IF THIS PAGE LOOKS JACK'D UP, PUSH THE REFRESH BUTTON.
IF YOU LOOK JACK'D UP, ALSO PUSH THE REFRESH BUTTON!

The Game: MARVEL VERSUS CAPCOM 2, New Age of Heroes
The Character: BuLLeta (B.B.HOOD)
Ver. 3.0 dash turbo championship version times Beta!!
Made by G-Boy on 7/21/00
Kobun00 @ yahoo.com

If you want me to do a MORRIGAN FAQ, tell me!

Check out other stuff at our web-site.
(Website: http://www.cctrap.com/~gtaiwo)

copyright G-BOY, 2000

TABLE OF CONTENTS

I.      INTRODUCTION
II.     LEGEND
III.    BASIC MOVES
IV.     SPECIAL MOVES
V.      SUPERS
VI.     COMBOS
VII.    STRAGEY
VIII.   OTHER JUNK
IX.     LEGAL NOTICE

________________________________________________________________________________
I.INTRO                          INTRODUCTION
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

BUlleta (known in America as B.B.HooD)is from DarkStalkers 2, and she
looks like Little Red Riding Hood (R.R. HooD). I'll go back and forth between
Bulleta and B.B.Hood. Bulleta is a Darkstalkers Hunter, and loves money. Uh,
I guess that's it. She looks cute, but is really deadly. Like most cute anime
characters. ^_^;

________________________________________________________________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
II.LEGEND                      LEGEND
________________________________________________________________________________

This is how it goes, i'm sure you know the abbreviations by
now, but just in case here it is.

U     UP
D     DOWN
B     BACK
F     FORWARD
Cr    CROUCHING
S     STANDING
J     JUMP

WK    Weak PUNCH(jab)
WK    Weak KICK (short)

Strong (can only be done in a chain) <Actually this is not true>
Forward(can only be done in a chain) <Actually this is not true>

HP    Heavy PUNCH(Fierce)
HK    Heavy KICK (Round house)



FB    Fire Ball motion
     (it's down, down&forward, then forward, in a fluid motion)

SK    Spin Kick motion
     (it's down, down&back, then back, in a fluid motion)

HCF   Half Circle Forward motion
     (it's back, down&back, down, down&forward, then forward)

HCB   Half Circle Back motion
     (it's forward, down&forward, down, down&back, then back)

DP    Dragon Punch motion
     (it's forward, then down, then Down&Forward)

SUPER most supers are done by doing a
     FB/SK/HCF/HCB with either the two
     punch buttons or the two kick buttons.

--------------------------------------------------------------------------------
NEW MvsC2 commands
--------------------------------------------------------------------------------

WP + WK       Switches in the second character
HP + HK       Switches in the third  character

ASSIST 1      Calls in the second character, to help assist you
ASSIST 2      Calls in the third  character, to help assist you

SnapBack      FB(Fire Ball motion!)+ Assist button. This forces
             the opponent out of the ring, and forces another
             one to come in. This takes one super bar to do,
             and can be comboed. Depending on which assist
             button you use, you can decide which character
             you want to force in.

Variable Counter   Back, Down&Back, Down + Assist (while blocking).
                  This switches you out, and one of your partners
                  in, who does an attack.

THREESOME     This is performed by pressing Assist 1 + Assist 2,
or            at the same time. If you have three Super Bars,
TWOSOME       and all of your characters are alive, then all
             three characters will come out and perform their
             individual Supers. If you have only two characters
             then this move will only take two Super Bars, and
             the two characters will perform their Supers.
             If you have only one character, then this move
             will take one Super Bar, and the character will
             do one of their Supers.

SUPER CANCEL  This is done by first doing a Super, then you
             can Cancel that into your other character's Super.
             You can't skip the second character's Super and
             just go into the third, it's has to be in
             sequence. 1-2-3 (NOT 1-3-2). You don't have
             to do the third character's Super
             if you don't want to.

