Overview
Playstyle
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.
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- 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.
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Statistics
Trait
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"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.
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Health
|
950
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Mobility
|
Dash
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Move Overview
no images for these yet :(
Universal Mechanics
Craze Tech
Nu Stance 5CT (air OK)
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
N/A
|
N/A
|
17
|
-
|
-
|
N/A
|
N/A
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Counter
|
N/A
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Boundary gets faster movement but has lower hit/block stun and pushback on his attacks. Can be canceled into from specials.
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Osiris Stance 4CT (air OK)
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
N/A
|
N/A
|
17
|
-
|
-
|
N/A
|
N/A
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Counter
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N/A
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Boundary gains more defense but has lower damage and slower movement. Can be canceled into from specials.
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Ptah Stance 2CT (air OK)
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
N/A
|
N/A
|
17
|
-
|
-
|
N/A
|
N/A
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Counter
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N/A
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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.
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Anhur Stance 6CT (air OK)
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
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Adv Block
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Punish State
|
Dire Effect
|
N/A
|
N/A
|
17
|
-
|
-
|
N/A
|
N/A
|
Counter
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N/A
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Boundary does more damage but has lower defense. Can be canceled into from specials.
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Throws
De-Facer 5GP
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
120
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Throw Tech
|
4
|
-
|
-
|
+11
|
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
|
Startup
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Active
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Recovery
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Adv Hit
|
Adv Block
|
120
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Throw Tech
|
4
|
-
|
-
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+12
|
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
|
Guard
|
Startup
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Active
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Recovery
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Adv Hit
|
Adv Block
|
120
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Throw Tech
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2
|
-
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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
|
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
|
40
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Mid
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5
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2
|
-
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2
|
-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
|
92
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Mid
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8
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2
|
-
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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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|
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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
|
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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+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
|
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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+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
|
120
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Low
|
10
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4
|
-
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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
|
Startup
|
Active
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Recovery
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Adv Hit
|
Adv Block
|
44
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Overhead
|
4
|
3
|
-
|
-
|
-
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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
|
Guard
|
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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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
|
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
|
7
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12
|
-
|
-
|
-
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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
|
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
|
92
|
Overhead
|
7
|
3
|
-
|
-
|
-
|
|
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Command Normals
Sobek Slash 4SP or 6SP
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
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Adv Block
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Punish State
|
Dire Effect
|
88
|
Mid
|
14
|
5
|
-
|
+1
|
-6
|
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
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
96
|
Low
|
10
|
9
|
-
|
+39
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-10
|
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
Bastet Pounce 236P
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Version
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
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Punish State
|
Dire Effect
|
LP
|
136
|
Mid
|
12
|
8
|
-
|
+0
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-4
|
Dire
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Wall Bounce
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Great pressure tool since Ptah makes this safe on block at any range. Good to stance cancel out of to keep the opponent standing.
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Version
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
SP
|
148
|
Mid
|
15
|
12
|
-
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+12
|
-6
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Dire
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Wall Bounce
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Meterless combo ender, good to spend Dire on. Very plus at higher ranges.
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Vertical Swing 623K
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Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LK
|
112
|
Mid
|
7
|
8
|
-
|
+18
|
-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
|
112
|
Mid
|
14
|
8
|
-
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+26
|
-11
|
Dire
|
Power Launch
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Launcher, lets Boundary get good juggles anywhere. Good move to cancel into stance from.
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Drift of Nu 214K (in Nu Stance)
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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
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Teleport, Boundary drifts forward a little bit after teleporting. Light version goes in front of the opponent, heavy goes behind.
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Aura of Osiris 214K (in Osiris Stance)
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Version
|
Damage
|
Guard
|
Startup
|
Active
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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.
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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.
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|
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.
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|
March of Anhur 214K (in Anhur Stance)
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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.
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|
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.
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Supers
All-Out Attack
Spirit Rider 236236K
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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.
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|
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.
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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