Battle Craze!!/Boundary/L-Side

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Overview

Playstyle
link L-Boundary
Pros Cons

Statistics

Trait Boundary can store Khopeshes to use in this moves. The maximum amount he can store increases slowly over time, or by using his Craze Technique. The number of Khopeshes he uses at once increases with his maximum capacity as well.
Health 1000
Mobility Dash

Move Overview

Universal Mechanics

Craze Tech

Area Field
5CT (air OK) (Can Hold)
! Version
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
Pressed 112 Mid 24 - - +17 -7 Dire Spin Out
  • You get a sword everytime you hit the move
  • You can get up to 8 swords passisve throughout the match without using area field.
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
Hold 120 Mid 32 - - +17 -7 Dire Wall Bounce

Launces the oppent in the air and you can combo after it.


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.


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

Ancient Edge: Pierce
236K (air OK)
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 104-143 Low 37 - - - - Counter Stagger

Hit's low, does more damage the more swords you have.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
SK 112-154 Mid 37 - - - - Counter Stagger

Best to use if you want to just zone, since this version does the most damage.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK in air 104-143 Mid 23 - - - - Counter Stagger

Shoots the swords diagonally downwards, covers a lot of space.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
SK in air 104-143 Mid 23 - - - - Counter Stagger

Shoots the swords in front of you in the air, used a lot in level 2 combos in the corner.


Ancient Edge: Reverse Shot
214LK
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 104-143 Mid 31 - - - - Counter Crumple

Shoots swords behind you and it hits the oppenet from behind but it doesn't cross up. Great to use to make people respect you.


Ancient Edge: Spiral
214SK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
100-140 Mid 32 - - - - Counter Stagger

This projectile is what you want to use if you want to get it since you can dash behind the swords while it's going fowards.


Judgement of Horus
214P (air Ok)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
100-121 Mid 22 - - - - Counter Stagger
  • You place a poratal on the stage that shoots projectiles on a delay.
  • LP version puts it on the ground while the SP version puts it in the air.
  • You can overwhile your oppent by using any Ancient Edge move between the delay of the placing the portal and it portal activating.


Kingship and Prosperity
236P
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 128 Mid 18 N/A - +15 -6 Dire Counter Wall Bounce

The light version is only really use if you want to end combos if it

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
SP 136 Mid 27 N/A - N/A +45 Dire Counter Wall Bounce

Your main combo tool, you can use SK to follow up after the tumble.


Neith's Hunt
j.xKK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
136 Overhead and Mid 13 10 - - - Dire Crumple
  • Divekick, can go in 8 directions either as a traditional dive kick, tricky cross-up, or movement tool.
  • Overhead when doing it in a 1 or 3 direction, the rest of the directions are mids.

Supers

All-Out Attack

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

Decent combo ender.


Dust Devil Dance
214214K
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
217-285 Mid 6 - - - -12 Dire N/A

Reversal super, you can swords from hitting it.


Legendary Edge
236236K
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
216 Mid 12 - - - -24 Dire N/A

Full screen projetial super, does pretty good chip damage.

All-Out EX

Soulless Journey EX
236236PP
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
224 Mid 9 - - - -12 Dire N/A

The main super you want to use since this is a combo extending super.

All-Out Destruction

Pharaoh's Game
236236KK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
400 Mid 4 - - - -44 Dire N/A

It's alright, it adds up to 6 swords to Boundary's maximum capacity, as well as replenish all of his stored swords that you used before using the super.

Battle Craze Navigation

General
Controls
Netplay
HUD
System
FAQ
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