Percimon
Sky above, Voice within
Intro
Bo'Rai Cho is a character in the Mortal Kombat universe who excels in the Drunken Fist fighting style. His origin story begins in Outworld where he trained fighters from the Earthrealm for the Mortal Kombat tournaments. His reasoning for training Earthrealm fighters for the tournament is that his victory would benefit Shao Kahn since he was born Outworld. Despite the fact that his first set of students were failures, Bo'Rai Cho continued to train warriors of Earthrealm in the hopes that one would eventually be able to win the tournament. Eventually he became the trainer of Liu Kang, who was later murdered by the Quan Chiand Shang Tsung prior to the events of Mortal Kombat: Deadly Alliance - Bo'Rai Cho's first proper appearance in a Mortal Kombat game. Upon hearing of his disciples demise, Bo Rai Cho quickly teams up with Liu Kang's former friend Kung Lao to rescue Li Mei from Shang Tsung's palace while he and Quan Chi iare being attacked by other Earthrealm warriors. Following the events of Deadly Alliance, Bo'Rai Cho meets up with Raiden and the other fighters of Earthrealm to retreat.
Sources:
1) My channel: https://www.youtube.com/channel/UCI4jiATK9-kguLb265oeFvw
What you can find there: DM and DB matches, techs, moment compilations, combos;
2) PND Omega's channel: https://www.youtube.com/user/BromegaK
What you can find there: DB techs, moment compilations;
3) Reo's channel: https://www.youtube.com/user/NEWYORKJOSEPH
What you can find there: DB techs; Bartitsu matches;
4) PND Ketchup's channel: https://www.youtube.com/user/PNDKetchup
What you can find there: DB techs, moment compilations;
5) Myri's channel: https://www.youtube.com/channel/UCFbL8T1wGoV5I8pR96usoAA
What you can find there: DB, DM and bartitsu matches, DB, DM and bartitsu tech.
Other guides:
1) Very nice guide by @myri about Dragon Breath variation:
https://testyourmight.com/threads/feel-the-burn-a-living-guide-to-dragon-breath-bo-rai-cho.61046/
2) Another good guide by @myri about Bartitsu variation:
https://testyourmight.com/threads/fighting-them-off-with-a-stick-–-a-living-guide-to-bartitsu-bo’-rai-cho.61814/
Guide chapters
I. Pros and cons;
II. Gaps in strings;
III. Wake ups;
IV. Mix ups;
V. Anti airs;
VI. Techs;
VII. Combos;
VIII. Quick 10.04.2016 patch changes overview.
Chapter I. Pros and cons
Universal:
+ 7 frame d1;
+ d4 has decent range;
+ safe 8 frame mid - f1 (Block advantage: -5);
+ throws in strings - b3/f3(1+3);
+ easy 35-45% BnB's (midscreen and corner);
+ quick overhead special move (but unsafe on block) - db3. It also leads to OTG setup;
+ special move db4 restands opponent while he's in the air. Also db4 is +1 on block and have a lot of active frames;
+ low and overhead combo starters and mix-up potential;
+ armor breaking setups in the corner and ex-db4 traps;
+ ex-dd4 is +16 on hit, so it really useful in corner game.
- awful dash and backdash;
- slow run;
- not good neutral;
- A LOT OF gaps in the strings;
- most of his strings are unsafe;
- almost every special move is unsafe (plus, safe db2 is high);
- low and overhead attacks are slow: b3 (low) has 23 frames start up, f3 (overhead) - 26 frames. Only b1 (low) has 11 frames start up, but it doesn't have really good range;
- normals with quick (<10-11 frames) start-up have bad range (so, Bo has problems with punishing unsafe attacks);
- long range moves are too slow (like b3, f3) OR "high"-type (like 1, f2)
- normals with quick (<10-11 frames) start-up have bad range (so, Bo has problems with punishing unsafe attacks);
- long range moves are too slow (like b3, f3) OR "high"-type (like 1, f2)
Drunken Master
+ it's the trickiest variation in MK XL;
+ Meditation (Zen) rolls have invulnerability;
+ Meditation (Zen) rolls make every special cancelable unsafe attack safe (due to this invulnerability);
+ deals ALMOST with every zoner in this game (due to Meditation and rolls);
+ with help of Zen (ex-dd3) you can evade unblockable attacks, punish opppnent's gaps with full combo, punish tick throws and quickly get out of the corner;
+ bf3/ex-bf3 is really good to punish opponents jumps, run in's and projectiles;
+ meterless damage is really sick (30-35% midscreen; ~44-45% corner).
