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BOSCONOVITCH
GENERAL NOTES
Dr. Gueppetto Bosconovitch is a PSX exclusive hidden character. To unlock him you must either beat "Tekken
Force" mode four times or fight a total of 250 battles in "VS" mode.
There are two available outfits for this character: the main one (lab coat and brown slacks) can be selected by
pressing either LP or RP; the alternative one (modified Yoshimitsu armor with no helmet) can be selected by
pressing either LK or RK.
Dr. B. became a playable character for the first time in the PSX version of "Tekken 3" with his surname changed
from "Bosconovitch" to "Boskonovitch" for unknown reasons. This was latter changed back after he returned in
"Tekken Tag Tournament 2" domestic version.
This character has very little in common with the rest of the roster; for instance, he cannot walk, crouch or jump
the way other characters do. Because of this, Dr. B. is still a mystery to many veteran players, and is widely
considered to be the biggest challenge in "Tekken 3", both in learning and using him efficiently.
Dr. Bosconovitch is not exactly standing or crouching in his default standing position, but something in the
middle. This makes him less vulnerable to many high attacks, throws and even certain mid attacks, some of
which will hit or miss depending on his breeding animation. Thats right, some moves can only hit Dr. B. while
he is a little bit higher during his stand animation.
GRAPPLING TECHNIQUES
AGAINST A FACING FORWARD OPPONENT
1 NECK BREAKER
+ 30h []
2 POWER BOMB
+ 30h []
3 DR. FRANKENSTEINER
+ 10h [ + ]
st
, , + 21M
4.1A STUN CANCEL
In practice or in any 1 vs 1 combat mode: [CF into ST-FDFT] /CF into ST-FD-FA/. In "Tekken Ball" or in "Tekken
Force" if OP is sent to a corner beyond Dr. B's reach: [CF
into FD-FA].
4.1B CARTWHEEL
+
4.1B-1 TAUNT DOC
[PC] /FD-FT/.
+
4.1B-1.1 PANIK CHARGE
NOTHING(15
M!
+ 50H!
+
4.1C-1 RUNNING BULLDOG
, , , 38
+ 10m
5 HIDDEN IRISH WHIP
+ + 10h [ + ]
From "Full True Stance".
, , + 21M
5.1A STUN CANCEL
In practice or in any 1 vs 1 combat mode: [CF into ST-FDFT] /CF into ST-FD-FA/. In "Tekken Ball" or in "Tekken
Force" if OP is sent to a corner beyond Dr. B's reach: [CF
into FD-FA].
5.1B CARTWHEEL
+
5.1B-1 TAUNT DOC
[PD] /FD-FT/.
+
4.1B-1.1 PANIK CHARGE
NOTHING(15
+ 50H!
5.1C KING STEP
M!
, , , 38H
5.1D RUNNING HEAD DIVE
+ 10m
6 STONE HEAD
+ + 33h [ + ]
After "Backward Roll" or "Forward Roll" from any grounded position.
+ 37l [ + ]
[DD] /FD-FA/.
[]
[]
:
Follows "Thunder Old Fist". Input the command right after landing.
2.1 FOCUS
NOTHING
After a successful "Low Parry".
2.1A AUTOMATIC ARM GRAB FLIP REVERSAL
NOTHING ? [ + + 13]
NOTHING ? [ + + 13]
NOTHING ? [ + + 13]
NOTHING ? [ + + 13]
NOTHING
After a successful "Low Parry".
#
After a failed "Low Parry".
3 PUNCH PARRY
NOTHING
After a successful "Punch Parry".
NOTHING
After "Rejuvenation Taunt" time expired.
3.1A-1 ARM GRAB FLIP REVERSAL
NOTHING ? [ + + 13]
NOTHING ? [ + + 13]
NOTHING ? [ + + 13]
NOTHING ? [ + + 13]
NOTHING ?
NOTHING37
4 LOW PARRY
++
From default standing position or "Hybrid Drunken Doctor".
4.1 FOCUS
NOTHING
After a successful "Low Parry".
4.1A ARM GRAB FLIP REVERSAL
NOTHING ? [ + + 13]
NOTHING ? [ + + 13]
NOTHING ? [ + + 13]
NOTHING ? [ + + 13]
NOTHING ? [ + + 13]
During "Tiger Defence".
SPECIAL TECHNIQUES
FACING TOWARD OPPONENT
1 FORWARD DASH
2 CROUCH DASH
[Briefly FC into standing position].
