From: [email protected] (Neil)
Newsgroups: alt.games.sf2
Subject: Darkstalkers 3:B.B. Hood tips
Date: 16 Aug 1997 02:04:54 GMT

DarkStalkers 3/Vampire Savior's Baby Bonnie Hood/Bulleta Guide

Version 0.5

Feel free to copy this.  Hopefully this will encourage more people to
play this character.

Introduction

    This little document is intended to help new and experienced
players use B.B Hood to the her maximum potential for both enjoyment
and defeating opponents (not necessarily the same thing).  In general,
this document is arranged in a loosely chronological order to make it
easier to grasp.  It will be assumed that the reader will have already
have some familiarity with DarkStalkers game terminology; however, the
actual names of the moves are left out.
    I have not really played this character much, so I do not know all
her possibilities.  This guide was made to help me play her better.
This is primarily drawn from other people's comments.

Background

    A new character for Darkstalkers series.  Apparently she is the
character from Little Red Riding Hood, except she was traumatized by
the experience and vowed to kill every darkstalker in the world.
Presumably her grandmother was killed instead of being rescued as in
the fairy tale.  While she appears to be her former cute and innocent
self, she has become a homicidal maniac even more dangerous than
Donovan the half darkstalker/hunter in Darkstalkers 2.  She is skilled
in military weapons and has considerable anime ninja-style training,
combining them into her own unique cute and vicious fighting style.
    She hires herself out as an assassin for humans against
darkstalkers, though she does it for free if she wants to (especially
against wolf-related beings).  For this reason, she is called a
darkhunter.
    She occasionally smokes cigars.  She is also very rich from her
lucrative profession.

Basic Control Key

    Stick control directions:
d: down/ducking
s: standing (centered)
u: up (jumps up)
b: back (rear of character), away from opponent
f: forward (front facing of character), toward the opponent

    Button control directions
LP, MP, HP : Light punch, Medium punch, Heavy punch
LK, MK, HK: Light kick, Medium kick, Heavy kick
P: Any punch button
K: Any kick button
Start: the appropriate player button

    Extra terms
All: Press all three buttons of the corresponding type.  Actually, for
fighting moves you only need to just use 2 buttons, but just hitting
all 3 buttons makes it easier.
Hold: Unless specifically told to do something else at the same time,
this usually mean hold down the button or stick in the appropriate
direction for about two seconds.
Tap: Press the button rapidly, or press the stick in this direction a
number of times.
+: Means use this button in conjunction with the previous direction
,: Fluidly go the next action without stop

    Programming Note:
    One new feature to DarkStalkers 3, is that when two missile paths
cross, the missile fired second will normally deflect the first one and
continue unstopped.  The only time the second one is overpowered is if
it is an ES (a missile enhanced with energy) or an EX (a super move).
Interestingly, if you can break the concentration of the attacking
character with a hit, you can cause the missile to dissipate.
    Your Special energy bar is charged by making attacks and can read
up to 9 before starting from 0.  It does not carry from opponent to
opponent, so you may as well use up your specials before the end of the
fight.
    There is no break between rounds and the victor gets to carry over
life to the next round.  All characters start off with two "lives" per
fight.  There is a little time to move or attack between the rounds.
    While it is not confirmed, it appears that if you continue a game
after losing the AI appears to increase the difficulty level.  Then
again, it might be that the player's muscles gets a chance to rest by
waiting.

Color Scheme

    These are done when selecting your character.  Each button gives a
different color scheme (for a total of six).  There are suppose to be
two extra color schemes available by pressing either All punch or All
kick.  Personally, I prefer the LP color.


Normal, Turbo, Autoblock options

    Normal makes the game play easier, though it seems to me the AI
speeds up the reaction time of its character slightly and has a
tendency to play in irritating method (which is one of the reasons for
making this guide, to be able to counter them).
    Turbo makes the game faster, and the AI noticeably favors the
previously mentioned style.
    Autoblock is suppose to make it easier for beginners.  It appears
that most machines have this option disabled from the factory.  It
automatically blocks attacks and supposedly only allows you to
accumulate up to only one energy level on the Special gauge at any one
time.


Basic Move Notes
    When moving around she is accompanied by butterflies and her pet
dog.  She also is accompanied by this strange horn like sound like her
shoes have those squeaker sound-making devices in them (in some
children's shoes).  Probably all the better to attract her opponents...

    Taunt:
Start button: Have not seen this yet.  Has no apparent benefit beyond
wasting time.

    Blocking and counter/guard cancel:
b or b/d, f, d, f/d+K: official block and counter with teleport.

b/d, f, b/d, d, f/d+K: unofficial block and counters with a teleport
behind her opponent (leaving behind a doll of herself, a ninja trick).
    Blocking should always be considered as a last resort, but can be
used whether in the air or on the ground as long as she is not in at
attack move yet.  The first two higher options are: use an attack with
higher priority to disrupt the opponents attack, and move out of the
attacks way.

