Vampire Savior/Bulleta/Strategy

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Jump-In Offense

Bulleta has a really unique & effective option that relies on a special characteristic of j.HK. The air heavy kick is a chain-able projectile that has a very high move level, which includes significant block-stop. Due to the delayed active frames and the tremendous block-stop, Bulleta has just enough time to land and use a 2lk as a low attack that actually hits as a pseudo-unblockable. When the opponent stand block the mine, the block-stop prevents the opponent to change guard position into a crouch state in time to effectively low-block Bulleta's proceeding 2LK.

This effectively grants Bulleta a 50/50 opportunity on every jump-in scenario. Assuming the opponent standing block Bulleta's j.MP as she descends, she can chain into j.MK or chain into j.HK then 2LK for an overhead or low offense.

There are many effective options utilizing this strategy, but the most successful offense route will also manage the opponents defensive technique. Some common options are listed below:

  • Descending j.MP, j.MK - Double-overhead offense, loses to Tech-Hits or Guard Cancels
  • Descending j.MP, j.HK, cr.lk - Overhead-low offense, loses to Tech-Hits or Guard Cancels
  • Descending j.HK, 2LK - Safer landing-low option, loses to 1-Hit Tech-Hits
  • Descending late j.LP - This beats 1-hit Tech-Hits, which is the opponents go-to option for managing your j.hk.
  • Descending j.HK, slight delay, OS-Command Throw - Throws overly defensive players
  • Descending, land, OS-Command Throw - This beats 1-hit Tech-Hits, which is the opponents go-to option for managing your j.hk.
  • Descending, land, 2LK - This route is best when you are NOT in their throw range
  • Descending j.LP, j.LK, j.MP - This connects as (3) overheads against tall-while-standing opponents

If you find it difficult or punishing to setup the spacing for the above jump-in scenarios, Bulleta can start an offense with a max range j.HP. This allows a dashing offense or an IOH offense once you land. Depending on the height of the opponent, you may chain the j.HP into j.HK for more offense.

Instant Overhead Offense

Instant J.MP, ascending as a 7-jump or a 9-jump will connect on most opponents when they are crouching. This creates an Instant OverHead that conditions/encourages the opponent to block standing or lose. This option is very unique and effective. It is a strength of Bulleta that enables her to overcome many match-ups. This is further enabled by opponents who are average height or taller when crouching.

The are (5) opponents who are categorized as short-while-crouching. These opponents generally disable Bulleta's IOH offense; Bulleta, Gallon, Q-Bee, Lilith & Morrigan. In very specific scenarios you can assume these opponents are standing & the IOH option is available, but not necessarily effective as an Overhead, you may rely on the numerous follow-up options detailed below.


Far-Range IOH Options

  • 9-jump ascending instant j.MP, j.MK~j.HP - This may connect as an air-block string allowing a 5lp grounded unblockable

Assuming the IOH string connects while the opponent is on the ground, there are numerous effective follow-ups:

  • j.MK (whiff), j.LK, j.MP, land, confirm - This offers two overheads that also stuffs their up+back with a UB 5LP. The early j.LP may beat pokes too.
  • j.MK (whiff), j.LK, j.HK, 2LK - This beats high-blocks as it sets up the j.HK pseudo unblockable
  • j.MK (whiff), j.HK, 2LK - This beats high blocks as it sets up the j.HK pseudo unblockable
  • j.MK (whiff), delay j.LP - This beats 1-hit Tech-Hits

Against tall-while-standing opponents

  • 9-jump ascending instant j.MP, j.HP - This will force an overhead without a whiff animation, making it much less risky than the j.MK routes.
  • 9-jump ascending instant j.MP, j.MK (whiff), j.LP, j.LK, j.MP - This connects as (3) overheads


Most of the above setup lose to opponents who are quick to react with anti-air normal attacks or specific special moves. If you find yourself getting poked out of these strings, there are (2) effective answers you can utilize.

At very close-range

  • j.MK (whiff), j.MK - The proceeding j.MK will cross-up the opponent allowing combo damage or more offense.

At any range

  • 7-jump ascending instant j.MP, j.HK - This connects the IOH but does not leave you in a vulnerable position for a counter-poke. When you land, be ready for a missile, a dashing MP or a 9-jump to continue offense.

Dashing Offense

Bulleta's dashing attacks & proceeding advantages are particularly effective. She builds a competitive options-set around instant dashing medium punch because it is big combo damage on-hit (standing especially) and also advantages on-block. Once the opponent begins to take defensive measures around your 66MP, there are effective confirm-enabled alternatives:

  • 66 delay MP - Beats 1-Hit Tech-Hits & leads into big combo damage, especially on standing opponents.
  • 66LP - Beats upback, can OS to a throw when you recover + it can be abused on tall-crouching opponents who cannot make it whiff by crouching.
  • 66 2LK - Beats 1-hit Tech-Hits and stand-blocking
  • Dash Command Throw - Beats 1-hit Tech-Hits, but loses to quick pokes
  • 66 2MP - Beats pokes and maintains advantage on block. A second 2MP can special cancel to a missile.
  • 66 cancel, IOH - This beats low-blocks & low-state tech-hits, leads into IOH Offense.

Okizeme Offense

Bulleta has a handful or effective offensive options to prioritize when the opponent is getting-up from a knockdown. The options that become available are dependent on which knockdown Bulleta gains. Some common knockdowns & their roll-coverage are provided below:

  • Missile as an Anti-Air (includes Hunstmen) - Typically in a good position to cover all rolls
  • J.HK connects - Typically in a good position to cover all rolls
  • Pursuit (returns where she began) - depends where she started,
  • Late-Pursuit (whiffs) - great for covering back rolls & maintaining momentum
  • Command Throw - In a good position to cover all rolls
  • Basket as a combo finisher - May only mix-up forward & neutral rolls.
  • 3HK as a combo finisher in the corner - Mix-up for all roll types.
  • Reversal Super (Beautiful Memory) - Mix-up for all roll types, but back-roll coverage is weak


Once the opponent is in knock-down, be mindful that high-level players prefer to mostly cover the neutral wake-up & react to the side-rolls. Some effective Okizeme objectives are:

  • IOH Offense
  • Jump-In Offense
  • Run-Through for a left-right offense with 2LK or IOH Offense
  • Use 6MP or 4MP to corpse-hop and setup a left-right offense with 2LK or IOH Offense
  • Command Throw - This usually beats opponent who prefer to tech-Hit or Guard-Cancel as they wake-up
  • From a corner 3HK fire knockdown, dash into the corner then 7-jump out into a late j.MK

Option Selects

Bulleta has some useful & realistic option selects.

  • ES-Typhoon whiffs as 5LP
This is very low risk, but also stuffs jumps.
Execute 632,4+LP+MP.
  • 66LP advantage scenario - approach with dashing 5LP to stuff jumps & get a throw when opponent is holding down+back
66LP, ~6+MP ~LP. If the initial dashing 5LP connected, Bulleta can LINK another 5LP.
  • Air-chain buffers to cover numerous scenarios
When going for an IOH j.MP, you can input the chain at the right speed such that a j.MK then j.HP can come out if the opponent is air-guarding.
9+j.MP~MK~HP
  • Sako Combo fail-safe execution for the d.mp link
... RENDA 5LP > 66MP~LP. If the MP input was too soon, a 5LP will come out. link f.5LP > c.5MP > basket
This is personal preference as most prefer to double-strum the MP, to increase the success rate.


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