- to use this 100% of this variation, you should always use dd1, but if you won't use it again in 10 seconds, Bo will vomit and will be opened for full combo punish;
- this variation requires a lot of patience and time to start playing well;
- sometimes you need to sacrifice your damage to keep Bo drunk;
- it's very risky variation.
Bartitsu
+ easy to learn;
+ easier to open up your opponent than in other 2 variations;
+ d2 and d4 have really good range ;
+ df1 restands opponent;
+ db1 does good chip damage and crushes armor;
+ bf4 crushes armor too (ex-db1 of War God Kotal, for example);
+ good space control;
+ this variation adds new mix ups;
- almost every Bartitsu string has a gap;
- low/overhead Bartitsu attacks are slow too;
- to do good damage combos, you should have 1 ex-bar, at least;
- you don't have any projectile.
Dragon Breath
+ easy to learn (but Bartitsu is still the easiest);
+ great corner game;
+ great damage combos in the corner;
+ db1 is almost (-7) safe mid special move, so you can make safe every unsafe normal/string with it;
+ unblockable launching special - ex-df1;
+ you can explode ex-df4 with db1, df2, df1, ex-db1, ex-df2, ex-df1 (on hit explosion launches opponent);
+ this variation adds great anti air - db1, ex-db1;
+ df2 is a good tool against divekicks;
+ df2 is +9 on hit, so it jails into f1;
+ ex-df2 is +26 on hit, so it jails into any Bo's normal.
- this variation is strong only in the corner, but on midscreen it's bad (much worse, than any of 2 other variations);
- ex-df2 is awful as projectile (it'd be great, if it absorbs opponent's projectiles)
- no unique armored specials -> weak wake ups.
Chapter II. Gaps in strings
Universal:
Universal:
1) b23{}3;
2) f2{}1;
3) 34{}1;
4) b3{}(1+3);
5) f3{}(1+3);
6) 4{}1.
Drunken Master
1) db1 (gaps only on 2nd and 3rd level drunk);
3) f3{}(1+3).
Bartitsu
1) b1{}4;
2) f11{}2;
3) f2{}1;
5) f3{}(1+3).
Dragon Breath
1) b3{}(1+3);
2) f3{}(1+3).
Chapter III. Wake ups
Universal
1) ex-db2 (armored, safe on block and has pushback, BUT it's 'high'-type, so opponent can just crouch with out block and then punish your recovery frames);
2) ех-bf4 (armored, good range, mid, BUT unsafe on block);
3) ех-db3 (armored, overhead, BUT unsafe on block + armored frames don't last for whole animation of this special).
Drunken Master
1) ех-bf3 (armored, full screen range, mid, BUT unsafe on block and requires level 1 drunk);
2) ex-df1 (armored, has pushback, mid, BUT requires level 2 drunk).
Bartitsu
1) ex-df2 (armored, mid, safe on block, BUT has 21 frames start up)
Dragon Breath
No unique armored wake ups.
Chapter IV. Mix ups.
Universal
Universal
1) 244 (high, low, low) and db3 (overhead):
- 2, db3;
- 24, db3;
- 244, db3;
- 3, db3;
- 341 or 34, db3;
- b2, db3;
- b23, db3;
- 41, db3;
- 413, db3.
Drunken Master
1) 341 (high, low, overhead), dd3 into 3 (low), db3 (overhead):
- 3, db3;
- 34, dd3 into 3;
- 341 or 34, db3;
- f3, dd3 into 3;
- f34 or f3, db3.
Bartitsu
1) b14 (mid, overhead, low), df3 (low), db3 (overhead):
- b1, df3;
- b1, db3;
- b14, df3;
- b14, db3
- f3, df3;
- f34 or f3db3;
- 3, db3;
- 34, df3;
- 341 or 34 db3.
- f1, db3;
- f11 or f1df3.
Dragon breath
No unique mix ups.