3 EASY SIDESTEP
or
4 LUMBERING BACK DASH
[HDD].
sm
st
nd
, 10SM
Hit:
6 PANIK JAB
R. FA-CH. [DD]. HG T. Ogre by the head.
(D)13sm
6.1 DEVIOUS LEG
HG.
(D)
8L
(D)
10L
(D)
12
13M
[ES3].
(D)
10 L, 7L
12
nd
(D)
13M
[ES3].
7 OLD PISTONS
st
+ 8 , 21
nd
+ 25m
8.1 LANDING SIDE KICK
20M
8.1A HANDGUN KICKS
10M
8.1A-1 SHOTGUN KICKS
10m
8.1A-1.1 MACHINE GUN KICKS
10
Input the command right after Dr. B. touches the floor with his left foot.
: +
[PD].
Input the command right after Dr. B. touches the floor with his left foot.
8.1A-1.1C FROGMAN
: + 25m
Input the command right after Dr. B. touches the floor with his left foot.
+ 10m
8.1A-1.3 RAVE KICK
CH or GD. [FB-DZ].
10h
8.1A-1.3A FEINT HAMMER SILVER LOW COMBO
st
nd
10L, 10L, 7L
nd
nd
10L, 7L
21
13M
[ES3].
+ + Any 10m
9 SNAKE PUNCH
R by T. Ogre.
10sm
10 PANIK DOCTOR
[PD].
( +)
11 JACK TAMER
+ (D)20m
CH
Only versus Jacks.
CH #
Only versus Jacks. "Jack Tamer" must CH front or ST.
CH #
Only versus Jacks. "Jack Tamer" must CH front or ST.
12 ELBOW RUSH
(D)
8m
M
CH5
12.1A-1 MIND WARP
(D)
+ 25m
(D)
20
(D)
18m, (D)25MC
R HG. [FU-FA].
st
nd
+ 15h
15 LOW SPIN KICK SHIN KICK
HG.
12l, 7L
16 SLASH KICK
+ (D)30m
17 PANIKSMOKA
(D)
25, 28m
( or ( or or or SS or ), ) + 15l or + 15l
18.1 DR. KOSSAK KICKS
LC
LC
LC
LC
#, 12 , 10 , 12 , 12 , 12
LC
19 SHIN KICK
HG.
10l
20 SLICER
HG. [FD-FT].
+ 10l
21 STEEL DIVE
+ (D) + 27m
22 BIO REACTOR
+ + 10 x M! [Any]
23 BAD STOMACH
[FB-ST].
+
24 GUARD BREAKER
HG. [FU-FT].
+ + 0M!
25 PANIK CHARGE
26 TRIP SLIDE
+ + 17sm or l
27 BELLY FLOP
(D)
+ + 30
28 RESTING DOCTOR
[RD].
++
29 REVERSE PANIK CHARGE
[RPC].
+ +
DRUNKEN DOCTOR ARTS (DD)
1 SOBER
(#)
2 QUICK FALL
(D)
(D)
(#) or (#)
2.1 SOBER
This command cancels "Quick Fall" sound.
(#)
2.2 DOCTOR BOUNCE
(#)27m
2.3 PANIK DOCTOR
[PD].
+
2.4 FROGMAN
+ 25
3 DOCTOR BOUNCE
(#)27
4.1 SOBER
(#)
4.2 DOCTOR BOUNCE
(#)27m
4.3 FAKE QUICK FALL
(#)
[PD].
10
4.5 FROGMAN
+ 25
5 PANIK DOCTOR
+ or
6 FROGMAN
+ 25
[PD].
2 DOCTOR BOUNCE
(#)27
sm
, 10SM
+ 25m
4.1 LANDING SIDE KICK
20M
st
st
nd
10M
10m
4.1A-1.1 MACHINE GUN KICKS
10m
Input the command right after Dr. B. touches the floor with his left foot.
: +
[PD].
Input the command right after Dr. B. touches the floor with his left foot.
4.1A-1.1C FROGMAN
: + 25m
Input the command right after Dr. B. touches the floor with his left foot.
11
+ 10m
4.1A-1.3 RAVE KICK
CH or GD. [FB-DZ].
10h
4.1A-1.3A FEINT HAMMER SILVER LOW COMBO
st
nd
10L, 10L, 7L
nd
nd
10L, 7L
4.1A-1.3A-1.1A-1 GUT PUNCH
21M
13M
[ES3].
+ + Any 10m
5 SNAKE PUNCH
10sm
R by T. Ogre.
