Dr. Bosconovitch Move List

Notes The stance column indicates which stance Dr.B is in after a move. No entry in the stance column equals default standing up stance, stances after throws are marked in the properties column.
Dr. Bosconovitch has some very unique move properties such as Fall Back, Electric Fall Back, Electric Fall Fake and Bad Stomach. Most of his moves result in a FB afterwards, simply holding of tapping forward after moves will prevent Dr. Bosconovitch from falling down all the time. If you hold Left Kick before the fight screen loads you will aways start the match standing up.

Grappling Arts

Command Throw Name Type Damage Escape Properties
Bad Stomach or BDS is 1+4
f,f+4 Dr. Frankensteiner Front 15,18 None FB #1
KND (f,f_b,b), b+1+2 Stone Head Front 33 1+2 FB
SLD (f_b), b+1+2 Stone Head Front 33 1+2 FB
FCD b, b,b+1+2 Stone Head Front 33 1+2 FB
1+2 (Parry) 3+4 Rolling Powerbomb Crouch 37 None FB
1+2 (Parry) 1+2 Irish Whip Front 10 1+2 FB #2
BDS 1+2 Arm Takedown Left 45 1 FB
BDS 1+2 Trip Up Right 40 2 FB
BDS 1+2 Atomic Drop Back 60 None FB
Foot Notes #1 Only works against a standing opponent.
#2 Can be followed up with Multi Throw Arts.

Multi Throw Arts

Command Throw Name Type Damage Escape Properties
Bad Stomach or BDS is 1+4
BDS 1+2 Irish Whip Front 10 1+2 FB
 = 2,2,1+2  = Elbow Drop 21 - FB
   = 1+4    = King Step - -
     = 2,1,3,4      = Running Bulldog 38 - FB
   = 1+2    = Cartwheel 0 - SLD
     = 3+4      = Taunt Doc - Panik Charge 0 - #1
       = 1+2        = Shoulder Ram 50 - FB
   = 3+4    = Running Head Dive 10 - FB
Foot Notes #1 Links into Panik Charge attack strings.

Special Arts

Command Move Name Stance Damage Hit Range Properties
1,2 One Two Punch 4,10 mm
u/f+1 Thunder Old Fist EFB 25 m #1 JG
 = d  = EFB Cancel - Low Parry FB - -
f,f+1 Panik Jab FB 13 m MSc #2
f,f+1<4<3<2<1 Jam Combo EFB 13,8,10,12,13 mLLmm FS #3
f,f+1<4<3,3,3,2<1 Panik Jam Combo EFB 13,8,10,10,7,12,13 mLLLLmm FS #3
d/f+1,2 Old Pistons FB 8,21 mm JG
f,f+1+2 Steel Dive SLD 27 M
2~1 Panik Doctor FB - -
u/f+2 Wind Old Fist FB 15 h JG #6
f,f+2 Jack Tamer FB 20 m CSc
f,f+2 (vs Gun Jack) Jack Tamer 24 m CH
 = N  = Dark Greeting Reversal EFF 32 ! CH
 = ~u  = Remote Control Giga Stomp FB - - CH
 = ~d  = Fall Back FB - - CH
f,f,N+2 Elbow Rush FB 8 m
f,f,N+2 Elbow Warp FB 9,5 m CH
 = f,f  = Taunt Doc FB - -
 = 1+2  = Mind Warp PLD 25 M
 = 3  = Pig Leg FB 20 M
SS+2 Gut Stun Punch FB 18 m DSc
 = 1  = Spinning Old Fist FB 25 m
3,4 Low Spin Kick - Shin Kick 12,7 LL
f,f+3 Slash Kick FB 30 m GB
f,f,N+3 Paniksmoka KND 25,28 mM
D/B+3,4,3,4,3,4 Dr. Kossak Kicks FB 15,12,10,12,12,12 LLLLLL #7
f+3+4 Trip Slide PLD 17 M #8
f,f+3+4 Belly Flop SLD 30 M GB
3+4 Panik Charge - -
 = u/f+1  = Stagger Old Fist EFB 25 m
 = u/f+1,3,3,3,3  = Panik Old Fist Chain FB 25,20,10,10,10 mmmmm
 = ~B  = Shadow Legs (up to 4 sets) EFF - -
   = 3    = Overhead Crescent FB 28 h
   = 4    = Disgrace Kick FB 21 h GB
b+3+4 Reverse Panik Charge BT - -
 = ~B_~F  = Shadow Legs (up to 4 sets) EFF - -
   = 3    = Summer Kick FB 25 m
   = 4    = Winter Kick FB 21 h JG
f,f+4 Frankenstainer SLD 21 M
d+4 Slicer FCD 10 L
1+2 High & Mid Punch Parry EFF - -
 = 1+2  = Irish Whip FB 10 Throw #5
 = 3+4  = Rolling Power Bomb FB 37 Throw #5
d+1+2 Low Parry - -
1+4 Bad Stomach SLD - -
b+1+4 Guard Breaker KND 0 !
f High CH Right Kick Reversal EBF 45 - #9
d+3+4 Resting Doctor - -
 = 3_4  = Skidding Doctor - - #4
   = u_b_f    = Stand Up - -
Foot Notes #1 Apart from cancelling the EFB, this also cancels recovery frames allowing for immediate attacks.
#2 Causes enough stun for a guaranteed Thunder Old Fist.
#3 Stun occurs 2nd to last hit.
#4 Will teleport behind the opponent when coming close. Cause small amount of damage when skidding fast.
#5 Only after a succesfull Punch Parry.
#6 EFF instead of FB if the move whiffs the opponent.
#7 If only executing 1 Dr. Kossak Kick EFF will occur.
#8 If the slide is blocked it results in 7 Guard Damage POints and Dr. Bosconovitch will be PLD.
#9 Tap input f at the moment of a high counter hit right kick impact, Dr. Bosconovitch receives 27 damage.

