Vampire Savior/Bulleta/Combos
Combos
All damage values obtained from Demitri.
Terminology
- - = next move is a chain
- >> = next move is a link
- xx = next move is a special or EX cancel
Basic Chains
- 2LP - 2HK
- 21 red/12 white
- Used at every level of play. Minimal pushback, easiest way to get the knockdown. 2LK 2HK also works, or 2LK link 2LP 2HK.
- 2LK - 2MP - 2MK - 2HK
- 23 red/40 white
- Bulleta's basic four-hit knockdown chain. This is not her typical "bread & butter" combo due to the 2HK being seriously short ranged. If you attempt this from anywhere other than point blank you'll be too far away to connect the 2.HK knockdown at the end. This is inconsistent even off of deep jump ins, so try not to make a habit of going to chains. Instead, use the "Basket Combos" listed below for her standard knockdown combos.
- 2LK - 2MP - 2HK
- 18 red/32 white
- Excluding the 2MK may allow the 2HK hit a bit more consistently, but its still not perfect and the damage is not ideal when compared to her other options.
- 2LK - 2MP - 2MK - 3HK
- 25 red/43 white
- Corner only; Must be started from point blank range. The last hit, 3HK, is a mine Bulleta tosses out. The mine will hit from pretty far away but it does not combo well outside of the corner. **Check the benefit of using this combo**
Basket Combos
- 2LK - 2LK >> 2MP xx 214LP/MP/HP
- 24 red/37 white
- Bulleta's basic hit confirm combo. It combos from slightly further away than her four-hit knockdown chain. On block also has the benefit of doubling as an excellent block string since 2LK > 2LK gives massive frame advantage allowing for follow up pressure, plus it's special cancelable letting you toss out a missile for some extra lockdown. It is important to note that 2MP only links from 2LK with Renda Bonus. You cannot do a single 2LK and link it into 2MP, you must do two 2LK to have enough frame advantage to link into 2MP.
- The link is 3 frames, which makes it not very difficult. With practice it's completely possible to land this combo every time. One trick is to quickly tap the surface of your controller before hitting the 2MP to create a consistent delay. If you go too quickly from 2LK to 2MP, it will not link and will chain instead. Chaining the 2LK to 2MP will prevent the basket from coming out.
- When canceling a light attack into itself it generally has a bigger cancel window than your typical "light to hard" chain combo. Even though you can do 2LK > 2LK relatively slow, you should do it fast so there is less pushback on the opponent. You're essentially interrupting the pushback of the attack with another attack, thus reducing the potential distance between you and your opponent. This can occasionally make difference on whether or not the 2MP or Basket hit or whiff in the end. It is also technically possible to do 2LK - 2LK so slowly that instead of canceling into itself, it's linking into itself thus giving no Renda Bonus and not allowing the 2MP link.
- 2LK - 2LK xx 214LP/MP/HP
- 19 red/27 white
- There are distances where you may be too far away for the 2MP or Basket to hit in the combo above, so use this when needed just to get the all important knockdown. Basket will only combo from 2LK with Renda Bonus, so you must hit the 2LK twice.
- 2MP >> 2MP xx 214LP/MP/HP
- 27 red/42 white
- 1 frame link combo, difficult and inconsistent. The 2MP 2MP link is impossible 1/3 of the time due to frame skip. 2MP into itself isn't a totally awful pressure or block string, so keep an eye out to see if this happens to link.
Missile Combos
YOU CANNOT LAND A PURSUIT FROM A MISSILE KNOCKDOWN. There is a small opportunity to whiff a pursuit though.
- 2LK - 2LK xx 4(Charge)~6.KK (ES Low Missile)
- 23 red/34 white
- Easy confirm that leaves you safe if you mess up. You need to be holding a charge for the missile though. Missiles will combo from a single 2LK up close, but from further away you'll need the Renda Bonus for it to combo. Costs 1 meter.
- 2LK - 2LK xx 4(Charge)~6HK
- 18 red/26 white
- 2LK - 2LK >> 2MP xx ES Low Missles
- 27 red/43 white
- Inconsistent when combo'd on standing opponents, only do to fatties. Works well enough on crouching opponents. Must be started from point blank range. May work better in the corner?
Jump-In Combos
Probably need to redo this section and add in a few other jump chains but there is a bit of useful info here at the moment. WIP.
- j.MP - j.MK >> 2LK _ 2LK >> 2MP xx Basket
- 36 red/58 white
- Must be a deep jump in combo to get the full 2LK hit confirm combo.
- j.MP - j.MK >> 2MP xx Basket
- 33 red/52 white
- From a long range jump attack you may land too far away to connect the full 2LK hit confirm into basket upon landing. Immediately confirm your jump attack hit and upon landing do a single hit into Basket for the knockdown.
