=============================================================================== Bleach: Dark Souls Character FAQ Bonnie Written by _Kobalt_, also known as Soryusen October 2, 2009 V. 1.11 =============================================================================== This FAQ addresses general strategies, techniques, and combos for the character Bonnie in Treasure's Bleach: Dark Souls for DS. Please note that this is an advanced FAQ concerning a single character, and thus it is written assuming that you, the reader, already have an intermediate to advanced knowledge of the game mechanics. If you find any terms particularly confusing, I suggest taking an extensive look at SixFortyFive's FAQ to answer your questions. The above paragraph is credited to Dark_Lord_Uraj. Credit also goes to Batigh for the following table of contents and the general structure of this FAQ. Find individual sections quickly by copying the bracketed text and pasting it into the "find" function (Ctrl + F on Windows, Command + F on Mac OS). Table of Contents........................................................[KEY] Introduction.............................................................[INT] Changes since Blade of Fate..............................................[CHG] Basic Controls...........................................................[BSC] Command List Analysis....................................................[CMA] Normal Movelist..................................................[NML] Crouching Normals........................................[CNM] Standing Normals.........................................[SNM] Standing Light...................................[SLT] Standing Medium..................................[SMM] Standing Heavy...................................[SHY] Aerial Normals...........................................[ANM] Aerial Light.....................................[ALT] Aerial Medium....................................[AMM] Aerial Heavy.....................................[AHY] Throws...................................................[TRW] Special Movelist.................................................[SML] Special A................................................[SPA] Special B................................................[SPB] Special C................................................[SPC] Super Movelist...................................................[SUM] Super A..................................................[SUA] Flash Step.......................................................[FLS] Combo Section............................................................[CSN] Legend...........................................................[LGN] Basic Combos.....................................................[BCB] Intermediate Combos..............................................[ICB] Advanced Combos..................................................[ACB] Playstyle Guide..........................................................[PSG] Basic Playstyle Guide............................................[BPG] Matchups.........................................................[MTU] Versus Bonnie............................................[VBO] Damage Charts............................................................[DCS] Conclusion...............................................................[CCN] Legal Stuff and Contact Info.............................................[LSN] =============================================================================== Introduction [INT] =============================================================================== Hi there, and thanks for taking the time to check out this FAQ. This is my first to be submitted here, so please bear with me. This FAQ addresses one character, and one character only--Bonnie. Bonnie is Ganju Shiba's pet boar, often prone to violent charges on her master. The tattoos on her side can be translated as "Four-Hoof Drive." In this game, however, Bonnie is a joke character. Let me be clear that you probably will not find yourself winning every match, should you choose to use her. She has many fatal flaws, which I will address later on. But, despite her many weaknesses, Bonnie is still a great character to use for laughs. It is possible to win with her, I may add. It's just difficult. Extremely difficult. Below I will outline her basic playing strategies and some combos that she has. Bonnie, like every other character, changes from player to player, so what will work for me may not work for everyone else. So please, please don't spam me with e-mails that scream, "AGGH! I can't win with Bonnie!" ...And, if I haven't been clear enough, Bonnie IS a joke character. This FAQ will not address how to use cards or reiju with Bonnie. I have never used them and am not about to do so here. =============================================================================== Changes Since Blade of Fate [CHG] =============================================================================== Bonnie has been buffed significantly, but has also been nerfed, since