O hey, Geto made a set. Finally, right?
BAD GIRL
You think you're BAD, don't cha?
Bad Girl is the heavy-drinking Rank 2 assassin in UAA, hailing from the game No More Heroes. She dwells underneath Destroy Stadium (where Travis had already killed Dr. Peace, and will later kill Dr. Letz Shake), living in a room stocked with beer and seemingly endless sadomasochistic henchmen coming from her conveyer belt to pulverize with her blood-soaked baseball bat. It is she who shows Travis the corruption among assassins, as well as blurs the lines of killing for sport and killing for fun. Possibly the most mentally insane assassin, making the likes of Destroyman and Matt Helms look sane, she puts up a fight so brutal that Travis passes out after almost being beaten to death. Oh yeah, and the psychopath is joining the Brawl. Go figure.
Stats
Size:6
Weight:4
Ground Speed:1
Jump:2
Air Speed:2
Fall Speed:6
Power:10
Range:5
Traction:10
Specials
Side Special: Batter Up!(25%)
That bat isn't just for show. Bad Girl winds the bat up behind her, moving forward 1.5 SBBs at R.O.B's walking speed, shouting: "BATTER...!" as she does so. Upon walking forward 1.5 SBBs, Bad Girl will violently swing her bat in an arc above her head, with the tip landing just slightly in front of her, as she finishes her sentence with: "UP!". The entire swing is a hitbox, which does a meaty 25% damage and knockback that will K.O you're average character at around 150%. The entire process can be elongated, the full charge will have Bad Girl dashing forward at a considerably faster speed, and covering about 3 SBBs.During the attack, Bad Girl does not take any hit stun or knockback, but will still take any damage dealt to her. It's really laggy at the end, too, making her extremely punishable if she misses. This is a good K.O/approaching method due to the superarmor and high knockback, but missing can prove fatal.
Neutral Special: Heavy Drinker(0%)
Bad girl does something that made all No More Heroes players groan after they made her damage go down half way. Bad Girl takes out a can of beer (no brand-names, though), and chugs it before throwing it on the ground. She then...spits it all over her baseball bat. She then takes out a lighter, and does what any completely sane person would do: light the bat on fire. Yep. Now every attack that she uses her bat for (i.e.: almost all of them) get's a boost in damage and knockback, everything dealing 1.75x the original amount of damage and knockback. Seems perfect, right?
Well, actually...
This move is as laggy as it sounds: it makes Gannon's Warlock punch look like a standard jab. If Bad Girl is dealt 35% damage, her fire is extinguished, the same effect happens with a single water-based attack. She also cannot re-light her bat until 10 seconds after the last fire was extinguished. But, on the plus side, there are some additional boosts to the flaming bat. That's good, right? RIGHT?!
Up Special: Take This!(10-30%)
Bad Girl almost laglessly swings her bat in an upwards arc, causing her to fly up about 2.5 SBBs. Not THAT bad a recovery. It also does 10% damage and decent knockback.
What, you thought that was it?
After this initial swing, Bad Girl quickly slams the bat downwards, causing her to fallrapidly towards the stage (about as fast as Ike's fall in heis Up Special), with anyone in the way being dealt 20% damage and knockback that'll comfortably kill at around 150%. What you
REALLY want to do here is hit the opponent
right before she hits the ground. The sweetspot here will deal 30% damage and high knockback that will kill at around 115%. If you've used you're neutral special, not only will the pure killing power of this move increase, but she will also get an added benefit to her attack. If the bat is on fire when she hits the ground, a ring of fire will shoot out along the ground with a radius of about 1.5 SBBs (totaling 3 SBBs in length if there is space behind her to hit). The fire travels at Marth's dash speed, dealing 5% damage per hit with pushing knockback. It's a great GTFO move, BUT it is really laggy and predictable. You
will get punished for missing.
Down Special: Too Much To Handle(heals 5% per second)
Bad Girl laglessly falls to the ground crying, covering her eyes. She will now heal 5% damage per second she isin this state. She is venerable in this state. Not to mention, she takes a
FULL SECOND to get up afterwards. Not only that, she isn't even healed right away, her total healing coming after she gets up and ready to fight. If she's interrupted at any time during the healing or ending lag, all of her healing in nullfied. Ouch.
So, where do i begin? It's really laggy, you don't get healed right away, and if you're interrupted, there is no healing at all. When would you ever be able to use this?! The opponent would have to be scared somehow to not interrupt you, but why would they be...
Grabgame: Bitter Tears(45%)
Bad Girl laglessly falls to the ground using the
EXACT SAME ANIMATION AS HER DOWN SPECIAL, besides some minor differences in posture. She can't use this while running. Anyway, she will stay in this state as long as the player chooses, a second press of the button causing her to laglessly get up, muttering "f*ck" under her breath. If any enemy comes into contact with her, whether just bumping in to or via physical (aka: non projectile) attack, while she's in this state...
BAD things will happen.
