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    Bonnie by _Kobalt_

    Version: 1.11 | Updated: 10/18/09 | Printable Version | Search This Guide

    ===============================================================================
    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
    kobalt.soryusen@gmail.com. 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.