LAG TIME      This means "Recovery time". And you have to know
             what that means. The time it takes for you to gain
             FULL control of your character after doing a move.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
III. BASIC                          BASIC ATTACKS
________________________________________________________________________________

--------------------------------STANDING PUNCH-------------------------------

STANDING:

WP(JAB)
         She swings her hand out, kind of a back hand slap. The reach is
         little, and the priority very low.


HP(FIERCE)
           BUlleta pulls out her "Uzi" and blasts away at her opponent.
           Priority is pretty good.
F+HP
      Bulleta spins and hops forward, swinging her basket. This an o.k
      move, not to good priority, the reach isn't spectacular. But you
      can combo the "F+HP" into a SUPER, so that's nice. ~_^;


----------------------------------STANDING KICKS-----------------------------

WK(SHORT):
           Oh my, Bulleta's standing Wk, has such little reach, since
           she's a small character. Pretty much weak priority, and
           like I said, no range what so ever!

HK(ROUND HOUSE)
                 BUlleta lifts up her dress (a little!) and a land
                 mine drops to the floor, and she gives it a little
                 kick forward. This is pretty good, because it's not
                 a part of you, so they can't hit your leg or anything.
                 Plus, it takes a little (like a second) before the
                 land mine explodes, and that's if it doesn't hit
                 your opponent right away.

F+HK
                 This move is funny, a little mole pops out of the
                 ground and she gets scared, and knees her opponent
                 accidently. I don't use this move at all, it has a
                 low start, and a bad end(Lag time).


---------------------------------CROUCHING PUNCH-----------------------------

CROUCHING:

WP(JAB):
          She ducks down and does a little open hand punch.  When you
          get in close it works good, and a good chain starter.

HP(FIERCE):
             She takes out her "Uzi Gun" and shoots rapidly. This is a
             good priority move, but bad lag time whether you hit your
             opponent or not. (But there's a way around this! Check
             out the STRATEGY-Section)





-----------------------------------CROUCHING KICKS---------------------------
WK(SHORT):
                She does a little kick with her leg, which looks
                impossible to do in real life. But anyways, this move
                has no reach, little if any priority. But it's a good
                combo starter.

Forward:         Yes, the forward is a launcher, it's way better to do
                this move in a combo than to do it by itself:
                (Down&Forward+HK).

HK(ROUND HOUSE):
                Okay, Bulleta sticks out both of her legs on the floor
                and legs sweeps her opponent.  Hardly any reach.
                (B.B. must be seeming bad? But she's not)

Down&Back+HK:
                She stands on one hand and shoots her legs open, and out
                of her dress, COMES A LAND MINE! This is a good move,
                it has good enough reach, and since it's a land mine
                attack and not your legs, you don't have to worry about
                someone hitting you, it's not like they can hit the
                land mine with an attack and expect it to do damage
                to you.

D&F+HK:
                D&F is the same as Forward in a chain combo, so I
                guess some characters can do a "Forward" even if it's
                not in a chain combo, isn't that something, well, isn't
                it? Anyways this is her "cheesy" launcher. She does a
                little back kick. This move is simply laughable. The
                reach is horrible!!!!! And I don't know how anyone
                can get this to work, unless you dodge a Super and land
                behind him, I don't see anyone using this.
                (Bulleta is NOT BAD!!)



----------------------------------AIR PUNCH----------------------------------

IN THE AIR:

WP:
    She does this little open hand attack again. It has little reach, and
    little priority. But a good combo starter, i guess!

HP:
    Again with the "Uzi?", yep she pulls out her gun and blasts her opponent
    down to the ground. This move has good priority, and little lag time,
    and small reach, but the priority makes up for it.

-----------------------------------AIR KICKS---------------------------------

WK:
    This move is nice. She does a kick which has an alright reach. It has
    what I call normal priority.  And good combo-ability (thanks Justin).
    Nothing too special.  But it works for me.

