I don't know if this has been discussed before, but a
LATE jump or hop
Air Bullet Barrage will catch opp's head on the first bullet.
First, it's about the same frame start-up, counting the hop + the actual start-up of
Bullet Barrage (which is
6), as
Dual Wielding (high projectiles) (which is
23)
There are
2 bullets, and the
second one is higher than the
first one;
o - The
first one seems to consistently hit in the head (tested on
Jacqui, as she seems to have a lower hitbox)
o - The
second one hits higher. Usually, the
first bullet will hit in air opp, but if it doesn't, the
second bullet will.
So this has some utility:
- It will hit people trying to move forward.
- It will hit people trying to jump.
- Cassie moves backwards thanks the Bullet Barrage.
- You can AMP it once you land to catch people off guard.
I've played long sets against a good
Kabal, and it seems to be very useful against characters with jump projectiles (
Kabal, Jade, Sub-Zero etc...)
Watch out tho, depending on the range and opp's specials, you can get punished on block if you don't
AMP it. Like
Kabal's
Nomad Dash punishes it at mid range. BUT, you can
AMP it on reaction.
On the other hand,
Dual Wielding can be
AMPed for multiple shots, or delayed/charged/canceled, but doesn't catch people jumping, has a long start-up, and leaves you in place.
I'd like to know what you think about that.