- 1 Introduction
- 2 Normal Moves
- 3 Command Normal Moves
- 4 Movement
- 5 Specials
- 6 Supers
- 7 Dark Force
- 8 Strategies
- 9 Combos
- 10 Matchups
- 11 Frame Data
- 12 Notable Players
Bulleta (バレッタ), the Dark Hunter.
Infamous for her execution requirements and esoterics, she's a character for the hardest of core. She has compact and potent normals that, coupled with her fantastic movement and projectiles, make her zoning game very effective. With her amazing ground dash you can adjust on the fly to whatever your opponent feels like assaulting you with. She may be lacking in natural defense like a decent guard cancel or reversal, but she benefits greatly from system mechanics. Her normals and doublejump do wonders with airguard and, because her missiles persist after getting hit, push-blocking is a fantastic option. Her offense is brutal, assuming you have the execution and reactions to make it work. Between instant overheads, ambiguous jump-ins, jarring staggers, and a threatening command throw, you're almost sure to net some damage on any successful in. Her only real problems involve execution and footsies. You need exceptional spacial and situational understanding and awareness to keep up with this game's powerful top tier. The slightest misstep will most likely result in you taking damage. If you're willing to commit to the grind and already have the execution, this character will reward you in spectacular fashion.
Primary objective: Zoning with missiles, ambiguous rushdown.
[ Startup: 4 | Hit:+10 | Block:+9 | Renda: H:+13 B:+12 ]
Good jab with a gratuitous amount of stun, renda or otherwise. Great for stuffing iad shenanigans. Has essentially no whiff animation so you can use it with your dash to wavedash for some spacing without having to cancel it manually. Decent anti-air on its own, but what Bulleta gets off of the reset is outrageous. Bishamon and Victor can't crouch under it, so abuse it on them.
[ Startup: 4 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]
Problematic normal. Pretty much the same as the far version, but with weaker frame-data.
[ Startup: 6 | Hit:+6 | Block:+5 ]
Amazing hitbox. Great frames. Dash in with it, hit-confirm into bnb of choice. Punish whiffed normals, stuff start-up of normals. Safe from guard cancels with good spacing. Basically, you're going to love this button.
[ Startup: 9 | Hit:+6 | Block:+5 ]
Another problematic normal. The best range to use this, sadly, the game doesn't let you use it. You can use it to catch jump-outs or for convoluted dash-under anti-air. Whiffing at point blank is suicide. Avoid using it on accident.
[ Startup: 9 | Hit:-16 | Block:-17 ]
Fires 7 bullets with a small range. She gets pushed back as the hits connect, so the number of connected hits will be less depending on how far you are, with 7 only being possible with a dashing HP. This move is mostly useless, however.
[ Startup: 6 | Hit:+4 | Block:+3 | Renda: H:+7 B:+6 ]
Germy shin-kick. Best time to use it is when you think you don't have the 12 frames to keep someone still with dash MP.
[ Startup: 5 | Hit:+2 | Block:+1 | Renda: H:+5 B:+4 ]
No real use. Just do c.LP.
[ Startup: 8 | Hit:+4 | Block:+3 ]
Excellent anti-air. Dashing with it in place of mp is good for those folks who's stick is stuck on .
[ Startup: 17 | Hit: KD | Block:-5 ]
Very tricky projectile move. Stops your forward momentum completely and drops a mine. Toss at the end of a block-confirm to bait tech-hit. They'll still have to sit there and wait for the mine, or just flat out get hit from not expecting it. Absolutely dirty on oki. Predict their tech and place a mine at their feet. If you do it early enough, you can dash through them and they'll have to guess the direction on wake-up. If they block correctly you can start doing standard Bulleta nonsense. A very stylish and jarring gimmick is to whiff the meaty mine by just a pixel or two and do a command throw on oki.
[ Startup: 4 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]
A hit-confirm normal. Hits mid, but has better frame advantage than c.LK. Link into it from c.LK and figure out what you want to do from there.