Back Turned Arts

Command Move Name Stance Damage Hit Range Properties
f,f Back Turned Dash BT - -
f,f+1 Dragon Back Blow FB 15 m OB
1+2 Mind Blast PLD 25 M
b+1+2 Mind Blast Away KND 25 M
3+4 Reverse Panik Charge BT - -
 = ~B_~F  = Shadow Legs (up to 4 sets) EFF - -
   = 3    = Summer Kick FB 25 m
   = 4    = Winter Kick FB 21 h JG

Slide Position Arts

Command Move Name Stance Damage Hit Range Properties
Face Down & Feet Away
1_2 Turn Over PLD - -
u_d Roll Over PLD - -
f Forward Roll PLD - -
 = f+1+2  = Head Dive EFB 15 M GB
   = ~b+1+2    = Mind Warp KND 25 M
b Backward Roll FB - -
 = f+1+2  = Head Dive EFB 15 M GB
   = ~b+1+2    = Mind Warp KND 25 M
3 Low Kick Rise 7 l
3+4 Trip Slide PLD 15 L #1
4 Mid Kick Rise 10 m
Foot Notes #1 Dr. Bosconovitch will be KND if the slide is blocked or hits from a far range.

Face Down Position Arts

Command Move Name Stance Damage Hit Range Properties
Face Down & Feet Towards
1_2 Turn Over KND - -
u_d Roll Over KND - -
f Forward Roll FB - -
 = 1+2  = Mind Warp PLD 25 M
b Backward Roll FCD - -
 = f+1+2  = Mind Warp PLD 25 M
3 Trip Kick Rise 7 l JG
4 Spinning Crescent Lunge FCD 18 m

