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Marvel vs Capcom 2/B.B.Hood
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Actions
Namespaces
Variants
Tools
Story
Baby Bonnie Hood, also known as B.B.Hood and alternatively as Bulleta in Japan, is a special S-class Dark hunter who first appears in the Darkstalkers series. As a Dark Hunter, it is her job to hunt down the supernatural and exchange them for rewards depending on who she hunts. Unlike the other dark hunters however, B.B Hood enjoys the thrill of hunting and considers it a sport more than a job. she intentionally pretends to act like a defenseless girl as a way to trick her prey in order for them to get closer to her. Many of her hunting skills are equipped with simple mercenary weapons, including but not limited to stabbing her opponents with weapons such as knives, using guns like MAC-10s, and is even armed with explosives! She is accompanied with her dog Harry, Two mercenaries in Cruel Hunting John and Arthur, and a butler named Mr. K.
Gameplay
BB Hood is a zoner and battery capable of filling the entire screen with missles all while building up meter for her team. Her super, Cruel Hunting, is one of the best supers in a low tier setting capable of doing a lot of damage and chipping hard as well. On top of being equipped with a double jump and a generous hurtbox. If you want to pick up a solid mid-tier then it wouldn't hurt to try her out!
Summary
B.B Hood is a Mid tier zoner with a simple zoning gameplan. A good character in ratio, low-tiers games, etc.
Strengths | Weaknesses |
---|---|
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Command Normals





Special Moves









Super Moves
Assist Moves
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 3 | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
B.B Hoods Standing jab, Tied with c.lk for your fastest attack. Not much uses for it due to its stubbiness. Can be used to check up on someones shield or as a round start move. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 8 | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Disappointingly a combo filler move. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 8 | 59 | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
pulls out her gun and sprays it in front of her resulting in about 7 hits. Hits will not connect reliably, and you are stationary for the duration of this move. Fortunately it is a pretty great move for blockstrings. Use it causiously. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 4 | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Another stubby kick. Use this to hit confirm into launcher. Doesn't does not have much going for it however. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Launcher, combo this into the magic series and stuff. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
She drops a mine out of her suit. The hitbox lingers for a second before it disappears. Great at stopping rushdowns due to its nature as a stationary hitbox. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Standing Lp but a low. Although with the perks of reaching a bit farther and shortening your hurtbox. This move gets overshadowed by C. LK. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
What is supposedly a good sweep is another combo filler. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Exactly like standing HP but crouching. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 3 | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A very good low. Tied for your fastest move. Although it may seem like a trivial move compared everything else, this is what gets her going. You won't be hitting this all the time, but throw it out when you have the opportunity to do so as this move could access the rest of your kit |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
This goes after c. lk. Feel free to do anything after this move. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
An okay Sweep, Rollable after hit. Use it as a mixup. |
Air Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
LP in the air. While it is a disappointing hitbox. It can be used as an Air-to-Air to catch opponents in super jump range. It is also an instant overhead. There is nothing much to say about it however |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
another basket normal. Cursed for being a combo filler. pour another one. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
pulls out her gun in the air resulting in about 3 hits. Unlike s.HP and c.HP, this version of the move has a bit more utility. covers the front of her face while descending while being able to follow up if it somehow ever connects. Being in the air you won't ever be stationary all the while it being faster. Just like s.HP and c.HP, you can use this for blockstrings. Be cautious you are vulnerable from behind. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A kick, also an instant overhead. good if you ever feel like approaching. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Comes after j.lk. combo filler. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Solid move. Decent "Get off me" move. Shields a portion of your character in the air and can be spammed to build meter. |
Command Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Lunges forward or backwards and hits with her basket, can be used to hit confirm cruel hunting. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Lunges forward and knees an unsuspecting person. Can be also use to hit confirm. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Throws a mine out her dress. This move like S. HP can be used to stop rushdown, except she drop her mine a bit farther. Does its job very well. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Her worst move out of her entire toolkit, Cannot start from anything nor can hit confirm out of anything. Try to avoid hitting this at all cost. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Template:Launcher | - | - | - | - | |
Launcher |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
BB Hood unleashes a bottle of fire in a diagonal shape. Does its job as a functioning anti air in the scenario where your opponent starts jumping at you. Has noticeable endlag so missing will result in a free punish. Overall it isn’t too bad but use it appropriately |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
BB Hood unleashes a bottle of fire in a horizontal shape. Covers alot of space in front of you, great ending your block strings with and depending how to use it, kind of safe. You can also use it in the air, does nice covering super jump range and is very annoying to get pass by. Due note that just like its vertical version, is very prone to getting punished if whiffed. Overall great at what it does. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Fires a missile . One of her more important moves in B.B Hoods kit. Quick startup, Quick recovery time, Menacing hitbox that lingers, and could be charged from anywhere on the screen. Greatly elevates her zoning game in conjunction with her other moves. Note that there can only be one missiles in the screen at a time. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A more situational version of Smile & Missile, covers a unique angle that may be helpful. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
BB hood winds up and knocks and unsuspecting foe with her basket. Probably one of her awkward specials in her kit. Albeit its great to end bnbs with, you can even connect Cruel Hunting right after this (although not all bullets will connect). It is laggy and not worth your time learning what you can do with this move. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
N/A | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
BB hood crawls forward. One of her forgettable and underrated moves. During her crawl, her hurtbox will be so low to the ground that you can avoid tons of hitboxes (like Hyper Sentinel Forces for an example). It could also ignore the opponent hurtbox, meaning that it could cross up if you’re close enough; and all of this is locked behind an awkward input. Unfortunately this move doesn’t last that long and is not that important to this character as you might think. Just keep in mind you will look very cool if you know what you are doing with this. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
N/A | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Writeup coming soon |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
N/A | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Writeup coming soon |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
N/A | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Write up coming soon |
The Basics
Combos
-Jump LK > LP \/ d.s.LP > s.LK > s.LP XX f,d,df + K
-d.s.LP > s.LP > f + HP XX f,d,df + K
-d.s.LP > s.LK > s.LP > f + HP XX qcb + P
-Jump LK > LK \/ d.s.LP > s.LK > c.LK > c.HK, d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HK
-Corner Jump HK (charge b) \/ f + HP, d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HK
-Jump LP > LP \/ d.s.LP > s.LK > f + HK XX hcf + KK
-Jump LK > LK \/ d.s.LP > c.LK > c.LP > c.HK, d.s.LK XX qcf + PP
-Jump HK (charge b) \/ f + HP, d.c.LP > s.HK XX f,d,df + P XX qcf + PP
-Jump LK > LK \/ d.s.LP > s.LK > s.LP XX hcf + KK, d.s.LK XX hcf + KK, d.s.LK XX hcf + KK, d.s.LK XX qcf + PP