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{{Infobox Character VSav | |||
|name=B.B.Hood (Bulleta) | |||
|image=VSAV-BBHood-Portrait.gif | |||
|hp=Tier 3 (Average) | |||
|sh=11(Shortest) | |||
|ch=6 (Average) | |||
|movef=3.75 | |||
|moveb=3.125 | |||
|dasht=Hop | |||
|jumpb=59 (3+37+19) | |||
|jumpn=58 (3+36+19) | |||
|jumpf=58 (3+36+19) | |||
|type=Helper | |||
}} | |||
= Introduction = | = Introduction = | ||
{{VSAVHyperGuideCharacterBox | VSAV-BBHood-Portrait.gif }} | {{VSAVHyperGuideCharacterBox | VSAV-BBHood-Portrait.gif }} |
Revision as of 15:40, 2 May 2021
In Progress / Completed | To-do |
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Character intro here Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla a arcu quis mi tincidunt pellentesque. Etiam sed felis nibh. Aenean tempor pretium ipsum ac sagittis. Ut interdum lorem vulputate, blandit elit non, commodo est. Fusce urna nisi, aliquet faucibus felis ut, mollis viverra augue. Phasellus augue ante, condimentum vel purus quis, porta euismod arcu. Vestibulum ullamcorper enim non nisl laoreet, nec euismod mi laoreet. Morbi sed magna eros. Nullam lobortis dolor pellentesque elit auctor placerat. Nam vitae turpis ut nunc imperdiet imperdiet. Morbi eu tincidunt magna. Nullam rutrum libero non metus iaculis, at bibendum ligula convallis. Integer mattis, lorem sed euismod tincidunt, turpis lectus dignissim nunc, nec cursus leo nisl sit amet magna. Phasellus id eros in enim rutrum rhoncus a id lacus.
B.B.Hood (Bulleta) | |
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Stats | |
Defense | Tier 3 (Average) |
Standing Height | 11(Shortest) |
Crouching Height | 6 (Average) |
Ground Movement | |
Forward Walk Speed | 3.75 |
Backward Walk Speed | 3.125 |
Dash Type | Hop |
Jumping | |
Forward Jump Speed | 58 (3+36+19) |
Neutral Jump Speed | 58 (3+36+19) |
Back Jump Speed | 59 (3+37+19) |
Dark Force | |
Type | Helper |
Introduction
Character intro here Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla a arcu quis mi tincidunt pellentesque. Etiam sed felis nibh. Aenean tempor pretium ipsum ac sagittis. Ut interdum lorem vulputate, blandit elit non, commodo est. Fusce urna nisi, aliquet faucibus felis ut, mollis viverra augue. Phasellus augue ante, condimentum vel purus quis, porta euismod arcu.
In a nutshell
Nutshell Description Here Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla a arcu quis mi tincidunt pellentesque. Etiam sed felis nibh. Aenean tempor pretium ipsum ac sagittis. Ut interdum lorem vulputate, blandit elit non, commodo est. Fusce urna nisi, aliquet faucibus felis ut, mollis viverra augue. Phasellus augue ante, condimentum vel purus quis, porta euismod arcu. Vestibulum ullamcorper enim non nisl laoreet, nec euismod mi laoreet. Morbi sed magna eros. Nullam lobortis dolor pellentesque elit auctor placerat. Nam vitae turpis ut nunc imperdiet imperdiet. Morbi eu tincidunt magna. Nullam rutrum libero non metus iaculis, at bibendum ligula convallis. Integer mattis, lorem sed euismod tincidunt, turpis lectus dignissim nunc, nec cursus leo nisl sit amet magna. Phasellus id eros in enim rutrum rhoncus a id lacus.