6 PANIK DOCTOR
[PD].
+ 15h
12l, 7L
9 PANIK CHARGE
(15M!) or (15M!)
HG.
( or or or or ) + 15l
12
#, 12 , 10 , 12 , 12 , 12
11 SHIN KICK
HG.
10l
12 BIO REACTOR
M!
+ + 10 x [Any]
13 BAD STOMACH
+
14 GUARD BREAKER OR BAD STOMACH
+ + (0M!)
[FB-ST].
+ +
[RPC].
[FU-FA].
27m
R. HG. [FU-FA].
[BPD].
2 SOBER
[FU-FT].
3 TURN AROUND
or
27m
R. HG. [FU-FA].
[BPD].
13
5 DOCTOR BOUNCE
R. HG. [FU-FA].
27m
6 TURNING PUNCH
+ 4 , 10
SM
st
st
nd
8 SNAKE PUNCH
+ 10sm
R by T. Ogre.
9 TURNING KICK
+ 15l
10.1 DR. KOSSAK KICKS
+ 12l, 7L
HG.
12 SHIN KICK
+ 10l
HG.
+_
[BPD].
14 BIO REACTOR
+ + 10 x M! [Any]
+ +
16 GUARD BREAKER OR BAD STOMACH
+ + (0M!)
R. [FU-FT].
Dr. B. will randomly execute either "Guard Breaker" or
"Bad Stomach". "Guard Breaker": HG. [FU-FA]. "Bad
Stomach": A throw attempt is possible during this move
(see: "Grappling Techniques"). [BT-FB-ST].
17 SPRING KICK
+ 25m
R. HG. [FU-FA].
1 SOBER
Input the command right at the start of EDD. [FU-FT].
:
2 TURN AROUND
or
3.1 DOCTOR BOUNCE
R. HG. [FU-FA].
27m
3.2 BACK PANIK DOCTOR
[BPD].
+
4 DOCTOR BOUNCE
R. HG. [FU-FA].
27m
5 TURNING PUNCH
st
st
nd
+ 4sm, 10SM
7 SNAKE PUNCH
R by T. Ogre.
+ 10sm
8 TURNING KICK
+ 15l
9.1 DR. KOSSAK KICKS
L
#, 12 , 10 , 12 , 12 , 12
+ 12l, 7L
HG.
11 SHIN KICK
+ 10l
HG.
12 MIND BLAST
R. [FU-FA].
15
+_
[BPD].
14 BIO REACTOR
+ + 10 x M! [Any]
+ +
16 GUARD BREAKER OR BAD STOMACH
+ + (0M!)
R. [FU-FT].
Dr. B. will randomly execute either "Guard Breaker" or
"Bad Stomach". "Guard Breaker": HG. [FU-FA]. "Bad
Stomach": A throw attempt is possible during this move
(see: "Grappling Techniques"). [BT-FB-ST].
17 SPRING KICK
+ 25m
R. HG. [FU-FA].
16
1.1a BACK BLOW
15h
[BT].
10l
20m
+ 25m
R. HG. [FU-FA].
+ 25m
1.2 FAKE UNDERWAY BACKSTEP
R. HG. [FU-FA].
[BT].
*During and after the second backstep*
17
15h
10l
20m
+ 25m
R. HG. [FU-FA].
+ 25m
R. HG. [FU-FA].
[BTS].
*Right before Dr. B turns around*
[TS].
*Right after Dr. B turns around*
or
[MNC].
1.5 TURNING PUNCH
10l or 10l
12l or 12l
+ 25m
R. HG. [FU-FA].
+ +
2 TRUE UNDERWAY BACKSTEP
#
R. HG. [FU-FT].
[BDD].
*During the first backstep*
[MNC].
18
or
2.1b TURN AROUND
2.1c TURNING PUNCH
10l or 10l
12l or 12l
+ 25m
R. HG. [FU-FA].
+ +
R. HG. [FU-FT].
[BT].
*During and after the second backstep*
15
10l
20m
+ 25m
R. HG. [FU-FA].
+ 25m
R. HG. [FU-FA].
[BTS].
*Right before Dr. B turns around*
[TS].
*Right after Dr. B turns around*
3 MUNCHAUSEN BACKSTEP
or
[MNC].
19
or
4.1 TURNING PUNCH
10l or 10l
18m
25MC
12l or 12l
R. HG. [FU-FT].
5 TURN AROUND
6 TURNING PUNCH
10l or 10l
7 TURNING KICK
12l or 12l
8 MIND BLAST
+ 25m
R. HG. [FU-FA].
+ +
R. HG. [FU-FT].
[RPC].
