m (fix motion tags) |
|||
Line 35: | Line 35: | ||
== Command Normals == | == Command Normals == | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Double Jump | u in the air | | aironly }} | {{MoveListRow | Double Jump | {{u}} in the air | | {{aironly}} }} | ||
{{MoveListRow | Tricky Basket | {{MoveListRow | Tricky Basket | ||
| f + fp | | {{f}} + fp | ||
||}} | ||}} | ||
{{MoveListRow | Surprise & Hop | {{MoveListRow | Surprise & Hop | ||
| f + hk | | {{f}} + hk | ||
||}} | ||}} | ||
{{MoveListRow | Malice & Mine | {{MoveListRow | Malice & Mine | ||
| db + hk | | {{db}} + hk | ||
||}} | ||}} | ||
{{MoveListRow | Stumble & Blade | {{MoveListRow | Stumble & Blade | ||
Line 53: | Line 53: | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Smile & Missile (High) | {{MoveListRow | Smile & Missile (High) | ||
| Charge b for one second, f + p | | Charge {{b}} for one second, {{f}} + p | ||
||}} | ||}} | ||
{{MoveListRow | Smile & Missile (Low) | {{MoveListRow | Smile & Missile (Low) | ||
| Charge b for one second, f + k | | Charge {{b}} for one second, {{f}} + k | ||
||}} | ||}} | ||
{{MoveListRow | Smile & Missile (Jumping) | {{MoveListRow | Smile & Missile (Jumping) | ||
| Charge d for one second, u + p | | Charge {{d}} for one second, {{u}} + p | ||
||}} | ||}} | ||
{{MoveListRow | Cheer & Fire (Angled) | {{MoveListRow | Cheer & Fire (Angled) | ||
| dp + p | | {{dp}} + p | ||
||}} | ||}} | ||
{{MoveListRow | Cheer & Fire (Horizontal) | {{MoveListRow | Cheer & Fire (Horizontal) | ||
| dp + k | | {{dp}} + k | ||
| | | | ||
|airok | |airok | ||
}} | }} | ||
{{MoveListRow | Shyness Strike | {{MoveListRow | Shyness Strike | ||
| qcb + p | | {{qcb}} + p | ||
||Combo this into Cruel Hunting | ||Combo this into Cruel Hunting | ||
}} | }} | ||
{{MoveListRow | Tell Me Why [Stalking] | {{MoveListRow | Tell Me Why [Stalking] | ||
| d , d + [[file:kk.png]] | | {{d}} , {{d}} + [[file:kk.png]] | ||
||Ground slide/teleport: decent cross-up.}} | ||Ground slide/teleport: decent cross-up.}} | ||
Line 85: | Line 85: | ||
{{MoveListRow | Beautiful Memory | {{MoveListRow | Beautiful Memory | ||
| hcf + [[file:kk.png]] | | {{hcf}} + [[file:kk.png]] | ||
| | | | ||
Line 92: | Line 92: | ||
{{MoveListRow | | {{MoveListRow | | ||
Cruel/Cool Hunting | Cruel/Cool Hunting | ||
| qcf + [[file:pp.png]] | | {{qcf}} + [[file:pp.png]] | ||
| | | | ||
|Amazing chip damage even if blocked. | |Amazing chip damage even if blocked. | ||
}} | }} | ||
{{MoveListRow | Hyper Apple for You? | {{MoveListRow | Hyper Apple for You? | ||
| hcb + [[file:kk.png]] | | {{hcb}} + [[file:kk.png]] | ||
| | | | ||
Revision as of 23:45, 8 December 2020


Introduction
BB Hood is an anti-rush character because of her hk (mine move), she also dishes out a lot of damage to every character which can be comboed easily its just of matter of hitting your opponent. Her missiles are important too because of the quick recovery time and it (lp missile only) can be used to protect you as you are on the ground if you dash with the missile. Her best super is Cruel/Cool Hunting but it is not the safest. I actually prefer Beautiful Memory if I dish out a hk for an unrollable otg in case I did not time the hk right but if I were to do a basic combo with no otg's then Cruel Hunting is the way to go. BB Hood is a great run away character and can lock down characters for a decent amount of time and damage, though not as good as Strider/Doom (Of Course). She is a unique fighter because she can be tricky and be able to do things most characters can't for example due to her size and her moves she can get past things easier. Most people believe she sucks because of her reach is limited but they don't realize that she can win without this advantage though it is just more difficult.
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Standing Jab
Crouching Jab
Standing Strong
Crouching Strong
Standing Fierce
Crouching Fierce
Standing Short
Crouching Short
Standing Forward
Crouching Forward
Standing Roundhouse
Crouching Roundhouse
Jumping Jab
Jumping Strong
Jumping Fierce
Jumping Short
Jumping Forward
Jumping Roundhouse
Command Normals





Special Moves









Super Moves
Assist Moves
The Basics
Combos
-Jump LK > LP \/ d.s.LP > s.LK > s.LP XX f,d,df + K
-d.s.LP > s.LP > f + HP XX f,d,df + K
-d.s.LP > s.LK > s.LP > f + HP XX qcb + P
-Jump LK > LK \/ d.s.LP > s.LK > c.LK > c.HK, d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HK
-Corner Jump HK (charge b) \/ f + HP, d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HK
-Jump LP > LP \/ d.s.LP > s.LK > f + HK XX hcf + KK
-Jump LK > LK \/ d.s.LP > c.LK > c.LP > c.HK, d.s.LK XX qcf + PP
-Jump HK (charge b) \/ f + HP, d.c.LP > s.HK XX f,d,df + P XX qcf + PP
-Jump LK > LK \/ d.s.LP > s.LK > s.LP XX hcf + KK, d.s.LK XX hcf + KK, d.s.LK XX hcf + KK, d.s.LK XX qcf + PP