Battle Craze!!/Boundary/S-Side

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Overview

Playstyle
link S-Boundary is a hard to master stance character that can make a combo off any touch.
Pros Cons
  • Long Range: Boundary has a wide array of amazing pokes for neutral.
  • Stance Canceling: Boundary can cancel the end lag of all his moves by switching into another stance making his combos longer and giving him safe specials.
  • High damage: S-Boundary can utilize Red stance to increase his damage output.
  • Great Frame Data: S-Boundary can utilize Yellow stance to make his neutral and pressure better.
  • Health: S-Boundary has 50 less health than average.
  • 5 Framer: Boundary's fastest button is 5 frames.
  • Reversals: S-Boundary's only reversal is locked behind Green stance, which is not a stance that is great for offense. Additionally, the reversal is vulnerable to throws.
  • Complex: S-Boundary requires lots of quick decision making and tricky inputs.

Statistics

Trait "Boons of the Gods": Boundary can enter several stances, each granting him certain passive benefits while issuing their own drawbacks. Stances can be chosen through Craze Techniques, which are cancellable out of most attacks, but will briefly lock him out of stance changing. Using any Craze Cancel will temporarily put Boundary in a perfect stance, granting him each stance’s benefits for a short period of time, but disabling him from cancelling.
Health 950
Mobility Dash

Move Overview

no images for these yet :(

Universal Mechanics

Craze Tech

Nu Stance
5CT (air OK)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 17 - - N/A N/A Counter N/A

Boundary gets faster movement but has lower hit/block stun and pushback on his attacks. Can be canceled into from specials.

Osiris Stance
4CT (air OK)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 17 - - N/A N/A Counter N/A

Boundary gains more defense but has lower damage and slower movement. Can be canceled into from specials.

Ptah Stance
2CT (air OK)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 17 - - N/A N/A Counter N/A

Boundary does more hit/blockstun and gets better hit velocity in juggles but has lower chip and guard damage. Can be canceled into from specials.

Anhur Stance
6CT (air OK)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 17 - - N/A N/A Counter N/A

Boundary does more damage but has lower defense. Can be canceled into from specials.

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

Bastet Pounce
236P
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 136 Mid 12 8 - +0 -4 Dire Wall Bounce

Great pressure tool since Ptah makes this safe on block at any range. Good to stance cancel out of to keep the opponent standing.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
SP 148 Mid 15 12 - +12 -6 Dire Wall Bounce

Meterless combo ender, good to spend Dire on. Very plus at higher ranges.


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. Good move to cancel into stance from.


Drift of Nu
214K (in Nu Stance)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 16 - - N/A N/A Dire N/A

Teleport, Boundary drifts forward a little bit after teleporting. Light version goes in front of the opponent, heavy goes behind.


Aura of Osiris
214K (in Osiris Stance)
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 126 Mid 9 10 - +14 -6 Dire Crumple

Strike invuln. Gains a lot of meter if used to delete projectiles. Holding the button extends the invuln's duration and increases the damage and frame advantage on block.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
SK 134 Mid 15 15 - +10 -7 Dire Crumple

Still strike invuln, more active so it's better for deleting projectiles. Can be held for much longer.


Gift of Ptah
214K (in Ptah Stance)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
112 Mid 13 - - - - Dire Crumple

Projectile, really good for neutral. The light version has less range while the heavy version goes much farther.


March of Anhur
214K (in Anhur Stance)
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 176 N/A 4 1 - +19 N/A Dire Flipout

Fast command grab, good combo ender on standing opponents.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
SK 176 N/A 23 1 - +19 N/A Dire Flipout

Really slow advancing command grab, used for resets or frame traps.


Neith's Hunt
j.xKK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
112 Mid 13 10 - - - Dire Crumple

Divekick, can go in 8 directions either as a traditional dive kick, tricky cross-up, or movement tool.


Supers

All-Out Attack

Spirit Rider
236236K
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
216 Mid 17 7 - +11 -31 Dire N/A

Reversal super, can also be used as an ender if you don't feel like doing install routes.


Karmatic Weight
214214P
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A - 12 N/A - N/A N/A Dire N/A

Install, increases the benefits and penalties from your current stance.

All-Out EX

Spirit Crush
214214KK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
312 N/A 14 7 - 0 -29 Dire N/A

You get no oki from this move so it's only really good for damage or as an anti-fireball tool.

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.

General Gameplan

Neutral

Pressure

Defense

Battle Craze Navigation

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