[ Startup: 6 | Hit:+7 | Block:+6 ]
Basically the low version of MP with the added bonus of being able to link into itself.
[ Startup: 9 | Hit:-16 | Block:-17 ]
Fires 5 bullets at the same standard range of her standing HP, still pushing her back. Awful move. Avoid it.
[ Startup: 4 | Hit:+6 | Block: +5 | Renda: H:+9 B:+8 ]
Typical low short. Mostly used in her unblockable setup. Try your best to get into the habit of linking c.LP afterward. Its a nice, slow hit-confirm and leads into everything she has, pretty much.
[ Startup: 6 | Hit:+5 | Block:+4 ]
Unremarkable kick. Toss it into your chains for 1-2-3-4's.
[ Startup: 7 | Hit:KD | Block:-3 ]
Decent sweep. Mainly a finisher for your chains.
[ Startup: 5 ]
You mainly come down with this on the shorter and skinnier characters like Felicia and Q-Bee. Follow up with j.MP for shenanigans.
[ Startup: 7 ]
Phenomenal instant-overhead. Works on everyone except Q-bee on the way up. Decent air-to-air. Use your double-jumps to get above someone and slap them around.
[ Startup: 5 ]
Fantastic air-to-air. Just smack people who are sitting on j9 all day.
[ Startup: 13 ]
The best version of her Uzi. Deceptive range and no crippling recovery. Toss it out after j.mp to help with hit-confirms. If they block an air chain near the corner, use this to keep them in block-stun while you land and guard-break them.
[ Startup: 13 ]
Good for creating a wall that eats corner jump-outs.
[ Startup: 5 ]
Better range than j.LP but whiffs on the obnoxiously short characters.
[ Startup: 7 ]
An amazing cross-up. Fast and compact, this move can also be used as air-to-air.
[ Startup: 7 ]
If you read their tech and set up for an unblockable with j.HK c.LK, those who understand how to fight Bulleta may eventually just start blocking it correctly. Cycle back and come down with this kick to just hit them with a high.
[ Startup: 11 ]
Basically a low done from the air. The hit-stop disallows them from switching block. If they blocked the mine high the following c.LK will be unblockable. Pretty solid hit-box on its own. If you're sloppy and already used up your j.MP than you can use this to stuff equally sloppy anti-airs.
Command Normal Moves
| Surprise & Hop – 4.MK / 6.MK:
[ Startup: 5 | Hit:-3 | Block:-4 ]
Bazooka knee. The classic use for this is to hold charge while you use it to get some forward movement in. Out of place in a game like this, however. Can be anti-air in some cases.
| Stumble & Blade – 6.MP / 4.MP:
[ Startup: 21 | Hit:-1 | Block:-2 ]
Absolutely awful overhead attack. You get it on accident when trying to do dash MP
| Tricky Basket – 6.MP / 4.MP:
[ Startup: 12 | Hit:+4 | Block:+3 ]
Sobasket. Another out-of-place displacement command normal that she's stuck with. Use it to annoy the hell out of an Anakaris player or tick into es command throw.
[ Startup: 15 | Hit: KD | Block:-9 ]
Use it in your strings to bait tech hit. A little faster than her standing mine. You can also chain into it from a longer range than c.HK.
| Tell Me Why – 2.LK+MK+HK:
Bulleta crawls on the ground. A wholly defensive move, though not too hot. Throw immune, so you can bait the ones with a big whiff animation.
| P Throw:
Bulleta hops up on the enemy's shoulders and slits their throat. Though the pursuit will only connect if the other player doesn't press anything on knockdown, it still provides a closed gap to continue pressure. You should always do this through MP instead of HP, since you don't want to risk getting stuck with her uzi gun, would the throw whiff.
| Air Throw:
Just an aerial version of her normal throw.
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. ES Pursuit is definitely more satisfying to see, but should generally be saved for the guaranteed pursuits that come after her command throw.
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. Walk as little as possible!
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. If you only need to move a short distance, simply tap LP or press back out of your dash. Learn the properties of the dash, and get familiar with your movement with it alone or cancelled by a normal/back, and understand when you are open off the dash to do things like normal throw.
