Vampire Savior/Bulleta
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 |
---|---|
|
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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 |
Used as an unblockable low after your opponent stand-blocks a deep J.HK. Good button to begin your crouching pushblock input with.
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 |
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.
This throw, as a reversal, will beat meaties (if in range). This can be input as (hold P), 6324 (release P). You can also do 63241 before releasing P to block low. Avoid 63214 so you don't wake up with reversal 214P.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. |
Europe
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
Bansheebot | MK | France | https://twitter.com/Bansheebot69 | French favorite, everybody love him. Will land Sako combos against you |
South America
Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
---|---|---|---|---|---|
MendyPHX | メンディPHX | KK | São Paulo, Brazil | https://twitter.com/MendyPHX | Recent player that attends offline events with the NekoPunchi guys. |