| Health | Double Jumps/Airdashes | Dash Type | |||||||
|---|---|---|---|---|---|---|---|---|---|
| 11,000 (CP-CPEX) 11,500 (CF) |
1 | Hop | |||||||
| Overdrive Duration (in frames) | |||||||||
| 100 – 90% | 89 – 80% | 79 – 70% | 69 – 60% | 59 – 50% | 49 – 40% | 39 – 30% | 29 – 20% | 19 – 10% | 9 – 0% |
| 180 | 210 | 240 | 270 | 300 | 360 | 390 | 420 | 540 | 600 |
Command list[]
Basic moves[]
| Input | Damage | Heat gain | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 300 | |||||||||||
| A regular standing jab, hits low enough to hit crouching opponents. | |||||||||||
| Input | Damage | Heat gain | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 700 | |||||||||||
| A long-reaching kick with short start-up and cooldown | |||||||||||
| Input | Damage | Heat gain | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 800 | |||||||||||
|
A fiery body blow which gives Bullet some forward momentum. Neutral on block, and its start-up is good enough to link from 2B. | ||||||||||
| Input | Damage | Heat gain | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 300 | |||||||||||
| A quick crouching jab. Unlike 5A (and all non-Drive normals), this one is positive on block, which makes it a primary tool for pressuring blocking opponents. | |||||||||||
| Input | Damage | Heat gain | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 700 | |||||||||||
| An upward kick. A great anti-air move which has head invulnerability. Its horizontal reach is deceptively wide, too. Also often used to (re-)launch the enemy mid-combo. | |||||||||||
| Input | Damage | Heat gain | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 700 | |||||||||||
| A sweep after a forward roll. Comes out late, but low-profiles many moves and has good invulnerability. | |||||||||||
| Input | Damage | Heat gain | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 300 | |||||||||||
| An air punch. The angle is a bit lower than Ragna’s j.A. Bullet doesn’t spend that much time in mid-air, so it doesn’t get used that often. | |||||||||||
Throws[]
| Input | Damage | Heat gain | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
(in the air) |
0, 1400 | ||||||||||
| Bullet grabs the enemy and throws them forward. Causes wall-bounce mid-screen. There’s usually enough time to land and pick them up with 6B. | |||||||||||
Counter Assault[]
Crush Trigger[]
Drive[]
Overdrive[]
| Input | Japanese name | English name | Damage | Heat gain | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| ヒート・ザ・ビート Hīto za Bīto | Heat the Beat | -- | -- | ||||||||
| Bullet is temporarily in an infinite “Heat Up” state. | |||||||||||
Exceed Accel[]
Special moves[]
Distortion Drives[]
Astral Heat[]
[]
| Command list | |||||
|---|---|---|---|---|---|












