BABY BONNIE HOOD
v4.5 for MUGEN 2001.04.14

Made by Baby Bonnie Hood (bbhood21@yahoo.com)
Proudly made in the Philippines. (Mabuhay ang mga Pinoy!!)

Hello people, and mabuhay! (<---long live in English)  This is my 1st
MUGEN attempt on making a character.

From a fighting game of vampires, zombies, and werewolves comes a cute
little girl with a big gun and the mentality of a bounty hunter.  You've
wanted her for MUGEN for a long time now (or not; whatever), now here she
is!  Ladies and others, I present you the one and only: Baby Bonnie Hood!
(Or to those people who say Gouki instead of Akuma, Bulleta.)

Updates since the previous release ---------------------------------------

- The many extra palettes have made a comeback!  All redone to look better,
  and I've even replaced a couple of them with new ones.
- Implemented a new Shadow mode, which is just normal BBH but with infinite
  power >:D
- And the usual minor fixes and tweaks here and there...

What's in? ---------------------------------------------------------------

- Everything and oh so much more >:D

What's not in yet? -------------------------------------------------------

- Nothing is left that hasn't been implemented.  BBH is complete, and I'm
  damn proud of it too :)

What will never be done? -------------------------------------------------

- The formations of the butterflies depending on BBH's actions; it could
  probably be done, but I'm not willing to waste my time on a bunch of
  decorations... yet.  Still, at least the butterflies are there.

Storyline ----------------------------------------------------------------

First, her profile:

Name: Baby Bonnie Hood (Bulleta in Japanese releases)
Race: Human, Deadly Youth
Origin: USA
Date of Birth: 1979 (which means Vamp Savior happened sometime in the
                     early 1990's)
Height: 170cm
Weight: 85kg

An excerpt from a Vampire Savior BBH FAQ by The KiD (oodzume@hotmail.com):

"It is common sense in the world of humans, that love and courage are no
longer as highly prized when compared to the powerful lure of money.
Nowadays, people think that proud talk, about such cardinal values as love
and courage, is not to be taken seriously, and is on the verge of being
laughable.

Youthful Bulleta was also a believer of this form of "common sense.""

That's the official story.  There's more to it, but I don't think you need
to know about why she's in Vamp Savior.  Suffice to say, she didn't know
how she got there, but who cares so long as she can make a fortune from all
those monsters? >:)

There's another story, a short one, from the same FAQ:

"Bulleta B. Hood stood over the body of the hideous winged creature, it's
blood glistening in the pale moonlight. She looked to the mayor of the
small village, and said, coldly, "Your problem has been eliminated. My
fee, please."

The mayor couldn't believe his eyes, he never believed this young-looking,
blond girl could defeat the demonic thing that had been preying on his
village. In fact, it was only that her arrogance had hurt his pride that
he had taken her up on her offer to take the thing on in battle.
Afterwards, he had felt guilty for sending the pretty youth to her death..
but things hadn't turned out as anyone could have predicted.

It had been a short battle. The young woman, just a girl really, had
turned out to be an expert in the use of military armaments. Grenades, a
machine gun, even a bazooka were all at her disposal. But the way she had
administered the final blow, slitting the thing's throat with a short
curved knife, sent a chill down the mayor's spine.

"My fee," said Bulleta again, an edge creeping into her voice.

"We can't pay it," said the mayor, "We are a small village, we can't
afford to pay such a bounty. I'm sorry, but I thought you just another
boastful charlatan."

Bulleta sighed, "Well, my fault really. Get the money first.. That was my
grandmother's motto." A tear came to her eye as she thought of her
grandmother's death at the hands of one of the "Dark Ones," but she
blinked it away before the villagers could see it.

"A girl should always listen to her grandmother. Well, I can follow her
second piece of wisdom, 'Never give a welcher an even break.' " She
brought out her bazooka and aimed at the town hall, as the townspeople
scattered in terror.

Bulleta stood on a hill, looking down and the burning village. "Don't
worry, Grandma," she thought, "Next time, those spineless parasites will
think twice about cheating me. You'll be proud of me, you'll see!" She
walked down a path lighted by the flames from the burning buildings...."

Kickass >:)

Anyways, Baby Bonnie Hood (B.B.Hood or BBH for short) made her debut in
the 3rd Darkstalkers game, Vampire Savior.  I saw her in that game, and
ever since, she's been my most favoritest video game character ever in
the history of ever.

But why am I talking about myself?  Anyways, BBH is a cute little red-
hooded girl.  A little out of place in a game of horror movie rejects, eh?
Then, she whips out an uzi and blasts away >:)  I love that.  She has
more artillery, like land mines, knives, a basket-part-rocket-launcher,
and bombs disguised as apples.  Why is she shooting holes into people?
She's doing it for the same thing any other bounty hunter does it for:
Money.

Apart from Vamp Savior, BBH has also appeared in a few other games like
Marvel vs Capcom 2, the Capcom/Psikyo shooter Cannon Spike, and the Neo-Geo
Pocket Color version of Capcom vs SNK.  And yes, I love those games too.
Except for CvS, since I don't have an NGPC and thus can't play it ;_;

But what does it matter?  Whatever the purpose, BBH is a fun character to
play.  She's soooo cute and devious at the same time.  What other fighting
game character boasts that?

Awards -------------------------------------------------------------------

- BBH was MUGEN Guild's Fighter of the Week for 03/28/2003.  Wow, it took
  them that long to award her.  No, I'm just kidding :P.  Award or no award,
  MUGEN Guild still rocks :)
- BBH was Shin MUGEN's Character of the Month for April 2003.  You all love
  me; you really do love me... :P

---------------------------------------------------------------Instructions:

Set the destination unzip directory at the "chars" directory of MUGEN.
Then, specify a subdiectory called "bbh".  Even if you have a duplicate
BBH, its naming scheme will not overwrite the other (unless the other BBH
is also in a directory called "bbh").

