(I fixed the image in her front page oh my god this took me a whole day to do) |
(image and descriptions for her ground normals. WIll update with command/special moves next week.) |
||
Line 23: | Line 23: | ||
|cons= | |cons= | ||
*'''Air Game:''' She doesn't have anything amazing in the air, Aside from Cheer & Fire (which is a situational move itself) she cannot combat the skies consistently. | *'''Air Game:''' She doesn't have anything amazing in the air, Aside from Cheer & Fire (which is a situational move itself) she cannot combat the skies consistently. | ||
*'''Disadvantage:''' Her disadvantage is really hard to get out off, especially since you couldn't anything going while you are being pressured. | *'''Disadvantage:''' Her disadvantage is really hard to get out off, especially since you couldn't get anything going while you are being pressured. | ||
*'''Paper Skin:''' B.B. Hood takes 5% more damage than average | *'''Paper Skin:''' B.B. Hood takes 5% more damage than average | ||
*'''Stubby Normals:''' Her normals have little to no range and are too jank for her to utilize efficiently. | *'''Stubby Normals:''' Her normals have little to no range and are too jank for her to utilize efficiently. | ||
Line 31: | Line 31: | ||
}} | }} | ||
}} | }} | ||
{{Content Box|content= | |||
<center><youtube>GDAicPSn9Lg</youtube></center> | |||
}} | |||
= Colors = | = Colors = | ||
First row: LP, HP, A1. Second row: LK, HK, A2. | First row: LP, HP, A1. Second row: LK, HK, A2. | ||
Line 37: | Line 41: | ||
= | ==== Ground Normals ==== | ||
{{MoveData | |||
|image= 5LP.png | |||
|caption= God hates me | |||
|name= Light Punch | |||
|linkname= 5LP | |||
|input= {{Lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= 3 | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= B.B Hoods Standing jab, Tied with c.lk for your fastest attack. Not much uses for it other than it being a game start move. Do not use | |||
}} | |||
}} | |||
{{MoveData | |||
|image= 5MP.png | |||
|caption= pour one out for this and other medium attacks that are cracked | |||
|name= Medium Punch | |||
|linkname= 5MP | |||
|input= {{Mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= 8 | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Disappointingly a combo filler move. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= 5HP.png | |||
|caption= anyways I started blasting | |||
|name= Heavy Punch | |||
|linkname= 5HP | |||
|input= {{Hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= 8 | |||
|Active= 59 | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= pulls out her gun and sprays it in front of her. One of her worst moves, hits will not connect consistently, and you are stationary for the duration of this move. Avoid at all cost. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= 5LK.png | |||
|caption= The vending machine kick | |||
|name= Light Kick | |||
|linkname= 5LK | |||
|input= {{Lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= 4 | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Also do not use this move. That is all I'm going to say to this. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= 5MK.png | |||
|caption= Goofy ahh launcher | |||
|name= Medium Kick | |||
|linkname= 5MK | |||
|input= {{Mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Launcher, combo this into the magic series and stuff. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= 5HK 1-2.png | |||
|image2= 5HK 2-2.png | |||
|caption= "ORA" | |||
|name= Heavy Kick | |||
|linkname= 5HK | |||
|input= {{Hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= She drops a mine out of her suit. Stops mindless rushdown, builds meter, and is safe when cancelled to Smile & Missle. I recommend you use this more. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= C. LP.png | |||
|caption= Reaching for your ankles (god still hates me) | |||
|name= Crouching Light Punch | |||
|linkname= 2LP | |||
|input= 2{{Lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Standing Lp but a low. Although with the perks of reaching a bit farther and shortening your hurtbox. This move gets overshadowed by C. LK. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= C. MP.png | |||
|caption= mfw the picnic basket got more footsies | |||
|name= Crouching Medium Punch | |||
|linkname= 2MP | |||
|input= 2{{Mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= What is supposedly a good sweep is another combo filler. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= C. HP.png | |||
|caption= I started blasting with grace | |||
|name= Crouching Heavy Punch | |||
|linkname= 2HP | |||
|input= 2{{Hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Exactly like standing HP but crouching. Do not use. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= C. LK.png | |||
|caption= She needs it "plsrespond" | |||
|name= Crouching Light Kick | |||
|linkname= 2LK | |||
|input= 2{{Lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= 3 | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Your primary combo starter and your key to heaven. Tied for your fastest move. Although it may seem like a trivial move compared everything else, this is what gets her going. You won't be hitting this all the time, but throw it out when you have the opportunity to do so. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= C. MK.png | |||
|caption= *among us role reveal sound effect* | |||
|name= Crouching Medium Kick | |||
|linkname= 2MK | |||
|input= 2{{Mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= This goes after c. lk. Feel free to do anything after this move. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= C. HK.png | |||
|caption= Footsies | |||
|name= Crouching Heavy Kick | |||
|linkname= 2HK | |||
|input= 2{{Hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A Sweep. Rollable after hit so it's pretty much meh. Could follow up to tons of stuff in the scenario they don't roll. Use it as a mixup. | |||
}} | |||
}} | |||
==== Air Normals ==== | |||
{{MoveData | |||
|image= J. LP.png | |||
|caption= Dhalism wishes he was her | |||
|name= Air Light Punch | |||
|linkname= j.LP | |||
|input= j.{{Lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= LP in the air, another disappointing hitbox with the perk of being mobile. Use it wisely | |||
}} | |||
}} | |||
{{MoveData | |||
|image= J. MP.png | |||
|caption= They are mocking us at this point | |||
|name= Air Medium Punch | |||
|linkname= j.MP | |||
