Darkstalkers 3/B.B. Hood

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Darkstalkers 3/System GuideVampire Savior (Darkstalkers 3)#Game ElementsVampire Savior (Darkstalkers 3)#CharactersDarkstalkers 3/SystemsVampire Savior (Darkstalkers 3)#Fun Stuff.21Darkstalkers 3/StrategyMvC3HeaderButtons.png

Introduction

VSAV-BBHood-Portrait.gif

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In a nutshell

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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

<img src="./Vampire Savior Data - B.B.Hood_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - B.B.Hood_files/6(1).gif" border="0" > + Strong (MP) or Fierce (HP)

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)

<img src="./Vampire Savior Data - B.B.Hood_files/4(1).gif" border="0" > or <img src="./Vampire Savior Data - B.B.Hood_files/6(1).gif" border="0" > + Strong (MP) or Fierce (HP)

Startup Hit Adv Throw Adv After Pos Gauge Growth Throw Direction Remark
1 Knockdown Air 9 Rear
 







<a name="pursuit">Pursuit</a>

Pursuit

(Knockdown Only)
<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: 55F
level 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

Vampire Savior
Characters
Anakarisface small.png
Bbhoodface small.png
Bishamonface small.png
Demitriface small.png
Feliciadrface small.png
Talbainface small.png
Hsienkodrface small.png
Jedahds3face small.png
Lilithface small.png
Morrigandrface small.png
Qbeeface small.png
Raptorface small.png
Rikuoface small.png
Sasquatchface small.png
Victorface small.png
Emptyface small.png
Extra Characters
Donovanface small.png
Huitzilface small.png
Pyronface small.png
Emptyface small.png
Emptyface small.png
Emptyface small.png
Emptyface small.png
Emptyface small.png