Jump: Bulleta is the only character in the game with a double jump! This gives her very good standing in any aerial situation, and also allows you to avoid many things on the ground. Use double jump where applicable to get in your opponent or dodge, but the most important thing about Bulleta's jump is to know when to chicken guard and when to air chain. This concept tends to come very naturally as you play and train.
| Smile & Missile (High) - 6P:
This is what you are always charging for. It builds your meter, stops rushdown, and keeps you safe. Like any fireball, you want to use certain versions in certain situations, but Bulleta's missiles tend to be more lenient. One good thing to learn is to feel safe behind your missiles for the most part. Bulleta can dash 'with' her missiles due to the huge dash range, and it provides a good wall to close the gap. This doesn't apply to ES, despite it going farther, because multiple hits are easier to tech or guard cancel.
| Smile & Missile (Low) - 6K:
Really, there's nothing special to say about this version of the missile. It has all the same properties of the P missiles, and the K missiles should only be used in a situation where the P missile would miss. Just think Sagat's tiger shots. For some, it is also much more comfortable to land low ES missiles off two c.LK's over high ES missile.
| Hop & Missile - 8P:
Bulleta hops high into the air and fires a downward missile. Sadly, this move is mostly on 'never use' status with higher level players. It has very situational use and has a very obvious recovery time.
| Cheer & Fire - 623P:
Boom champagne! This isn't your normal DP, it hits like one, but has no invincibility and requires pretty specific timing to hit someone out of the air. Being a special, it can just be blocked regardless. Stay away from this move unless your opponent is very predictable. The LP, MP, and HP versions are all the same.
| Shyness & Strike - 214P:
This special is a big tool in Bulleta's arsenal, as it knocks down on hits and does a healthy amount of damage in one hit. While it has limited use as a pressure tool, you will want to save this for comboing into (don't underestimate the range). If you hold down the button before letting go, she will keep spinning the basket and it will get bigger and bigger. Obviously, this is incredibly easy to see and react to. The LP, MP, and HP versions are all the same, so use whichever is most comfortable in your combo input. You get a guaranteed pursuit after this move.
| Jealousy & Fake - 623K (GC Only):
Bulleta teleports behind the opponent, leaving a cloud of smoke and a doll in her original place. Unfortunately, although this move has 29F invulnerability, Bulleta is vulnerable for the last 10F of the animation before she can move, making this not an especially useful GC. Although it can get her out of the corner, it's best used against very laggy moves with a lot of active frames or simply not used at all.
| Sentimental Typhoon - 63214P:
It's as if they gave guile a command throw. Get a feel for the throw protection and make good use of it whenever you find yourself point blank. You can tick off of pretty much all of her standard dash normals. If you expect people to be 1hit teching your meaties, just dash up and use the ES version to spin them around a bit. Off instant j.mp j.mk, if you've already convinced them to sit still for this mix-up you can skip the whole high-low nonsense and land point blank for a throw. Half the strength of this move is the psychological effect. Because this move exists, there will be instances where you'll end up killing your opponent on jump-out punishes alone. Of course it'll come back full circle and you'll be allowed to just do a couple lights into dash forward command throw. Abuse it.
| Cool Hunting - 41236PP:
Hunters will pop up behind Bulleta and start firing along with Bulleta. This will fire a medium-long range stream of bullets along the bottom of the screen, and fullscreen missiles along the top of the screen. Fairly unsafe on miss, but characters like Victor can be free uses of it sometimes. In a smart sense, you won't see much of this super. Its best to people who use normals or air dash from a far, high up position; if they get hit by one missile, they will be forced to stay blocking in the air. In situations like Jedah air dashing in at a distance, it is pretty smart and safe to use Cool Hunting.