+ +
[FPC].
+ +
[BRD].
[FU-FT].
20
1.1 FORWARD DOCTOR ROLL
#
1.1a-1 TRIP SLIDE
+ 17sm or l
#
1.1c FALLING HEEL
16
HG. If miss, Dr. B. will get hurt (10% of damage) and suffer
a MS after landing. [FU-FT].
+ + 15
#
1.1d-1.1 TRIP SLIDE
R. HG. [FU-FA].
16m
1.1d-4 MIND BLAST AWAY / MIND BLAST
+ + 25m
1.1d-5 FROGMAN / SPRING KICK
+ 25m
1.1e FROGMAN
+ 25
1.2 HOP UP
21
+ 20m
1.2a READY TAUNT
[Briefly FC into standing position].
#
1.2a-1 TRIP SLIDE
+ 17sm or l
#
1.2c FROGMAN
: + 25m
2 ROLL OVER
[FD-FT].
or
3 BACKWARD DOCTOR SCOOT
[FU-FT].
#
3.1b READY TAUNT
#
3.1b-1 TRIP SLIDE
+ 17sm or l
3.1c HEAD DIVE / CROSSING HEAD DIVE
+ + 15
#
3.1c-1.1 TRIP SLIDE
R. HG. [FU-FA].
22
16m
3.1c-3 MIND BLAST AWAY / MIND BLAST
+ + 15m
3.1c-4 FROGMAN / SPRING KICK
+ 25m
3.1d FROGMAN
+ 25
3.2 HOP UP
+ 20m
R. [CS].
#
3.2a-1 TRIP SLIDE
+ 17sm or l
#
3.2c FROGMAN
: + 25m
[DD].
4 STINKY BREATH
3l or 3l
7m
HG. [FU-FT].
30M
JG. [FD-FT].
6 PET KICK
0M!
R. Side Tracker.
6.2 ALEX KICKS
R.
23
10MC, 10MC,
6.2a QUICK ROLL
6.2b ROGER KICKS
10MC, 17MC,
R.
6.3 SIDE ROLL PET KICK
10m
R.
10MC, 10MC,
R.
6.3a-2 ROGER KICKS
10MC, 17MC,
R.
7 HOP UP
+ 20m
R. [CS].
READY TAUNT
#
TRIP SLIDE
+ 17sm or l
DRUNKEN DOCTOR
#
FROGMAN
: + 25m
[DD].
8 GROUNDED KI CHARGE
+++
[FU-FT + Ki Energy].
24
or
2 FORWARD DOCTOR ROLL "A"
[FU-FA].
A throw attempt is possible after this move (see:
"Grappling Techniques"). The arrow you need to press
varies depending on the camera. Choose the direction
that points toward Dr. B.'s feet. [BT-CS].
[BDD].
[FU-FA].
+ + 25m
R. HG. [FU-FA].
+ 25m
3 FORWARD DOCTOR ROLL "B"
R. HG. [FU-FA].
A throw is possible after this move (see: "Grappling
Techniques"). The arrow you need to press varies
depending on the camera. Choose the direction that
points toward Dr. B.'s feet. [CS].
#
3.1a TRIP SLIDE
+ + 17sm or l
#
3.3 FALLING HEEL
:16m
[DD].
3.4 FROGMAN
+ 25m
4 BACKWARD DOCTOR ROLL
or
25
#
4.2 READY TAUNT
#
4.2a TRIP SLIDE
+ 17sm or l
4.3 FROGMAN
+ 25
5 STINKY BREATH
3l or 3l
7m
6.1 LIFT UP CANNON
30M
JG. [FD-FT].
7 PET KICK
R. Side Tracker.
0M!
7.1 QUICK ROLL
7.2 ALEX KICKS
10MC, 10MC,
R.
7.2b ROGER KICKS
10MC, 17MC,
R.
7.3 SIDE ROLL PET KICK
10m
R.
10MC, 10MC,
R.
26
7.3a-2 ROGER KICKS
10MC, 17MC,
R.
8 HOP UP
+ 20m
R. [CS].
#
8.1a TRIP SLIDE
+ 17sm or l
#
8.3 FROGMAN
: + 25m
[DD].
9 GROUNDED KI CHARGE
+++
[FU-FT + Ki Energy].
[BDD].
