Bullet Has a Dive Kick!

#1Yo_Yo_CheesePosted 8/7/2012 11:13:10 AM
http://www.dustloop.com/forums/showthread.php?14675-BBCP-System-Changes-Movelist-Translations-and-Loketest-Information/page3

5A, 2A – the usual jabs
6A – an overhead, similar to Bang’s 5C
2B – the usual low-hitting kick
5B – a kick, similar to P4U Naoto’s 5B
6B – a kick upwards
5C – a fiery strike forward, may be FC
2C – a long-reaching kick, probably hits low
6C – an ankle strike
3C – a kick after a short delay, hits low

jA – the usual punch
jB – a kick, similar to Hazama’s jB
jC – a strike with both legs, floor-bounces on counter-hit

Drive: Lock-On
Generates a ring around Bullet.
The ring follows the enemy and hits them when they get into it.
If it hits the enemy, Bullet enters the Heat-Up state. It makes the ring bigger and changes some of the moves’ properties.
There seems to be 2 or 3 levels of Heat-Up.

5D – hits mid, but the start-up is very fast
2D – hits low
6D – an overhead
jD – a dive kick, Bullet falls to the ground along with the enemy

Wadcut Engage
A follow-up for the D attacks, blows the enemy away with fire. If it hits, it raises the Heat-Up level. Wall-bounces on counter-hit.

236A – Flint Shooter
Spinning fireball shot. It charges for a moment, and then explodes.

623B – Cutting Shear
A command grab. Seems to have some start-up invul.

41236B - Miquelet Capture
A running grab. Covers about half a screen.

(j)623C – Snap Hans Fist
Bullet makes a low jump and grabs the enemy in midair.

214D – Afterburner
Bullet wraps herself in flames and gains the Heat-Up state.

2363214C – Rage Aggressor
May lack invul frames, since it got interrupted with a jab. Probably can’t follow it up with a combo?

Her regular throws can’t be combo’ed from, but you can follow it up with 5B in the Heat-Up state.

Alas, no info on the seven-spin super yet.


"OH MAN I LOVE A GOOD FIGHT!"
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Mains: GG: Chipp | BB: Tager | AH3: Catharine | SG: Cereballa\Valentine
Subs: GG: Robo-Ky, Sol | BB: Jin, Platinum | AH3: Eko, Lilica
#2AiddonPosted 8/7/2012 11:17:49 AM
and no one even TRIED to do the butter churner. Not that I blame them.
#3antking61Posted 8/7/2012 12:10:13 PM
http://media.giantbomb.com/uploads/4/43959/2216484-screenshot15.jpg
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Hoo Haa!!! I has Signature!!!
#4Yo_Yo_Cheese(Topic Creator)Posted 8/7/2012 4:26:27 PM
bump
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Mains: GG: Chipp | BB: Tager | AH3: Catharine | SG: Cereballa\Valentine
Subs: GG: Robo-Ky, Sol | BB: Jin, Platinum | AH3: Eko, Lilica
#5ruhterford22Posted 8/7/2012 4:38:38 PM
Bullet is already my favorite of the new characters. I don't know anything about the other two but I'm not as hyped about them as I am with Bullet. She's got Makoto beat that's for sure.
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Most anticipated game, Bioshock Infinite.
#6FlameKishinPosted 8/7/2012 5:48:05 PM
Azrael is still going into insta-main slot, but Bullet may be my sub.

But speaking of, any in-depth posts about Azrael like this?
#7Yo_Yo_Cheese(Topic Creator)Posted 8/7/2012 5:54:38 PM
FlameKishin posted...
Azrael is still going into insta-main slot, but Bullet may be my sub.

But speaking of, any in-depth posts about Azrael like this?


No. There's not one for Amane yet either.
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Mains: GG: Chipp | BB: Tager | AH3: Catharine | SG: Cereballa\Valentine
Subs: GG: Robo-Ky, Sol | BB: Jin, Platinum | AH3: Eko, Lilica
#8IMASIANMANGPosted 8/7/2012 9:11:59 PM
Bullet's moveset is looking really interesting right now.

She's got striking moves, grappling specials, and even a projectile. I'm also interested in her drive as well.