| Beautiful Memory - 41236KK:
With very short startup, Bulleta will move forward swinging knives. If whiffed, she will stop and be vulnerable for a short amount of time. If block, she will bounce off and likely eat a heavy normal punish. If it connects, it will keep them in the super and do full damage. Most players refuse to use their meter on this super. If you really have the game in your control, you can predict when people are going to throw something out trying to stop your rushdown and use this, as it has a fair amount of priority. That said, there is no specific way to use this super. Work it into your gameplay if you so desire, or save the meter for ES missiles.
| Apple For You - 63214KK:
A command throw in which she puts an apple out in front of her, and the other character will pick it up if she is close enough and doesn't get hit out of it. Unlike her command throw, there is a specific whiff animation for this (a whiffed command throw would come out as basket) in which she puts out the apple then puts it back and is vulnerable for a short amount of time. This is harder to land than ES command throw, but is used in the same exact situations that ES command throw would be applied. Dashing in with this doesn't seem to be a viable option, and it is more done after something like an empty jump after a lot of blocked pressure.
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 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 dashing LK and pressure with lots of missiles, but it sees more use as a panic/runaway tool to get the initial Dark Force invincibility on startup and then dash away repeatedly while firing missiles.
- Bulleta's j.mp is the source of most of her mayhem. On the way up, j.mp will be an instant overhead, and will chain into j.mk. Except against certain characters at certain ranges, it won't combo, but that's not really important. Chained j.mk has extremely short recovery on whiff, so you can toss out a move very shortly after the instant overhead. On some characters (particularly Sasquatch) you can j.lk to stop the forward momentum and hit on the incoming side. Mashing out another j.mk will allow you to crossover to hit on the far side.
- On the way down, j.mp is difficult to anti-air and can lead into a very bizarre mixup that is completely unique to Bulleta. Following the j.mp, you can do j.mk to go for the simple high-high jump-in. However, if you hit j.hk and they block it high, the hitstop from the mine will disallow the opponent from blocking low, making a c.lk unblockable. This creates a completely invisible, impossible to react to mixup that can only be stopped by 1-hit tech hit or guesswork.
All damage values obtained from Demitri.
- > = next move is a chain
- >> = next move is a link
- xx = next move is a special or EX cancel
- 2.LK > 2.MP > 2.MK > 2.HK
- 23 red/40 white
- Bulleta's basic four-hit knockdown chain. This is not her typical "bread & butter" combo due to the 2.HK 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.
- 2.LK > 2.MP > 2.HK
- 18 red/32 white
- Excluding the 2.MK may allow the 2.HK hit a bit more consistently, but its still not perfect and the damage is not ideal when compared to her other options.
- 2.LK > 2.MP > 2.MK > 3.HK
- 25 red/43 white
- Corner only; Must be started from point blank range. The last hit, 3.HK, 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**
- 2.LK > 2.LK >> 2.MP xx 214.LP/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 2.LK > 2.LK 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 2.MP only links from 2.LK with Renda Bonus. You cannot do a single 2.LK and link it into 2.MP, you must do two 2.LK to have enough frame advantage to link into 2.MP.
- 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 2.MP to create a consistent delay. If you go too quickly from 2.LK to 2.MP, it will not link and will chain instead. Chaining the 2.LK to 2.MP 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 2.LK > 2.LK 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 2.MP or Basket hit or whiff in the end. It is also technically possible to do 2.LK > 2.LK so slowly that instead of canceling into itself, it's linking into itself thus giving no Renda Bonus and not allowing the 2.MP link.
- 2.LK > 2.LK xx 214.LP/MP/HP
- There are distances where you may be too far away for the 2.MP 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 2.LK with Renda Bonus, so you must hit the 2.LK twice.
- 2.MP >> 2.MP xx 214.LP/MP/HP
- 1 frame link combo, making this very difficult. It isn't practical to hit consistently even with practice, but the damage is alright. 2.MP into itself isn't a totally awful pressure or block string, so keep an eye out to see if this happens to link.
YOU CANNOT LAND A PURSUIT FROM A MISSILE KNOCKDOWN. There is a small opportunity to whiff a pursuit though.
