Dr. Bosconovitch top 10 moves

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Paranormal Oreo
1st Dan
Joined: Jul 2011
Posts: 17
From: USA Illinois
XBL: Paranormal Oreo
#1 “Quote” Edit Post
No order:
Joined: Aug 2006
Posts: 124
From: Venezuela
PSN: RealTyraxTK
#2 “Quote” Edit Post
1- db+2
2- df+1
3- db+4
4- b+1+2
5- PND 4
6- PND 2
7- fff+1+2
8- b+3+4~PND
9- ws+1 BT
10- b+4

I think the universal momentum killer should be there (db+1), but it's too generic to be included in the list
Signature You ask me if I have a god complex? Let me tell you something... I AM GOD.
[Ogre] [AncientOgre] : Main
: Secondary team
Bottom Tier Hero
Joined: Jan 2000
Posts: 10071
From: USA California
PSN: BrahmaDDT
#3 “Quote” Edit Post
-d/b+2: Launch on CH, good frames on normal hit, safe on block and you can b+1+2 parry i10 jab retaliation after. Crushes on start. Pretty solid all around move.

-b+1,2: This is solid as a i12 punisher, goes into MAD mixup.

-f,f+3+4: Has a pretty ridiculous hitbox and moves forward fast. Great for catching sloppy backdash and just to throw out occasionally.

-f,f+2,1: First hit is a homing mid, NC, both hits punishable on block, though not severaly.

-d/f+2: He kinda has to use this for damage.

-f+1+4: covers a lot of forward ground. Safe.

-d/b+4: Good range and quick. This has been my go to low.

-f,f+4: Mid combo starter that is tough for some people to punish.

-d+1+2: Mid that's +4 on block, but a little on the slow side. W!

-d+2: good range fairly quick mid that gives good frames on hit, grounds on CH and is safe on block.
Signature Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.

Joined: Jan 2000
Posts: 2943
From: USA California
#4 “Quote” Edit Post
While I am sure my opinions will change down the line, it'll be interesting to see how much it will change as I learn more about his style.

d/f+2 - wish it had more range

d/b+1,2 - the optional last hit adds good range

f,f,f+1+2 - closes space real well with amazing range

f,f+3+4 - nice back roll catch

f,f+4>2 - very good all around mid

d+4 into MAD - instant 50/50 starter

d+3+4 into ZEN - excellent high crush into options/whiff punishment

MAD 2 - the stance would be too risky without this unstoppable mid that can't be launched on block

b+3+4~PND 4 - good spacing tool for whiff punishing (use ~PND 2 instead to counter strings)

b+1+2 - guaranteed damage to aggressive punch pokers; huge capture window, which is good and bad. Use conservatively.

Last edited by shauno on Nov 19th, 2012 at 18:02

Signature "Practice makes improvement - you can never be perfect"

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