Moves
Normal Attacks
<a name="attack1">Normal Moves</a> | |||||||||
Button | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Cancelable? | Remark | |
Standing (Close) | Jab (LP) | 4 | +6 | +5 | Standing | 0/3/6 | Ground | yes | Consecutive links H: +9 G: +8 |
Strong (MP) | 9 | +6 | +5 | Standing | 3/9/15 | Ground | yes | ||
Fierce (HP) | 9 | -16 | -17 | Standing | 6/7+1x6/9+3x6 | Ground | no | ||
Short (LK) | 5 | +2 | +1 | Standing | 0/3/6 | Ground | yes | Consecutive links H: +5 G: +4 | |
Forward (MK) | 8 | +4 | +3 | Standing | 3/9/15 | Ground | yes | ||
Roundhouse (HK) | 17 | Knockdown | -5 | Standing | 6/15/24 | All | no | ||
Standing (Far) | Jab (LP) | 4 | +10 | +9 | Standing | 0/3/6 | Ground | yes | Consecutive links H: +13 G: +12 |
Strong (MP) | 6 | +6 | +5 | Standing | 3/9/15 | Ground | yes | ||
Fierce (HP) | 9 | - | - | Standing | 6/7+1x6/9+3x6 | Ground | no | ||
Short (LK) | 6 | +4 | +3 | Standing | 0/3/6 | Ground | yes | Consecutive links H: +7 G: +6 | |
Forward (MK) | 8 | +4 | +3 | Standing | 3/9/15 | Ground | yes | ||
Roundhouse (HK) | 17 | Knockdown | - | Standing | 6/15/24 | All | no | ||
Special | <img src="./Vampire Savior Data - B.B.Hood_files/4.gif" border="0" > or <img src="./Vampire Savior Data - B.B.Hood_files/6.gif" border="0" > + Strong (MP) | 12 | +4 | +3 | Standing | 3/9/15 | All | no | |
<img src="./Vampire Savior Data - B.B.Hood_files/4.gif" border="0" > or <img src="./Vampire Savior Data - B.B.Hood_files/6.gif" border="0" > + Forward (MK) | 5 | -3 | -4 | Standing | 3/9/15 | All | no | ||
Crouching | Jab (LP) | 4 | +6 | +5 | Crouching | 0/3/6 | Ground | yes | Consecutive links H: +9 G: +8 |
Strong (MP) | 6 | +7 | +6 | Crouching | 3/9/15 | Crouching | yes | ||
Fierce (HP) | 9 | -16 | -17 | Crouching | 6/7+1x6/9+3x6 | Ground | no | ||
Short (LK) | 4 | +6 | +5 | Crouching | 0/3/6 | Crouching | yes | Consecutive links H: +8 G: +7 | |
Forward (MK) | 6 | +5 | +4 | Crouching | 3/9/15 | Crouching | yes | ||
Roundhouse (HK) | 7 | ? | -3 | Crouching | 6/15/24 | Crouching | no | ||
Special | <img src="./Vampire Savior Data - B.B.Hood_files/3.gif" border="0" > + Roundhouse (HK) | 15 | Knockdown | -9 | Crouching | 6/15/24 | All | no | |
Jumping Attacks
<a name="attack-air">Jumping Normals</a> | |||||||||
Button | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Cancelable? | Remark | |
Vertical | Jab (LP) | 5 | Air | 0/3/6 | Standing | no | |||
Strong (MP) | 7 | Air | 3/9/15 | Standing | no | ||||
Fierce (HP) | 13 | Air | 6/10+4/15+9 | Standing | no | ||||
Short (LK) | 5 | Air | 0/3/6 | Standing | no | ||||
Forward (MK) | 7 | Air | 3/9/15 | Standing | no | ||||
Roundhouse (HK) | 11 | Knockdown | Air | 6/15/24 | All | no | |||
Diagonal | Jab (LP) | 5 | Air | 0/3/6 | Standing | no | |||
Strong (MP) | 5 | Air | 3/9/15 | Standing | no | ||||
Fierce (HP) | 13 | Air | 6/10+4/15+9 | Standing | no | ||||
Short (LK) | 5 | Air | 0/3/6 | Standing | no | ||||
Forward (MK) | 7 | Air | 3/9/15 | Standing | no | ||||
Roundhouse (HK) | 11 | Knockdown | Air | 6/15/24 | All | no | |||
Throws and Other Stuff
<a name="throw">Normal Throw</a> | |||||||
Hold & Cut
|
Startup | Hit Adv | Throw Adv | After Pos | Gauge Growth | Throw Direction | Remark |
1 | Knockdown | -1 | Air | 9 | Left or Right | ||
<a name="throw-air">Air Throw</a> | |||||||
Catch & Cut (Air Only)
|
Startup | Hit Adv | Throw Adv | After Pos | Gauge Growth | Throw Direction | Remark |
1 | Knockdown | Air | 9 | Rear | |||
<a name="pursuit">Pursuit</a> | |||||
Pursuit
<img src="./Vampire Savior Data - B.B.Hood_files/8(1).gif" border="0" >+ P or K |
