Hmmm. My first problem with this trash is that he's talking about any variation other than Bartitsu; infinitely better than DB and DM. Those variations have trouble opening up the opponent and lack the tools needed for the slightest bit of space control.
With Bartitsu, you are able to check your opponent with F1 and D4. They are very good pokes and must both be utilized to demonstrate to your opponent that the area from short to intermediate range is off limits to them. You have to own that box. Often times, this is the first step taken to open up your opponent.
Next: to fart or not to fart? The question has been raised many times. The answer is, and I say emphatically, YES! It is an important and versatile tool. Once you figure out the ins and outs, your Bo has taken another important step. It is easily used as an anti-air for those cats that now want to jump in after being tired of getting popped in the head and ankles with that Kane. Read your opponents movements at all times. You're looking for the slightest forward movement. In combination with good ol' intuition and instincts, you're now able to set a very useful trap. It leads to big damage. Mmm, such fun.
Onward. Now, your next tool. It can serve the same purpose as the raw fart as an anti-air, but is to be used when your opponent has a head start. D2. The best uppercut in the game and it isn't even close. Master it to the point you don't miss. It's that good. Now you're slapping people beyond the point they just jumped from. They're getting closer to the spot you want them. The corner. So, now you own the box. You also own the air. It's a no fly zone. Bo's now dominating a portion of the stage and we haven't even had to get up close and personal. But, he's about to.
At this point, 7-8 of 10 opponents are beyond frustrated. It's time to put in work. Someone is abou t to get those hands (and kicks.... ha). Mixups, mixups, mixups. We all know what Go is made of in there. You having the option to rushdown your opponent now, assuming you have been aware of spacing (very important). In his rushdown game, b3, 1+3.... F3, 1+3 are dynamite at 21% and extremely hard to avoid. Especially, if you've baited an opponent that has the ability to neutralize Bo with a slide or roll by rushing and then getting on block just before wake ups and such. Punish these guys with full kombo. Make them aware of the fact that if they miss, it is going to hurt. A smart opponent will take that into consideration at some point. You now have your opponent on its heels. B3, 1+3 or F3, 1+3. Lots of corner carry; 21% a whack. If you have them near the corner you now have the F3, 4 pop-up option to full kombo. Nice.
So, we have them in the corner. No has tons of options here. Personally, that mid starter string that everyone says is so slow works great. B233 cancelled into low Kane or monkey flips (low or OH option) at any point during the string. Your opponent is confused if you're mixing it up right, so they're hesitant to move or panicking if they have no meter to armor out.rushdown be many, many frames into your B233 by the time your opponent reacts after waking up once you get a feel for how many players react to having their backs pressed against the wall. His B2 strings are his big damage strings. Work it in. I find it rather easy myself as "slow" as it is. It is intended to be used at appropriate times. Learn them. Spinning Kane opens up your B2. Break that armor once or twice and check out your opponent's reaction. You now own him.
What does all of this equal and how will your opponent's strategy be altered? This is when they zone, zone, zone. Patience and more patactikombo is an area of concern, but there are a couple of tactics that can be utilized vs most characters. Sumo stomp. Sneak them in. It's possible more times than not. Play head games. Fake the stomp and then rush them and own the sky with that D2. It works like a charm for me. Another tactic I use is to time the release of their projectile and jump it while rushing them down to full kombo them. It has worked rather well for me against many members of the cast. You also have the option to armor through the projectiles of some cast members. So, there are three options right there. Familiarize yourself with which tactic works best against each character. You'll be surprised at how many of these Zoners you can now outsmart. Also, Bo can outzone a few cast members with his stomp.
Bo is now a viable opponent against a great deal of the cast. There are obviously some things in between all of this that are required, but I won't do the job for you. I've given you the blueprint. Learn Bo in and out. His strings and their uses. He has a couple that can cause major confusion if utilized properly. Master his 11 and 12 strings into raw fart to extend kombos after pop-ups for good, meterless damage. Control the tempo by changing the pace. Do it different ways at different times. Be quick, don't hurry. D3 into monkey flips is great after resetting your opponent with Kane snag. Get creative.
Keep all of these things in mind and then some. He has so many options . Discover them. I could go on and on. But, anyway, there's my two cents.
I'll leave you with this:
There ain't no mountain high enough
There ain't no river wide enough
To keep BO from getting to you, baby!!
Bahaha! - B_JunkyardDog_J