- (Cross Up) j.MK >> 2LK - 2LK >> 2MP xx Basket
- ?? red/?? white
- Solid combo, should typically work great and consistently if done correctly. A few characters cannot be hit with Bulleta's cross up so beware.
- j.MP - j.MK >> 2LK - 2MK - 2HK
- 30 red/51 white
- Jump in into a simple ground chain. Not the best option but it's easy.
- j.MP - j.MK >> 2MP xx Missile
- 32 red/51 white
- j.MP - j.MK >> 2MP xx ES Missile
- 36 red/58 white
Confirming / Assuming a Standing Opponent
As a preface to the forthcoming dashing combos, be aware that besides Victor & Bishamon opponents, dash link combos only work on opponents who are standing. Your first goal implementing these damaging carry combos is training mode for the execution. Once you are ready to apply it to actual matches, the next challenge becomes readily apparent - you have to confirm your opponent's hit-state as standing.
I find it not to be difficult by making assumptions. Here’s some technique that Goose & I worked up a couple years ago, This will increase your standing confirms to nearly 100%.
You can ASSUME the opponent is crouch or standing depending on the scenario which the opponent was initially hit.
Jump-in j.mp, j.mk
- If the j.mp hits, you can assume they were standing.
- If only the j.mk hits, you can assume they were crouching.
Jump-in j.mp, j.hk, UB 2LK
- If j.mp hits then j.hk hits as a fire knockdown
- If j.mp is blocked then the forthcoming UB 2LK will hit them standing.
UB 2LK will always hit them standing.
If you connect with a cross-up j.MK in any scenario, assume they as standing.
For dash through scenarios, you cannot assume, so use a LINK into a chain to give the opportunity to confirm. In the example of a cornered air-reset into a corner walk-through, Bulleta does 2LK, LINK 2LP x CONFIRM -
- If the opponent is standing - renda 5LP then your dash links are available
- If the opponent is crouching - chain 2LK, 2HK
If rising j.LK or rising j.MP connects, assume the opponent is standing
If dashing 5MP connects as a meaty, assume the opponent is crouching
If dashing 5MP connects as a Zurashi (delay), assume the opponent is standing.
Lastly, the high-level hard-mode confirm for d.mp is to confirm the hit and LINK into 2LP. From here, if the opponent is standing you should RENDA cancel into 5LP to enable dash combos. If the opponent is crouching, you should RENDA into 2LP to enable a knockdown.
Standard Dash Link Combos
From dash attacks Bulleta only gets far standing normals, never the close normals. Dash attacks cannot be cancelled. The only way to combo after a dash attack is a link, usually into 2LP or 2LK. This is a tight link for d.MP (1-2 frames), and a loose link for d.LP (4-5 frames).
- Dash 5MP >> 2LK - 2LK >> 2MP xx Basket
- 31 red/47 white
- The dashing 5MP must hit deep to get the rest of the combo. The link from 5MP >> 2LK is 2 frames so its a little hard, but with some practice it can be hit very consistently. This combo is a huge part of Bulleta's game plan, so do your best to get it down.
- Dash 5MP >> 2LK - 2MP - 2MK - 3HK
- 31 red/51 white
- Corner only; dashing 5MP must hit deep. Does a little bit more white damage than the above combo. **Double check if you can pursuit attack from 3HK**
- Dashing 5MP >> 2LK - 2LK >> 2MP xx ES Low Missile
- 34 red/53 white
- (Probably) Corner only; dashing 5MP must hit deep. May work on a few of the fatties from midscreen.
- Dashing 5LP standing only >> almost anything
- ~~ red/~~ white
- Best to use on Bishamon and Victor since they cannot crouch under 5.LP. The frame advantage from f.5LP is pretty insane at +10f on hit and +9f on block, so you can combo into the majority of her other normals no problem. This is incredibly good lockdown on Bishamon and Victor since they can't crouch under it, and it hits very high up so if they try to jump they'll easily get caught by it. On hit go into a basket combo.
Renda Dash Links
from RENDA 5LP, Bulleta can LINK a dashing 5LP and continue combos with a realistic execution barrier. This generally amounts to (2) repetitions then a basket ender.
- jump-in j.MP, j.MK, land, 2LP, RENDA 5LP, LINK dashing 5LP, LINK 2LP, RENDA 5LP, LINK dashing 5LP, LINK 2MP xx Basket.
- 2LK, LINK 2LP RENDA 5LP, LINK dashing 5LP, LINK 2MP xx Basket.
- Please note that wide opponents have more combo potential! ZA, GA, QB, BI, OB, VI & LE. Against these characters, the following is also possible
- Corner RENDA dash-links can get (2) reps & still end in 3HK
- With a 2LK opener, you can get (3) RENDA dash-loops before basket ender.
- It's super advantageous to cover their forward roll with a cross-up j.MK, which places them back into the corner. Better yet, if they didn't forward-roll, you still hold the corner.
