Battle Craze!!/Boundary/C-Side

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Overview

Playstyle
link 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.
  • 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.

Statistics

Trait "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.
Health 1000
Mobility Dash

Move Overview

no images for these yet :(

Universal Mechanics

Craze Tech

Portal Set
5CT (air OK)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 22 - - N/A N/A Dire N/A

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.


Fall of Atenism
5CT (while a portal is out)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 25 - - N/A N/A Dire N/A

Makes the portal track onto the opponent. Can be set in different places depending on the direction held.


Throws

De-Facer
5GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +11 N/A

Boundary's forward throw, knocks the opponent away.

Parallel Suplex
4GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +12 N/A

Boundary's back throw, knocks the opponent far behind him.

Descent
j.5GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 2 - - +43 N/A

Boundary's air throw, if it's hit raw it flips the opponent up for a combo.

Heartbreaker

Heartbreaker
4CT while blocking
Damage Guard Startup Active Recovery Adv Hit Adv Block
32 Mid 17 - - +1 -23

Boundary's heartbreaker, uses far 5SP's animation.

Normals

Standing

5LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 5 2 - 2 -4

Very good poke, very long range compared to other 5LPs.


5SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
92 Mid 8 2 - +2 -3

Moves Boundary forward a little bit, main normal to cancel out of.


5LK (close)
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Mid 5 2 - +3 -2

Combo filler.

5LK (far)
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Mid 8 2 - +2 -4

Reaches farther than 5LP but has a bit more start up.


5SK (close)
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Mid 8 2 - +1 -3

Basically just far 5SK but it skips the animation of Boundary walking up to the opponent.

5SK (far)
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Mid 14 2 - +3 -2

Moves Boundary very far forward, good for hit confirms when you hit the tip of 5LP.


Crouching

2LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 5 2 - +2 -4

Crouching version of 5LP. Still reaches very far.


2SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 9 2,2,2 - +1 -2

Really good anti-air button, your best normal for juggles.


2LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Low 5 2 - +4 -3

Boundary's fastest low, reaches just as far as 2LP while also having the same start up and hitting low.


2SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Low 10 4 - +39 -9

Boundary's sweep, reaches insanely far.


Jumping

j.5LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Overhead 4 3 - - -

Very good air-to-air, reaches extremely far in front of Boundary


j.5SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
80 Overhead 9 3 - - -

Main cross-up normal. Floor splats, making this good for air-to-air conversions.


j.5LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Overhead 7 12 - - -

Reaches very far below Boundary. Do not use this as an air-to-air.


j.5SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
92 Overhead 7 3 - - -

Another good air-to-air.


Command Normals

Sobek Slash
4SP or 6SP
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
88 Mid 14 5 - +1 -6 Dire Stagger

Main cancel into specials, also very good for pressure since 4SP makes Boundary move away from the opponent, allowing him to disengage.


Sidewinder
3SK
No, not THAT Sidewinder.
No, not THAT Sidewinder.
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
96 Low 10 9 - +39 -10 Dire Crumple

Slide, functions like a sweep. Good low-profile option for fireballs.


Specials

Portal Distort
22X
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
128 Mid 15 6 - +21 +15 Dire Stagger

Seismo kind of thing, basically operates like Boundary's projectile. Can be held to delay the seismo coming out.


Vertical Swing
623K
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 112 Mid 7 8 - +18 -10 Dire Power Launch

Anti-air or combo ender. Could use basically anything else, though.

SK 112 Mid 14 8 - +26 -11 Dire Power Launch

Launcher, lets Boundary get good juggles anywhere.


Portal Implode
214LP (while portal is out)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
112 Mid 7 4 - +72 +12 Dire Power Launch

Explodes the portal, great tool for almost any situation.


Vacuum Implode
214SP (while portal is out)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A - 3 188 - N/A N/A Dire N/A

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.


Journey of Ra
214LK (while portal is out)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A - 32 N/A - N/A N/A Counter N/A

Teleports Boundary to the portal, useful for mix. Can feint the start up by pressing a punch button.


Revenge of Horus
214SK (while portal is out)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
112 Overhead 32 10 - - - Dire Crumple

Teleports Boundary to the portal, and then does a divekick in the direction you hold. Useful to mix someone expecting 214LK up.

Supers

All-Out Attack

Soulless Journey
236236P
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
240 Mid 9 8 - +48 -12 Dire N/A

Highest damaging level 1, combo ender.


Fallen Heroes
214214K
A whole bunch of turbulence!
A whole bunch of turbulence!
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
208 Mid 4 7 - +42 -29 Dire N/A

Reversal super.

All-Out EX

Down the Parapets
236236PP
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
316 N/A 13 38 - +24 -13 Dire N/A

Full screen command grab super or combo ender. Tracks the opponent no matter where they are in combos.

All-Out Destruction

Field Corruption
236236KK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
376 Mid 4 7,7,7,7 - +35 -18 Dire N/A

Combo ender, can also be used to whiff punish someone far away too.

Battle Craze Navigation

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