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Combo List - Bo' Rai Cho Bo' Rai Cho Official Combo Thread

Guys, I hate to tell you this, but no one is starting a combo with B233. It's 100% unsafe, and it starts up in 24 frames. What the fuck is the practical use for starting a combo with it?
Thing is b2 has crazy range and is safe however the follow up has a gap, id say a good footsie tool and if you able to get it on then big damage.
 

NoobHunter420

Scrub God Lord
having trouble landing the standing 1 into normal fart after the njp in the Baritsu BnB.
they always seem to fall to early/not close enough for the fart to connect
any tips?
 

NooBooN

I Am Thee Noob Saibot
Universal no meter Mid screen
413u4 12DP4 Jip2233DB2
35% hits (34% bartitsu)

Dragons Breath variation flame carpet before the Jip2233DB2 makes it 36%

Drunken Variation(1 drink minimum)
413u4 12DP4 Jip2233DD3 3 BF4
36% 14hits
 
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NooBooN

I Am Thee Noob Saibot
i didnt even realize it was universal lmao im so set on dragon breath at the moment
Haha all good brotha im labbin as we speak. Just did the combo with the flame carpet dragon breath variation. It made it a 36% hell yea!!
 

Vjeekes

DevilApes
No one had made this yet, so I took the liberty to make it. Please submit your combos, and their damage or special traits and I'll start organizing.

PLEASE leave out the opening jump in punch!



Variation Legend:
Dragon's Breath
Bartitsu
Drunken Master


21, RC 12~DB4, DD1, Ji2, B233~DB2 (34%, Sober)
341, RC, 12~DB4, DD1, DD1, RC, 244~DB1, DD1 (30%, Sober)
121~DD3, 2, 12~DB4, DD1, Ji2, B233~DB1, D11 (27%, 1 Drink Minimum )
B32~DD3, 3, 12, DB4~DD1, Ji2, B233~DF1 (35%, 1 Drink Minimum)
244~DD3, 3, 12~DB4, DD1, Ji2, B233~DB1, D11 (37%, 1 Drink Minimum)
B233~DD3, 3, 12~DB4, DD1, Ji2, B233~DB1, D11 (39%, 1 Drink Minimum)

21, RC 12~DB4, DF1, Ji2, B233~DB2 (35%)
B233~DB1, F1~DB4, DF1, jump back, Ji2, 413U4, D1, F1~DB2 (45%)
413U4, RC, F1(early cancel)~DB4, DF1, Ji2, B233~DB2 (36%)
NJP, walk, F1(early cancel)~DB4, DF1, Ji2, B233~DB2 (32%)

341, RC, 12~DB4, JiP, 413U4, F1~DF1 (31%, Restand)
21, RC, 12~DB4, JiP, 413U4, F1~DF1 (31%, Restand)
413U4, S2~DB4, Ji1, 413U4, F1~DF1 (32%, Restand)
NJP, Slight Walk, S1, S2~DB4, Ji1, 413U4, F1~DF1 (28%, Restand)

B14~DB2(EX), NJP, RC, S2~DB4, Ji2, 413U4, F1~DF1 (38%, Restand)
111~DB2(EX), NJP, RC, S2~DB4, Ji2, 413U4, F1~DF1 (38%, Restand)
B32~DB2(EX), NJP, RC, S2~DB4, Ji2, 413U4, F1~DF1 (39%, Restand, Low Starter)
F3~DB2(EX), NJP, RC, S2~DB4, Ji2, 413U4, F1~DF1 (37%, Restand, Overhead Starter)
B233~DB2(EX), NJP, RC, S2~DB4, Ji2, 413U4, F1~DF1 (42%, Restand)
34~DB2(EX), NJP, RC, S2~DB4, Ji2, 413U4, F1~DF1 (39%, Restand, Fastest Starter)

244~DB2(EX), NJP, RC, S2~DB4, Ji2, 413U4, F1~DF1 (40%, Restand)

341, 3~DB4, DF1, Jump Back, JI2, 21, 21, 21, 3~DB2 (43%)

