Fighting Style:
"Dancer Fighting style"
Introduction
“
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Whoa! Your rhythm is a mess! Have you really been practicing?
|
”
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Have you ever wanted to play as Bobby Brown in a fighting game? Well here he is. How did Kaiser Knuckle not succeed? Anyway, he's a somewhat slow, hard-hitting character who's great at space control and mixups.
Strengths |
Weaknesses
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- High damage output, with a reliable ToD in the corner
- Great oki, multiple ways to set up an ambiguous crossup 421K
- Blast Hurricane is a side-indiscriminate reversal that starts combos
- Good at whiff punishing
- Hell Kiss can be annoying for slower characters to deal with
- His DM is a command grab
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- Floaty jump sucks paired with slow divekick
- Wants opponent in the corner, but can't actually apply much pressure in neutral without committing
- Blast Hurricane is easy to safejump and may get blocked if you react late
- Poor guard cancels give him a hard time effectively punishing some characters
- Easy to restand - Boggy's juggle hurtbox is higher than other characters so you can time most 2LKs and 2MKs like a meaty
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Stats
Forward walk speed
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Backward walk speed
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Prejump
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Jump length
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Backdash length
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Backdash distance
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Defense
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Stun
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2.750000
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2.062500
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4 frames
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37 frames
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1-11 invulnerable, 12-15 vulnerable
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80px
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4032
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512
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Normals
Standing
5LP
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Damage
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Stun
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Startup
|
Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
|
-
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32
|
1
|
6
|
4
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+3
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+1
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HL
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N
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-
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Reset
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A quick, chainable slap that works as an emergency anti-air.
Crouched by Kazuya, Barts (Crouch blocks it), Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco, Azteca
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n.5LP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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32
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1
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5
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5
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+3
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+1
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HL
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Y
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-
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Reset
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Boggy raises an arm. Great anti-air hitbox and chainable, but the range limits it somewhat.
Crouched by everyone except Gonzales.
Max activation range is 54px
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5MP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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96
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6
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4
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6
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+8
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+6
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HL
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N
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-
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Reset
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Boggy steps forward and extends his arm like he’s saying “hold this”. An odd normal with lots of frame advantage, though he gets the same combos from 5MK.
Crouched by Wulong, Liza (crouch blocks it)
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n.5MP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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64
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6
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6
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6
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+6
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+4
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HL
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N
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-
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Reset
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Boggy strikes a pose, hitting high up on both sides. This is an anti-air and funky anti-crossup tool, though it can trade. For grounded opponents, use n.5MK instead.
Crouched by Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco
Max activation range is 70px
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5HP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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128
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8
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8
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14
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±0
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-2
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HL
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N
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-
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Reset
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A slow, short range turning push. Wait, this is a heavy button? It can work as an anti-air, but you have quicker and more reliable options.
Crouched by Barts (crouch blocks it), Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco
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n.5HP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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64+64
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5
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3+10
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8
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+1/+4
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-1/+2
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HL
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Y/N
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-
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Reset, KD if both hit
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A two-hit elbow smack that’s cancelable on the first hit, and a frame faster than n.5MP/MK. It's also safe on block if you don’t cancel it, and makes an incredible meaty with 10 active frames. Use it after 2HK xx 421K.
Crouched by Gekkou, Wulong, Lihua, Liza, Marco
Max activation range is 58px
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5LK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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32
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1
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7
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4
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+2
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±0
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HL
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N
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-
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Reset
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A surprisingly active poke that works as Boggy’s actual jab, as it has more range than 5LP and can’t be crouched. Chaniable.
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n.5LK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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32
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1
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6
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4
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+3
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+1
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HL
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Y
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-
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Reset
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A quick, chainable knee attack. Not particularly notable, but it can't be low profiled.
Max activation range is 54px
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5MK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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64
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6
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6
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6
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+6
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+4
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HL
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N
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-
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Reset
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A sideways kick with good frame advantage. It’s got a good hitbox, so it’ll beat out similar pokes like Barts 5MK at max range. If close, you can link into 2HP/2MK/2HK.
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n.5MK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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64
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6
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6
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6
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+6
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+4
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HL
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Y
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-
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Reset
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Your close button of choice due to its frame advantage, allowing for links. Reaches lower than n.5MP.
Max activation range is 54px
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|
5HK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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32+128
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4
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2+8
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15
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-3/-1
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-5/-3
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HL
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N
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-
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Reset, KD if both hit
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Boggy does a high-angled kick. Ok anti-air, it also has an early hitbox that’s actually pretty good in its own right.
Second hit crouched by Barts (crouch blocks it), Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco
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n.5HK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
|
128
|
7
|
10
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12
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±0
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-2
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HL
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N
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-
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Reset
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Boggy kicks straight upward. While niche, it’s consistent at hitting people directly above you with less startup than 28K.
Crouched by Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco
Max activation range is 48px
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Crouching
2LP
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Damage
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Stun
|
Startup
|
Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
|
Juggle
|
-
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32
|
1
|
5
|
4
|
+4
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+2
|
HL
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Y
|
-
|
Reset
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Generally outclassed by buttons like 5LK and 2LK, but it's still a chainable jab with 1f startup.