Strength | Startup | After Pos | Gauge Growth (Whiff/Hit) | Remark |
Normal | 40 | Air | 6/12+2x5 | ||
ES | 40 | Air | 0/0 | ||
<a name="other">Special Skills</a> | ||
Double Jump<img src="./Vampire Savior Data - B.B.Hood_files/8.gif" border="0" > in the air. |
After Pos | Remark |
Air | ||
Tell me Why<img src="./Vampire Savior Data - B.B.Hood_files/2.gif" border="0" > + KKK |
After Pos | Remark |
Standing | Short dash. |
<a name="attack2-dash">Special Skills (Dashing)</a> | |||||||||
Button | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Cancelable? | Remark | |
Special | <img src="./Vampire Savior Data - B.B.Hood_files/6.gif" border="0" > + Strong (MP) | 21 | -1 | -2 | Standing | 3/9/15 | Standing | no | |
Special Moves
<a name="sp-move">Special Moves</a> | ||||||||
Smile & Missile(high)<img src="./Vampire Savior Data - B.B.Hood_files/4.gif" border="0" >(Charge), <img src="./Vampire Savior Data - B.B.Hood_files/6.gif" border="0" > + P |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 10 | Knockdown | -1 | Standing | 15/18/21 | All | ||
middle | 10 | Knockdown | -1 | Standing | 15/18/21 | All | ||
high | 10 | Knockdown | -1 | Standing | 15/18/21 | All | ||
ES | 10 | Knockdown | -2 | Standing | 0/0/0 | All | ||
Smile & Missile(low)<img src="./Vampire Savior Data - B.B.Hood_files/4.gif" border="0" >(Charge), <img src="./Vampire Savior Data - B.B.Hood_files/6.gif" border="0" > + K |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 10 | Knockdown | -1 | Standing | 15/18/21 | All | ||
middle | 10 | Knockdown | -1 | Standing | 15/18/21 | All | ||
high | 10 | Knockdown | -1 | Standing | 15/18/21 | All | ||
ES | 10 | Knockdown | -2 | Standing | 0/0/0 | All | ||
Happy & Missile<img src="./Vampire Savior Data - B.B.Hood_files/2.gif" border="0" >(Charge), <img src="./Vampire Savior Data - B.B.Hood_files/8.gif" border="0" > + P |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 27 | Knockdown | Standing | 15/18/21 | All | Landing time: 5F | ||
middle | 27 | Knockdown | Standing | 15/18/21 | All | |||
high | 27 | Knockdown | Standing | 15/18/21 | All | |||
ES | 27 | Knockdown | Standing | 0/0/0 | All | |||
Cheer & Fire<img src="./Vampire Savior Data - B.B.Hood_files/6.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/2.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/3.gif" border="0" > + P |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | 13 | Knockdown | -9 | Standing | 18/21/24 | All | ||
middle | 15 | Knockdown | -13 | Standing | 18/21/24 | All | ||
high | 17 | Knockdown | -18 | Standing | 18/21/24 | All | ||
ES | 11 | Knockdown | Standing | 0/0/0 | All | |||
Shyness & Strike(Increases with time)<img src="./Vampire Savior Data - B.B.Hood_files/2.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/1.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/4.gif" border="0" > + P |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
level 1 | 16 - | Knockdown | -9 | Standing | 18/21/24 | Ground | Startup is variable:level 2: 55Flevel 3: 103F |
|
level 2 | 64 - | Knockdown | -9 | Standing | 18/21/24 | Ground | ||
level 3 | 112 - | Knockdown | -14 | Standing | 18/21/24 | Ground | ||
ES | 27 | Knockdown | -14 | Standing | 0/0/0 | Ground | ||
Jealousy & Fake(GC Only)<img src="./Vampire Savior Data - B.B.Hood_files/6.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/2.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/3.gif" border="0" > + K |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Block/Hit) | Guard Direction | Remark |