Bad Girl will grab the leg (or similar appendage, depending on the character) of the tresspasser, tripping them. She then gets up and begins to brutally beat the opponent's skull (or similar part) with her bat, blood flying everywhere if it's turned on (oh, did I forget to mention? Unlocking any No More Heroes character will unlock the option to turn blood on, affecting any character from the NMH, Resident Evil, or Mortal Kombat series, just an easter egg). This is in a similar fashion to her one-hit kill move (
shown here).This will roughly deal 30% damage. She then rears back, swinging the bat like a golf club, hitting the opponent in the crotch and sending them flying away with 45% damage total and enough knockback to kill at 80% damage. If you're successful, Bad Girl will laugh hysterically. Good Luck, comrade.
Smash Attacks
Down Smash: Sado Henchmen(10%)
In No More Heroes, one of bad Girl's most memorable and annoying attacks was to stand by a large conveyer belt-where she was invenerable, mind you- and hit het henchmen-who where dressed in tight leather pants, bra, and mask AND carried a bullwhip-at you like baseballs that attacked you if you dodged them.
Here, she pretty much does the same thing, minus the conveyer belt. She chargen up in a batter position, yelling "HOOOOOOOOMMMMMMEEEEE..." before swinging into the background, causing one of the freaks to be launched, yelling: "RUUUUNNN!". The henchmen, at base charge, fly at Sonic's dash speed forward at 3.5 SBBs, dealing 10% damage and no knockback when they explode into a bloody mess on impact. The speed and damage change in porportion to the amount charged, full charged getting about 1.7x the speed and distance, but still dealing the same damage. If they DON'T hit you, the will get up and directly target the nearest enemy player. They are roughly Marth's size, Link's speed, and have a pathetic one jump, but they take no knockback. They also brandish that bullwhip, which they use to hit you, dealing 5% per hit.These guys have 25% stamina, and get stronger and faster porportional to the amount of damage they have taken. Bad Girl can have 5 out at a time, all of which will target the same player.
Side Smash: Home Run!(20%)
Bad Girl pulls a similar animation as her Down Smash, rearing up like a batter for an up to 1.5 second charge. When realeased, Bad Girl will shout: "Home Run!", swinging the bat, dealing 20% damage and high knockback at base charge, which is very laggy at both ends, making this a very punishable move. However, this move has one property that none of her other attacks do: she can use this to launch her henchmen, who have the same properties as her down smash, with the exception of it dealing 10% damage to them, possibly killing them. But, they do get more powerful the more damaged they are...
Up Smash: Swing, Batta!(25%)
Bad Girl rears back, striking the same pose as her other two smashes, holding it as if she's at bat. After charging, Bad Girl grunts as she swings the bat in an upwards arc, dealing base damage and knockback of 20% and above average knockback. It's laggy on both ends.
If her bat is on fire, she will actually shoot a line of fire at her opponents, which travels at Wario's dash speed and 3 SBBs uncharged, doing 15% damage and pushing knockback. This gives Bad Girl some (bad) long- range options, but can it serve other purposes...?
Standards
Standard Combo: Big Swinger(5,7%)
Bad Girl swings her bat heavily, initially dealing 5% damage. She then swings her bat in a fashion similar to a backhand slap, which deals 7% damage and some actually decent knockback. These are slightly more laggy than an average jab.
Forward Tilt: Drinking on the Job(0%)
Bad Girl pulls out a can of beer exactly like the one in her neutral special and begins to drink. After just a moment, she throws the can to the side and spits the liquid straight out in front of her. Anyone within 2 SBBs is now seen to be dripping wet. Any attack that involves fire will now light up anyone like this, including her henchmen. The fire does 2% damage per second it's inflicted upon an enemy. In order to cure a fire, you just have to roll 3 times.
Any of Bad Girl's henchmen that are launched while they are on fire will deal an extra 10% damage, plus explode on impact, anyone caught within the blast range of 2 SBBs are dealt 15% damage, yet no knockback at all. Fire seems a little more important now, doesn't it?
Down Tilt: Callback(0%)
Bad Girl does a weird "come here" motion with her hand, which is very low on lag. All of her henchmen will now, regardless of what they are doing, rush back to her and form a line directly behind her, assuming she stood still after using this. If down tilt is pressed again, the henchmen go back to seeking out opponents.
Of course, this is a great way to get them out of the way if you want to go in for the kill yourself, but does it serve a different purpose...?
Backward Tilt: The Daily Grind(5%)
Bad Girl reaches behind her laglessy grabbing anyone directly behind her and forcibly drags them in front of her, with them facing forward. They are dealt 5% damage and no knockback.
Now, when I say anyone, I mean foes/minions/clones that are on the stage, including henchmen. This is not only a good way to negate any oncoming attacks from behind, but it also makes that DTilt a lot more intimidating now that she can laglessy put those guys in front of her.