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|
2MP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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32
|
3
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1/6
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9
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+2
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±0
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HL
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Y/N
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-
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Reset
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Boggy raises the roof. Excellent far anti-air due to its speed and height. The initial hitbox is cancelable and has its niche in combos, notably going in the wall or corner with 2147K single-hit juggles.
Crouched by Barts (crouch blocks it), Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco
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2HP
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Damage
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Stun
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Startup
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Active
|
Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
|
Juggle
|
-
|
128
|
4
|
10
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14
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-2
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-4
|
HL
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N
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-
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Reset
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A useful punish tool and decent poke thanks to its fast startup and generous active frames. It’s also possible to link into this from 5MK, turning a low-commitment poke into bigger damage than most characters.
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|
2LK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
|
Juggle
|
-
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32
|
1
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5
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5
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+3
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+1
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L
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Y
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-
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Reset
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A generic chainable 2LK. While it’s got less range than you’d expect from Boggy, it pulls his hurtbox back.
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2MK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
|
Juggle
|
-
|
64
|
4
|
6
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8
|
+4
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+2
|
L
|
Y
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-
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Reset
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Boggy does the splits. This is another good poke and combo filler that combos into 2147K from any range.
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2HK front hit front hit back hit back hit
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
|
128
|
4
|
6(8)5
|
6
|
KD
|
-5/+9
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L
|
Y/N
|
-
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KD
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Boggy’s sweep is the fastest in the game (tied with Gekkou 2MK if you count it), and has the bonus of hitting behind him. On hit you can set up an ambiguous crossup by canceling into 421K (easy), or 2147K twice (hard).
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Jumping
j.LP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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32
|
2
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Until landing
|
-
|
-
|
-
|
H
|
-
|
-
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Reset
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Good jumping jab, reaches a bit lower than most which is good considering Boggy’s slower jump.
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|
j8.LP
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
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Block Advantage
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Guard
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Cancel
|
Invuln
|
Juggle
|
-
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32
|
2
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Until landing
|
-
|
-
|
-
|
H
|
-
|
-
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Reset
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Reaches much higher than Boggy’s other jumping buttons, so it’s his most reliable air-to-air.
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j.MP neutral jump is identical neutral jump is identical
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Damage
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Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
4
|
18
|
8
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Interesting button that’s sort of an air to air and a jump-in at specific spacings. Up close it can lose because of the hurtbox on Boggy’s legs.
Due to a bug, recovery frames 9-17*/Total frames 31-40* are invulnerable. This means you'll hardly see it unless out of an air reset.
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j.HP neutral jump is identical neutral jump is identical
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
8
|
8
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Another air-to-air with a generous hitbox. Good for smacking people out of trying to stuff 421K.
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j.LK neutral jump is identical neutral jump is identical
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
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Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Good jump-in due to the disjoint. It’s possible to cross up with this, but kind of finicky. Can instant overhead Gonzales.
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|
j.MK neutral jump is identical neutral jump is identical
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
4
|
18
|
8
|
-
|
-
|
H
|
-
|
-
|
Reset
|
A quicker air-to-air than either version of j.HK with similar range.
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|
j.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
8
|
10
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Funky dropkick that hits the lowest of Boggy’s air normals, making it a solid jump-in at a distance.
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|
j8.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
8
|
6
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Boggy’s longest air-to-air button, it also hits a bit higher than j.MK, but lower than his punches.
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|
Head Dive j.2LK+MK+HK
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
28
|
16
|
1 landing*, 38~44 (hit/block)
|
-
|
-
|
H
|
-
|
-
|
KD
|
Boggy dives with his head, that's pretty unique. The long startup might is bad, but it descends quickly, and he has a pseudo-divekick on 421K to mix up with.
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|
Throws
Elbows 4/6MP Max range 48 px Max range 48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Boggy’s hold is useful for keeping them in the corner, but not much else.
|
|
Throat Toss 4/6HP Max range 48 px Max range 48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Boggy tosses the opponent across the screen with one hand. You can use 421HK to immediately set up a crossup.
|
|
Special Moves
Blast Hurricane 28K
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LK
|
-
|
128
|
13
|
12
|
20
|
KD
|
-12
|
HL
|
-
|
1-16F
|
Y
|
MK
|
-
|
128+32
|
12
|
4+4
|
26
|
KD
|
-11
|
HL
|
-
|
1-12F
|
Y
|
HK
|
-
|
128+32+32
|
14
|
4+6+6
|
30
|
KD
|
-18 (2nd hit)
|
HL
|
-
|
1-14F
|
Y
|
Boggy’s wild reversal attack, with generous invulnerability and vertical reach. It launches, and the LK version is preferred for its better invuln frames. The MK version might be safer, but leaves you closer and the second hit whiffs on all crouching characters but Boggy, Barts, and Gonzales. The HK version… doesn’t juggle fully, only landing 2 hits unless they’re high enough.
