Vampire Savior/Bulleta

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Bulleta (Baby Bonnie Hood)


Introduction

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.

Normal Moves

Standing

Bb sLP.png
LP

[ 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.

Bb nLP.png
n.LP

[ 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.

Bb sMP.png
MP

[ 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.

Bb nMP.png
n.MP

[ 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.

Bb sHP01.png
Bb sHP02.png
HP

[ 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.

Bb sLK.png
LK

[ 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.

Bb nLK.png
n.LK

[ Startup: 5 | Hit:+2 | Block:+1 | Renda: H:+5 B:+4 ]

No real use. Just do c.LP.

Bb sMK.png
MK

[ 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 [7].

Bb sHK01.png
Bb sHK02.png
Bb sHK03.png
HK

[ 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.

Crouching

Bb cLP.png
c.LP

[ 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.

Bb cMP.png
c.MP

[ Startup: 6 | Hit:+7 | Block:+6 ]

Basically the low version of MP with the added bonus of being able to link into itself.

Bb cHP.png
c.HP

[ 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.

Bb cLK.png
c.LK

[ 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.

Bb cMK.png
c.MK

[ Startup: 6 | Hit:+5 | Block:+4 ]

Unremarkable kick. Toss it into your chains for 1-2-3-4's.

Bb cHK.png
c.HK

[ Startup: 7 | Hit:KD | Block:-3 ]

Decent sweep. Mainly a finisher for your chains.

Jumping

Bb jLP.png
j.LP

[ 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.

Bb jMP.png
j.MP

[ 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.

Bb njMP.png
8.MP

[ Startup: 5 ]

Fantastic air-to-air. Just smack people who are sitting on j9 all day.

Bb jHP.png
j.HP

[ 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.

Bb njHP.png
8.HP

[ Startup: 13 ]

Good for creating a wall that eats corner jump-outs.

Bb jLK.png
j.LK

[ Startup: 5 ]

Better range than j.LP but whiffs on the obnoxiously short characters.

Bb jMK.png
j.MK

[ Startup: 7 ]

An amazing cross-up. Fast and compact, this move can also be used as air-to-air.

Bb njMK.png
8.MK

[ 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.

Bb jHK.png
j.HK

[ 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

Bb 6MK.png
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.

Bb 66MP01.png
Bb 66MP02.png
Stumble & Blade – 6[6].MP / 4[4].MP:

[ Startup: 21 | Hit:-1 | Block:-2 ]

Absolutely awful overhead attack. You get it on accident when trying to do dash MP

Bb 6MP.png
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.

Bb cHK01.png
Bb cHK02.png
Bb cHK03.png
3.HK

[ 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.

Bb 2kkk.png
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.

Pursuit:

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.

Movement

Bulleta's Forward Dash

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.

Specials

Bb 16P.png
Bb 16ESP.png
Smile & Missile (High) - [4]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.

  • (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): The odd missile that doesn't have any specific use. Very specifically, you could try to get characters to 'fall' on it as they come down from an empty aerial move.
  • (HP Version): This is best used when your opponent is being way too offensive but good with their pokes. That way you don't have to dash in to put on LP missiles where you might get hit, but you can still chip, build meter, and force them to come to you. Just be sure to look out for certain supers, like Talbain/Sasquatch beams or Felicia's helper super.
  • (ES Version): Multiple hits with the only downfall being that its easily teched/guard cancelled, and it can also be comboed into off two low light normals (easier timing in the corner).
Bb 16K.png
Bb 16ESK.png
Smile & Missile (Low) - [4]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.

Bb 28P.png
Bb 28ES.png
Hop & Missile - [2]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.

  • (LP Version): The smallest angle downward shot. This can very sparingly be used in place of jumping out of corner pressure to try and get an opponent to throw something out, but there are usually better options.
  • (MP Version): Medium angle shot. Not worth the time.
  • (HP Version): Larger angle shot. Not worth the time, as the range it would be useful at calls for no reason not to use a normal ground HP missile.
  • (ES Version): This almost has some use, as it goes fullscreen and almost homes in on an opponent. Very specifically, it can counter situations like a Sasquatch who spams the ES 22P ice spikes.
Bb 623.png
Bb 623ES.png
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.

  • (ES Version): The move stays out much longer and moves up and down.
Bb 214P.png
Bb 214ES.png
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.

Bb gc.png
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.

Bb typhoon.png
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.

Supers

Bb CH.png
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.

Bb BM.png
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.

Bb apple.png
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.

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 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.

Strategies

Air Mixup

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.

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

  • 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**

Basket Combos

  • 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
19r/27w
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
27r/42w
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.