HK:
    This is a great move. She does a rolling spin "so it looks like
    she's in a little ball" and then she comes out of it looking like
    she's doing a jump kick, but out of her dress area again, comes
    a Land Mine. This move is especially good, it's quick, it's fast,
    hardly any lag time (if any at all). If you hit your opponent with
    this they go flying away. Excellent priority, and excellent start
    up time. You'll be using this a lot!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
IV. SPECIAL                      SPECIAL MOVES
________________________________________________________________________________

First Note, Bulleta's game is all about her Special moves.
Her basic moves have no range at all. And hardly any
combo-ability(thanks Boo). You may now proceed :^)


1. Smile&Missile(Hold back and then move forward+P)

This move is done like the famous "Sonic Boom" motion.  Bulleta
squats down and puts her basket over her head, and out of the basket
comes a missile.  It's a very quick start up move, with little lag
time.  The missile attacks are her best moves. The Missiles go about 1/3
of a screen length. Let me say it this way, if your in a corner, and
your opponent is on the other corner, the missile will get to him/her.
If you do the Smile&Missile attacks with the "WP" then the missile
will go slower and the same distance, if it hits, your opponent he will
"NOT" fall on the floor! However, if you do the S&M with "HP" the
missiles will go much faster, and if connects with your opponent,
then they will fall on the floor (which you can OTG).


2. Smile&Missile(B-charge-F+K)

Bulleta holds her basket by her legs, and out of it comes a missile.
These are ground missiles but they can be block standing up. Chances
are though, that most people will think they have to block it low.
Again, if you use the "WP" it will go slow and move about 1/3 of the
screen, and if you use "HP" the missiles will go much faster and will
knock your opponent on the floor (which can be OTG). Remember, that
the missiles is Bulleta's game.




3. Happy&Missile(Hold down and then push up+Punch)

This move is done like the famous "Flash Kick" motion.
This move is very good. What Bulleta does is jump up and and out of her
basket comes out "YOU GUESS IT" a missile! This move can be block lowed
(sorry no top downs here). If you do the move with the "WP" the angle
projectory is a little bit smaller. In other words, the missile does
not go as far, it hits the floor near Bulleta.  If you use the "HP"
it will go almost all the way to the corner of the screen. This move is
okay for "trying" to corner people. I would say this move should just
be used for dodging people who like to do dashing low shorts (WK), this
way you can dodge their low short and do a attack back on them from
the sky.

4. Cheer&Fire(DP+P)

This is another great move from Bulleta.  Bulleta sticks out a Champagne
bottle and out of it comes flaming fire! If done with the punch buttons
it goes upward, at a slight angle. This move is great for air jumpers,
and the people who like to do Fierces or Roundhouses all the time in the
air. This move hits multiple times, I think it hits for 6 if done
with the "WP" and 7 if done with the "HP".  The lag time on
this move is fair, and thats only if you miss totally with the
move. Chances are if your opponent blocks, they still wont be able to
counter attack you back. This move does good chipping damage, and is
perfect for Bulleta's keep away game. You can also combo this move into
her SUPER.


5. Cheer&Fire-PLUS alpha(DP+K) AIR

Instead of Bulleta shooting the flame upward, she shoots it straight
forward. Again, it does good chipping damage, and has fair lag time.
However, this move can be done in the air, and it can be done multiple
times. The flame is nice and long, and since she's a small character
most people wont expect the sudden length of attack in the air.
However, I feel doing the Cheer&Fires too often will make them useless,
you should do it every now and then if your playing keep aways.


6. Shyness&Strike(DP+P)

Eek.... I don't like this move, and can't find a use for it.
I should try harder to find something (sorry!). Anways, what Bulleta
does is she swings a big basket towards her opponent. This move has bad
start up, and bad lag-time. The distance is nice, but too slow. It can be
combo into a SUPER, but it's just too slow. Why don't you try to see if
it's a good air stopper? Who knows? E-mail me if you find a really good
use for it.


