Dan-Ku-Ga/Boggy

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Fighting Style:
"Dancer Fighting style"

Introduction

Whoa! Your rhythm is a mess! Have you really been practicing?

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
  • 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
  • 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


Stats

Forward walk speed Backward walk speed Prejump Jump length Backdash length Backdash distance Defense Stun
2.750000 2.062500 4 frames 37 frames 1-11 invulnerable, 12-15 vulnerable 80px 4032 512


Normals

Standing

5LP
DKG boggy 5LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 1 6 4 +3 +1 HL N - Reset

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

n.5LP
DKG boggy nLP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 1 5 5 +3 +1 HL Y - Reset

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

5MP
DKG boggy 5MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 96 6 4 6 +8 +6 HL N - Reset

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)

n.5MP
DKG boggy nMP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 64 6 6 6 +6 +4 HL N - Reset

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

5HP
DKG boggy 5HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 8 8 14 ±0 -2 HL N - Reset

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

n.5HP
DKG boggy n5HP 1.png
DKG boggy n5HP 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 64+64 5 3+10 8 +1/+4 -1/+2 HL Y/N - Reset, KD if both hit

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

5LK
DKG boggy 5LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 1 7 4 +2 ±0 HL N - Reset

A surprisingly active poke that works as Boggy’s actual jab, as it has more range than 5LP and can’t be crouched. Chaniable.

n.5LK
DKG boggy nLK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 1 6 4 +3 +1 HL Y - Reset

A quick, chainable knee attack. Not particularly notable, but it can't be low profiled.
Max activation range is 54px

5MK
DKG boggy 5MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 64 6 6 6 +6 +4 HL N - Reset

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.

n.5MK
DKG boggy nMK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 64 6 6 6 +6 +4 HL Y - Reset

Your close button of choice due to its frame advantage, allowing for links. Reaches lower than n.5MP.
Max activation range is 54px

5HK
DKG boggy 5HK 1.png
DKG boggy 5HK 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32+128 4 2+8 15 -3/-1 -5/-3 HL N - Reset, KD if both hit

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

n.5HK
DKG boggy n5HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 7 10 12 ±0 -2 HL N - Reset

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

Crouching

2LP
DKG boggy 2LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 1 5 4 +4 +2 HL Y - Reset

Generally outclassed by buttons like 5LK and 2LK, but it's still a chainable jab with 1f startup.

2MP
DKG boggy 2MP 1.png
DKG boggy 2MP 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 3 1/6 9 +2 ±0 HL Y/N - Reset

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

2HP
DKG boggy 2HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 4 10 14 -2 -4 HL N - Reset

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.

2LK
DKG boggy 2LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 1 5 5 +3 +1 L Y - Reset

A generic chainable 2LK. While it’s got less range than you’d expect from Boggy, it pulls his hurtbox back.

2MK
DKG boggy 2MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 64 4 6 8 +4 +2 L Y - Reset

Boggy does the splits. This is another good poke and combo filler that combos into 2147K from any range.

2HK
DKG boggy 2HK 1.png
front hit
front hit
DKG boggy 2HK 2.png
back hit
back hit
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 4 6(8)5 6 KD -5/+9 L Y/N - KD

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).

Jumping

j.LP
DKG boggy jLP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 2 Until landing - - - H - - Reset

Good jumping jab, reaches a bit lower than most which is good considering Boggy’s slower jump.

j8.LP
DKG boggy j8LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 2 Until landing - - - H - - Reset

Reaches much higher than Boggy’s other jumping buttons, so it’s his most reliable air-to-air.

j.MP
DKG boggy jMP.png
neutral jump is identical
neutral jump is identical
Damage Stun Startup Active Recovery 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.

j.HP
DKG boggy jHP.png
neutral jump is identical
neutral jump is identical
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.

j.LK
DKG boggy jLK.png
neutral jump is identical
neutral jump is identical
Damage Stun Startup Active Recovery Hit Advantage 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.

j.MK
DKG boggy jMK.png
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.

j.HK
DKG boggy jHK.png
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.

j8.HK
DKG boggy j8HK.png
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.