DF1(EX), RC, 3~DB4, Jump Back, JI2, 21, 21, 21, 3~DB2 (46%, Unblockable Starter)
DB4(EX), F3 1+3, JI1, 341, NJP, JI4, 21, 21, 3~DB2 (42%, Fart Setup, Overhead Starter)
DB4(EX), B4, DF1, JI1, 341, 21, 21, 3~DB2 (45%, Fart Setup, Low Starter)
DB4(EX), F3, Jump Back, JI2, 341, 21, 21, 21, 3~DB2 (45%, Fart Setup, Overhead Starter)
DF2(EX), RC, F34, 12~DB4, DF2, Jump Back, JI2, 21, 21, 3~DB2 (50%, Fireball Setup)
DF2(EX), JI2, B223~Db1, F1~DB4, DF1, Jump Back, JI2, 413U4, D1, F1~DB2 (53%, Fireball Setup)
DF2(EX), RC, B322, 12~DB4, DF2, Jump Back, JI2, 21, 21, 3~DB2 (43%, Fireball Setup)
Hi,
First of all, thanks for the work mate!
I guess these combo's are based on maximum damage output?
Should'nt it be more interesting to create a combo list based on safe gap-less starters?
 

Name v.5.0

Iowa's Finest.
Hi,
First of all, thanks for the work mate!
I guess these combo's are based on maximum damage output?
Should'nt it be more interesting to create a combo list based on safe gap-less starters?
Right now I'm just gathering combos. I have plans to change the format after a few days.
 

AK L0rdoftheFLY

I hatelove this game
So get drunk and meditate. If you play DM anyways. If not then yeah you have a point
B233 has a gap on the second 3 and is -11

B23 is -12

you can't hit confirm b2

What does spacing have to do with it? On block it's unsafe. Simple as that.
Vomit is a good option after b23 or after b233. DM meditate while drunk can give you some CRAZY good mind games on block. I've been practicing punishing reversals with it and it really works. If you know they will go for armor then you can b234 as well. Even the other two have ways to counter the gap and the end block stun.

Bartitsu can use staff spin (-8 and armor breaking) or Flying kick (-8)

I don't know Dragon breath frame data but I'm pretty sure he has something.
 

Name v.5.0

Iowa's Finest.
For a good time. Do a combo like this: 21, RC, 12~DB4, JiP, 341. There's a boat load of plus frames after 341 hits and puts a bit of distance between you and your opponent. After the combo drop an EX-Fart, run up and throw them into it. The combo hits for 27%, and then you can reset for a meterless combos around 25% or metered combo around 35%. In Bartitsu you get a restand at the end too.

I tried this online and it actually worked on a few people. It might be situational, but it works. Beware fast, forward advancing wakeups!

Edit: The damage varies per variation. I'm not really sure what DB or DM get. Test it yourself to see!
 

Name v.5.0

Iowa's Finest.
Any of you Bartitsu players finding decent metered corner combos? I dicked around for like 3 hours and his metered combos have so much gravity, that squeezing out any more damage than the mid screen version is basically pointless. I think I was able to add 1 or 2% to his combos in the corner, but consistency was such trouble that I think it may not be worth it.
 

honeybooboo

I speak truth, no lie
Guys, I hate to tell you this, but no one is starting a combo with B233. It's 100% unsafe, and it starts up in 24 frames. What the fuck is the practical use for starting a combo with it?
F2,1 is safe ish, no gap, and advances, but doesnt have crazy range like B2. You can also hit confirm into fart for combo
 

Name v.5.0

Iowa's Finest.
Or you can just do 12~DB4 instead of 1~DB4 or run cancel 1~DB4 since it's a lot easier and consistent.
I've found that if you do 12, for whatever reason there seems to be more gravity at the end, and F1~DF1 wont always connect.

Edit: Wanted to add more...Standing 2 seems to be the most reliable, but it all depends on when you hit your NJP @NoobHunter420

If you use S2, you can NJP right after the launch of DB2(EX). If you want to get consistent with S1, you have to neutral jump, pause, then punch as you come down. It allows you more time on the ground.

BRC's combos are kind of stupid as far as juggling goes. I cant think of another character that has simple combos like this, that arent easily consistent.
 
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kevkopdx

Noob
Any of you Bartitsu players finding decent metered corner combos? I dicked around for like 3 hours and his metered combos have so much gravity, that squeezing out any more damage than the mid screen version is basically pointless. I think I was able to add 1 or 2% to his combos in the corner, but consistency was such trouble that I think it may not be worth it.
i think b233 gets the highest damage... personally i think the easiest is something like b233~db2MB, 21,21, 111~ender 43% ish and easy as f