Chapter V. Anti airs
Universal
Universal
1) Input: d2
Start-up: 7
2) Input: 4
Start-up: 11
3) Input: db4 (catches opponent's jumps due to active frames)
Drunken Master
1) Input: df2
Start-up: 11
Bartitsu
1) Input: d2 (has insane range)
Start-up: 7
2) Input: df1
Start-up: 18
Dragon Breath
1) Input: db1 (ex-db1)
Start-up: 14
2) Input: df2
Start-up:
Chapter VI. Techs
Universal
A) OTG setups
After following attacks you can do ex-dd4 to more damage:
1) f1;
2) 21;
3) 413u4;
4) f34;
5) b322;
6) db3;
Video example:
B) f3 cancel
1) You can cancel f3 pressing 'down-down' or 'back-back' buttons;
2) In Drunken Mater and Dragon Breath Bo has 11 frame low b1. This normal can be extended into b12 string (-4 on block), can be cancelled into Meditation (=> roll) in DM, can be cancelled without gaps into -7 frame on block db1 (and it links with this special on hit) in Dragon Breath;
3) After ji+2 Bo has small advantage.
THUS, after catching your opponent with db4=>ji+2, you can SOMETIMES (this tech is pretty risky, so it's always better just to finish the combo, BUT the reward is full combo) do:
a) f3 cancel, b1 => full combo (if opponent didn't block your b1);
b) f3 cancel => throw (in case if opponent knows this tech);
c) f3 cancel => b12 (if opponent blocked b1 and you didn't expect it);
d) f3 cancel => b12, db1 (only for DB + with db1 you do more chip damage);
e) f3 cancel => b12, dd3, roll towards/backwards (only for DM + you can get away from your opponent to do dd1 or ex-db4=>dd4=>dd1 or again dd3 => roll backwards => dd1 etc etc, there are a lot of ways, because it's DM )
C) Lowprofiling with b4:
b4 low profiles low projectiles (not everyone in this game!!!!) and f4 jumps over them too:
and also b4 low profiles mid-attacks:
Drunken Master
A) With help of jumps you can avoid vomit in 10 seconds after using dd1
Video example:
B) Meditation strikes (dd3 => 2 or 3) as combo extenders:
"dd3, 2" can be combo extender after following attacks:
- 11;
- 12;
- 121;
- 1212;
- 41;
- 2;
- f2;
- 3;
- b3;
- f3 (corner only);
- f21 (corner only);
"dd3, 3" can be combo extender after following attacks:
- 2;
- f2;
- b12;
- b233;
- 244;
- b32;
- f21.
C) Meditation rolls make your unsafe attacks safe:
Video example:
D) "Drunken, but invincible!" tech:
1) Ex-version of Meditate gives you invulnerability on start-up. The same thing happens when you roll (from usual dd3) through opponent's attack;
2) This ex-one let you to use gaps between hits in strings or between normal attacks and special moves, and punish opponent then;
3) Also! even armored ex-specials, which land one hit, can be ignored with ex-dd3 (just check video and see example with Reptile or Kung Lao);
4) If you have 1 level drink (at least) and 1 ex-bar, you can punish any tick throw in this game (Jason example on video)
Video example:
E) "Drunken Master deals with zoners" tech:
Just watch and see video example:
F) Other tricky (and risky) stuff:
Just watch and see video example:
Bartitsu
a) With bf4 you can fly over low projectiles:
Just watch and see video example:
b) "Power of f212" thread (link)
Dragon Breath
A) After db3 you can safely setup df1 to do more chip or do explosion combos:
Just watch and see video example (may be few combos are prepatch, but this setup is still safe):
B) ex-df2, dd4 and ex-dd4 tech:
Just watch and see video example
C) ex-df2 has +26 on block, so you can do almost any attack after it (including f3/b3 mix up):
Just watch and see video example
D) Pseudo reset (works only with 21 starter). Doesn't work against armored wake ups.