low | - | - | Standing | - | Invincible frames: 29F | |||
middle | - | - | Standing | - | ||||
high | - | - | Standing | - | ||||
ES | - | - | - | Standing | - | - | ||
Sentimental Typhoon<img src="./Vampire Savior Data - B.B.Hood_files/6.gif" border="0" ><img src="./Vampire Savior Data - B.B.Hood_files/3.gif" border="0" ><img src="./Vampire Savior Data - B.B.Hood_files/2.gif" border="0" ><img src="./Vampire Savior Data - B.B.Hood_files/1.gif" border="0" ><img src="./Vampire Savior Data - B.B.Hood_files/4.gif" border="0" > + P |
Strength | Startup | Hit Adv | Grd. Adv | After Pos | Gauge Growth (Whiff/Hit) | Guard Direction | Remark |
low | - | - | - | - | - | - | Invincible frames: 1F | |
middle | 2 | Knockdown | - | Standing | 12/21 | Throw | ||
high | 2 | Knockdown | - | Standing | 12/21 | Throw | ||
ES | 2 | Knockdown | - | Standing | 0/0 | Throw | ||
EX Moves & Dark Force
<a name="ex">EX Super Moves</a> | |||||||
Cool Hunting<img src="./Vampire Savior Data - B.B.Hood_files/4.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/1.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/2.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/3.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/6a.gif" border="0" > + PP |
Gauge | Startup | Hit Adv | Grd. Adv | After Pos | Guard Direction | Remark |
1 | 25 | Knockdown | Standing | All | |||
Beautiful Memory<img src="./Vampire Savior Data - B.B.Hood_files/4.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/1.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/2.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/3.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/6a.gif" border="0" > + KK |
Gauge | Startup | Hit Adv | Grd. Adv | After Pos | Guard Direction | Remark |
1 | 17 | Knockdown | -29 | Air | Ground | Landing time: 1F | |
Apple for You<img src="./Vampire Savior Data - B.B.Hood_files/6.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/3.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/2.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/1.gif" border="0" > <img src="./Vampire Savior Data - B.B.Hood_files/4.gif" border="0" > + KK |
Gauge | Startup | Hit Adv | Grd. Adv | After Pos | Guard Direction | Remark |
1 | 18 | Knockdown | - | Standing | Throw |
Combos & Patterns
- c.lk, +c.lk, +c.mp xx qcb p: the combo timing changes. the link from the c.mp is very different from the link from c.lk to c.lk. the best advice i can give for it is look at some- one who can do it, and then press the buttons by the sound of it. her c.lk links pretty fast, while you have to delay her c.mp for some weird reason.
- jump in mp mk, land c.mp xx qcb p: basic jump in combo.
- chicken guard mp, c.mp xx qcb p: easy chicken guard combo.
- c.lk, +c.lp, +s.lp, +dash lp, +s.lp, c.mp xx qcb p: one of her easier dashing link combos. the +s.lp after the +dash lp is optional, you can go from the dash lp to the c.mp xx qcb p to make it easier.
- infinite 1 (very hard) c.lp, +s.lp, +dash lp, [c.lp, +s.lp, +dash lp, +dash lp]. you can start it out the way out of the brackets, but you need the commands in the bracket to get closer and not let them slip away. the main thing you want is 1 dash lp's to get closer. i don't recommend going for this or practicing it too much, it's not very practical to get too much more damage than her basic combos.
- infinite 2 (very hard) c.lp +s.lp, [+dash mp, +s.lp +s.lp] : an even stricter timing than dash lp infiniting. again, not practical and not recommended, but can be used once in a while in casuals i suppose.