----------------------------------------------------------Gameplay Overview.

She's quite small.  That means she's quite fast too.  Her attacks range
from cutesy to "Eat this!", and they combo quite easily.  You'll find that
she's a lean mean combo machine >:)

However, she takes a bit more damage than the average character (like in
MvC2).  Not exactly "5 hits and you're dead" weak, but some combos will do
a little more damage to her than to other characters.  Luckily, she also
has a few evasive moves up her sleeve so she can dodge such attacks.

Her speed and combo ability makes her quite the small terror.  Just get in
and combo away with whatever >:)

---------------------------------------------------------------About the AI

BBH is programmed so that when the CPU is controlling her, she'll follow
some pre-programmed scripts.  The result is an AI more challenging than the
MUGEN default.

No doubt, this is so that you have more of a challenge of fighting her than
if she didn't had an AI.  However, if you're one of those people who hate
AI's or for whatever reason, you can turn it off.

To do so, access BBH's CMD file, find the 5 VarSet triggers that handle
var(21), and change 'VarSet' to 'Null'.  That way, var(21), the variable
that checks for AI activation, won't be touched and BBH's AI won't activate.
And if you want to turn it on again, just reverse the process (i.e., change
'Null' back to 'VarSet' on all 5 triggers).

--------------------------------------------------------------Getting Dizzy

Yep, if BBH gets continuously assaulted, she'll get dizzy.  It's a slight
disadvantage of hers that I decided to implement :)

It works like this, kinda akin to SF3's dizzy gauge except it's invisible
here.  She gets hit, she gains stun points.  If she's not being hit, the
stun points gradually go away.  When the stun points hit the maximum, boom,
she's dizzy.  Hey, you're the one who let her get hit so much :p

You can mash the buttons while she's dizzy like this to make her recover
faster.  This won't work if she got dizzied in another manner (like an
autodizzy attack from the opponent).

The amount of stun points she gets per hit doesn't depend on the amount of
damage the hit does.  This means that whether it's a mere jab or a powerful
one-hit super, the gained stun points are still the same.  This also means
that mad comboing characters will dizzy BBH more often than hulking brutes
who do mad damage with one blow.

Bottom line: Don't allow yourself to get hit so much :)

---------------------------------------------------Gold and Shadow Versions

These are enhanced versions of BBH; select the Shadow version by holding
down Start and pressing the "X" button, and select the Gold version by
holding down Start and pressing the "A" button.

The Shadow version has infinite power; you can use ES moves, supers, and
any other power-consuming moves at any time and as many times as you want.
But apart from that, the Shadow version plays normally.

The Gold version, on the other hand, is very different.  In this version,
she has enhanced defence (she takes less damage), enhanced power charging
(she gains power much faster from taunting and charging up), and enhanced
supers (more powerful versions of her super moves, plus one powerful super
move that's exclusive to this version).  In short, she's a lot more power-
ful than her normal version >:)

This feature was pretty much inspired by the Guilty Gear series, where
characters have alternate shadow and gold versions that enhance them with
extra abilities (like enhanced strength, overpowered attacks, and infinite
power).

---------------------------------------------------------Special Animations

Some of BBH's moves cause special animations on other characters who have
them.  Here's a list of those animations and their anim numbers:

- Guard crushed (307): When hit by a certain attack, the character reels
back and is left open.  Usually used for throw escapes and powerful attacks.
- Collapse (5130 (falling to knees) and 5131 (on knees and falling to
ground)): When hit by a certain attack, the character drops to the floor
from his standing position; a common animation in KoF.
- Vertical spinning (5250 (going upwards) and 5251 (going downwards): When
hit by a certain attack, the character flies through the air spinning like
a top; a common animation in the Marvel fighting games.
- Seppuku (7694): Ye olde Japanese art of taking a sword and stabbing your-
self with it because you're a dishonorable dog; this anim can be used to
force BBH against her will (by a spell for instance) to commit seppuku with
a combat knife.
- Bee stung (7695): The aftermath of being swarmed and stung by bees or
other such similar insects; BBH is no bee, but she does have this anim so
that other bee-like fighters can pepper her with stingers :)
- Shocked (7696): Being struck by an electric attack; BBH herself has no
electric attack, but she does have this anim so anyone with an electric
attack can zap her and see her X-ray :)
- Burned (7697): Being struck by an explosive or fiery attack; BBH obvious-
ly has such attacks, and the anim too :)
- Bloated up (7780): Being inflated like a balloon until they pop; BBH with
fat cheeks :)

----------------------------------------------------------------------Moves

Be wary that MUGEN uses a Sega Saturn-type of controls; X,Y,Z, A,B,C,
and that some buttons are not available for all characters.  BBH, though,
utilizes all 6.

If your button orientation is at A-Z, please change it to X-C.  X,Y,Z are
punches, and A,B,C are kicks.  It'd be weird if the kicks were at the top
row :)

---------------------------------------------------------------Combo System

In the Darkstalkers games, everyone has something called a chain combo,
the ability to link a normal punch or kick into another.  It goes like
this: LP - LK - MP - MK - HP - HK.  You can skip part of the sequence
(you can do LK - HP or LP - MK - HK), but you can't do it backwards (no
MP - LP or HK - HP - LK).  And you heard me right, all the Darkstalkers
have it (even big brutes like Victor; not even Zangief can boast that!).