MIND BLAST
+ 25m
R.HG. [FU-FA].
+ 12l
27
FAINT DOCTOR
[BT-CS].
MIND BLAST
+ 25m
R.HG. [FU-FA].
+ 25m
R. HG. [BDD].
MIND BLAST
+ 25m
R.HG. [FU-FA].
SPRING KICK
+ 25m
R. HG. [FU-FA].
SPRING KICK
+ 25m
KANGAROO KICK
+ 21m
R. JG. [DD].
ROLL OVER
[FD-FA].
or
BACKWARD DOCTOR SCOOT
[FU-FA].
[BT-CS].
BACK DRUNKEN DOCTOR
[BDD].
MIND BLAST
+ 25m
R.HG. [FU-FA].
+ 12m
SPRING KICK
+ 25m
R. HG. [FU-FA].
28
MIND BLAST
+ + 25m
R. HG. [FU-FA].
3l or 3l
[FU-FA].
KANGAROO KICK
+ 21m
R. JG. [DD].
3l or 3l
[FU-FA].
LOW SWEEP
HG.
7l
REVERSE KICK
10m
KANGAROO KICK
+ 21
R. JG. [DD].
GROUNDED KI CHARGE
+++
[FU-FA + Ki Energy].
or
2 FORWARD DOCTOR ROLL
or
[FU-FA].
A throw attempt is possible after this move (see:
"Grappling Techniques"). The arrow you need to press
varies depending on the camera. Choose the direction
that points toward Dr. B.'s feet. [BT-CS].
[BDD].
[FU-FA].
+ + 25m
R. HG. [FU-FA].
29
+ 25m
3 BACKWARD DOCTOR ROLL "A"
R. HG. [FU-FA].
A throw is possible after this move (see: "Grappling
Techniques"). The arrow you need to press varies
depending on the camera. Choose the direction that
points toward Dr. B.'s head. [DD].
#
3.1a SNAKE PUNCH
: +
by T. Ogre.
[PD].
#
3.1a TRIP SLIDE
+ + 17sm or l
+ 25m
R. HG. [BDD].
MIND BLAST
+ 25m
R.HG. [FU-FA].
SPRING KICK
+ 25m
R. HG. [FU-FA].
3.2 FROGMAN
+ 25m
4 BACKWARD DOCTOR ROLL "B"
+ 17sm or l
[FU-FA].
[CS].
30
+ 25m
R. HG. [BDD].
MIND BLAST
+ 25m
R.HG. [FU-FA].
SPRING KICK
+ 25m
R. HG. [FU-FA].
3l or 3l
LOW SWEEP
7l
REVERSE KICK
10m
KANGAROO KICK
+ 21m
GROUNDED KI CHARGE
+++
SLIDE POSITION MOVES (FD-FA)
FORWARD DOCTOR ROLL
[CS].
DRUNKEN DOCTOR
#
READY TAUNT
#
TRIP SLIDE
+ 17sm or l
FALLING HEEL
16m
HEAD DIVE
+ + 15m
The taunt last for about half second. During that time Dr.
B. is FC. After "Ready Taunt" time expires, Dr. B. will be in
HS.
It is a SM attack from mid or close distance that causes 7%
of GD if blocked standing. From far distance is a L attack.
[FU-FT or FU-FA if it hits anyone but Gon from close
distance].
HG. If miss, Dr. B. will get hurt (10% of damage) and suffer
a MS after landing.
It cannot be reversed. Generally, Dr. B end ins in DD but
he can dive through grounded opponents and end in BDD.
If Dr. B. dives through grounded opponents, moves linked
to "Head Dive" will have their recovery characteristics
inverted.
31
READY TAUNT
#
TRIP SLIDE
+ 17sm or l
FALLING HEEL
16m
MIND BLAST AWAY
+ + 25m
FROGMAN
+ 25m
FROGMAN
+ 25m
The taunt last for about half second. During that time Dr.
B. is FC. After "Ready Taunt" time expires, Dr. B. will be in
HS.
It is a SM attack from mid or close distance that causes 7%
of GD if blocked standing. From far distance is a L attack.
[FU-FT or FU-FA if it hits anyone but Gon from close
distance].
Entering this command without delay alters the "Head
Dive" animation. HG. If miss, Dr. B. will get hurt (10% of
damage) and suffer a MS after landing.
Entering this command without delay alters the "Head
Dive" animation. This move cannot be reversed. It has the
potential of hitting grounded opponents. Dr. B. end ins
FU-FA.