    Getting out of a throw:
f+M or H punch or kick button

    Getting up:
f(hold) or b(hold):  Shifts your position while getting up.


    Dashing:
f, f: Dash forward.

b, b: Dash backward.

She can also double jump.  If she passes over the opponent's head, she
automatically turns her facing to the opponent.

    Normal Attacks:

HP: Uzi machine gun.

d+MP: Can prelude a special move.

MK: Can prelude a special move.

HK: Lays mines?

d+HK: Lays mines?

d+All K: She crawls towards the opponent.

    Throws:

f, f/d, d, b/d, b+P: Special throw.  She whirls around her opponent
which causes her speed lines to toss her opponent.

u+MP or u+HP: Throw while up in the air.

f+MP or HP: Her normal throw.

    Pursuit:

u+K: To hit an opponent while briefly out.  If you spend a special
energy, using all kick does extra damage.

    ES moves:

Hold b, f+P: Fires a missile high.  LP is slow and has a short range.

Hold b, f+K: Fires a missile low.  LK is slow and has a short range.

Hold d, u+P: Jump up and fires a missile down. Strength of button
determines the angle.  LP is steep angle (shoots down).  HP is shallow
angle (shoots across).

f, d, f/d+P: She uses a wine bottle as a flame thrower into the air.
Used against jumpers.

d, b/d, b+P (hold): Swings the basket at the opponent.  Holding the
button increases the range and damage.


    EX moves (needs one level of special gauge):

b, b/d, d, f/d, f+All P: She and 2 soldiers fire across the screen.
Only useful against opponents in the air or in a chain or if her
opponent is close to death (even by white bar).

b, b/d, d, f/d, f+All K: She charges briefly, a memory of her
grandmother appears, she cries, her opponent is smashed around.
Strange.  Close range only.

f, d/f, d, b/d, b+All K: She gives a bomb concealed as an apple to the
opponent.  Goes through blocks.  Close range only.

    Dark Force (press same strength P and K):  All of her P attacks
become missiles without delay time.  They can be chained.  If you use a
normal missile move is acts as an ES missile without extra cost.  All
special moves are still available.
    Best used when opponent is low on life and in the corner.
    Or to really irritate those Demitri players whose only skill is to
throw fireballs from a distance and throw when close.


Opening Moves
    Always vary your attacks and keep moving.  This keeps your
opponent off-balance and helps prevent making you into a target.
    She is most effective in chaining in the air.  She is best used
for charging and defensive moves.

    Against jumpers:

1) f, d, f/d+P: flame thrower move.

2) Hold d, u+HP:  shoots a missile before hand if the opponent tends to
jump.

3) b, b/d, d, f/d, f+All P: Sprays the opponent in the air.

    Against missiles:

1) Hold b, f+P:  counter missile.  Not sure if it is at the proper
height to do this.

    Against blockers:

1) f, f/d, d, b/d, b+All P: Special throw.

    Against attacks:

1) b, b/d, f, d, f/d+K, b, b/d, d, f/d, f+All K: Blocks, teleports,
then uses Crying EX move.

    Against meeting attackers in the air:

1) u+All P: Air throw.

    Air chain:

1) LP, LK, MP, MK, HP, HK: use with double jump over your opponent.

    Regular chains:

1) s+MK, f, f/d, d, b/d, b+P: Hits, then throws.

2) Hold b, f+P, Hold b, f+K, f, f, f+HP:  Sends high and low rocket
before charging them and spraying them.

3) LPs or LKs, before opponent attack use b, b/d, d, f/d, f+All K: Use
of the Crying EX in a chain.

    Dark Force chain

1) LP, MP, HP: Missile chain.

    Cap ending of chains
    You will have to end the chain eventually, even those of your own
creation.  Ending it right is the challenge.  This is by no means
complete.

1) u+ All K: If the opponent goes down, hit them hard with an ES
pursuit.  You need an ES energy level to do this though.

2) f, f/d, d, b/d, b+ All P: If the opponent is still close to you by
the end of the chain, this throw should hurt.

3) d, b/d, b+ P (hold): If the opponent is still close to you.  Swings
the basket down on opponent.  Holding the button increases the range
and damage.

4) b+MP: To give some room for your character.

5) b, b/d, d, f/d, f+All K: Short range crying smasher.  Can be
blocked.  Costs one level of special.

6) f, d/f, d, b/d, b+All K: Apple bomb.  Close range only, but goes
through blocks.  Costs one level of special.


Ending of a fight

    Hold down the Start button and press one of the attack buttons to
choose a winning pose.  Unknown if pressing all Punch or all Kick will
give you other winning poses.


Winning statements (not necessarily accurate)

"Sorry, but a girl's got to make a living."
"Do you know where I can make money?"
"I will not rest until I  have killed everything [darkstalkers]!"
(rather bloodthirsty)


Ending

End Boss (Lord Raptor)

She continues killing darkstalkers.  It has a children's book drawings
where she hunts down anthropomorphic wolve