BoF. There are two main changes: -Normals: Bonnie now has normal attacks. All of them are standard damage and have decent range. This is by far the biggest and most advantageous addition. Buff. -Throw vulnerability: Bonnie can now be thrown. Nerf. =============================================================================== Basic Controls [BSC] =============================================================================== I would assume that if you're reading this FAQ after the initial warning about this being fairly advanced, you probably know how to play, but here's just a basic recap of the function of each button. L Button: Line jump (switch between planes) R Button: Guard Left D-pad: Walk/dash left Right D-pad: Walk/dash right Up D-pad: Jump/double jump Down D-pad: Crouch Y: Light attack X: Medium attack A: Heavy attack B: Flash step Start: Begin battle; pause (in offline modes only) Select: Taunt =============================================================================== Command List Analysis [CMA] =============================================================================== Bonnie has fewer special and super moves than most characters, but that doesn't render her utterly useless. In this FAQ, I will be using numpad notation, in which the d-pad is oriented on a numpad and A/B/C designate varying strengths (A being light, B being medium, and C being strong/RF). 7 8 9 4 5 6 1 2 3 So, for example, Bonnie's light lateral charge special (L-Sp.C) would be coded as 41236A. Supers will be left in Su[x] notation. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Normal Movelist [NML] +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Bonnie's normals have decent coverage--more than many other characters of her tier and even some of the top characters. She is no Izuru Kira, but her range is good...especially considering that she's a joke character. ------------------------------------------------------------------------------- Crouching Normals [CNM] ------------------------------------------------------------------------------- Bonnie...has none. She can't break standing guard with anything but a throw. She also can't block crouching attacks, so be aware of that. If the opponent knows of this weakness, they will start out their combos with crouching moves-- and you won't be able to do anything about blocking it. You have been warned. ------------------------------------------------------------------------------- Standing Normals [SNM] ------------------------------------------------------------------------------- Bonnie's standing normals do not break standing guard. Standing Light (5A) [SLT] ------------------------------------------------------------------------------- 1 Hit, 4 Damage An average-ranged standing attack. Bonnie snorts out a small cloud of smoke. Standing Medium (5B) [SMM] ------------------------------------------------------------------------------- 1 Hit, 6 Damage Exactly the same as 5A, except that the smoke deals more damage and is slightly larger. Like all medium attacks, it has a small startup time if not preceded by another normal. Standing Heavy (5C) [SHY] ------------------------------------------------------------------------------- 1 Hit, 8 Damage Similar to 5A and 5B. The smoke deals more damage than either and has more coverage. ------------------------------------------------------------------------------- Aerial Normals [ANM] ------------------------------------------------------------------------------- Bonnie's aerial normals, like all aerial normals, break crouching guard. Aerial Light (8A) [ALT] ------------------------------------------------------------------------------- 1 Hit, 4 Damage Bonnie shoots out smoke...in midair! Average light-attack coverage, like her standing light. Aerial Medium (8B) [AMM] ------------------------------------------------------------------------------- 1 Hit, 6 Damage Same as 8A, just with startup, more damage, and more range. Aerial Heavy (8C) [AHY] ------------------------------------------------------------------------------- 1 Hit, 8 Damage Same thing as 8A and 8B, though (wow!) with greater damage and range. Noticing a pattern here...? ------------------------------------------------------------------------------- Throws [TRW] ------------------------------------------------------------------------------- Standing Throw 2 Hits, 6 Damage Bonnie's throw is standard. If it connects, she snarls and bodyslams them into the wall, sending them into wallbounce state. This is useful for setting up a combo or nailing them with a SuA for fast damage. However, if the throw whiffs, Bonnie goes into a cooldown animation that lasts a little less than a second. This may not seem like much, but it's enough to give the opponent an opening for some serious punishment. Aerial Throw 2 Hits, 6 Damage Same deal as the standing throw--it's perfectly normal and can't be comboed out of. Bonnie smacks the opponent into the ground. Air throws are difficult to pull off, though, so only perform them if it's certain that they will connect. Otherwise, the opponent will not hesitate to dismember you when you're stuck in the miss animation. