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Guide - Bo' Rai Cho "TOO MUCH RICE WINE!" Bo'Rai Cho guide

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:
Here you can find a lot of videos with match footage, techs, combos, overviews, etc:

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);
- in 2/3 variations (DB and Bartitisu) Bo has very big problems with zoners. Plus, third variation - DM, doesn't help in a few MU's too (Quan Chi, for example);
- 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)

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:

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);
2) b3{}(1+3);
3) f3{}(1+3).

Bartitsu

1) b1{}4;
2) f11{}2;
3) f2{}1;
4) b3{}(1+3);
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

1) 244 (high, low, low) and db3 (overhead):
  • 2, db3;
  • 24, db3;
  • 244, db3;
2) 341 (high, low, overhead) and db3 (overhead):
  • 3, db3;
  • 341 or 34, db3;
3) b233/b234 (mid, low, mid) and db3 (overhead):
  • b2, db3;
  • b23, db3;
4) 413u4 (high, mid, low, mid) and db3 (overhead):
  • 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;
2) f34 (overhead, overhead), dd3 into 3 (low), db3 (overhead):
  • 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
2) f34 (overhead, overhead), df3 (low), db3 (overhead):
  • f3, df3;
  • f34 or f3db3;
3) 341 (high, low, overhead), df3 (low), db3 (overhead):
  • 3, db3;
  • 34, df3;
  • 341 or 34 db3.
4) f11 (high, low), df3 (low), db3 (overhead):
  • f1, db3;
  • f11 or f1df3.
Dragon breath

No unique mix ups.

Chapter V. Anti airs

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:
BUT: you can't roll through Sub Zero Ice clone

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):
Example from real match (0:19):

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

Meterless midscreen (midscreen to corner)


Inputs:
1) 21, RC, 12, db4, dd1, ji+2, b233, db1, dd1 - 29%
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:
1) 21, f2, df2, 3, df2, f1, db2 - 38%
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%
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%

Dragon Breath

Meterless midscreen

Inputs:

1) 1212, db1, d4, bf4 - 25%;
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%
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%

Chapter VIII. 10.04.2016 patch changes overview


The End!

 
Last edited:
Awesome job, this must have taken a while. I wanted to main Bo' Rai Cho when he came out but I just hate the feel of the character.
 

BigMacMcLovin

B2s and Birdarangs
Good guide, Percimon. Lots of good information included. Your persistence with BRC is admirable because, as much as I wanted to main him, the negatives definitely outweigh the positives in my view so kudos to you, sir.
 

honeybooboo

I speak truth, no lie
Perci is there no legitimate conversion into fart for f3,4 midscreen? Because f3,4 rc 121xxfart is incredibly inconsistent an nonexistent with females
 

Percimon

Sky above, Voice within
Perci is there no legitimate conversion into fart for f3,4 midscreen? Because f3,4 rc 121xxfart is incredibly inconsistent an nonexistent with females
Yeah, you can do only f34, RC, 121, db4 ->... .
I don't know any other ways to extend f34 into usual fart for now... But I think I'll lab it on this weekend
 

Percimon

Sky above, Voice within
In that case perci, whats the most optimal bnb for f3 starter?
I think: f34, RC, f1 (3rd hit cancel), db3 - 22% really easy meterless combo;
after it you can do OTG or safely use Drink (in DM) or safely setup Ground fire (df1 in DB)
 

Marinjuana

Up rock incoming, ETA 5 minutes
What about off ex fart in DM? Corner and midscreen.
For midscreen raw EX farts I like to use:

drink, b233~dd3-3, b233~bf3 (Or the quicker 244 instead of first b233 but it's less damage)

You can also end in db3 for an OTG or safe drink or you can do b23~db1~drink as your ender.

For corner you can go a bunch of different ways, but I typically use something like:

drink, b233~dd3-3, NJP, 21, 21, d1~db1~drink (Definitely not max damage or anything but very viable.)
 
Last edited:

freerf245

11 11 11 11
For midscreen raw EX farts I like to use:

drink, b233~dd3-3, b233~bf3 (Or the quicker 244 instead of first b233 but it's less damage)

You can also end in db3 for an OTG or safe drink or you can do b23~db1~drink as your ender.

For corner you can go a bunch of different ways, but I typically use something like:

b233~dd3-3, NJP, 21, 21, d1~db1~drink (Definitely not max damage or anything but very viable.)
Thanks yo.
 

Thefish

One Drink, Two Drink, Three Drink.. More.
I think: f34, RC, f1 (3rd hit cancel), db3 - 22% really easy meterless combo;
after it you can do OTG or safely use Drink (in DM) or safely setup Ground fire (df1 in DB)


I think the optimal for f34 midscreen is rc b233 db3 27% - 29% from a jip and awesome corner carry. From start position the combo pretty much goes all the way there. If you were to use ex dd4 then your close enough to continue pressure.
 

Percimon

Sky above, Voice within
I think the optimal for f34 midscreen is rc b233 db3 27% - 29% from a jip and awesome corner carry. From start position the combo pretty much goes all the way there. If you were to use ex dd4 then your close enough to continue pressure.
b233 extender whiffs on female characters :(
 

Thefish

One Drink, Two Drink, Three Drink.. More.
Try testing it a little more dude, I'm not very good in general so I find the run cancel hard because it's tiny. Sometimes you barely if not don't notice him run at all. But if you don't do the run cancel the first hit of b233 connects but the rest doesn't (on male or female for me). But if you do a small, short ,fast, run cancel it all connects on anybody.