You can loop these in the corner, and resetting into 28LK/MK is usually inescapable. The only downside is the slow startup, which makes it easy to safejump. It’s also susceptible to very low profiles (Genroudan, Wulong 3HK).
|
|
Storm Dancer 41236K Boggycopter Boggycopter
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LK
|
-
|
128 per hit
|
5
|
[2(6)]x3, 2
|
50
|
KD
|
-56
|
HL
|
-
|
1-5F
|
Y, KD hit 3/4
|
MK
|
-
|
128 per hit
|
5
|
[2(6)]x5, 2
|
56
|
KD
|
-78
|
HL
|
-
|
1-5F
|
Y, KD hit 5/6
|
HK
|
-
|
128 per hit
|
5
|
[2(6)]x7, 2
|
60
|
KD
|
-102
|
HL
|
-
|
1-5F
|
Y, KD hit 7/8
|
This move does a ton of stun and makes a solid combo ender if you’re in range, as it takes some time to get moving. It moves slowly so not every hit connects, but 41236HK consistently nets more hits so it’s the best version.
All versions are invulnerable for startup but not active frames, which can work out as a faster anti-air as you can follow up on trades. Be careful, as they’re all ridiculously unsafe, but it can clip you if you’re standing after blocking, so keep crouching for a bit.
See examples here, courtesy of Zar.
|
|
Wheel Spin 2147K
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LK
|
-
|
128+128
|
9
|
3/3+3/3
|
29
|
KD
|
-15
|
HL
|
-
|
-
|
Y/KD
|
MK
|
-
|
128+128
|
9
|
3/3+3/3
|
29
|
KD
|
-15
|
HL
|
-
|
-
|
Y/KD
|
HK
|
-
|
32+32+128
|
9
|
3+3+3/3
|
29
|
KD
|
-15
|
HL
|
-
|
-
|
Y/Y/KD
|
Boggy does the splits and spins while facing the camera. Another reliable combo ender and occasional extender, it connects from further out than 41236K and does more damage in exchange for stun. Heavier versions move forward a bit more, so you usually want to stick to 2147MK for combos. It somehow outdamages 2147HK, but only if it gets both hits.
It has a handful of other uses, since it’s instantly airborne. You can use it for an ambiguous crossup, since it’ll go over someone with an active hitbox while knocked down. It can also be used to go over fireballs.
|
|
Risky Step 421K
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LK
|
-
|
64
|
23
|
13
|
4 landing/45+ on block
|
KD
|
-25 at best
|
HL
|
-
|
-
|
KD
|
MK
|
-
|
64
|
25
|
17
|
4 landing/45+ on block
|
KD
|
-25 at best
|
HL
|
-
|
-
|
KD
|
HK
|
-
|
64
|
27
|
20
|
4 landing/45+ on block
|
KD
|
-25 at best
|
HL
|
-
|
-
|
KD
|
Boggy’s pseudo divekick, this starts with what looks like his neutral jump and can catch people off guard. Heavier versions have more startup and travel further horizontally. Its main use is to make people think twice about throwing fireballs, even being able to escape fireball traps as a guard cancel. It also can set up a crossup due to its short recovery landing recovery.
Funnily fills the opponent’s crush meter on hit.
|
|
Hell Kiss 236P Baeee~ Baeee~ "Why is that an anti-air" dunno lol "Why is that an anti-air" dunno lol
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
All
|
-
|
128 (kiss) 224 (shrug)
|
9
|
1(27)10
|
9
|
Stun/KD
|
-28/+1
|
HL
|
-
|
-
|
Reset/Y
|
Boggy blows a kiss which stuns on grounded hit or resets on air hit. Then he shrugs, which is a launcher for some reason. The heart is incredibly slow-moving and travels in a wave, so it can be tricky to avoid. There’s a 9-frame gap between the kiss and the shrug, so everyone can punish him if they block it.
Travel time is 30 for LP, 40 for MP, 50 for HP so there's no real reason to use anything but 236HP.
Note that this “stun” state isn’t affected by mashing and lasts 60 frames, plus ~14 frames of hitstop (the game slows down on projectile hit).
Projectile crouch: Everyone crouches its lowest point, except Barts holding 1 and Gonzales
Shrug crouch: Kazuya, Barts (crouch blocks it), Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco
|
|
Desperation
Dead Dance 6321412HP+HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
A command grab where Boggy dances wildly before striking a pose, shocking the opponent. It has good range and does a lot of damage, and you can combo this off various pokes. It complements Boggy’s game nicely, although the motion is tricky to do quickly.
|
|
Combos
Midscreen
- 5MP/5MK/n.5MK 2HP/2HK
- 2HK stops connecting about a character length away
- 2x any LP/LK or n.5MP/n.5MK/2MK/n.5HP xx 41236HK
- Stuns 512 and below, n.5HP xx 41236HK doesn't connect on Wulong
- 2MK xx 2147K
- From further distances, 2MK 2147K falls out on everyone except for Gonzales