Missile Combos

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 standing only >> almost anything
~~ 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

Expert Renda & Link Combos

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/chooseagoose/status/865751939283210240
https://youtu.be/TayBST0WN4g?t=2m1s
https://youtu.be/9fN6XEm9MD8?t=1m15s
https://youtu.be/vfS9rrjxuu4?t=2m22s

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
   ↓                        ↓                           ↓                           ↓            ↓
2.LK >> (Start) 2.LP > 5.LP >> Dash 5.MP >> 2.LP > 5.LP >> Dash 5.MP >> 2.LP > 5.LP >> Dash 5.LP >> Dash 5.LP >> (Repeat Start) 2.LP > ...
     ↑                                   ↑                           ↑                           ↑            ↑
     LINK                                DASH LINK                   DASH LINK                   DASH LINK    DASH LINK
http://www.youtube.com/watch?v=hmY1h2ByUJw#t=1m30s
https://youtu.be/9fN6XEm9MD8?t=1m56s

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.

Other Infinites

  • 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?)
https://youtu.be/9fN6XEm9MD8?t=2m34s

Matchups

Anakaris
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.
Aulbath
Bishamon
Bulleta
Demitri
Felicia
Gallon
Jedah
Lei-Lei
look out for c.rh when running your motions
Lilith
Morrigan
Q-Bee - http://seesaawiki.jp/vswiki/d/%a1%da%a5%d0%a5%ec%a5%c3%a5%bf%a1%dbvs%a5%ad%a5%e5%a1%bc%a5%d3%a1%bc
Overall Notes
Because she has unreactable overheads & hitting her small hurtbox is so tough, your best options is to overwhelm her with pressure as she has no :::invincibility to escape - No Dp's or reversals.
because Q-bee has to work around missiles, Bulleta's chicken guarding is very strong. It's generally a weakness of Q-Bee, she cannot deal mixups that beat also chicken-blocking
Bulleta should default to blocking in a standing position as to minimize oncoming damage.
Bulleta has a hard time escaping when Bee has the advantage.
Q-Bee will jump-out of mix-ups and IAD back in w/ a J.mp. This options will beat Advancing Guards. Expect this & use it to your advantage.
The Basics
Approaching her is very tough, so be patient & pick your offense when the opportunity present itself. Don't force it at neutral.
Because most of your opportunities will be at mid-screen, your options to open her up are: Throw, Walk-Thru, J.hk Guard-Lock Cr.lk or Delay Attacks
use High-Missiles to stop IAD's & make Q-Bee very conscious of the approach.
It can also be advantageous to double-jump at her while blocking, but don't be too consistent with this option. After Bulleta air-blocks Q.bee your best options are a double jump or a Chicken-J.mp.
Traditional ground-to-air options will lose. occasionaly, you can dash to low-profile her st.mp & get a standing-combo started.
Points
Bulleta's damage is actually enough to overwhelm Q-bee. Concentrate on getting 4-chains with (2) medium attacks to build damage. Also, Bulleta's J.mk easily crosses-up.
Dealing with Hover-Chicken-Block: Traditional air-chains do not win. Start air-chain with a light-punch > Medium > & always confirm an air-block into J.hp
Dealing with IAD's: stay calm, a correct guess from Q-Bee only cost 10% of your red-life; Guess again (it's just rock-paper-scissor).
Dealing with st.mp: It lose to crouching or dashing attacks. You are better off using an Advancing Guard to beat st.mp (it covers the IAD too), this is a safer way to stop her offense. Also, consider cr.cmp xx Basket to beat st.mp at further ranges
Bulleta On the offense: if reading the opponent st.mp or IAD's at mid-range, Bulleta can ascending jump-in with a J.mp, j.hp chain - This also beats Q-bee's jumps. Consider it a bt of reverse-psychology as Q-bee will see Bulleta's doing this options & want to do it herself. Beating her at her own-game.
Sasquatch
Victor
Zabel

Frame Data

Normals

Move Startup Hit

Advantage

Block

Advantage

Meter

Whiff/Block/Hit

Guard Cancel Notes
n.LP 4 +6 +5 0/ 3/ 6 Mid Yes/Rapid Renda+: H:+9 B:+8
n.MP 9 +6 +5 3/ 9/15 Mid Yes
n.HP 9 -16 -17 6/7+1x6/9+3x6 Mid × 密着から5ヒット時
n.LK 5 +2 +1 0/ 3/ 6 Mid Yes/Rapid Renda+: H:+9 B:+8
n.MK 8 +4 +3 3/ 9/15 Mid Yes
n.HK 17 Down -5 6/15/24 Mid ×
LP 4 +10 +9 0/ 3/ 6 Mid Yes/Rapid Renda+: H:+9 B:+8
MP 6 +6 +5 3/ 9/15 Mid Yes
HP 9 - - 6/7+1x6/9+3x6 Mid ×
LK 6 +4 +3 0/ 3/ 6 Mid Yes/Rapid Renda+: H:+9 B:+8
MK 8 +4 +3 3/ 9/15 Mid Yes
HK 17 Down - 6/15/24 Mid ×