This combo system also exists in the Marvel crossover games.  Apart from
the full 6 (which is known as the zig-zag), there are other variations like
weak-to-strong, stronger, and punch-to-kick.  All the Darkstalkers in there
(which would be Morrigan, Felicia, Anakaris, and BBH) use the zig-zag combo
system, being Darkstalkers and all :)

And it's no different here in MUGEN.  BBH utilizes the zig-zag, so you can
do mad combos with your normal attacks alone.  Also, unlike in Vamp Savior
but like in MvC2, she can cancel any normal attack into a special or super
move and cancel a special move into a super move.  Think of all the combos
you can do!

BASIC AND NORMAL MOVES ---------------------------------------------------

Just so you know:
X = LP
Y = MP
Z = HP
A = LK
B = MK
C = HK

- Dash (F,F)
BBH charges forward, uzi and basket in hand.  Faster than simply walking
normally, this is useful for getting near your opponent quickly.

- Retreat (B,B)
BBH runs away, screaming in fright like a little girl.  Wait, she is a
little girl :)  Anyways, this is also faster than walking and can be used
to get away from the opponent quickly.

- Double Jump (jump again while jumping)
BBH can double jump (that is, jumping again while jumping).  This is useful
for avoiding some attacks, confusion tactics, or staying in the air longer.

- Hop Jump (lightly tap U)
A short jump that has less height than a normal jump.  You can also do this
in double jumps and long jumps.

- Long Jump (D,U)
Basically a normal jump that covers more horizontal space.  You can also do
this in double jumps, and this jump is done automatically if you jump while
dashing or retreating.

- Air Recover (in the air, PP)
Staple of MUGEN.  If you find yourself falling helplessly from the air,
use this to get your wind back and foil any juggle attempts your opponent
may be planning.  You can also hold a direction as you recover to bounce to
that direction.  Be wary that some attacks may not allow for air recovery.

- Advancing Guard (while blocking, PP)
Getting pressured by the opponent?  Shove him away from you!  While blocking
an attack, tap any two Punch buttons, and you'll give yourself some breath-
ing room from the opponent.  Good for getting away from him before an attack
of his gets through your defense.  Also deflects from behind, so you can
shove away your opponents from both sides in team battles.

- Guard Cancel (while blocking, KK)
This is a new counter system I've come up with, kinda similar to Tardy
Counters from the Rival Schools games.  Perform this as you block an attack,
and you'll cancel out of your guard.  From there, you can do any non-normal
move (special or super), or you can do nothing and look like an idiot.  You
also get a short time of invincibility, but the later you cancel into an
attack, the shorter the invincibility is.  So it's in your best interest to
cancel into an attack as early as possible.  But not too early, or the
attack won't come out at all.  Yes, using this could be a bit hard at first,
but it becomes quite effective once you master it :)
Oh yeah, you need 1/2 level of power to do this.  It's not free, y'know :p

- Moving Get-up (when down, hold B/F until you get up)
Getting knocked down sucks.  Getting trapped in a corner or in between two
opponents in team battles suck even more.  No more!  Now you can get out
of such situations.  When you find yourself down, hold F or B until you get
up.  You'll roll a small distance in the direction you held down and then
get up.  As mentioned before, this is handy for getting out of those nasty
corner traps and such.

- Get-up Attack (when down, hold U until you get up)
Sick of getting trashed while you're lying on the ground?  Nail 'em with
this attack!  When you're down, hold U until you get up.  You'll hop up and
deliver an arcing kick, hitting those pests who are planning to take
advantage of you.  This attack is an overhead, meaning you can't block it
low.  Be careful, though.  You're vulnerable while you're kicking away.

- Ohh, a Flower (just stay crouched for a while ;) )
If you stay crouched for a while, a flower will appear and BBH will look at
it.  This is pretty much just an idle stance, but since it has a name, I
might as well mention it :)

- Gentle Touch (LP)
BBH playfully grabs out with her hand (kawaii ^_^).  Typical LP attack.

- Soft Touch (near opponent, LP)
Pretty much the same as the normal LP except with a different (but still
cute ^_^) animation.

- Fancy Touch (while crouching, LP)
Same thing except in a crouching position.  This attack can hit a downed
opponent, knocking them into the air a bit.

- One Touch (in the air, LP)
Same thing except in an aerial position and she does it downwards.

- Sneeze & Kick (LK)
BBH sneezes and she kicks in reflex (so cute ^_^).  Typical LK attack.

- Sit & Slip (while crouching, LK)
BBH kicks a little while sitting.  Like the crouching LP, this can also hit
a downed opponent.

- Live & Pose (in the air, LK)
Like the crouching LK but done in the air.  This attack is positioned lower
than the aerial LP.

- Joyful Purse Cut (MP)
BBH swings her basket in front of her.  Comes out quite fast and has decent
range.

- Upper Purse Cut (near opponent, MP)
Same thing, except she swings upwards this time.  Aimed more upwards than
forwards, so it's a nice enough anti-air attack.

- Tricky Purse Cut (hold B/F + MP)
BBH hops a bit forwards or backwards, swinging her basket as she goes.
It's useful to get closer to or away from the opponent while attacking.

- Lovely Purse Cut (while crouching, MP)
Like the standing MP but in a crouching position.  This can also hit downed
opponents.

- Lower Purse Cut (in the air, MP)
Again with the basket, she swings downwards while jumping.

- Side Purse Cut (in the air, hold U + MP)
Same, but she swings forwards instead.

- Turn & Find (MK)
BBH does a cute back kick.  Has less range than the MP.