|input= j.{{Mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= another basket normal. Cursed for being a combo filler. pour another one. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= J. HP.png | |||
|caption= I started blasting but good! | |||
|name= Air Heavy Punch | |||
|linkname= j.HP | |||
|input= j.{{Hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= pulls out her gun in the air. Unlike s.HP and c.HP, this version of the move actually has some uses. covers the front of her face while descending while being able to follow up if it somehow ever connects. Being in the air you won't ever be stationary all the while it being faster. Be cautious you are vulnerable from behind but overall, pretty neat. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= J. LK.png | |||
|caption= Cha Cha real smooth | |||
|name= Air Light Kick | |||
|linkname= j.LK | |||
|input= j.{{Lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= A kick, good if you ever had the incentive to approach. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= J. MK.png | |||
|caption= The Zekenator | |||
|name= Air Medium Kick | |||
|linkname= j.MK | |||
|input= j.{{Mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Comes after j.mk. combo filler. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= J. HK 1-2.png | |||
|image2= J. HK 2-2.png | |||
|caption= "ETTO ETTO ETTO" | |||
|name= Air Heavy Kick | |||
|linkname= j.HK | |||
|input= j.{{Hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Solid move. Shields a portion of your character in the air and can be spammed to build meter. | |||
}} | |||
}} | |||
== Command Normals == | == Command Normals == | ||
Line 153: | Line 553: | ||
= The Basics = | = The Basics = | ||
== Combos == | == Combos == |
Revision as of 17:42, 15 April 2022
Story
Baby Bonnie Hood, also known as B.B.Hood and alternatively as Bulleta in Japan, is a special S-class Dark hunter who first appears in the Darkstalkers series. As a Dark Hunter, it is her job to hunt down the supernatural and exchange them for rewards depending on who she hunts. Unlike the other dark hunters however, B.B Hood enjoys the thrill of hunting and considers it a sport more than a job. she intentionally pretends to act like a defenseless girl as a way to trick her prey in order for them to get closer to her, and many of her hunting skills are stabbing her opponents with weapons such as knives and using guns for shooting. She is accompanied with her dog Harry, Two mercenaries in Cruel Hunting John and Arthur, and a butler in her winning screen named Mr. K.
Gameplay
Bb hood is a zoner and battery capable of filling the entire screen with missles all while building up meter for her team. Her super, Cruel Hunting, is one of the best supers in a low tier setting capable of doing a lot of damage and chipping hard as well. On top of being equipped with a double jump and a generous hurtbox. If you love psychopathic women (or want to pick up a solid mid-tier) then it wouldn't hurt to try her out!
Summary
B.B Hood is a Mid tier zoner with simple to execute combos. A good character in ratio, mid-tier games, etc.
Strengths | Weaknesses |
---|---|
|
|
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 3 | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
B.B Hoods Standing jab, Tied with c.lk for your fastest attack. Not much uses for it other than it being a game start move. Do not use |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 8 | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Disappointingly a combo filler move. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 8 | 59 | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
pulls out her gun and sprays it in front of her. One of her worst moves, hits will not connect consistently, and you are stationary for the duration of this move. Avoid at all cost. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 4 | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Also do not use this move. That is all I'm going to say to this. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Launcher, combo this into the magic series and stuff. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
She drops a mine out of her suit. Stops mindless rushdown, builds meter, and is safe when cancelled to Smile & Missle. I recommend you use this more. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Standing Lp but a low. Although with the perks of reaching a bit farther and shortening your hurtbox. This move gets overshadowed by C. LK. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
What is supposedly a good sweep is another combo filler. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Exactly like standing HP but crouching. Do not use. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 3 | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Your primary combo starter and your key to heaven. Tied for your fastest move. Although it may seem like a trivial move compared everything else, this is what gets her going. You won't be hitting this all the time, but throw it out when you have the opportunity to do so. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
This goes after c. lk. Feel free to do anything after this move. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A Sweep. Rollable after hit so it's pretty much meh. Could follow up to tons of stuff in the scenario they don't roll. Use it as a mixup. |
Air Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
LP in the air, another disappointing hitbox with the perk of being mobile. Use it wisely |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
another basket normal. Cursed for being a combo filler. pour another one. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
pulls out her gun in the air. Unlike s.HP and c.HP, this version of the move actually has some uses. covers the front of her face while descending while being able to follow up if it somehow ever connects. Being in the air you won't ever be stationary all the while it being faster. Be cautious you are vulnerable from behind but overall, pretty neat. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A kick, good if you ever had the incentive to approach. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Comes after j.mk. combo filler. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Solid move. Shields a portion of your character in the air and can be spammed to build meter. |
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