Overview
Playstyle
C-Boundary is a neutral based mid range fighter who controls space effectively. |
Pros |
Cons |
- Long Range: Boundary has a wide array of amazing pokes for neutral.
- Space Control: C-Boundary's portal and Distortion allows him to restrict his opponents movement significantly.
- Portal Gameplay: C-Boundary's portal opens up his entire gameplan. It makes every aspect of his zoning, mixups, pressure, and combos better.
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- 5 Framer: Boundary's fastest button is 5 frames.
- Mixups: Boundary's potential to mix up opponents is highly limited without portals due to his lack of overheads and his crossup hitting high up.
- Damage: C-Boundary cannot break 250 damage with a normal ground confirm, something most other characters can do.
- Block Frame Data: C-Boundary does not have many good moves to end his blockstrings with without portal, as all the options are quite minus.
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Statistics
Trait
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"Portal Magic": Boundary can create portals that stay in one place until consumed or replaced. Moves with an eye icon require and consume a portal upon use. Using a Craze Cancel without a set portal will automatically create one between Boundary and his opponent.
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Health
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1000
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Mobility
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Dash
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Move Overview
no images for these yet :(
Universal Mechanics
Craze Tech
Portal Set 5CT (air OK)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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N/A
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N/A
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22
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-
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-
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N/A
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N/A
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Dire
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N/A
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The portal, allows you to use Fall of Atenism, Portal Implode, Vacuum Implode, Journey of Ra, and Revenge of Horus. Can be set in different places depending on the direction held.
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Fall of Atenism 5CT (while a portal is out)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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N/A
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N/A
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25
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-
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-
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N/A
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N/A
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Dire
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N/A
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Makes the portal track onto the opponent. Can be set in different places depending on the direction held.
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Throws
De-Facer 5GP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Throw Tech
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4
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-
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-
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+11
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N/A
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Boundary's forward throw, knocks the opponent away.
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Parallel Suplex 4GP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Throw Tech
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4
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-
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-
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+12
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N/A
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Boundary's back throw, knocks the opponent far behind him.
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Descent j.5GP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Throw Tech
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2
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-
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-
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+43
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N/A
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Boundary's air throw, if it's hit raw it flips the opponent up for a combo.
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Heartbreaker
Heartbreaker 4CT while blocking
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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32
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Mid
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17
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-
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-
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+1
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-23
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Boundary's heartbreaker, uses far 5SP's animation.
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Normals
Standing
5LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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40
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Mid
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5
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2
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-
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2
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-4
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Very good poke, very long range compared to other 5LPs.
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5SP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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92
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Mid
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8
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2
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-
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+2
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-3
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Moves Boundary forward a little bit, main normal to cancel out of.
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5LK (close)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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44
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Mid
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5
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2
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-
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+3
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-2
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5LK (far)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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44
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Mid
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8
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2
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-
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+2
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-4
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Reaches farther than 5LP but has a bit more start up.
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5SK (close)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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88
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Mid
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8
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2
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-
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+1
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-3
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Basically just far 5SK but it skips the animation of Boundary walking up to the opponent.
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5SK (far)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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88
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Mid
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14
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2
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-
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+3
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-2
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Moves Boundary very far forward, good for hit confirms when you hit the tip of 5LP.
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Crouching
2LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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40
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Mid
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5
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2
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-
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+2
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-4
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Crouching version of 5LP. Still reaches very far.
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2SP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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96
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Mid
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9
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2,2,2
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-
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+1
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-2
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Really good anti-air button, your best normal for juggles.
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2LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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40
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Low
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5
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2
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-
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+4
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-3
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Boundary's fastest low, reaches just as far as 2LP while also having the same start up and hitting low.
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2SK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Low
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10
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4
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-
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+39
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-9
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Boundary's sweep, reaches insanely far.
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Jumping
j.5LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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44
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Overhead
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4
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3
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-
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-
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-
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Very good air-to-air, reaches extremely far in front of Boundary
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j.5SP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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80
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Overhead
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9
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3
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-
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-
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-
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Main cross-up normal. Floor splats, making this good for air-to-air conversions.
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j.5LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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40
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Overhead
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7
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12
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-
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-
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-
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Reaches very far below Boundary. Do not use this as an air-to-air.
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j.5SK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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92
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Overhead
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7
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3
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-
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-
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-
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Command Normals
Sobek Slash 4SP or 6SP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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88
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Mid
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14
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5
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-
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+1
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-6
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Dire
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Stagger
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Main cancel into specials, also very good for pressure since 4SP makes Boundary move away from the opponent, allowing him to disengage.
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Sidewinder 3SK No, not THAT Sidewinder. No, not THAT Sidewinder.
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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96
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Low
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10
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9
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-
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+39
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-10
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Dire
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Crumple
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Slide, functions like a sweep. Good low-profile option for fireballs.
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Specials
Portal Distort 22X
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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128
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Mid
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15
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6
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-
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+21
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+15
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Dire
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Stagger
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Seismo kind of thing, basically operates like Boundary's projectile. Can be held to delay the seismo coming out.
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Vertical Swing 623K
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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LK
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112
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Mid
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7
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8
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-
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+18
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-10
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Dire
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Power Launch
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Anti-air or combo ender. Could use basically anything else, though.
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SK
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112
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Mid
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14
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8
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-
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+26
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-11
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Dire
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Power Launch
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Launcher, lets Boundary get good juggles anywhere.
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Portal Implode 214LP (while portal is out)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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112
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Mid
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7
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4
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-
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+72
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+12
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Dire
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Power Launch
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Explodes the portal, great tool for almost any situation.
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Vacuum Implode 214SP (while portal is out)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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N/A
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-
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3
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188
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-
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N/A
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N/A
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Dire
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N/A
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Vacuums the opponent to the portal, has funny interactions with a lot of moves if its placed above the opponent. Great pressure tool since it essentially gets rid of any pushback.
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Journey of Ra 214LK (while portal is out)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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N/A
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-
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32
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N/A
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-
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N/A
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N/A
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Counter
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N/A
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Teleports Boundary to the portal, useful for mix. Can feint the start up by pressing a punch button.
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Revenge of Horus 214SK (while portal is out)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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112
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Overhead
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32
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10
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-
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-
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-
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Dire
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Crumple
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Teleports Boundary to the portal, and then does a divekick in the direction you hold. Useful to mix someone expecting 214LK up.
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Supers
All-Out Attack
Soulless Journey 236236P
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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240
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Mid
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9
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8
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-
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+48
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-12
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Dire
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N/A
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Highest damaging level 1, combo ender.
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Fallen Heroes 214214K A whole bunch of turbulence! A whole bunch of turbulence!
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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208
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Mid
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4
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7
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-
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+42
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-29
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Dire
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N/A
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All-Out EX
Down the Parapets 236236PP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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316
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N/A
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13
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38
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-
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+24
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-13
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Dire
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N/A
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Full screen command grab super or combo ender. Tracks the opponent no matter where they are in combos.
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All-Out Destruction
Field Corruption 236236KK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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376
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Mid
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4
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7,7,7,7
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-
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+35
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-18
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Dire
|
N/A
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Combo ender, can also be used to whiff punish someone far away too.
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