Upward Tilt: Home-Brewed Flamethrower(10%)
Once again taking out that beer can, Bad Girl starts drinking, although this time it's much, much faster. She then holds her head upwards, pulling out her lighter, lights it, and spits. This does 10% per hit, lasts 2 seconds, and deals minimal knockback.
Dashing Attack: Cartwheel
(7%)
Just as the name implies, Bad Girl does a Cartwheel while running. This deals 7% damage and moves her about 1 SBB. She has Superarmor during this attack. This may seem ideal, but there is some heavy lag on the end and she is incapable of dashing afterwards.
Aerials
Forward Aerial: No Crying Over Spilled "Milk"
Bad Girl pulls out that can again and opens it. Instead of drinking it, however, this time she pours it over, spillng it on whoever she may be over at the time. There is enough liquid to cover about 3 SBBs of space, anyone hit with the stuff going into the same state as her Forward Tilt. Unfortunatly, she's not some random goo spreader, so any alchohol that lands on the ground evaporates immediatly.
This is a great way to get any henchmen of yours wet in a hurry, without having to spray them individually.
Downward Aerial: Psychotic Descending(10%)
Bad Girl brings her bat above her head as she...copies the second part of her up special. Yup. She quickly swings her bat downwards descending at the rate of Ike's in great aether, any opponent being dealt 10% damage without the advantage of a sweetspot. Thank god for the ring of fire, so long as you're lit up.
Up Aerial: Helpless
Yes, Bad Girl will literally go into her helpless state when using her Up Aerial. However, she does fastfall when doing this automatically, giving one advantage. Yep, I think someones running out of steam (hippo).
Neutral: Swing(7%)
In the most generic way possible, Bad Girl swings her bat forward, dealing 7% damage and medium knockback to opponents. On the plus side, it's very quick. Sue me for giving bad aerials to a character who's never in the air in her source material.
Backward Aerial: Kick(7%)
This is retty much a backwards version of her forward aerial, so let's not kid ourselves. She kicks backwards, dealing 7% and low knockback to anyone hit. This is very quick and un-laggy. Whoopee, now on to more exciting stuff.
Final Smash: Delusional Fantasy of Blood and Gore
Bad Girl has gotten the smashball! so what does she do?
Drink.
Yes, with the press of the B button, she pulls out a bottle of whiskey (ooooh, gettin fancy here) and chuggs it. Any henchmen Bad Girl has out will now search for an opponent, grabbing them once they are found. The screen blurs out and we come back to Bad Girl's room (which can be seen in that video) where she in standing like a batter in front of a large Conveyer Belt. Any opponent caught will slowly be dragged down the belt, wearing the same outfit as her henchmen. Bad girl swings, and if the players complete an easy button promt, she hits the opponents head, which flies off and leaves blood spraying everywhere Kill-Bill style. Afterwards, opponents who had been hit are star-ko'd, and Bad Girl first gets up from her sleep animation, to her dizzy animation, and finally back and ready to Brawl.
Playstyle
At first glance, Bad Girl is a campy character with her henhmen being tossed around like baseballs and her few fire projectiles. True enough. She can hang back and let her henchmen do her dirty work and damage the opponent-this is what she excells at, dealing damage-as well as get them behind her in a neat little row to pulverize with her bat. Hell, she can light em on fire and have them asplode and deal more damege. It al counts for ****l unless she can approach the opponent. Opponents won't approach you unless absoloutly neccissary, being scared to hell of that grab of yours, never mind that it's a game of choices to them with you're healing and what heve you. So basically, you're unapproachable and heve what are essentially heat-seeking continuously damaging missles that get stronger the more damaged they are, nevermind that you can set opponents on fire and have a move that increases the strength of nearly all of you're attacks. I'm willing to buy that she has an awesome camping game...except that, oh thats right, she can't KO from afar, since none of her henchmen do any kind of knockback no matter what they do.
So, what do you do? Even though I make them seem useless, you're henchmen are the pride and joy of you're whole game. Abuse them to they're full potential. Don't worry, they love it. This will take some doing, as, unless you're facing a campy/trap character you'll be approached immediatly. Even the grab won't help you here, as they won't have damage and it's laggy as hell on the end. This is the only time that you are advised to play in the air or Jab them to death, other times you are strongly advised to avoid the air at all costs and get out immediatly, unless you're spilling over you're henchmen.
Keep at it with the henchmen, replace them as soon as they are killed, and you will get you're opponents damage up quickly. When you've comfortably gotten them all damaged, you call back you're boys and do away with them by lighting them up and asploding them. Approaching can be easier now, although it's pretty hard since it's all laggy. Try lighting you're opponents on fire to make damage them more, and as they're rolling to put it out, spring a K.O move (which she is not short on) and finish the job. Good luck doing this against traditional campers and trappers like Strangelove or the like, though. Overall, Bad Girl has the disadvantages of a heavyweight without the staying power, so you'll have to play defensive, aggressive, risky, and always paranoid that you're doom may be just around the corner or in the next attack. But hey, that's what makes her such a memorable character, right?