- Surprise & Hop (hold B/F + MK)
BBH hops forward, looking back with surprise as a mole comes out of where
she was.  Incidentically, her knee's extended >:)
If this hits the opponent, it'll knock him into the air, allowing you to
jump and follow up with an air combo.  Coolness.
This little idea came from MvC2, but I decided to make this her launcher
instead of her normal MK.  I mean c'mon, a simple back kick isn't enough
to knock someone into the air.  The knee hop is more believable.

- Sit & Turn (while crouching, MK)
Another cute kick.  Pretty much like the standing MK.  It can also hit a
downed opponent.

- Soar & Pose (in the air, MK)
BBH kicks forwards while jumping.  Not too different from her crouching MK.

- Sneeze & Hit (in the air, hold U + MK)
Like the standing LK, she sneezes and kicks in reflex while jumping.  This
one is positioned a bit higher than the normal aerial MK, and also knocks
the opponent up into the air a bit.

- Fire Bullet Shot (HP)
Enough with the cuteness >:)  BBH whips out an uzi and fires 7 shots.  No,
they don't go full screen (that'd be cheating :p ).  It's useful in keeping
distance from your opponent, and a nice combo ender too.

- Brave Shot (while crouching, HP)
More uzi madness.  This time, it's 7 shots while crouching.  It hits downed
opponents too.

- Amazing Shot (in the air, HP)
More of the uzi as BBH fires 3 shots downwards while jumping.

- Excellent Shot (in the air, hold U + HP)
Same but she fires 3 shots forwards this time.

- Hello & Mine (HK)
A land mine drops from BBH's dress (don't ask me, I just play her) and she
kicks it a little bit forwards.  The mine explodes after a while, if it
hits the opponent, or if the opponent touches it.

- Sit & Relax (while crouching, HK)
BBH sits up and extends both her feet.  This will trip opponents, and it'll
hit downed ones too.

- Malice & Mine (while crouching, hold DF + HK)
BBH holds a mine with her feet, then lobs it forwards.  It comes out slower
than the standing HK's mine, but it goes further.

- Roll & Mine (in the air, HK)
BBH spins and then kicks out a mine.  This time, the mine explodes almost
immediately.

- Stumble & Blade (while dashing or retreating, hold B/F + MP)
BBH suddenly trips while running.  As she falls down, she brings out a
couple of daggers and ends up stabbing the ground.  The daggers will hit
the opponent on the way down, once while BBH is falling and again when
she has fallen.  The first hit must be blocked high, and the second must
be blocked low.  This is a nice dash-in attack, useful for nailing an
opponent blocking low.
Originally in Vamp Savior, this move only hits once and is an overhead
attack (must be blocked high).  But I decided to extend its usefulness and
add an additional low attack :)

- Charge-up (hold MP+MK)
BBH, for lack of a better description, charges up her power, holding two
knives (possibly as a channel, but I dunno...) as she does so.  This will
(obviously) charge up her power; the longer she charges, the faster she
gains power.  She'll stop charging if any of the buttons are released.
This feature was adapted from the CvS NGPC game, which had a charge-up
feature.

THROWS -------------------------------------------------------------------

These are unblockable attacks that must be done close to the opponent.
They can be escaped from, though, if the opponent presses a button just as
he's grabbed.  The window of escape, however, is very small.

- Embrace & Bomb (near opponent, hold B/F + MP)
BBH gives her opponent a hug.  Aw, how nice... until she jumps off to take
cover from an apple bomb that she planted on him >:)  Boom, fried opponent.
You can also do this throw in the air.
This throw is actually original, an invention of mine.  Not only does it
look cool, but I've also found a use for the Vamp Savior version of the
Apple for You super that couldn't had been usable otherwise.

- Catch & Cut (near opponent, hold B/F + HP)
Ah yes, the throw some people know BBH by.  Actually, this is her only
normal throw in her games.  But anyways, BBH grabs the opponent, swings
around him, gets on his back, grabs his head, brings out a dagger, and cuts
the opponent's neck with it.  Very sadistic >:)
You can also do this throw in the air.

- Roar of the Bullet (near opponent, hold B/F + MK/HK)
Again with the grabbing.  This time, BBH gets onto the opponent, pulls out
her uzi, and fires 7 shots at him at point blank range!  So evil >:)
Like in the previous two throws mentioned above, you can do this in the air
as well.
This throw is made from BBH's pursuit attack.  There, she jumps onto the
downed opponent and does what I described above.  I made it into a throw
because pursuit attacks are hard to make and do in MUGEN.

SPECIAL MOVES ------------------------------------------------------------

You can perform more powerful versions of these moves, called ES (enhanced
special) versions.  Simply do the same motion, but press 2 attack buttons
instead of just one.  You need 1/2 level of power to do this, however.

- Smile & Missile (charge B,F + P/K or charge D,U + P/K)
BBH doesn't just use that basket of hers to hit her opponent silly.  That
thing also doubles as a rocket launcher >:)
The Punch button shoots the rocket high, while the Kick button shoots it
low (downwards in the air).  The button pressed determines the speed at
which the rocket travels; the weaker the strength, the slower it is, and
the opposite is true, stronger equals faster.  You can also do this move
in the air, except for the Down-Up motion.
Doing the Down-Up motion of this move has BBH jumping high into the air
before firing the rocket.  You can press a button during this to fire the
rocket early.
For the ES version, BBH fires a cluster of 7 missiles instead of just one.
As with most projectile attacks, this move is useful for nailing the
opponent from afar or keeping him away from you.  Being able to fire it in
so many ways doesn't hurt either :)

- Shyness & Strike (D,DB,B + P)
More uses for the basket.  BBH brings her basket down hard onto the
opponent.  Although it looks like it, no, this is not an overhead attack.
LP has her bringing down the basket while staying in position.  MP has her
moving a bit forwards while attacking, but the start-up time is a tad
slow.  HP's start-up time is slower, but BBH moves forwards a little more
while whacking away.
This move is nifty for ending combos.  It's also useful for whacking the
opponent when he's just out of the reach of your normal attacks.
For the ES version, BBH's basket becomes large, giving the move more range
and more damage.  Also, it'll knock the opponent right into the wall.  That
has gotta hurt >:)
Originally in Vamp Savior, you can hold down the Punch button to charge
this move.  While the damage is still the same, the range increases quite
dramatically because while you were charging, BBH's basket was growing
bigger.  But I think the charge part's not very useful, so there's no
charging here.