Head Dive
j.2LK+MK+HK
DKG boggy j2KKK.png
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.

Throws

Elbows
4/6MP
DKG boggy Throw range.png
Max range 48 px
Max range 48 px
DKG boggy MPThrow.png
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
DKG boggy Throw range.png
Max range 48 px
Max range 48 px
DKG boggy HPThrow.png
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
DKG boggy 28K 1.png
DKG boggy 28K 2.png
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
DKG boggy 41236K 1.png
Boggycopter
Boggycopter
DKG boggy 41236K 2.png
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
DKG boggy 2147K 1.png
DKG boggy 2147K 3.png
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
DKG boggy 421k.png
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
DKG boggy 236P 1.png
Baeee~
Baeee~
DKG boggy 236P 2.png
"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
DKG boggy SpThrow.png
DKG boggy Super.png
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
        • n.5MK 2MK xx 2147K/6321412HP+HK
          • Meaty n.5HP 2HK
          Allows you to loop by canceling 2HK into 421LK/MK for ambiguous crossup

          j.LP/LK/MK 2MK xx 41236HK

          Stuns everyone but Gonzales, j.MP 2LK works too. j.MP 2MK/n.5MK/n.5MP stuns Gonzales
          Doesn't work against Wulong

          j.HP/HK 41236HK

          Stuns everyone
          • 28LK 2HP/2HK
            • 28MK 2147MK/HK or microwalk 41236HK
              • 236P (anti-air) 2147MK (hit 1) 28MK 2147MK (both hits)
              Stuns everyone. You can also skip the 28MK and stun everyone but Wulong, Azteca, and Gonzales

              Wallbreak

              • 28LK n.5MK/2MP/2MK xx 2147MK
              Only 2MP is fast enough to set up 2147MK hit 1 extensions. 28LK [2MP xx 2147MK (hit 1)]x2 n.5MK xx 2147MK (both hits) will stun everyone
              • 28LK 28LK 28MK 2147MK
              Needs to start slightly away from the wall, stuns everyone but Gonzales
              • 28LK n.5MK/2MK (reset) 28MK 2147MK/41236HK
              This setup stuns if you start with 28MK and end in 2147MK, but becomes escapable due to an earlier wallbreak
              • 28MK 28MK 2147MK or 41236HK


              Corner-only

              • 28LK n.5MK/2MK (reset) xx 28LK(x3) 2147LK/MK (stun) 236P 28LK(x2) 2147MK
              ToD off inescapable reset into stun. You can also just loop the 28LK 2MK (reset) xx 28LK, or do 28LK 2MK (reset) xx 28LK(x2) 28MK 28LK(x2)
              Inescapable by Kazuya, Barts, Lihua, Liza, J.McCoy, Marco, Gonzales. Combos on Boggy and Azteca (2MK restands vs Boggy but n.5MK works). Gekkou can j.LP, Wulong can divekick
              28MK is inescapable, though
              • 28LK n.5HP/n.5MK/2MK (reset) xx 28MK 28LK(x3) (stun)

              • 28MK 28MK 28LK n.5HP/2MK/n.5MK xx 2147MK
              True combo off 28MK that stuns even Gonzales

              Strategy

              Generally, point blank 2HK xx 421LK will stay in front while 421MK/HK will cross up, but at a distance use 421LK/MK to stay in front or HK to cross up.
              For example, after 2HK xx 421K, you’re auto-timed for a meaty n.5HP. That meaty will push them back to a distance where 2HK xx 421MK stays in front while 421HK crosses up, letting you loop it.


              General
              FAQ
              Controls
              HUD
              Mechanics
              Esoterics
              Characters
              Kazuya
              Barts
              Gekkou
              Wulong
              Lihua
              Liza
              J. McCoy
              Boggy
              Marco
              Gonzales
              Azteca