- 2.LK > 2.LK 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 2.LK up close, but from further away you'll need the Renda Bonus for it to combo. Costs 1 meter.
- 2.LK > 2.LK xx 4(Charge)~6.HK
- 18 red/26 white
- 2.LK > 2.LK >> 2.MP xx ES Low Missles
- 27 red/43 white
- Inconsistant 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?
Dash Link Combos
From dash attacks Bulleta only gets far standing normals, never the close normals.
- Dash 5.MP >> 2.LK > 2.LK >> 2.MP xx Basket
- 31 red/47 white
- The dash 5.MP must hit deep to get the rest of the combo. The link from 5.MP >> 2.LK 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 5.MP >> 2.LK > 2.MP > 2.MK > 3.HK
- 31 red/51 white
- Corner only; dash 5.MP must hit deep. Does a little bit more white damage than the above combo. **Double check if you can pursuit attack from 3.HK**
- Dash 5.MP >> 2.LK > 2.LK >> 2.MP xx ES Low Missile
- 34 red/53 white
- (Probably) Corner only; dash 5.MP must hit deep. May work on a few of the fatties from midscreen.
- Dash 5.LP >> 2.LK; 2.MP; another 5.LP; dash 5.LP
- ~~ red/~~ white
- Best to use on Bishamon and Victor since they cannot crouch under 5.LP. The frame advantage from Far 5.LP 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.
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 >> 2.LK > 2.LK >> 2.MP xx Basket
- 36 red/58 white
- Must be a deep jump in combo to get the full 2.LK hit confirm combo.
- j.MP > j.MK >> 2.MP xx Basket
- 33 red/52 white
- From a long range jump attack you may land too far away to connect the full 2.LK 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 >> 2.LK > 2.LK >> 2.MP 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 >> 2.LK > 2.MK > 2.HK
- 30 red/51 white
- Jump in into a simple ground chain. Not the best option but it's easy.
- j.MP > j.MK >> 2.MP xx Missile
- 32 red/51 white
- j.MP > j.MK >> 2.MP xx ES Missile
- 36 red/58 white
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 ↓ ↓ ↓ ↓ ↓ 2.LK >> (Start) 2.LP > 5.LP >> Dash 5.MP >> 2.LP > 5.LP >> Dash 5.MP >> 2.LP > 5.MP >> Dash 5.LP >> Dash 5.LP >> (Repeat Start) 2.LP > ... ↑ ↑ ↑ ↑ ↑ LINK DASH LINK DASH LINK DASH LINK DASH LINK
- Example by Sako: http://www.youtube.com/watch?v=hmY1h2ByUJw#t=1m30s
Old Combo List
Removed some stuff already covered above, review of remaining combos pending
- c.lk, c.lp ex missile
- Good knockdown.
- c.lp c.lp, c.mp 214p
- c.lk, c.lp lp, c.mp 214p
- Various ways to land basket.
Linking from Far 5.LP into dash attacks + Sako Infinite
- c.lp lp, d.lp ("easy" dash link)
- c.lp lp, d.mp (if you're sako)
- d.lp, d.lp (use this to get back in after being pushed out)
- d.lp, c.lp lp
- d.mp, c.lp lp
- d.lp, d.lp, c.lp lp, c.mp 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.
- c.lp lp, j.lk j.mp j.mk j.hp
- Demitri only infinite.
- c.lp lp, j.lk j.mp j.hp
- Bishamon midscreen only? (Is this an infinite or just a jump loop?)
- If he's in the air you wanna just casually walk to your comfort zone and set up to catch his landing. Dash attack or missile his normals that pop out of the ground on whiff. To take some initiative, jump at him and air-block an attack, then double-jump with an attack to knock him out of the air. He generally out-ranges you on the ground, so just make him take to the air by putting missiles in his way. If he doesn't respect the missiles it's his loss. Dash up with the missile and use it get in on him. This is a match-up that's decided mid-screen. If you're getting sorely out-zoned, you're never going to get any damage and he's gonna just rush you down all day with the momentum you're giving him, so level up your footsies and zoning so you can earn an "in" and molest him.