Entering this command without delay alters the "Head
Dive" animation. This move cannot be reversed. HG
Bears, Gon, Jacks and T. Ogre by the area of the head or
the torso. Dr. B. end ins FU-FT.
This move cannot be reversed. HG Bears, Gon, Jacks and
T. Ogre by the area of the head or the torso. Dr. B. end ins
FU-FT.
ROLL OVER
Dr. B. end ins FD-FT.
or
BACKWARD DOCTOR ROLL
FAINT DOCTOR
#
READY TAUNT
#
TRIP SLIDE
+ 17sm or l
HEAD DIVE
+ + 15m
READY TAUNT
#
TRIP SLIDE
+ 17sm or l
FALLING HEEL
[CS].
The taunt last for about half second. During that time Dr.
B. is FC. After "Ready Taunt" time expires, Dr. B. will be in
HS.
It is a SM attack from mid or close distance that causes 7%
of GD if blocked standing. From far distance is a L attack.
[FU-FT or FU-FA if it hits anyone but Gon from close
distance].
It cannot be reversed. Generally, Dr. B end ins in DD but
he can dive through grounded opponents and end in BDD.
If Dr. B. dives through grounded opponents, moves linked
to "Head Dive" will have their recovery characteristics
inverted.
The taunt last for about half second. During that time Dr.
B. is FC. After "Ready Taunt" time expires, Dr. B. will be in
HS.
It is a SM attack from mid or close distance that causes 7%
of GD if blocked standing. From far distance is a L attack.
[FU-FT or FU-FA if it hits anyone but Gon from close
distance].
Entering this command without delay alters the "Head
32
16m
MIND BLAST AWAY
+ + 15m
FROGMAN
+ 25m
FROGMAN
+ 25
TURN OVER
Dr. B. end ins in FU-FA.
or
LOW KICK
7l
MID KICK
10m
LOW TRIP SLIDE
+ 15
33
34
Faint Doctor
#
Back Ready Taunt
#
Mind Blast
+ 25m
Turning Kick
+ 12l
35
Mind Blast
+ 25m
Kangaroo Kick
+ 25m
Spring Kick
+ 25m
Spring Kick
or
Backward Doctor Roll
#
Back Ready Taunt
#
Mind Blast
+ 25m
Turning Kick
+ 12l
Mind Blast
+ + 25m
Spring Kick
+ 25m
Turn Over
or
Reverse Sweep Kick
7l
Spinning Crescent Lunge
18m
MISCELANEOUS COMMANDS
BEFORE STARTING A FIGHT
36
Dr. B's strongest advantage is the surprise factor. Knowing how to use him properly might allow you to take
good players off guard, as he is still a mystery even for veterans. He is designed to be a challenge, both in
learning and using him efficiently. However, this probably applies to your OP as well. Practicing a few tricks can
dramatically increase your performance with the old doctor.
There are two animations to start a fight. In one Bosconovitch. charges his body with electricity and does the
"Ready Taunt" hand movement, after which he ends standing. In the second one, he suffers an electric shock
and falls down in front of his OP right before the round starts. In order to always start a fight standing, hold
down the left kick button before the fight starts. This trick will save you from starting FD-FA but it only works for
for the initial round. Successive rounds will always start with Dr. B. lying on the ground FU-FT.
"Doctor Bounce" can be an excellent move to punish grounded OP or to set up frame traps, such as using "Jack
Tamer" on a blocking OP, to lure them into attacking you, and immediately holding U.
If you know when to use it, "Trip Slide" is a pretty good move from medium distance (when it counts as a low
move). Just keep in mind that is not safe in block.
Bosconovitch's oddities can be exploited against him. For example, he will always end in DD after blocking,
chickening or doing a throw escape. Knowing most Dr. B. players have difficult times playing defensively from
DD, you can adopt an aggressive strategy anytime you see him standing. Just beware of "Doctor Bounce" and
"Panik Doctor" and you should be all right.
Keep in mind Dr. B's throws are pretty difficult. Basically he only has "Irish Whip" and "Stone Head" at hand, and
both of them have the same escape.
Whenever you see him Ki Charged, remember he cannot block. The perfect time to unleash your most
devastating attack/juggle.
Tactics against a grounded Dr. B. are all about sticking to a couple of moves: one to help you keep your distance
(like a solid and fast low kick) and the other to punish him hard whenever he makes a mistake in the ground.
Turtling is a good strategy here because he is not actually dangerous while in the ground.
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