Knockdown Position Arts

Command Move Name Stance Damage Hit Range Properties
Face Up & Feet Towards
F_B Doctor Scoot KND - -
u_d Roll Over PLD - -
f,f Forward Doctor Roll SLD - -
 = 4  = Falling Heel KND 16 M #1
 = f+1+2  = Head Dive EFB 15 M GB
b,b Backward Doctor Roll FB - -
 = f+1+2  = Head Dive EFB 15 M GB
3<3 Rolling Kicks FCD 7,30 lm
3+4 Hop Up SLD 20 m
 = ~b Knock Down Position KND - -
 = ~d Stand Up - -
 = d+3+4 Trip Slide PLD 15 L #2
4,3,4,3,4 Roger Kicks 0,10,10,10,17 !mmmm #3
4,4,3,4,3,4 Side Roll Roger Kicks 0,10,10,10,17 !mmmm #3
1+2+3+4 Grounded Ki Charge KND - -
Foot Notes #1 Dr. Bosconovitch take 10 damage points if the move whiffs.
#2 Dr. Bosconovitch will be KND if the slide is blocked or hits from a far range.
#3 After any Right Kick Hold ~B to roll bacl and stand up.

Play Dead Position Arts

Command Move Name Stance Damage Hit Range Properties
Face Up & Feet Away
F_B Doctor Scoot PLD - -
u_d Roll Over SLD - -
f,f Forward Doctor Roll FB - -
 = 1+2  = Mind Warp PLD 25 M
f,f+3+4  Rolling Kangaroo Kick EFB 25 m
 = ~1+2  = Mind Warp PLD 25 M
b,b Backward Doctor Roll FCD - -
 = f+1+2  = Mind Warp PLD 25 M
3+4 Kangaroo Kick EFB 21 m
1+2+3+4 Grounded Ki Charge PLD - -

Fall Back Arts

Command Move Name Stance Damage Hit Range Properties
u/f_f_d/f Fall Back Cancel - - #1
d_2 Fast Fall Back KND - - #2
U Doctor Bounce KND 27 M #2
1+2 Panik Doctor FB - -
3+4 Flip Flop KND 25 m
Foot Notes #1 Since Dr. Bosconovitch cannot jump or crouch you can use u/f and d/f to buffer basic and special move during FB.
#2 Can also be executed while Back Turned in that case Dr. Bosconovicth will end up PLD.

Electric Fall Back Arts

Command Move Name Stance Damage Hit Range Properties
u/f_f_d/f Fall Back Cancel - - #1
U Doctor Bounce KND 27 M #2
1+2 Panik Doctor FB - -
3+4 Flip Flop KND 25 m

Unblockable Arts

Command Move Name Stance Damage Hit Range Properties
b+3+4, U Super Doctor PLD 48 [!]
KND 1_2 Doctor Breath KND 3 [!]
PLD 1_2 Doctor Breath PLD 3 [!]
b+1+2 Bio Reactor 10,10,10,10... ! #1
Foot Notes #1 Will continue to inflict damage unless it's escaped with 3+4.

String Hit Arts

Command Hits Damage Hit Range
3+4 - -
 = u/f+1,3,3,F+3,3,3,3,3,3,3 20 25,20,10,10,10,15,10,10,10,10 mmmmmhmmml
   = 4,4,4,3,3,3,3,3,2,1 10,10,10,10,10,10,10,7,12,13 hhhLLLLmm

True Stance Arts

Command Move Name Stance Damage Hit Range Properties
Foot Notes True Stance could very will be Dr. Bosconovitch most mysterious ability and also the hardest to execute. True Stance refers to the fact that Dr. Bosconovitch will walk straight up instead of his usual crouched stance. During True Stance you can execute all of Heihachi's moves, throws, unblockable and string hit arts. Some moves require you to do them right at the moment of entering True Stance and cannot be done while walking in True Stance. There are two ways of entering True Stance. True Stance will end after doing a Heihachi move or when you stop walking forward.

While getting hit by a low kick in an attack string you will see Dr. Bosconovitch stand up straight for just a frame or so. At that time you tap f to enter True Stance and hope the next hit doesn't connect. You can also buffer moves using the f tap as the first command of Heihachi's crouch dash moves for example.

A second way to enter True Stance if from Back Turned Position. Hold B you will see Dr. Bosconovitch stand straight up for just a frame or so while turning around, at that time he is in True Stance and can execute some of Heihachi's moves. Crouch dash moves are no possible from this True Stance starter.

Don't give up to easy on the True Stance. It is extremely hard to do. You can see an example of each method in the Tekken 3 Dr. Bosconovitch Combo Exhibition movies.