- Cheer & Fire (F,D,DF + P)
BBH brings out what looks like a bottle of wine.  Is she proposing a toast?
Hey, is she even old enough to drink?  Ah, but that's not really for drink-
ing.  BBH aims the bottle and out of it bursts fire; it's really a molotov
cocktail.  Guess she's proposing to toast the opponent >:)
Anyways, you can aim the bottle in three directions depending on which Punch
button you press.  LP aims the bottle straight forward, MP aims it upwards
at a 45 degree angle, and HP aims it nearly straight upwards.
There's quite a number of uses for this.  In a combo, anti-air, keepaway,
this move is quite versatile.  It can even negate projectiles!  Use it as
much as you need to.
For the ES version, the bottle shoots out one huge blast of flame, covering
a lot of the screen.  It can be fired forwards (with LP+MP or LP+HP) or
diagonally upwards (with MP+HP).
Originally in Vamp Savior, you can only aim it nearly straight upwards, so
it was only usable for anti-air.  In MvC2, you can aim it straight forward
and diagonally upwards.  So as you can see, I'm taking advantage of all
three angles here.

- Sentimental Typhoon (B,D,DB + MP/HP)
BBH grabs the opponent and... does a little dance with him??  But you should
know by now that she doesn't really intend that >:)  Her eye flashes, the
usual sign of an evil person.  And then, she takes the opponent for a spin
as a whirlwind engulfs him.  After several rotations, she jumps away, the
whirlwind dissipates, and the opponent spins around and around.  Soon, he
slows down, and at last, he stops spinning.  However, the ordeal has left
him dizzy.  Ooh, that means he's helpless for a few seconds.  What a perfect
time to do a big combo on him >:)
As you can see, this is a throw with a more complicated command (although,
unlike normal throws, you can do this at any distance from the opponent; but
you'll miss if he's not next to you :) ).  But pull it off, and you get a
dizzy opponent.  At that point, you can do anything on him except throw him.
Thought you could just Typhoon him to death, huh? :p
For the ES version, BBH spins faster, the whirlwind is bigger, the damage is
greater, and the opponent is dizzied longer.
Originally in Vamp Savior (but not in MvC2; strangely enough, they took it
out of that game), the motion was F,DF,D,DB,B + P, but I decided to change
it for easier execution.  Besides, like Orochi Herman said, "We all know we
can't do half-circle motions in keyboards...>:p".  Also, this move didn't
cause an instant dizzy.  That was my idea :)

- Jealousy & Fake (while blocking, B,D,DB + K)
BBH suddenly vanishes in a puff of smoke, leaving behind a doll.  And then,
out of an invisible cloak, she reappears somewhere else in the battlefield.
This is a teleport move, and it can only be done while you're blocking an
attack.  The Kick button pressed determines where you reappear; LK for the
leftmost part of the screen, MK for the center, and HK for the rightmost.
This is useful for escaping an opponent's offensive and to surprise him with
a possible back attack :)  Be careful, however, because you're vulnerable
to attack while you're reappearing.  So don't get too predictable.
For the ES version, three BBH's reappear instead of just one.  Two of them,
however, are illusions.  As for the real BBH, her position is determined
depending on which Kick button you hold down until she reappears (LK for
leftmost, MK for center, and HK for rightmost).  If no button is held down,
the position is determined at random.
Originally in Vamp Savior, the motion (like all the other Guard Cancels, the
category of where this move falls under in that game; Guard Cancels are
moves where you literally cancel your guard to attack your opponent) was
F,D,DF + K.  Too hard, I say, so I changed it.
And if you're wondering about the doll, no, it doesn't explode this time.
It'll just walk away after a while.  So what's the doll's purpose, you ask?
Nothing.  It's just a pretty decoration this time.  Besides, it's unique.
Whereas other ninjas leave behind logs when they teleport, BBH leaves behind
a doll instead.  Kickass :)

- Tell Me Why (hold D + KK)
BBH slides forward.  This isn't an attack; it's more of an evasive move.
It's useful for getting under some attacks, and you can even slide to the
back of the opponent.  However, you're not invincible during this move,
so anyone can crouch and kick you out of your slide.
Because it's not really an attack, this move has no ES version.

SUPER MOVES --------------------------------------------------------------

All super moves require and use up 1 level of power unless specified
otherwise.

- Cruel Hunting (D,DF,F + PPP or D,DF,F,D,DF,F + P)
With a smirk on her face, BBH snaps her fingers.  A signal?  You betcha!
An invisible cloak is removed by a giant hand, and suddenly, you're looking
at a cute red-hooded girl and a couple of giant soldiers.  And all three are
pumping lead into your body.  And when they're done, the giants hide again
in the cloak as BBH twirls her gun for a nice finish.
This move has her and her giant cohorts firing a helluvalotta rockets and
whatnot.  It chips like mad, and when it hits, it damages like mad,
especially if most, if not all of the projectiles connect.  Be careful,
however, because her recovery time from this move is slow.  If the opponent
blocks and survives, you could be looking at a serious beatdown on your
part.
Originally in Vamp Savior, only the giants fire the projectiles; BBH just
fires her uzi but nothing comes out.  Instead, if the uzi hits (which still
has the range of the normal HP), it'll knock the opponent into the line of
fire of the giants.  But still, this move misses completely if your opponent
is on the ground and far from you.  They'd have to be dumb enough to jump
into it, and even then, they can just air block it.  So I made this one
after the version in MvC2.  At least BBH does something useful...