Move Startup Hit

Advantage

Block

Advantage

Meter

Whiff/Block/Hit

Guard Cancel Notes
c.LP 4 +6 +5 0/ 3/ 6 Mid Yes/Rapid Renda+: H:+9 G:+8
c.MP 6 +7 +6 3/ 9/15 Low Yes
c.HP 9 -16 -17 6/7+1x6/9+3x6 Mid × 密着から5ヒット時
c.LK 4 +6 +5 0/ 3/ 6 Mid Yes/Rapid Renda+: H:+8 G:+7
c.MK 6 +5 +4 3/ 9/15 Low Yes
c.HK 7 Down -3 6/15/24 Low ×
3HK 15 Down -9 6/15/24 Mid ×
6MP 12 +4 +3 3/ 9/15 Mid ×
6MK 5 -3 -4 3/ 9/15 Mid ×
66MP 21 -1 -2 3/ 9/15 High ×


Move Startup Meter

Whiff/Block/Hit

Guard Cancel Notes
8.LP 5 0/ 3/ 6 High ×
8.MP 7 3/ 9/15 High ×
8.HP 13 6/10+4/15+9 High ×
8.LK 5 0/ 3/ 6 High ×
8.MK 7 3/ 9/15 High ×
8.HK 11 6/15/24 Mid × Down
j.LP 5 0/ 3/ 6 High ×
j.MP 5 3/ 9/15 High ×
j.HP 13 6/10+4/15+9 High ×
j.LK 5 0/ 3/ 6 High ×
j.MK 7 3/ 9/15 High ×
j.HK 11 6/15/24 Mid × Down

Specials

Move Startup Hit

Advantage

Block

Advantage

Meter

Whiff/Block/Hit

Guard Notes
4-6LP 10 Down -1 15/18/21 Mid Downs Airborne Opponents
4-6MP 10 Down -1 15/18/21 Mid
4-6HP 10 Down -1 15/18/21 Mid
4-6PP 10 Down -2 0/0/0 Mid
4-6LK 10 Down -1 15/18/21 Mid Downs Airborne Opponents
4-6MK 10 Down -1 15/18/21 Mid
4-6HK 10 Down -1 15/18/21 Mid
4-6KK 10 Down -2 0/0/0 Mid
2-8LP 27 Down x 15/18/21 Mid Landing Suki: 5F
2-8MP 27 Down x 15/18/21 Mid
2-8HP 27 Down x 15/18/21 Mid
2-8PP 27 Down x 0/0/0 Mid
623LP 13 Down -9 18/21/24 Mid
623MP 15 Down -13 18/21/24 Mid
623HP 17 Down -18 18/21/24 Mid
623PP 11 Down x 0/ 0/ 0 Mid
214LP 16〜 Down -9 18/21/24 Mid 発生値は可変
214MP 64〜 Down -9 18/21/24 Mid 2段階目55F以上押す
214HP 112〜 Down -14 18/21/24 Mid 3段階目103F以上押す
214PP 27 Down -14 0/ 0/ 0 Mid
623LK x x x x x Inv: 29F
623MK x x x x x
623HK x x x x x
623KK x x x x x
624MP 2 Down - 12/21 Throw
624HP 2 Down - 12/21 Throw
624PP 2 Down - 0/ 0 Throw

Supers

Move Gauge Startup Hit

Advantage

Block

Advantage

Guard Notes
426PP 1 25 Down x Mid
426KK 1 17 Down -29 Mid 空中ヒット時追撃無し (*1)
624KK 1 18 Down x Throw
Notes:
1: Invulnerable 16F. Landing Suki 1F

Bulleta Memos

  • Character highlights from Twitter
https://twitter.com/search?q=VMP_KyleW%20(BU)&src=typd
  • A strong confirming low combo is cr.mp, LINK cr.lp xx ES-Low-Missile.
  • It's possible to execute command throw (Sentimental Typhoon) & Option Select Apple for You. this is effective because the Apple's recovery is better than a whiffed basket. The inputs are: half-circle backwards + KK + MP or HP
  • Full-Screen ES-Missile can combo into Huntsman
https://www.youtube.com/watch?v=9OKuLlTAhQk
https://youtu.be/cdGbY6fKCIE?t=1m16s
  • Bulleta can air block on the first few frames of her double jump. The audio still plays & the double jump option is still available afterwards
https://twitter.com/shu180sx/status/926082364198895616
  • CPU Bulleta can shoot missiles without charging
https://twitter.com/VMP_KyleW/status/974012850309029888
https://twitter.com/VMP_KyleW/status/974311383977287680
  • Obaa-Chan trade LINK d.lp
https://youtu.be/ek7ebR20R9Y?t=7m2s
  • Hunstman trade LINK anything
Opponent is in a "free-juggle" state but all proceeding attacks knockdown
https://twitter.com/egooolei/status/991705803433242624
  • Sentimental Typhoons & ES-Sentimental Typhoon cause a backwards knockdown

