 5 | H: 24 G: 21 W: 18 |
Combo ender tool
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
112-159 | 4 | 45 | - | -14 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 23 | 6 | H: 24 G: 21 W: 18 |
Combo ender tool
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
27 | 4 | 45 | - | --14 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 28 | 8 | H: 0 G: 0 W: 0 |
Guard Cancel
623K
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
- | - | 39 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
- | no | 1-29 whole body | 0 | 0 | H: 0 G: 0 W: 12 |
Command Throws
632[4]P
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
2 | 1 | 38 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | 1 whole body | 27 | 8 | H: 21 G: 0 W: 12 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
2 | 1 | 38 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
throw | no | 1 whole body | 33 | 10 | H: 0 G: 0 W: 0 |
Crucial move, the ES version is an excellent way to spend meter. This can be done directly out of dash without losing her low profile state, allowing you to dash under moves like Bee 5MP. The regular version must be input with MP or HP, but you should prefer MP to avoid HP leaks. The ES version can be input with any two punches, LP+MP is preferred.
When this move is input normally (full half circle 63214), it has an input overlap with 214P, which will come out if the opponent is not in range for the grab. This is a dreadful leak, and the only way to fix it is by omitting the 1 in the half circle input. The input 6324LP+MP is an extremely useful option select that will either give ES throw or 5LP, one of Bulleta's safest buttons to whiff. For this OS, it's important to know that you can do the 632 input while dashing without breaking your dash: think of it as 6632, then 4+LP+MP.Pursuits
8P or 8K
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
22 | 20 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 1x6 | 1x6 | H: 12+2x5 G: 0 W: 6 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
22 | 20 | landing 1 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 1x11+5 | 1x11+3 | H: 0 G: 0 W: 0 |
Ex Moves
412[6]PP
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
25 | {2(2)}x26・1 | 44 | - | -106 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 4x27 | 2x27 | H: 0 G: 0 W: 0 |
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
27 | - | - | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 3x18 | 1x18 | H: 0 G: 0 W: 0 |
412[6]KK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
17 | 17 | 38 | - | -27 | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | 1-16 whole body | 3x7+26 | 1x7+8 | H: 0 G: 0 W: 0 |
632[4]KK
Startup | Active | Recovery | Hit Adv. | Block Adv. | Renda Bonus |
---|---|---|---|---|---|
18 | 1 | 44 | - | - | N/A |
Guard | Cancel | Invuln | Red Damage | White Damage | Gauge |
mid | no | - | 42 | 13 | H: 0 G: 0 W: 0 |
Dark Force
The Killing Time - Same strength P + K
- All versions are the same. All of Bulleta's punches will be replaced with an instant missile that corresponds to the strength pushed, but you will keep all your kicks. That means you can dash into missiles, do multiple missiles at once, etc. Jumping and pressing will do the [2]8 Missile, pressing any P will be a high Missile, and crouching with any P will be a low Missile. Since you keep your kicks, this can be used regularly to move in with 66LK and pressure with lots of missiles, but it sees more use as an escape tool. Try to cover your deactivation with a missile by inputting back dash LP then deactivate. It is important to deactivate as soon as you are safe. Bulleta's DF loses to access to her Punch attacks which puts her at a disadvantage in neutral. Note that while in DF Bulleta can combo out of kicks into crouching P missiles to get that knockdown allowing a safe deactivate.
Colors
Notable Players
Japan
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/23.html
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Kosho | コショー | KK ![]() |
Kanto region | Bulleta GOD. | |
Sako | — | LK ![]() |
Kansai region | http://twitter.com/sakonoko http://twitter.com/akikiwww |
OG Bulleta GOD Execution is the best in the world Retired |
SuperMotiMoti | スーパーモチモチ | PP ![]() |
Kansai region | http://twitter.com/supermotimoti | Awesome ground/footsies game |
Touhou | 徒歩 | LP ![]() |
Kanto region | http://twitter.com/tohololovitch | He is also an established IaMP player. |
Akashi | — | LK ![]() |
Kanto region | http://twitter.com/game_overwork | http://orangech.tumblr.com Recently Married DD-Sas. Congrats! |
North America
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Kain | ケイン | HK ![]() |
California, USA | https://twitter.com/KainZC7 | Long time player that is considered an execution monster. He started as a Lei-Lei player and has a pocket Bishamon. Has a long history with Hokuto No Ken too. |
Fee Bee | フィービー | PP ![]() |
Kentucky, USA | https://twitter.com/feebeetweety | Recent player that has found success. She also organizes the Beginner's tournaments. |
Goose | グース | KK ![]() |
Pacific Northwest, USA | https://twitter.com/chooseagoose | VMPNW's resident Bulleta. |
Baco | ベイコ | MK ![]() |
NorCal, USA | https://twitter.com/beikho | Originally from east coast, now resides in CA. |
EmptyShiki | エンプティーシキ | LP ![]() |
Chicago, USA | https://twitter.com/Emptyshiki | Long time player. Has a ridiculous amount of CPS2 boards. |
KeyChain | キーチェイン | MK ![]() |
New York | Started in the pandemic & quickly grew to power. They come from 3S as a strong contender in that game. |