7. Dash&Stab (Dash,hold forward+HP)

When you press forward twice, hold the second forward, and press HP.
This move looks quick. But people alway blocks it. And if they do block
it, they will counter-attack you easily. If they don't block it, I think
the lag-time on it is fair. Besides, it knocks your opponent back some.

A.)Dash&Stab II (Dash,hold back+HP)

Yes this move can be done by dashing back. I think this may be able to
stop people who like to dash in and do shorts. I don't know (I don't care),
and I haven't tried this move yet at the local arcade. Tell me if
you know how to use this move effectively.


8. Double-JUMP (jump, then press up again)

Its a double jump, what else do you want? Well you can do a combo
with the double jump involved, and it's always a good strategy to
jump at your opponent, call out your helper (while in the air),
then do a double air jump backwards to fake out your opponent!
They think your doing a jump in attack, but then you jump back,
now they think there safe, but suddenly your helper comes out
for the attack! (It's better to do this with characters like Hiryu,
Psylocke, etc.)

9. Tell me Why (down,down & 2Kicks)

This move is physically impossible. She lies down on the floor, with her
hands on her cheeks, and moves forward. (Where's the monmentumn coming
from? who cares!) I Think this move is good, in certain cases.  Such as
Juggernaut, if Juggernaut does his HEAD CRUSHER SUPER you can slide right
under it.  Think about other Supers you can just slide under, not beam
supers, because they last too long, and the whole beam can hurt you!
Think more on the lines of Dr.Doom's blue electric ball super.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
V. SUPERS                       SUPERS!!!
_____________________________________________________________________________

Bulleta has one of the best damaging Supers in the game, next to
Juggernaut's head crusher.

1. COOL HUNTERS (FB + 2 punches)

This is probably her best super. Bulleta pulls out her "Uzi" again and
her two huge friends come out, and all three of them begin firing away!
This does GREAT damage and hits 52 times if all the gun shots hit you.
If your opponet is blocking low, then all the shots wont hit them.  It's
pretty goofy, there are two rows of bullets, the lower row is Bulleta's
"Uzi", and the top row is the Army "dude", and the Hunter "guy". The lag
time on this super is pretty bad. So if it's block, expect a
"Super-counter attack" (but only by characters with quick starting Supers)
and if dodged, expect to get the "BIG FORK"!!

2.  Beautiful Memory (HCF+2kicks)

A "Laughing Histerical" move! She does a "little" run forward with
knifes in each of other hands, if this move connects, then she will
swirl her hands in a circle slicing her opponent, while crying! Then
she will begin to cry even more while slaming a stone into her opponent,
finally there's a pool of tears on the floor, she picks up her opponent
and tosses him/her straight down into the pool of tears. If your
opponent blocks this super then she will flip back.  The lag on it, isn't
bad at all. But still, becareful!!

3. Apple for You (HCB+2kicks)

This move is very interesting. She walks forward, and trips over a rock.
But the game does try to warn her!! When she falls she should hit her
opponent, and then do a flip up and land on top of them, and begin blasting
down on them with her "Uzi" gun. Then when she's through with that, she'll
flip back and while in the air, she release about six big apples with
skull-crosses on them, and they explode on her victim.
The trick about this Super if she misses she will still fall, and she
will still drop out of her basket the six poision apples, most people
don't see this coming at all. (But the Lag-Time is BAD)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
VI. COMBOS?                          COMBOS
_____________________________________________________________________________

Combos, hmmmmm.....I'm not sure if there really is any good combos with
B.B., but here goes nothing.