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Special Movelist [SML] +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ All of these moves were performed on Ichigo. Damage and hits can vary from character to character. Special A (236) [SPA] ------------------------------------------------------------------------------- Flying Bonnie Attack Light: Bonnie leaps up and forward, sending the opponent into fallback. Has recovery time. 7 Hits, 14 Damage Medium: Bonnie leaps up high, knocking the opponent down; she then falls on top of them, inducing fallback. This move has startup. Initial attack: 1 Hit, 2 Damage Second attack: 7 Hits, 14 Damage Heavy/RF: Same as Medium, just reinforced and without startup. Initial attack: 2 Hits, 4 Damage Second attack: 12 Hits, 22 Damage This special, especially the light version, is good for canceling into SuA in order to start a combo. The trick is to cancel it just as Bonnie touches the ground. This will send the opponent into wallbounce state, letting you OTG or throw in another move. If the opponent is hit by any part of Bonnie's body while this special is in progress, they will take damage. So, if you 236 into a corner with the oppoent behind you, they will be pummeled by her back feet instead of her snout. 236 can only be used on the ground. Special B (22) [SPB] ------------------------------------------------------------------------------- Flying Bonnie Press Light: Bonnie drops down onto the opponent from midair after a short startup. 5 Hits, 10 Damage Medium: Same as Light, except with more damage and longer startup. 7 Hits, 14 Damage Heavy/RF: Same deal as the other two versions, but reinforced and with the same startup as the light special. Out of all Bonnie's moves, this one is probably the most useless besides aerial throws. The startup makes it easy to avoid, and it is not the best move to be throwing out randomly as it takes quite a while to pull off. The only things it is really good for are breaking crouching guard in order to start a combo, which is not the easiest or most reliable method, and ending aerial combos. However, ending with this special is rather difficult, as Bonnie has to be slightly above the opponent for the move to reliably connect. This is her only aerial special, and it can only be used as such. Special C (41236) [SPC] ------------------------------------------------------------------------------- Bonnie is a Softie Light: Bonnie charges about halfway across the stage until she either runs out of steam or hits something. Has recovery. 1 Hit, 6 Damage Medium: Bonnie charges almost all the way across the stage, stopping about one Ichigo-length from the corner if she started at the opposite corner. Startup time on this one; activate it when the opponent is knocked down. This version of the move is a little unique in that Bonnie's location impacts its hits and damage. Opponent against corner, Bonnie against them: 1 Hit, 6 Damage Opponent against corner, Bonnie over one Ichigo-length away: 2 Hits, 12 Damage Opponent against corner, Bonnie 2/3 stage away: 1 Hit, 6 Damage Heavy/RF: Same range as Medium, but reinforced and Bonnie's placement impacts the damage and hits a little differently. Opponent pushed against corner, Bonnie against them: 2 Hits, 16 Damage Opponent pushed against corner, Bonnie 2/3 stage away: 1 Hit, 8 Damage Very, very useful special. All three versions send the opponent into fallback, opening the way for an OTG or instant SuA. Bonnie will charge until she either reaches the limit of her distance, hits the opponent, or is hit herself. Many of her more damaging combos use this move A LOT. This move is ground-only. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Super Movelist [SUM] +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Haha...not really a list. Bonnie only has one super move, but this move is extremely useful. You will probably find yourself using it quite a bit. It can rack up damage rather nicely. Super A (SuA) [SUA] ------------------------------------------------------------------------------- 1 Hit, 33 Damage. Nothing really special in terms of damage, but it is one of the best moves in Bonnie's arsenal. Like 41236, she charges across the stage until she hits something, but it covers the entire stage. However, just throwing this move out at random will probably not get you anywhere. Its real power lies in that it wallbounces the opponent, so as part of combos it is priceless. Also, this super has complete stability during the entire time that it is in motion. Thanks to Sweagen for pointing this out to me. This move is ground-only. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Flash Step [FLS] +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Bonnie's Flash Step is so unique that it gets its own section. It is one of, if not THE longest, Flash Steps in the game. It covers most of the stage. If it is initiated from one corner, Bonnie will end up a little less than one Bonnie- length from the opposite corner. Instead of warping quickly to another point on the stage, Bonnie charges and cannot be hit except with an RF attack. Because she is running, her FS is slower than most others. Her FS cannot be used in the air. This means no TAFS or aerial guard canceling into it. The lack of an aerial FS seriously hurts her, as she has no real way to quickly break crouching guard except for throws and IADs. She is not the fastest character, either, so her IAD is not very good for this purpose. =============================================================================== Combo Section [CSN] =============================================================================== Now we get to the more interesting stuff. Finally. Bonnie has several easy combos that can deal fast damage, along with more advanced ones that require a bit more skill. Her combos are kind of like Legos--many of them can be built upon each other or repeated. If you can master her shorter basic combos, you will have a fairly easy time learning the harder ones. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Legend [LGN] +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Here I will list the common terminology used to refer to combos/moves in this guide. Not all of them will apply to Bonnie. As stated before, I will be using numpad notation in this section. []xN - Repeat the bracketed moves N times. FS - Flash Step BOFS - Behind Opponent Flash Step (a fast FS behind the opponent) TAFS - To Air Flash Step (a ground-to-air FS, usually diagonal) OTG - Off The Ground (when the opponent is in wallbounce state, a hit that is performed just as they hit the ground. If done correctly, the opponent will be forced into a standing state. If it is too early, the opponent will be sent upward. If it is too late, they will hit the ground and no further moves can be used until a new combo is started.) PSOTG - Pseudo-OTG (similar to an OTG, except that it intentionally sends the opponent into the air) IAD - Instant Air Dash (an air dash performed low to the ground, often by inputting an up and diagonal command before dashing in order to achieve the most distance possible) T - Throw +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Basic Combos [BCB] +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Many, if not all, of these can be spliced together to form longer combos. Combo No. 1 ------------------------------------ 4 Hits, 22 Damage; Anywhere on stage 0 FS, 0 Stock, 1 RF (optional) 5ABC > 41236A Very fast, easy damage. This combo can be used to lead into a longer one. If the opponent likes to standing-guard a lot, change the 5ABC to a 2ABC. This will not affect the combo at all, as Bonnie's crouching normals are the same as her standing ones. Change the 41236A to a 41236C and the combo will deal 6 hits and 40 damage. Combo No. 2 ------------------------------------ 3 Hits, 39 Damage; Anywhere on stage 0 FS, 1 Stock T > SuA Extremely, extremely easy damage. As Bonnie's SuA charge covers the whole stage, this move can be performed everywhere. It is excellent for leading into combos or just bashing the opponent with a chunk of damage. Combo No. 3 ------------------------- 4 Hits, 45 Damage; Corner 0 FS, 1 Stock T > 41236A > SuA Just like the others, it's a good reward for so little effort and can be used as a lead-in. Combo No. 4 ------------------------- 9 Hits, 19 Damage; Corner 0 FS, 0 Stock T > 236A If you just want to add a little damage without resorting to supers or RF, this combo can be used. It's not the strongest, as you have prooobably guessed, but it's good if you have no stock or RF. Though, with Bonnie, never, never, never use up all your RF. You are going to need those FS bars for her better combos. Don't add a 5A or 2A in there after the throw, though. It can actually decrease the damage count because of damage scaling. Combo No. 5 ----------------- 6 Hits, 43 Damage; Corner 0 FS, 1 Stock 236A > SuA Yes, that wonderful effort v. reward principle is at work here as well. Simple combo, rather viable damage. The trick to landing the SuA when the opponent is in fallback is to perform it just as Bonnie touches the ground. Combo No. 6 ------------------------------------------------------------------- Near corner: 5 Hits, 55 Damage; Away from corner: 4 Hits, 47 Damage 0 FS, 1 Stock T > 41236C > SuA Same as Combo No. 3, but with more coverage and slightly more damage. Great lead-in as well as fast damage. Combo No. 7 ------------------------------------------------ Varying hits and damage; max: 13 Hits, 69 Damage; Anywhere on stage 3 FS, 1 Stock [5ABC > FS]x3 > 5ABC > SuA Basic FS combo that deals good damage for little effort. The 5ABCs can be changed to 2ABCs. Combo No. 8 ------------------------------------------------ Varying hits and damage; max: 17 Hits, 74 Damage; Anywhere on stage 3 FS, 1 Stock [5AB2BC > FS]x3 > 5AB2BC > SuA Very similar to Combo No. 7, except with an extra crouching normal thrown into each repetition. Combo No. 9 ------------------------- 8 Hits, 23 Damage; Corner 0 FS, 0 Stock T > 5AB (PSOTG) > 236A The 5A is a PSOTG and the 5B places the opponent a little further above so that the 236A connects more easily. This is not the best throw combo, though, so in most cases it would be best to opt for a different throw combo. Combo No. 10 ------------------------------------ 3 Hits, 12 Damage; Anywhere on stage 8AB > 22A Bonnie's only real aerial spike combo. You technically could use 22C, but it makes no difference in the overall damage as it only gets in one hit...it's basically a waste of an RF if you do so. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Intermediate Combos [ICB] +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ These combos are somewhat more difficult and damaging than the basic ones listed above. Many of them will incorporate basic combos as building blocks, so if you can reliably peform the above combos, you can probably perform the intermediate ones without too much trouble. Many of them lead in with an IAD or basic combo "Lego." Combo No. 11 ----------------------------------------------- 6 hits, 31 Damage; Halfway or less across stage 0 FS, 0 Stock IAD > 8BC > 5ABC > 41236A Fairly basic combo that can be used as a lead-in; slightly harder than many of the previous combos because of the timing on the 41236A. Combo No. 12 ----------------------------------------------- 7 hits, 61 Damage; Halfway or less across stage O FS, 1 Stock IAD > 8BC > 5AB2BC > SuA Great damage for a reasonably easy combo. Combo No. 13 ----------------------------------------------- 7 Hits, 64 Damage; Halfway or less across stage O FS, 1 Stock IAD > 8BC > 41236A > SuA Basically, a combination of Combos 11 and 12. It deals slightly more damage than 12 because of a slight difference in scaling. Combo No. 14 ------------------------------------- 19 Hits, 79 Damage; Anywhere on stage 3 FS, 1 Stock IAD > 8BC > [5AB2BC > FS]x3 > 5AB2BC > SuA More of the building blocks scenario here--it's just an IAD tacked onto a basic combo loop. Considering the reasonably low difficulty and relatively high damage output, it is a very, very useful combo. It can also be modified to a throw combo. Replace the IAD > 8BC with a throw and use the first 5A as an OTG. This variation only works in the corner or very close to it. It is also more difficult because of the OTG, so be careful. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Advanced Combos [ACB] +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ These combos are basically comprised of many basic combos and several more advanced techniques. Be warned that some of these combos may not be practical in an online match--unless you are 100% confident you can pull them off over Wi-Fi consistently, don't use them except for show. Combo No. 15 -------------------------------- 19 Hits, 108 Damage; Near corner 3 FS, 2 Stock 41236A > SuA > 5AB2BC (OTG) > [FS > 5AB2BC]x3 > SuA This combo is probably the easiest and most forgiving of Bonnie's advanced strings. The OTG is definitely the hardest part. However, if it misses, the opponent will either hit the ground and end the combo or be bounced into the air. If they are sent airborne, perform a fast 236A to knock them down. Combo No. 16 -------------------------------------- 30 Hits, 153 Damage; Anywhere on stage 3 FS, 3 Stock IAD > 5AB2BC > FS > 2AB > 41236A > SuA > 5AB2BC (OTG) > FS > 2AB > 41236A > SuA > 5AB2BC (OTG) > FS > 2AB > 41236A > SuA Again, the main trip-ups here are the OTGs. As with Combo No. 15, do a quick 236A to end a botched OTG. This is one of Bonnie's more damaging combos; however, it is without a doubt one of the most challenging as well. Combo No. 17 --------------------------- 34 Hits, 184 Damage; Corner 3 FS, 4 Stock, 1 RF 236A > SuA > 5AB2BC (OTG) > FS > 2BC > 41236A > SuA > 5AB2BC (OTG) > FS > 2AB > 41236A > SuA > 5AB2BC (OTG) > FS > 2AB > SuA> 5AB > 41236C Extremely difficult in a real match. This combo is mainly for flash. The only way to fully perform this combo is to start out with three stocks. Normals and specials within the combo will regenerate just enough stock to compensate for the fourth super. =============================================================================== Playstyle Guide [PSG] =============================================================================== In this section, I will outline the basic tips and tricks that will help you improve your Bonnie and, possibly, win some matches. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Basic Playstyle Guide [BPG] +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ When playing as Bonnie, there are a few things to keep in mind. -She is huge, so she is a huge target. Keep your distance as much as possible. -Use her FS. It is extremely long, so use it as much as you can. However, watch out for RFs. -Keep to the air when dashing across the stage. Use IADs as much as possible. Why? Bonnie cannot block crouching attacks, so airguarding is the only real way to insure her against that. When airguarding, though, watch out for aerial throws. Bonnie is easier to throw than most because of her size. -Throw out medium moves while the opponent is knocked down. The startup is compensated by the time it takes for the opponent to recover. -Lead into combos with throws and IADs if possible. Her normals' range is good, so she has a relatively easy OTG (in comparison to many other characters) and she can easily follow up on an IAD lead-in. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Matchups [MTU] +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Bonnie does not really have any good or bad matchups. She does worse against shorter characters because there can be discrepancies in her specials' damage, but for the most part there is not much difference. Her normals all have good coverage, so IADing and most of her combos are not very difficult. The real challenge lies in her inability to crouch-block. Basically, follow the above playstyle tips. ------------------------------------------------------------------------------- Versus Bonnie [VBO] ------------------------------------------------------------------------------- Crank up the sound on this one, as it's probably going to be very interesting. If you're using a character other than Bonnie, block with standing guard. It won't be broken except by a throw. If you're using Bonnie...well, there's no difference. Her grounded guard is always a standing guard. You'll still be safe. Don't use all of your RF bars, but definitely throw out some RFs when the other Bonnie is FSing. Her FS is slow enough that you'll probably have enough time to bash her with a 41236C > SuA lead-in. =============================================================================== Damage Charts [DMC] =============================================================================== Ahh, the fun part. This section lists the various damage that Bonnie will deal to other characters, especially those with buffed or lower defense. T- Throw 426- 41236 5A, 5B, and 5C hold true for aerial normals as well. ------------------------------------------------------------------------------- Damage ------------------------------------------------------------------------------- Character|T |5A |5B |5C |236A |236B |236C |22A |22B |22C |426A |426B |426C|SuA| S. Reaper|12| 8 |12 |16 | 28 |4, 28|8, 45| 20 | 24 | 45 | 12 | 12 | 33 |67 | Shrieker |11| 7 |11 |14 | 24 |3, 24|7, 40| 17 | 24 | 37 | 11 | 11 | 29 |59 | Familiar |13| 8 |13 |17 | 29 |4, 25|4, 44| 21 | 25 | 44 | 13 | 13 | 35 |71 | Nurse |13| 8 |13 |17 | 21 |4, 25|8, 44| 21 | 25 | 41 | 13 | 13 | 35 |71 | Hanataro |9 | 6 | 9 |12 | 21 |3, 21|6, 31| 15 |3,21|6,31| 9 | 9 | 25 |50 | Yachiru |9 | 6 | 9 |12 |3, 6 |3, 9 |3, 31| 15 | 9 | 31 | 9 | 9 | 25 |50 | Orihime |10| 6 |10 |13 | 21 |3, 31|3, 34| 16 | 22 | 31 | 10 | 10 | 27 |55 | Kon/Ririn|13| 8 |12 |17 |4, 8 |4, 8 |4, 17| 21 | 8 | 17 | 13 | 13 | 35 |71 | Tatsuki |12| 8 |12 |16 | 8 |4, 28|4, 42| 16 | 28 | 42 | 12 | 12 | 33 |67 | Ururu |9 | 6 | 9 |12 | 6 |3, 21|3, 31| 15 | 21 | 31 | 9 | 9 | 25 |50 | Ogihci |8 | 5 | 8 |11 | 19 |2, 19|5, 31| 14 | 16 | 29 | 8 | 8 | 22 |46 | Komamura |5 | 3 | 5 | 7 | 12 |1, 12|3, 20| 10 | 12 | 18 | 5 | 5 | 14 |29 | Ichigo |6 | 4 | 6 | 8 | 14 |2, 14|4, 22| 10 | 14 | 21 | 6 | 6 | 16 |33 | =============================================================================== Conclusion [CCN] =============================================================================== Well, thanks for taking the time to read through all of this stuff. I hope that you learned something from it and that it was worth your time. Yes, Bonnie is a joke character, but that doesn't mean that she can't hold her own. =============================================================================== Legal Stuff and Contact Info [LSN] =============================================================================== This guide was written by me, _Kobalt_ (aka Soryusen), for hosting on GameFAQs only. If anyone would like to host this on their site, though, in whole or in part, you may...just give me credit. Allowed sites: www.gamefaqs.com www.neoseeker.com www.supercheats.com If anyone has any questions, comments, combos, etc., feel free to e-mail me at [email protected]. Just make sure that you put the subject as "Bonnie FAQ" or something like that, or I will probably not read it. I am not in any way affiliated with Lego (I just used the bricks as an example, nothing more), Treasure, or the game conception/development in any way. I am just a fan hoping to help other players out. Thanks again to Batigh and Dark_Lord_Uraj for the table of contents, layout, and intro paragraph. Thanks to my good friend Sogyo for looking this over. Thanks also to Treasure for making this great game. Thanks to all of the players that make Wi-Fi so much fun, and thanks to you, reader, for taking the time to read this. ^_^ V. 1.0 - October 2, 2009: First release on GFAQs. V. 1.01 - October 6, 2009: Added a couple of minor details and emphasized the crouch-block issue. V. 1.11 - October 10, 2009: Fixed the crouching attack/block analysis.