I may just make her my main after all.
#9Yo_Yo_Cheese(Topic Creator)Posted 8/8/2012 5:08:07 AM
Amane's

http://www.dustloop.com/forums/showthread.php?14675-BBCP-System-Changes-Movelist-Translations-and-Loketest-Information/page4

5A – a punch that hits a bit higher than the others
6A – an anti-air move
2A – a run-of-the-mill sitting punch
5B – a long-reach move that is good for hitting midair opponents. Builds some nice meter.
6B – an overhead. If the enemy guards it, Amane may fly over them by accident.
2B – a low-hitting attack with good reach.
The C moves are similar to Axl’s chain attacks. The angle changes depending on the directional button pressed, similar to Hazama’s Drive.

Can’t remember any other jumping attacks other than that jC is similar to Hazama’s Drive.

Drive: Spiral
There are 3 levels of the Drill gauge. It increases when you use D moves and decreases over time. The gauge improves the damage of the drill and makes it last longer. At level 3, the drill deals many hits and lasts for about 300 frames (5 seconds).
If you charge the Drill for too long, you can’t use it for a while. His 2D and jD are good anti-airs, but you shouldn’t spam them if you want to use the drill.

5D – attacks forward with a cloth drill on an arm.
2D – thrusts with the drill upward. Probably an anti-air.
6D – a long-lasting attack is performed at a small distance.
jD – a cloth drill on a leg strikes downwards. It seems like you can change the angle of this attack, too.

236D - Ninpusen "Hariken"
By itself, this move simply charges the Drill gauge. If you press A, B or C, Amane summons a drill. The A version summons it right before Amane, the B version summons it a bit farther, and the C version summons it even farther. Pressing D cancels the stance.

623C - Juukendageki "Gekiren"
Summons a cloth punch from underground. The exact distance is not specified.

236C - Chuujuurengeki "Raibu"
A charging attack.

214A/B / 236A/B - Chuujinkaihi "Zettou"
A teleport move. Since it can leave Amane hanging in midair, it’s easy to misuse it.

632146C - Kyouryuutokkou "Seijuurensoukyaku"
A charging DD. Lacks invul frames.

632146D - Kaizokusenkou "Goukairasenrenpa"
This is the trailer DD: Amane summons many drills that follow the enemy. The strength depends on the Drill gauge. Doesn’t have any invul frames, either.

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Mains: GG: Chipp | BB: Tager | AH3: Catharine | SG: Cereballa\Valentine
Subs: GG: Robo-Ky, Sol | BB: Jin, Platinum | AH3: Eko, Lilica
#10Yo_Yo_Cheese(Topic Creator)Posted 8/8/2012 8:00:16 AM(edited)
More Amane stuff!

http://www.dustloop.com/forums/showthread.php?14675-BBCP-System-Changes-Movelist-Translations-and-Loketest-Information&p=1370761&viewfull=1#post1370761

Drill gauge builds up even if you whiff D moves. Probably even with the D super, though they're not sure about that.
6A is the only jump cancel he has.

j2B - Amane loses momentum and falls down with a three-hit drill strike.
j4C - Amane strikes with the scarf diagonally downwards. Not sure whether it can be JC'd.
5C, 2C - two hits with the scarf at a five-character length. Pulls the target in for about one character and staggers for a bit. It doesn't last long enough to run up to them and follow with a combo; maybe with the C super?
6D - The drill is dropped from above about three characters away. NOT an overhead.

236A/B jumps in front of the opponent, while 214A/B jumps behind them. Obviously used for cross-ups, though you can only follow it up with aerial moves. Doing j2B is the most popular option.

Since 5A-5B-5C doesn't chain together, the usual combo for him as of now is 5A-5B-2B-3C/5A-5B/2B-236C. (5A-5B-2B-236C pushes them too far away, so 236C doesn't connect.)

Level 1 Drill into 5A-5B-C super deals about 1500 damage, while Level 3 Drill into the same combo deals about 2500 damage.


And finally a little bit of Azrael info. (same source as above)

5D applies the red upper mark, which corresponds with the Valiant Charger move.
If you hit it with Valiant Charger, they are carried far away with the wall-bound state.

2D applied the yellow lower mark, which corresponds with the Hornet Chaser move.
If you hit it with Hornet Chaser, the opponent is blown away, open for a combo. Similar to P4U's All-Out Attack.

236D and 214D seem to apply the marks even through guard.

The rest is a bit too disjointed, so I'll leave it until a bigger post appears.


(I'm going to go make a new topic now.)
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Mains: GG: Chipp | BB: Tager | AH3: Catharine | SG: Cereballa\Valentine
Subs: GG: Robo-Ky, Sol | BB: Jin, Platinum | AH3: Eko, Lilica