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Bullet/Move List

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Health Double Jumps/Airdashes Dash Type
11,000 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

Move ListEdit


Input Damage Heat Gain
A 300
BBCP (Bullet 5A) A regular standing jab, hits low enough to hit crouching opponents.
Input Damage Heat Gain
B 700
BBCP (Bullet 5B) A long-reaching kick with short start-up and cooldown
Input Damage Heat Gain
C 800
BBCP (Bullet 5C) 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
2A 300
BBCP (Bullet 2A) 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
2B 500
BBCP (Bullet 2B) Bullet stretches her leg forward and hits low. The fastest of Bullet's low-hitting attacks, which means that this is the main move to use in blockstrings if you are going for the high-low mixup. It can be punished, though, so make sure to cancel it into a less punishable move.
Input Damage Heat Gain
2C 400x2
BBCP (Bullet 2C) Bullet swings her leg for two low hits. Gives forward momentum. A bit clunky to use in neutral game, but it can be Drive-canceled, which makes it very important for combos. Not as punishable as 2B, but has longer start-up and doesn't lead to much damage.
Input Damage Heat Gain
6A 800
BBCP (Bullet 6A) An overhead elbow strike with long start-up. People tend to get hit by it more often than by some other overheads, though it might be because Bullet is a new character. Also forces crouching state on hit. It's often used in combos thanks to the fact that it ground-bounces airborne opponents.
Input Damage Heat Gain
6B 700
BBCP (Bullet 6B) 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
6C 1100
BBCP (Bullet 6C) A running knee strike. The enemy becomes airborne on hit, while Bullet becomes airborne on block, as well. Can be special-canceled, though people tend to Overdrive-cancel it more often. Can be used as a mix-up tool with j.C: the opponent either blocks j.C high or you land and hit them low with 2B.
Input Damage Heat Gain
3C 700
BBCP (Bullet 3C) A sweep after a forward roll. Comes out late, but low-profiles many moves and has good invulnerability.
Input Damage Heat Gain
A (in the air) 300
BBCP (Bullet jA) 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.
Input Damage Heat Gain
B (in the air) 500
BBCP (Bullet jB) A horizontal aerial kick. Again, Bullet rarely needs to perform air-to-air attacks. At least it's good at what it does, being fast and having good reach. Used in combos, though some people opt for only using j.C.
Input Damage Heat Gain
C (in the air) 700
BBCP (Bullet jC) A downward kick. Relatively slow start-up, but floor-bounces on counter-hit. The best of Bullet's aerial moves, j.C has great hitbox, good damage, nice combos on counter-hit, and of course, it's an overhead.
Input Damage Heat Gain
6AB 0 0
BBCP (Bullet 6B) Has 6B's animation. Sure, Bullet has lots of meter and poor defense, but with such poor horizontal range (worse than 6B's, it seems), you should probably go for Cutting Sheer instead.
Input Damage Heat Gain
AB 1000
BBCP (Bullet CT) Bullet blasts the enemy with fire from her glove. As all other Crush Triggers, this one costs 25% Heat and breaks their guard if they don't Barrier it (in which case, it takes a great chunk of their Barrier gauge). Since Bullet's mix-up options are limited, going for Crush Trigger might be a very good idea. It's barely ever used in combos, however.


Input English Name Japanese Name Damage Heat Gain
D (in the air)
Lock On ロックオン Rokkuon 300, 0x2, 700 (Lvl. 0-2), 700, 0x2, 700 (Lvl. 0-2(Red Lock))
BBCP (Bullet 5D) Drive attacks allow her to quickly rush at her opponent and grab them, provided that she is close enough to the opponent. A heat system is implied with the drive attacks.
Input Damage Heat Gain
2D 800 (Lvl. 0-2), 1000 (Lvl. 0-2(Red Lock))
BBCP (Bullet 2D) A hop followed by a sweep. Slightly advantageous on block while you're not at lvl.1, so it's a good way to put pressure on the opponent (even if you lose a Lock On level, sacrificing potential damage for safety). 2D's start-up animation is similar to 6D, which makes it difficult for the opponent to react.
Input Damage Heat Gain
6D 800 (Lvl. 0-2), 1000 (Lvl. 0-2(Red Lock))
BBCP (Bullet 6D) An overhead swing with both fists. Very similar to 2D, except that it hits high, not low. You can basically consider them to be two variants of the same move, simply choosing between high and low attack. This is a 50/50 mix-up at its finest.