- Beautiful Memory (D,DF,F + KKK or D,DF,F,D,DF,F + K)
Suddenly, depression overcomes BBH.  She thinks of her grandmother.  She
starts to cry.  Yes, even heartless hunters like BBH can weep over a great
loss.  And then, she goes ballistic!!!  She charges at the opponent, daggers
in hand.  If the poor opponent gets hit, he gets subjected to a multitude of
dagger slashes and rock smashes as BBH cries her heart out.  Yep, she really
does miss her grandma.  And then, she picks up the opponent.  Guess she's
feeling better now.  Oh look, she's made a huge puddle from all that crying.
She jumps up and dunks the opponent right into it.  The puddle then explodes
in a giant spout of water, shooting the opponent right out.  And he falls
back to the ground as BBH dusts off her hands with glee.  Mission
accomplished.  Whoo!!  Describing that super move felt good!!! >:)
But although this move does a lot of damage (and watching it is so amusing
:D ), you gotta hit with it first.  If it's blocked, BBH just bounces away,
hopefully to safety.  But if it misses, BBH snaps her fingers in a "Damn!"
kind of fashion, leaving her open to attack for a precious second or two.
Also, the move's range is a bit short, about 1/3 of the screen.  There is
some good news, though.  If you're creative enough, you can find a way to
combo into this move!!  Is that kickass or is that kickass?! >:)

- Bazooka Ransha (D,DF,F + LP+LK)
Two words: Missile mania!!!  With this super, BBH gains the ability to fire
rocket after rocket with only a mere press of a Punch button.  You can use
this to litter the battlefield with rockets, on the ground or in the air.
The rockets are fired in erratic directions but their travelling speed is
determined by the strength of the Punch button you press.
One drawback of all this though is that recovering from firing rockets once
you stop is pretty long, so be sure you're in a good position before firing.
Also, you can only fire rockets while this super is active; you cannot do
any other attacks (not normals, not specials, not supers; but you can still
do non-offensive moves like the Advancing Guard and Tell Me Why).  The super
ends when either the timer expires or you repeat the command.
This super is her Dark Force ability in Vamp Savior, modified a bit ;)  Look
at the next super's description for the reason why it's modified.

- Delightful Shower (D,DB,B + PPP or D,DB,B,D,DB,B + P)
BBH hops up a bit into the air, then fires several missiles at once!!
These missiles are seeking, so there's no escape >:)  You can also perform
this move in the air.
This super is original, based on her Dark Force ability in Vamp Savior.
There, when it's activated, BBH can fire missiles by only pressing a Punch
button.  No more charging >:)  But then again, when you think about it,
firing missile after missile isn't so hot.  All the opponent has to do is
block it all until the Dark Force ends.  Also, you can only fire missiles at
a normal pace, not at a continuous stream.  Hence this super.  Several
missiles fired at once, and I figured BBH needed an air super :)  This is
also the reason why I modified the Dark Force when I implemented it here.

- Apple for You (D,DB,B + KKK or D,DB,B,D,DB,B + K)
BBH walks, or tries to.  She fails to see a rock (pointed out by an arrow
:) ) in her path and trips over it, sending her sliding across the ground.
After a while, she stops sliding and releases 5 big apple bombs (marked with
a skull >:) ).  Cool?  Maybe, but the apple bombs do crap damage for a super
move.  So you ask, why bother?  Because if she reaches the opponent while
she's sliding, she does something different and cooler >:)
If she hits the opponent while sliding, the opponent will trip.  BBH will
get up, jump onto the opponent, and blast him with her uzi at point blank
range!!  And afterwards, she jumps away and releases the 5 big apple bombs.
She takes cover as they explode and afterwards dusts off her hands with a
sense of accomplishment.  Now that does a lot of damage :)
This super isn't without its drawbacks, though.  The range isn't long, and
the opponent must be standing.  Yep, standing as in the opponent can simply
crouch to avoid the super.  Lame, huh?
This super is from MvC2.  Though I'd like to do this move's Vamp Savior
version, it's quite impossible because I highly doubt that Elecbyte's gonna
remake Kung Fu Man with sprites that shows him holding an apple, then
getting surprised as he realizes it's a bomb :p

- Sweet Apple (D,D + PPP or D,D,D + P)
BBH, for whatever reason, decides to take out her own teammate.  So she
offers her teammate an apple.  Of course, her intents are malicious.  The
apple itself, however, isn't malicious.  If the teammate grabs it, he gains
back some life.  That's when BBH realizes that she just gave her teammate a
real non-explosive apple by mistake.  Do'h! :)
As mentioned, this super will heal a teammate that gets the apple.  Only the
teammate can get it; neither BBH nor her opponents can get the apple.  There
is, of course, a drawback.  Whether the apple is taken or not, the recovery
time from this move is slow because BBH is annoyed that her teammate didn't
fell for it if the apple wasn't taken or BBH is annoyed that the apple was
not explosive if the apple was taken.  So hope your teammate covers you.
You can only do this move if you have a teammate and that teammate is alive.
This original super came from the idea of heal assists in MvC2.  Nifty.