Just watch and see video example
Chapter VII. Combos
Drunken Master
Drunken Master
Meterless midscreen (midscreen to corner)
Inputs:
1) 21, RC, 12, db4, dd1, ji+2, b233, db1, dd1 - 29%Inputs:
2) 21, RC, 12, db4, dd1, ji+2, b233, dd3, 3, bf3 - 33%
3) 21, RC, 12, db4, dd1, ji+2, b233, dd3, 3, f21, db1, dd1 - 35% (midscreen to corner; doesn't work on Dead Woods stage due to length of this stage)
4) 341, RC, 12, db4, dd1, ji+2, b233, dd3, 3, f21, db1, dd1 - 35% midscreen to corner; doesn't work on Dead Woods stage due to length of this stage)
5) f34, RC, 121, db4, dd1, ji+2, b233, dd3, 3, 21, f1, db1, dd1 - 40% (midscreen to corner; doesn't work on Dead Woods stage due to length of this stage + 121 after f34 whiffs on female characters, good job again NRS)
6) f34, RC, 121, db4, dd1, ji+2, b233, dd3, 3, bf3 - 35% (121 after f34 whiffs on female characters)
7) dd1, 1212, dd3, 2, RC, 12, db4, dd1, ji+2, b233, dd3, 3, 21, f1, db1, dd1 - 34% (midscreen to corner; doesn't work on Dead Woods stage due to length of this stage)
8) dd1, 1212, dd3, 2, RC, 12, db4, dd1, ji+2, b233, dd3, 3, f2, bf3 - 31%
9) dd1, b32, dd3, 3, RC, 12, db4, dd1, ji+2, b233, dd3, 3, f21, db1, dd1 - 39% (midscreen to corner; doesn't work on Dead Woods stage due to length of this stage)
10) dd1, b32, dd3, 3, RC, 12, db4, dd1, ji+2, b233, dd3, 3, f2, bf3 - 38%
11) dd1, 244, dd3, 3, RC, 12, db4, dd1, ji+2, b233, dd3, 3, RC, 21, f1, db1, dd1 - 42% (midscreen to corner; doesn't work on Dead Woods stage due to length of this stage)
12) dd1, 244, dd3, 3, RC, 12, db4, dd1, ji+2, b233, dd3, 3, f2, bf3 - 39%
Meterless corner:
Inputs:
2) 21, 3, db4, back dash, ji+1, 21, 3, df2, d1, db2 - 38%
3) 21, 3, db4, dd1, b233, dd3, 3, 21, 21, f1, db1, dd1 - 41%
4) f34, 21, 3, db4, dd1, b233, dd3, 3, 21, d1, db1, dd1 - 40%
5) b322, 21, 3, db4, dd1, b233, dd3, 3, 21, d1, db1, dd1 - 34%
6) dd1, 1212, dd3, 2, 3, db4, dd1, b233, dd3, 3, 21, 21, f1, db1, dd1 - 36%
7) dd1, 244, dd3, 3, 3, db4, dd1, b233, dd3, 3, 21, 21, f1, db1, dd1 - 44%
8) dd1, b233, dd3, 3, f21, db4, dd1, b233, dd3, 3, 21, f1, db1, dd1 - 47%
Bartitsu
1 ex-bar midscreen
Inputs:
1) b14, ex-db2, b32, db4, ji2, f212, db1 - 38%Inputs:
2) f11, ex-db2, b32, db4, ji2, b3(1+3) - 39%
1 ex-bar corner
Inputs:
1) f11, ex-db2, 3, db4, ji1, 21, 21, 21, 3, df1 - 42%Inputs:
Dragon Breath
Meterless midscreen
Inputs:
1) 1212, db1, d4, bf4 - 25%;Inputs:
2) f1, db1, d4, db3 - 22%;
3) 21, RC, 12, db4, df1, jump in + 2, b233, db2 - 33%;
Meterless corner
Inputs:
1) 21, 3, db4, df1, 21, 21, 21, f1, db2 - 41%Inputs:
2) f1 (3rd hit cancel), db1, f1 (2nd hit cancel), db4, df1, 21, 21, 3, db2 - 35%
3) 244, db1, 21, 21, 21, f1, db2 - 41%
4) f3, db1, f1 (2nd hit cancel), jump out, ji2, 21, 21, 3, db3, df1 - 36%
1 ex-bar corner
Inputs:
1) 21, f21, db4, df1, b233, ex-db4, step back, d2, f1, db2 - 47%Inputs:
Chapter VIII. 10.04.2016 patch changes overview
The End!
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