Input Damage Heat Gain
BC 0, 1400
BBCP (Bullet FThrow) Bullet grabs the opponent with both feet and throws them forward. Causes wall bounce mid-screen. To combo after this throw, it's recommended to pick them up with 5B after a dash.
Input Damage Heat Gain
4BC 0, 1400
BBCP (Bullet BThrow) Bullet grabs the opponent with both feet and flips them backward. Knocks down. Can be special-canceled, so charged Flint Shooter is often used to lift them from the ground and proceed with a combo.
Input Damage Heat Gain
(in the air)
0, 1400
BBCP (Bullet AThrow) 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.


Input English Name Japanese Name Damage Heat Gain
Heat the Beat ヒート・ザ・ビート Hīto za Bīto -- --
Bullet is temporarily in an infinite "Heat Up" state.

Special AttacksEdit

Input English Name Japanese Name Damage Heat Gain
(during Lock On)
Wadcutter Engage ワッドカット・エンゲージ Waddokatto: Engēji 0, 1000 (Lvl. 1), 0, 2000 (Lvl. 2) ??
BBCP (Bullet 236D) Requires "Heat Up" Lv1 or Lv2 and spend all extra levels you have.
Bullet picks up the enemy from the ground and blows them away with fire. If you got your opponent in the corner, it's never a bad idea to go for this follow-up, since you are guaranteed to get one Heat Up level back. Has repeat proration, though the only way to fit two Wadcutters in a single combo is through RC or OD, anyways. Launches farther with Heal lvl. 2.
Input English Name Japanese Name Damage Heat Gain
Flint Shooter フリントシューター Furinto Shūtā 350 (Lvl. 0), 500 (Lvl. 1), 700 (Lvl. 2) ??
BBCP (Bullet 236A) Bullet shoots a fire projectile along the ground. It gets faster and travels longer distances with higher "Heat Up" levels (Lv1 travels about half a screen, while Lv2 covers the whole screen). A great way of getting in safely.
Input English Name Japanese Name Damage Heat Gain
236[A] Flint Shooter (Charged) 1200 ??
BBCP (Bullet 236A charged) Bullet shoots at the ground, creating an explosion. Unlike the regular Flint Shooter, the charged version doesn't go anywhere, being just a simple attack with projectile properties. Its main use is picking up enemies off the ground, launching them high enough to pick up by 6B.
Input English Name Japanese Name Damage Heat Gain
623B Cutting Sheer カッティングシア Kattingu Shia 0x2, 1400 ??
BBCP (Bullet 623B) Bullet grabs the opponent and kicks them upwards. Is invincible on start-up, so it's almost always used as a reversal. It doesn't deal that much damage, has small range, and can be blocked, so it's not Inferno Divider-good, but beggars can't be choosers. It can be used in combos, but there are usually better moves to use instead.
Input English Name Japanese Name Damage Heat Gain
(after Cutting Sheer)
Explode Engage エクスプロード・エンゲージ Ekusupurōdo: Engēji 0, 1600, 100 (Lvl. 1), 0, 3200, 100 (Lvl. 2) ??
BBCP (Bullet 22D) Requires "Heat Up" Lv1 or Lv2 and spend all extra levels you have.
After kicking the enemy upward with Cutting Sheer, Bullet grabs them and slams them into the ground, finally throwing them behind her. Can be followed up with a combo if the enemy gets thrown into the corner. Isn't worth losing levels most of the time, though landing it when you're being cornered and turning the tables feels amazing. The throw is farther with Heat lvl. 2. Holding the button down will stop the throw and leave the opponent where they were which can lead to good combo potential.
Input English Name Japanese Name Damage Heat Gain
63214C Miquelet Capture ミュクレットキャプチャー Myukuretto Kyapuchā 0, 1000 ??
BBCP (Bullet 41236C) Bullet runs forward; when she reaches the opponent, she grabs them and throws them forward. While it's mostly used in combos thanks to its good hitbox and follow-up, it can also be used in neutral thanks to its projectile invulnerability. It only covers about half a screen, so don't use it recklessly. Though if you're feeling adventurous, you can burst-bait with it, too. It's unblockable, but people can still avoid its hitbox by simply crouching, so be careful. That also applies to combos: if the opponent was crouching when you landed the combo starter, you probably won't be able to land Miquelet.
Input English Name Japanese Name Damage Heat Gain
(after Miquelet Capture)
Piercing Engage ピアッシング・エンゲージ Piasshingu: Engēji 800 (Lvl. 1), 2400 (Lvl. 2) ??
BBCP (Bullet 236D) Requires "Heat Up" Lv1 or Lv2 and spend all extra levels you have.
Bullet shoots a long fiery beam, making the enemy bounce from the opposite wall. Since it wall-bounces even on lv.2, this is a great follow-up to use in mid-screen combos, giving you back one "Heat Up" level and carrying the enemy into the corner. Launches farther with Heat lvl. 2.
Input English Name Japanese Name Damage Heat Gain
(air also)
Snap Hands Fist スナップハンスフィスト Sunappuhansu Fisuto 0, 1700 (Ground), 0x2, 1700 (Air) ??
BBCP (Bullet 623C) Bullet hops forward for an anti-air throw. Switches sides with the opponent. Though its use as an anti-air is questionable (6B is generally better), its corner combo potential is excellent, easily reaching 3-4k without Heat on "Heat Up" level 1. If you do land it in midscreen, it gives you enough time and space for After Burner. There are slight differences between the ground and the aerial versions; the ground version cannot be blocked and has head invulnerability, while the midair version can be blocked and isn't invulnerable.
Input English Name Japanese Name Damage Heat Gain
(after Snap Hands Fist)
Flechette Engage フレシェット・エンゲージ Fureshetto: Engēji 0, 900 (Lvl. 1), 0, 2500 (Lvl. 2) ??
BBCP (Bullet 623D) Requires "Heat Up" Lv1 or Lv2 and spend all extra levels you have.
After throwing the enemy with Snap Hands Fist, Bullet makes another jump and grabs them again, slamming them into the ground. Gives much more punch to midscreen Snap Hands, including the combos that follow after it. Heal lvl. 2 causes the enemy to bounce much higher and can be comboed out of. (mainly using 6A as a link)
Input English Name Japanese Name Damage Heat Gain
After Burner アフターバーナー Afutābānā -- --
BBCP (Bullet 214D) A power-up stance that gives one "Heat Up" level when not charged and two levels when charged. The main way of gaining levels if you can't approach the opponent. It even has projectile guard point, so it's harder for them to hit you out of it. They can still do it during the cooldown, so be careful. Some people use it after knockdown, though it's a bit risky, too.