KICk&: The "K&" combo is probably the combo you should try to do when you
      have no supers.  It's done by doing a jumping WK, chained into a
      Forward, then a crouching WK, again chained into a Forward, into a
      Down&Backward+HK.
      (Jumping WK,Forward,Crouching WK,Crouching Forward,Down&Backward+HK)


OTG&: This combo is suppose to be done in the corner. You do a crouching
     WP, then a crouching WK, then chain into a STRONG, then do Bulleta's
     Smile&Missile with the HK, and then dash in and OTG your opponent by,
     doing a WK into a Forward, this will launch your opponent up into the
     air, and now you can do an AERIAL RAVE.
     (Cr-WP,Cr-WK,Cr-Forward,Smile&Missiles(HK),Dash, WK, Forward, Air Combo)


A&C: This combo is hard to do for one reason, it's almost impossible to do a
    air combo with Bulleta.  Her range is way to small. But if you dodge a
    Super or something, then your free to try this. And this is how it's
    done. First you do her launcher, then you do a WP, Wk, then a Forward,
    then you do her double jump and do a WP, Wk, and finally a Cheer&Fire
    with the Kick buttons (you can only do the Kick button Cheer&Fire in
    the air).
    (Launcher, WP,WK,Forward,Double Jump,WP,WK,Cheer&Fire)


Chip&easy: This combo should be done the most, because it does good
          chipping, and is easy to do, and it can be done in the air
          or on the ground. This is how it's done. Do a Jumping WK,
          then combo that into her Cheer&Fire with the Kick buttons.
          On the ground you may want to use WP instead of Wk, because
          WP may have Slightly more reach. This a good offensive combo,
          as well as Defensive.
          (Jumping Wk, Cheer&Fire)--(Standing or Crouching WP, Cheer&Fire)

others:  You can combo the Shyness&Strike into her Cool hunter SUPER,
        or her Beautiful Memory SUPER.

        You can also combo her Cheer&Fire into her Cool Hunter SUPER.

  You can (if your fast enough) combo a HP or HK Smile&Missiles, into a
  Cool Hunter SUPER. You have to catch them in the air, before they hit
  the floor. And keep in mind, the missiles disappear when you do a CooL
  Hunter Super, so you have to wait until the missile actually hits your
  opponent before doing the Super!


I hope these Combos help ya.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
VII. STRATEGY                      STRATEGY TACTICS
_____________________________________________________________________________

MISSILES&MISSILES&MINES (offensesive)


Alright, I'll try to explain this Strat. as best I can. First of all you
should know that this is a Offensive Strategy. Firt you jump at your
opponent and do a HK, depending on how close you are to your opponent, you
will do a Crouching WK, then immediately do a Smile&Missile Kick or punch,
it doesn't matter. Then do a Happy&Missiles, then if your close enough
do a Crouching WK or a Crouching Fierce. Now when you do a crouching Fierce
as I said earlier the Lag-time is bad, so what you have to do is cancel the
fierce into a Smile&Missile(any button). Remember always cancel a standing
Fierce or Crouching Fierce into a Smile&Missile or Happy&Missiles.  You
pretty much just repeat this process over and over. Not exactly now, you
may want to do TWO Smile&Missile, or TWO W-Kicks, pretty much just mix it
up. Just make sure if you do a Fierce that you cancel it into a
Smile&Missile that has little Lag-time.


FAR-MISSILES&MISSILES (defensesive)

This is a defensive Strategy, first you should be far away from your
opponent, and all you really have to do is just do Smile&Missiles,
and call out helpers. If your opponent hits your Helper, then you
should have already a SMILE&MISSILE out that will hit your opponent.
Now, if he gets hit, combo that into a Cool Hunter Super, chances are
that you wont get this to work (Sorry). This is pretty much the Strat,
Missiles and Helpers, beam helpers and Anti-Air helpers are the best
for this strategy.