Bulleta Bugs

  • Tech-Hit x Projectile Displacement w/ 3HK & st.HK
https://twitter.com/VMP_KyleW/status/924717389089882112
https://twitter.com/VMP_KyleW/status/881581225583837184
https://www.youtube.com/watch?v=0ggja0jCQ-o#t=95m34s
  • Guard-Lock Unblock w/ J.hk
https://twitter.com/VMP_KyleW/status/919818040199360514
https://twitter.com/VMP_KyleW/status/925978685198426112
  • Guard-Lock Unblock w/ LP-Missile
https://twitter.com/VMP_KyleW/status/919650349643730944
  • Turn-Around Priority on Ground or Air-Throw
https://twitter.com/VMP_KyleW/status/786406099607965700
  • Turn-Around x Missile
https://twitter.com/VMP_KyleW/status/928136763343646720
  • Same Frame attack On Fire-Knockdowns = No Knockdown
https://youtu.be/e9_7hpPxDVo?t=4m59s
  • Tell me Why (2+KK) has no throw vulnerable Box
https://twitter.com/BattousaiCV/status/578440013907509249
  • Guard Cancel Cross Over Variables
https://twitter.com/VMP_KyleW/status/991550949385629696
  • Unblock Cheer & Fire frames
See the second chart here
http://darkstalkers.web.fc2.com/savior/system-s/bug-s/bug-s.html
https://youtu.be/vfS9rrjxuu4?t=18m30s
  • Land-Canceling J.HK
At a very low altitude (4-5 frames prior to landing) if Bulleta does a J.HK, the mine while disappear if an immediate action is taken. if bulleta remians in neutral for a few frames, the mine will complete. This can ruin guard-Lock UB-Low setups. Be mindful
http://seesaawiki.jp/vswiki/d/%a1%da%a5%d0%a5%ec%a5%c3%a5%bf%a1%db%a5%b8%a5%e3%a5%f3%a5%d7%c2%e7%a3%cb%a4%ce%c3%e5%c3%cf%a5%ad%a5%e3%a5%f3%a5%bb%a5%eb
  • ES-Pursuit enables "Alter-Ego reduction Bug"
https://youtu.be/SkRj5OT3d2U?t=19s
  • Bulleta GC causing a screen wrap:
To execute, Bulleta must be P1, The opponent needs to be at the left screen's edge. Bulleta completes a Guard Cancel while opponent is holding left.
https://twitter.com/LittleJanneROKA/status/982938121854631937
https://youtu.be/vfS9rrjxuu4?t=19m3s
https://twitter.com/egooolei/status/982957133640511488
https://twitter.com/egooolei/status/982965666801070080
https://www.youtube.com/watch?v=hXfoYguKmWg
https://twitter.com/VMP_KyleW/status/920542334265180160
https://twitter.com/VMP_KyleW/status/987902140214525952
https://twitter.com/VMP_KyleW/status/987933660845232129
https://twitter.com/egooolei/status/988383857907908608

Notable Japan Players

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 Bulleta color kk small.png Kanto region Bulleta GOD.
Sako LK Bulleta color lk small.png Kansai region http://twitter.com/sakonoko
http://twitter.com/akikiwww
OG Bulleta GOD
Execution is the best in the world
SuperMotiMoti スーパーモチモチ PP Bulleta color pp small.png Kansai region http://twitter.com/supermotimoti Awesome ground/footsies game
Touhou 徒歩 LP Bulleta color lp small.png Kanto region http://twitter.com/tohololovitch He is also an established IaMP player.
Akashi LK Bulleta color lk small.png Kanto region http://twitter.com/game_overwork Recently Married DD-Sas. Congrats!


Vampire Savior
General FAQHUDControlsTraining ModesCommunity Info/Find Players!GlossaryLinks
Characters AnakarisAulbath (Rikuo)BishamonBulleta (BB Hood)DemitriFeliciaGallon (Talbain)JedahLei-Lei (Hsien-ko)LilithMorriganQ-BeeSasquatchVictorZabel (Lord Raptor)
Mechanics EsotericsDark ForceCommand SupersRenda BonusTutorial
Other Extra CharactersJapanese Test MenuVampire Savior 2 ChangesVampire Chronicle ChangesPlayersColor Hacks