- infinite 3 (very hard) on demitri or taller characters, [j.lp mp mk hp land +dash lp, +dash lp]: infinite with style, but not too practical either.
-infinities have ~2 frame window for links.
d.mp, c.lp, c.mp, +c.mpXXshyness strike
c.mpXX shyness strike
d.lp, c.mpXX shyness strike
c.lk, c.lp, s.lp, dashXXlp, +c.mpXX mp shyness strike (rdp+mp)
c.lk, c.mp, +c.mp, shyness strike
j.mk, lp,lp ,[lp, lp, lp, dashXX]x(2-3), [(optional)j.lk, j.mp, j.mk, ], s.lp, s.mp, shyness strike
s.mk, apple for you(untested, but seen)
Preferred dash in: s,mp, s.mk, s.lp(only hits high on some characters though)
Strategy
Bulleta's j.mp is the source of most of her mayhem. On the way up, j.mp will be an instant overhead, and will chain into j.mk. Except against certain characters at certain ranges, it won't combo, but that's not really important. Chained j.mk has extremely short recovery on whiff, so you can toss out a move very shortly after the instant overhead. On some characters (particularly Sasquatch) you can j.lk to stop the forward momentum and hit on the incoming side. Mashing out another j.mk will allow you to crossover to hit on the far side.
On the way down, j.mp is difficult to anti-air and can lead into a very bizarre mixup that is completely unique to Bulleta. Following the j.mp, you can do j.mk to go for the simple high-high jump-in. However, if you hit j.hk and they block it high, the hitstop from the mine will disallow the opponent from blocking low, making a c.lk unblockable. This creates a completely invisible, impossible to react to mixup that can only be stopped by 1-hit tech hit or guesswork.
COMMAND THROW. If they aren't push blocking or mashing c.lp they should be getting snatched up. Train your opponent into being afraid of that jump in mixup and pinning them down with dash mps. Take note if they do not push block, tick throw them.
1) Dashing mp x n until you're inside, then do a dashing command throw. Don't be too linear. Mix-up your approach with jumpins -> d.mp -> cmd throw, etc. Works well against opponents who don't try to upback constantly. Against experienced players you will need to both condition them not to mash poke with counterpokes or to jump out (with dashing mp, mk, or lp. Matchup and even player dependent. If dashing mp doesn't knock them out of the air, move to dashing mk. If that still doesn't work, you have to take a risk and dashing lp if you read their jumpout. Be careful because dashing lp wiffs on all crouches save for Bishamon and Victor). Don't try to force this setup too hard. If your opponent refuses to adapt and continues to jumpout, continue to punish them for it.
2) Off a dashing lp or mk anti-air. The vsav tutorial videos demonstrate that this situation forces okizeme. So when you anti-air an opponent, you get a high/low/throw mixup. You can pressure them with missile/d.mp, go for a low, chain into instant overhead, or anti-air into a dashing command throw. In my experience, the lower to the ground you anti-air them, the more unpredictable a dashing cmd throw becomes (See 1:17 of the linked video. With Felicia but same idea). They have less time to think about the mixup they're getting put into. BTW, if you let the throw rip too early, you'll get basket. Play with it and you'll get a feel for the timing.
Basically, this setup is similar to the first except you're using a dash for oki and not as a reward for constant pressure. It's also similar to #1 in that your opponent can upback it, so you have to read your opponent/condition. Different ways to approach with the same result.
3-ish) (ES) Command throw punishes tech-hit attempts. If you can condition for a tech-hit scenario in which you've been previously tech-hitted out, the d.ES CMD throw should win. This is an extension of 1 and 2, but it deserves a mention. It also punishes reactionary GCs (but not if they're just gonna let the DP rip anyway. Need to read their playstyle and character.)
By the way, people are 3f throw invulnerable on wake-up from the ground. I think this applies to both neutral tech and rolling. Throw is not a part of the wakeup game mixup save for surprise buttsecks scenarios, so don't go for it. In fact, if you stand in throw range, they can use their throw protection to command throw YOU on wake-up. Save the command throw setups for the air-reset oki and use the wake-up oki for high/low/cross-up shenanigans.
Rushdown
Description Here