CHIP&FIRE (Defensesive)

This is a good game style that I'm still working with. I got this strategy
from the Computer!? You call out helpers all day, but you stay fairly close
to your opponent, so you can always attack when they're open, and run away
when you need to. When your on the ground don't push any buttons, just wait
there or dash backwards, then when your opponent comes near do a
Smile&Missile or Happy&Missile. You pretty much play keep away.  When your
in the air do Cheer&Fires over and over, but beware of a Counter attack.
Every now and then get in close by doing a Jumping WK into a Cheer&Fire,
then run away and call out helpers. Don't be afraid to Grab your
opponents, the move is in the game for a reason (SO USE IT!).
<This strat still needs work, sorry>


Low(Missiles)

Oh, here's another Strategy. You call a helper out that knocks up your
opponent, then do a Smile&Missile with the HK button. This works perfectly.
Your opponent is way up in the air getting hit, and you do a really
low attack on the ground from afar, and there never ready to block it
because they don't even know the attack is there.  If your good enough
you can then combo that into the Cool Hunter SUPER, and KABOOM!! Your
opponent is dead.

COOL-Chip

Another Chip Strategy is to just do a Cool Hunter Super after your Anti-
Air helper has connect with your opponent, the Super wont usually hit
but the chip damage is good enough. If you don't have any helpers, then the
way to do this is to make sure your opponent is in the air when there
blocking the Super. This way they can't counter attack as easily, or do a
Super (they have to land on the ground and then do the motion). Some
characters however can still get you back, like Maganeto, and Cammy, and
some others!

Bulleta, is a small and tiny character who's little size makes your
opponent get the urge to crush her to bits.  But use this emotion to
your advantage, by staying away from your opponent, and at the same time
getting in close to your opponent.

I must admit, it would seem that the Stay Away Strategy works the best on
people.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
VIII. OTHER JUNK                    OTHERS
_____________________________________________________________________________

ADVANTAGES to Bulleta is her long and little lag-time Special Moves

1.  Bulleta's Cool Hunter Super takes "MAD" Damage

2.  Bulleta's Cool Hunter Super takes "MAD" Chip Damage

3.  Bulleta can play keep away very well.

4.  Bulleta has an array of Missiles attacks, at different angles

5.  She can combo her Cool Hunter Super


DISADVANTAGES oh yeah!

1.  She is small and just about all of her basic attacks have way too
   little range.

2.  Her Cool Hunter Super has bad lag-time

3.  The other supers aren't really all that great to use

4.  She really doesn't have much to rely on, you better have Helpers
   when playing with B.B. Hood.


HEY WHAT DID YOU HAVE FOR LUNCH TODAY?


=====================
XI. LEGAL NOTICE
=====================

The penal Code, article (STICK A FORK)cc.  Playa Patna, protects, under
penalty and perjury of a Schimitar, all contents of this public works.
If any invalid, illegal, or misrepresentation of this work is done
without my distinct permission, and authorization, the one in question
may face harsh legal consequences. But that's nothing, if you copy this
or post this without my permission, you'll get the "BIG FORK"!!



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
?? COMMENTS                        F-Q?
_____________________________________________________________________________

B.B. HOOOD/Bulleta has six different colors.

WP(Jab)      RED
WK(short)    BLUE
HP(Fierce)   PURPLE
HK(ROUND H.) White-BLUE (with RED eyes,very Cool!!
ASSIST 1     Green-Blue
ASSIST 2     DARK



In Darkstalkers Bulleta had a move called Sentimental Typhoon, she doesn't
have it MvsC2. I don't know why they took this away from her.

If you hold down with Bulleta for a short while a flower will pop out of
the ground and the butterflies around her will fly to it.

Her ALPHA assist is that she shoots out a Smile&Missile it's a HP
version.

Her BETA assist is a Cheer&Fire, it's the Kick version,

Her GAMMA assist is her Shyness&Strike, eh...?

Well I got nothing else to say. Go play Snk Versus Capcom.

I WANNA SAYS THANKS again to Cjayc (he forces us to say "thanks" JUST KIDDIN)
and to "GAMEFAN BOOKS" for having the names of all Bulleta's moves. And to
Shadow-me-TWICE, for something?
If you want me to do a MORRIGAN FAQ, let me know.

Later---->