- Please note that wide opponents have more combo potential! ZA, GA, QB, BI, OB, VI & LE. Against these characters, the following is also possible
Expert Renda & Expert Link Combos
Please note that Turbo-3's frame-skip makes these sequences inconsistent
- RENDA 5LP can link into dashing 5MP. You may lose 1 tick (turbo 0 frame) on this link. In practice, this means that you must dash on the earliest frame, and d.5MP on the earliest frame. If you get the lucky frame cycle (1/3 chance), you have one frame of leeway, meaning that you can lose one frame on either the dash or the button.
To rephrase this: if you waste more than 1 frame, the link will never work. If you waste exactly one frame, the link will work if you're lucky. If you waste no frames, the link will work consistently.
- This is sometimes referred to as a "d.MP extension."
- Dash 5LP can link into dash 5LP. You may not lose any ticks on this link. You must dash on the earliest frame, and you must d.LP on the earliest frame. If you get the unlucky frame cycle (1/3 chance), this link will drop even if all your inputs are frame perfect. If you get the lucky frame cycle (2/3 chance), then the combo is possible, but both of your inputs must be frame perfect.
- This is sometimes referred to as a "Sako Extension". It brings you closer to your opponent while extending your combo.
- Do not confuse this combo with the "Renda Extension": renda LP -> dash 5LP. Renda LP has 3 bonus ticks of advantage compared to dash LP, so 2LP 5LP dash 5LP is much easier (3 ticks to waste). The renda extension is much more reliable than the Sako extension, and it should be learned first. This pushes you out, so you can't do it forever.
- https://twitter.com/VMP_KyleW/status/977414390096977921
- https://twitter.com/VMP_KyleW/status/902294043085815808
- https://twitter.com/VMP_KyleW/status/857838398660149249
- https://twitter.com/VMP_KyleW/status/857826733436751873
- https://twitter.com/VMP_KyleW/status/944854701010444288
- https://twitter.com/VMP_KyleW/status/944084051677155328
- https://twitter.com/VMP_KyleW/status/857844208379412480
- https://twitter.com/VMP_KyleW/status/1037575980934619137
- https://twitter.com/chooseagoose/status/865751939283210240
- https://youtu.be/TayBST0WN4g?t=2m1s
- https://youtu.be/9fN6XEm9MD8?t=1m15s
- https://youtu.be/vfS9rrjxuu4?t=2m22s
- https://twitter.com/VMP_KyleW/status/1068030364998717440
- https://twitter.com/TKMTmotsu/status/1127614059057049600
Rejump Combos
- RENDA 5LP can link into jumping attacks to extend combos with jump chains
- Adding expert links can open up more combo options here too
- Some of these inputs are so difficult that you may as well go for the Sako dash-link extender instead.
- Standing Zabel
- Standing Bishamon
- TBD
- Standing Bishamon
- Mid-Screen & Corner Demitri
- Standing Jedah
- Standing Victor
- TBD
- Standing Victor
- Mid-Screen Anakaris
Sako Infinite
Need to expand on this section a bit more. Even if you don't do the entire infinite, there are very useful parts in the middle for just extending your combo.
INSTANT INSTANT INSTANT INSTANT LOW STARTER DASH DASH DASH DASH ↓ ↓ ↓ ↓ ↓ 2LK >> (Start) 2LP > 5LP >> Dashing 5MP >> 2LP > 5LP >> Dashing 5MP >> 2LP - 5LP >> Dashing 5LP >> Dashing 5LP >> (Repeat Start) 2LP - ... ↑ ↑ ↑ ↑ ↑ LINK DASH LINK DASH LINK DASH LINK DASH LINK
Old Combo List
Removed some stuff already covered above, review of remaining combos pending
- 2LK, 2LP ex Missile
- Good knockdown.
- 2LP 2LP, 2MP 214P
- 2LK, 2LP LP, 2MP 214P
- Various ways to land basket.
Linking from f.5LP into dash attacks + Sako Infinite
- 2LP LP, dashing 5LP ("easy" dash link)
- c.5LP f.5LP, 66MP (if you're Sako)
- 66LP, 66LP (use this to get back in after being pushed out)
- 66LP, c.5LP c.5LP
- 66MP, c.5LP c.5LP
- 66LP, 66LP, c.5LP c.5LP, c.5MP 214P
- The pieces of the dash infinite. Lots of room for improvisation assuming you have the execution for it. An example below performed by Sako.
Other Infinites
- c.5LP c.5LP, j.LK j.MP j.MK j.HP
- Demitri only infinite.
- c.5LP c.5LP, j.LK j.MP j.HP
- Bishamon midscreen only? (Is this an infinite or just a jump loop?)
- https://youtu.be/9fN6XEm9MD8?t=2m34s