Distortion DrivesEdit

Input English Name Japanese Name Damage Heat Gain
23663214C Rage Aggressor レイジアグレッサー Reiji Aguressā 200x3, 600x2, 300x7, 3000 (Normal), 200x3, 600x2, 300x7, 500, 2800x5 (Overdrive) 0
BBCP (Bullet 2363214C) Bullet rushes forward and performs an upward kick. If it hits the opponent, she follows it up with a short combo. Thanks to its good trajectory, you can end a lot of different combos with this, with the minimal damage of about 1000-1200. The OD version adds some more hits that deal about 500 more damage and blow the opponent away. Since the regular version leaves the enemy closer to you, you'd rather use it only if it kills them or if you are in a corner, anyways. Doesn't have any invulnerability at all, so using it in neutral is unwise, to say the least.
Input English Name Japanese Name Damage Heat Gain
360360A Serpentine Assault サーペンタインアサルト Sāpentain Asaruto 0xn, 320x2, 1520 0
BBCP (Bullet 720A) This is an 18-hit attack, beginning with Bullet doing a kick, jumping off the enemy, and then sliding along the ground. Afterward, she will deliver two strong punches and a blast from her Armagus for the final hit. This can be followed up with Frangible Engage.
Input English Name Japanese Name Damage Heat Gain
(after Serpentine Assault)
Frangible Engage フランジブル・エンゲージ Furanjiburu: Engēji 0, 350 ??
BBCP (Bullet 720D) Requires "Heat Up" Lv1 or Lv2 and spend all extra levels you have.
She continues the attack by dragging them backwards and shooting them in the air for another two hits.
Input English Name Japanese Name Damage Heat Gain
(after Frangible Engage)
Blackout ブラックアウト Burakkuauto 100x4, 2110 (Normal), 100x10, 2110 (Overdrive) ??
BBCP (Bullet 1080D) Uses another 50% Heat. She shoots them to the ground for another 5 hits.

Astral HeatEdit

Input English Name Japanese Name Damage Heat Gain
632146D Hard Kill Bringer ハードキルブリンガー Hādo Kiru Buringā Death
BBCP (Bullet AH) Bullet stuns the opponent with a punch and grabs them, using her Armagus gauntlets to shoot them with explosive attacks in the face three times. She then brings them to the ground, and a large mechanism protrudes from one of her gauntlets, acting as the finishing punch. The battlefield, similarly to Tager's, is now much more like a smokey wasteland, and the opponent lies in a large crater.

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