- Malice Toy (D,D + KKK or D,D,D + K)
From her dress (so what else does she keep up there?), BBH drops to the
ground a doll that sorta resembles her.  This doll will follow the opponent
around until it trips, after which it explodes.  Anyone caught in the
explosion (and not just the opponent, even BBH herself can be hit!) is
catapulted high into the air.  That's how powerful it is >:)
Since it takes a while for the doll to explode (not to mention the risk of
being near the thing), comboing into this super is nonexistent.  So what's
the use of this super, you ask?  Well, I'm pretty sure you can figure it
out yourself, but one thing's for sure.  This super is a riot in team
battles :)
This super is from the PSX version of Vamp Savior.  I've only heard of what
the super does there (never seen it in action) but I've also heard that
it's quite useless.  Well, it's not so useless now in this version, is it?

TEAM SUPER MOVES ---------------------------------------------------------

If BBH is in Team Simul mode with Cannon Musume's Cammy, she can perform a
team super with her (they both perform a specific super at the same time).
This requires 2 levels of power; also, Cammy must be in a particular color
palette.  Finally, both must be able to do their supers for this to work
(e.g., it won't work if Cammy's getting knocked down).

- Cruel Hunting & Riot Smasher/Chain Grenade (D,DF,F + HP+HK)
Both fighters pull out their big guns and fire away with an awesome barrage
of artillery.  If Cammy's in the air when this is performed, she'll do the
Chain Grenade instead.

- Bazooka Ransha & Chain Grenade (D,DB,B + HP+HK)
Cammy bombards the battlefield with grenades while BBH prepares to shoot
missiles all over the place.  One of those "fill-the-screen-with-lots-of-
crap" kind of attacks.

----------------------------------------------------------------Some bugs:

- Because the apple in the Sweet Apple super is actually an attack that
  causes negative damage (hence the life gain), it has all the properties
  of a real attack (teammate is knocked down, teammate's attack is inter-
  rupted, the works).  I hope I can find a way to make it like a real
  powerup.
- Sometimes, Gold BBH's enhanced defence fails and she takes full damage.
  It only happens very rarely, but I still wish I knew its exact cause...
- Some moves and stuff (like throws, autocombo attacks, and the combo rank-
  ing system) might work strangely in Simul fights due to the fact that
  more than two characters are fighting at a time.  This is actually the
  game engine's fault, not BBH's :)

--------------------------------------------------------------------------

Wanna contact me?  My e-mail's above.  You can also visit my personal site
(http://members.lycos.co.uk/bbhood/).  And I also have a place at the MUGEN
Institute (http://mi.mgbr.net).

------------------------------------------------------------------ CREDITS!

I couldn't have done all of this all by myself.  Actually, I could've, but
then it would've taken a helluvalot longer for me to make this.  Thus, I
give thanks to those who have helped me in this work.

- Mugensys (mugensys2001@aol.com) for originally trying to make BBH.  It
  wasn't made well, but it inspired me to try to make her.  Don't you worry
  pal, I'll make her the best.  And thanks again ^_^

- (e)magius (emagius@netzero.net) for BBH's sprites and telling me how to
  edit them out of the movies he sent me.  It was tough, but I managed to
  pull it off and I think you'll be pleased with the results.  Thanks also
  to Paint Shop Pro.

- jayps (wasted404@yahoo.com) for helping me find BBH's sounds, beta-
  testing her, and providing me with the rest of BBH's sprites when
  (e)magius couldn't provide them for me anymore.  And thanks also to the
  webmaster of (http://www.hayama.f2s.com).  I don't know why they made
  that track, but I'm glad they did.

- Tenebrous (tenebrous.geo@yahoo.com) for BBH's doll sprites.  Oh yeah,
  your characters are kickass!

- AoD (aod1@home.com) for BBH's pursuit attack, karate pose, and dizzy
  sprites.  Thanks for helping me when I asked for it.

- PsychoSquall (psychohki@hotmail.com) for BBH's MvC2 hit-up anim.  All
  that trouble just for one frame was well worth it.  Many thanks :)

- Big Eli King (bigeliking@aol.com) for letting me use his code for the
  Turns intro.  It's a kickass code, thanks.  Your Dark Chun-Li is also
  a mean bitch :p

- Sunboy (timestamp@usa.net) for the arcade-perfect animations.  Many
  thanks to you and your Sega Saturn emulator :)  And thanks also for
  letting me use your Psylocke's dizzy system.

- LimitedMoon (alphadaos@aol.com) for BBH's miniature sprites from the
  NGPC CvS game.  Man, I wish I had that game :(

- Splode (pkretsch@umich.edu) for ripping BBH's win screen portrait (the
  one used for her supers) completely without the quote message in the
  way.  Thanks, CPS2mame helped a ton :D

- Kamek (kammykoopa@earthlink.net) for the Servobot sprites, BBH's vertical
  spinning sprites, and the combo ranking system.  Lots of thanks.  And
  another thing, your combo videos kick ass!