- He can't push-block you away and cannot tech a throw. The throw part isn't particularly important because he's airborne extremely fast anyway. Off of a successful instant j.mp on him he can start a jump and take a reset from your follow-up, so be ready for that and turn it into damage with some command throw/meaty and high/low utilizing your j.hk. From some weird ranges you can j.LK for an ugly looking cross-up when it gets messy like that. Just stay on your toes and react as fast as you can. If he jumps and successfully blocks, do your best to confirm into a chain then n.LP reset, then turn that into another mix-up. Come down with j.MK if he's not mashing out or j.LP if he is. Once you build trust, of course, run unblocks and command throws. A dumb little string that doesn't actually accomplish anything is c.LP, 6.MP xN. He can't really mash out or do anything for that matter, but ultimately you get pushed back too far to really do anything with it.
- Defending his rush is complicated and highly reliant on who you're fighting. It's pretty easy to react to the dive on its own, but when he feints a dive and goes for a low, you have to start questioning what is actually gonna happen and what your opponent likes doing. Just simply blocking is fine and dandy, but if you want to turn your successful defense into a reset screen or just straight up damage, you do have some choices. Push-blocking will mess with his spacing and make him commit to something ugly if he isn't confirming, so punishing the button they like to push in their auto-pilot chain is a good way to violently shut off their momentum. If they're not respecting your buttons, time a s.LP or 4.MK to hit him as he's going up for the dive. If you are absolutely cock certain they're going to feint a high and go low, a jarring answer is to do an es command throw. Target habits and capitalize.
- low missile ftw
- double jump bubble
- dont get owned by j.lk
- can't duck under d.lp ftw
- dont care about missiles
- j.mp your favorite button
- play solid dont be dumb
- learn to fight furries
- ditto, cept you can actually guard-break him
- cool matchup
- learn to zone and pushblock
- look out for c.rh when running your motions
- play solid dont be dumb
- learn to block
- vzzzzz vzzzzz vzzzz vzzzz vzzzzz
- kill or be killed
- lose momentum lose a bat
- free free free
- molest all day everything works
|n.LP||4||+6||+5||0/ 3/ 6||Mid||Yes/Rapid||Renda+: H:+9 B:+8|
|n.LK||5||+2||+1||0/ 3/ 6||Mid||Yes/Rapid||Renda+: H:+9 B:+8|
|LP||4||+10||+9||0/ 3/ 6||Mid||Yes/Rapid||Renda+: H:+9 B:+8|
|LK||6||+4||+3||0/ 3/ 6||Mid||Yes/Rapid||Renda+: H:+9 B:+8|
|c.LP||4||+6||+5||0/ 3/ 6||Mid||Yes/Rapid||Renda+: H:+9 G:+8|
|c.LK||4||+6||+5||0/ 3/ 6||Mid||Yes/Rapid||Renda+: H:+8 G:+7|
|8.LP||5||0/ 3/ 6||High||×|
|8.LK||5||0/ 3/ 6||High||×|
|j.LP||5||0/ 3/ 6||High||×|
|j.LK||5||0/ 3/ 6||High||×|
|4-6LP||10||Down||-1||15/18/21||Mid||Downs Airborne Opponents|
|4-6LK||10||Down||-1||15/18/21||Mid||Downs Airborne Opponents|
|2-8LP||27||Down||x||15/18/21||Mid||Landing Suki: 5F|
|623PP||11||Down||x||0/ 0/ 0||Mid|
|214PP||27||Down||-14||0/ 0/ 0||Mid|
- 1: Invulnerable 16F. Landing Suki 1F
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||Current #1 Bulleta|
|Retired. Enters occasionally at overseas tournaments such as EVO.|
|SuperMotiMoti||スーパーモチモチ||PP||Kansai region||http://twitter.com/supermotimoti||Used to frequent GGPO back in the day.|
|Touhou||徒歩||LP||Kanto region||http://twitter.com/tohololovitch||Well known in the IaMP scene.|