- Abster (abster316@aol.com) for originally hosting my BBH.  Thanks :)

- rehap (rehapp@aol.com) for hosting BBH while Abster's site was on hiatus.
  Thanks very much :)

- Mr_Karai (karai@karai.org) for starting the whole special animation idea.
  It's one helluva good idea :)

- moranj (moranj@mimora.com) for his BBH.  His may not be as good as mine,
  but his had some stuff that I've been looking for.  Don't be discouraged
  that I'm making BBH too.  After all, there are multiple Ryu's and Kyo's
  out there for MUGEN; why should BBH be any different? :p

- maruta (taiyaki9@yahoo.co.jp) for helping me with some of BBH's voice
  samples.  After telling me what they mean in English, I've moved them to
  more appropriate situations.  Arigato, maruta-san :)

- VN Artist (dragoon69@yahoo.com) for finding a pic of BBH suitable for a
  lose portrait.  Thanks for fulfilling my odd request :)

- Orochi Herman (hermanm@info.com.ph), a Pinoy MUGENite like me.  There's
  so damn much to thank you for.  Let's see, there's the collapse anim, the
  KO speedlines from MvC1, the Jojo-style lose portrait, the retooled bomb
  shell sprite...  You just damn rock, Herman >:)

- Sander 71113 (sander71113@yahoo.com), another Pinoy MUGENite like me.  I
  used a few of your codes from your characters; I hope you don't mind ^_^;
  Shameless plug, get Sander's KoF characters.  You won't regret it :)

- Reu (reuy@email.com) for providing Talbain's voice samples before I was
  able to rip them myself.  Thanks, and your evil duo of Evil Ryu and Evil
  Ken kicks muchos anus >:)

- KingTigre (kingtigre@hotmail.com) for the custom Advancing Guard sprites.
  You are one kickass sprite editor :)

- ss (ses@mgbr.net) for his MUGEN Character Maker (found at his website:
  http://ses.mgbr.net).  Without it, making the SFF file would've been a
  helluvalot harder.

- The KiD (oodzume@hotmail.com) for his BBH FAQ.  All that info's gonna
  come in handy.  Thanks, man!

- Jin Kazama (whowe1@umbc.edu) for providing BBH's profile and normal
  attack names.  I never knew the normal attacks had names too o_O

- Zelgadis296 (zelgadis296@yahoo.it) for BBH's Vamp Savior ending.  Thanks
  to you, she finally has an ending :)

- Shin DIO (shin_dio@hotmail.com) for helping me find BBH's other rap.  I
  had no idea that she actually has four in total...

- Cain Highwind (mog1138@yahoo.com) for showing me BBH's charge-up anim
  from CvS NGPC, and TA-Chan (pauto@ono.com) for making edited sprites
  based on that charge-up anim.  All of that has led to the charge-up anim
  that you see here now, and I thank both of you for it :).  More thanks to
  Cain for the Servbot voices, Shadow mode suggestion, and additional
  palettes :)

- Jorge H Campos (jorgehcampos@hotmail.com) for improving the colors of
  BBH's chibi animation and for the cute pink palette.  Muchos gracias :)

- BlackJack (blackmeuh@aol.com) for implementing Harry and improving the
  Cruel Hunting sprites.  Thanks so much for doing the work that I was too
  lazy to do :)

- Hsieh (hsiehtm@mindspring.com) for the improved big apple sprites and for
  the suggestion on shortening the fire PalFX's time.  Thanks, and I like
  your Roll too :)

- Cannon Musume (http://cute.cd/cammy/) for a lot of helpful suggestions
  and for... a particular sprite edit that he made.  Thanks, and BTW your
  Cammy rules :)

- Dave (http://www.finalburn.com) for Final Burn, a kickass CPS2 emulator.
  Without it, I wouldn't be ripping complete anims from the arcade Vamp
  Savior.  Many thanks :)

- The team behind MAME and CPS2mame (http://www.mame.net) for CPS2mame,
  another kickass CPS2 emulator.  Without it, I wouldn't be ripping sprites
  I need that are obstructed by other sprites.  Many thanks :)

- The MUGEN community, for a lot of things including all the characters and
  stuff they've been making.  Not only do I enjoy their works, but I've
  also been using them as reference for my own programming.  No doubt, you
  might notice that I'm using some lines of code made by someone else or a
  few sprites/sounds from another character.  I can't do any specific
  thanking since I've taken from so many characters, so I'll just thank the
  entire community in general.  Thank you :)

- Elecbyte (http://www.elecbyte.com) for MUGEN, the PC fighting game engine
  that rules the most!!!

- Capcom (http://www.capcom.co.jp) for BBH.  Whoever decided to make a
  twist on Little Red Riding Hood, I thank you soooo much!!!  You've
  changed my life!!!  Oh yeah, your games rule too ^_^

- And God (god@heaven.holy :p ) for... well, everything :)

NOTES:

Planning on putting up my BBH for download?  Sure, go ahead!  The more
places to download her from, the better.  Just be sure to contact me about
it.  I'll usually give you permission, and if you have any other questions
(like if you're wondering about the version of BBH you're putting up), you
can ask 'em too :)

DISCLAIMER:

Baby Bonnie Hood, Darkstalkers, all its likeness and yada yada is the sole
copyright of Capcom, and MUGENization of this character is not a challenge
to said copyrights.  I hope this clears everything up...

This character file is to be used entirely at your own risk.  The author
(that would be me :) ) accepts zero liability for any damage directly or
incidentally caused by use of this character or any of the files contained
within.  You may freely use any part of the CNS, CMD, DEF, ACT, and AIR
files for non-commercial work only; a credit to the author will be
appreciated if the amount used constitutes a significant portion of the
total.  Forget it, there's no secret message here, so stop reading it
backwards :p

The SFF and SND files may be freely reused for non-commercial work only,
provided that credit is given to Capcom, the owner of most of the sprites
and sounds contained therein.  What the hell had they been smoking when
they made BBH? :p

No commercial work may use any file in this package without prior written
consent of the author of this package.  Congrats for reading this entire
disclaimer and wasting 2 minutes of your life :p

--------------------------------------------------------------------------

Well, that's the end of this readme.  I leave you with some words from the
girl herself:

"I'm just a girl in this world!" - Baby Bonnie Hood

FIN.  Now go play MUGEN.