The Rumble Fish 2/Boyd

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TRF2 MAIN BOYD.png

Introduction

Gender Male Blood type AB(Rh+) Birthday March 4th Fighting Style Assassination Arts Birthplace England Height 155cm Weight 100kg Voice Actor Yamamoto Hiroshi

Fun fact: His special skill is communicating with his animal, Harry. He can also balance his whole body on one finger, and sleep with one eye open.

Boyd's gameplan is simple in thought, but tough in execution. Build Scorpion Gauge, get a good hit with 5SK/cl.SK, and cash out with DP Super.
Like with most things in life, little bit easier said than done.
And don't let his lovable exterior fool you, that's all a part of the trap!
Boyd specializes in pressuring and harassing the opponent to make mistakes at close range, and capitalizing on those mistakes with a filled up Scorpion Gauge, will only frustrate your opponent further.

At max (13) Scorpion Gauge, your super damage ( specifically 463214LP/SP ) goes from "oh ok" to " OH. OK.", yagetme?

To actually explain the Scorpion Gauge: each pip of Gauge increases his 463214LP/SP damage output and at (13) Scorpion Gauge, any stray hit into super is doing a healthy 60%+ to any character; 5+ Scorpion Gauge is usually a good position to begin to think about cashing out the damage.

Gameplay

Pros Cons
  • Fast lights, effective for pressure and staggers. Ground normals have a fair amount of active frames to them.
  • Ground/aerial buttons are also really short range. Can poke, but not his strongsuit.
  • Good meterless reversals in 623LP/SP. 2LP/LK and 5LP/LK, or just blocking, can help you on wakeup a lot.
  • His OA2, DA, and CA leave much to be desired - you really won't see many Boyds use any super besides 463214P/OA1, with or without Scorpion Gauge stocked
  • Scorpion Gauge will induce fear. 5+ Scorpion Gauge is scary enough sometimes. Boost Dive is your best friend.
  • Has slow movement, zoners and long normals really stop him in his tracks.
"Harry! You're an arachnid Harry!"

How do we even build Scorpion Gauge?

  • Hitting the opponent with 236LP/SP will build you +1 Scorpion Meter.
  • Hitting the opponent with 214LP/SP will build you +1 Scorpion Meter.
  • Hitting the opponent with BDx236LP will build you +1 Scorpion Meter.
  • Hitting the opponent with BDx236SP will build you +3 Scorpion Meter.

Version Differences

Note any important changes from Atomiswave to Nesica if relevant

Move Set

Standing Normals

5LP
BOYD LP.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No No

Fast, short reaching jab that can chain into itself. Good tool up close, lets you chain into you 5LK<5SP<2SK, and etc. Useful for pressure strings, and the added benefit of chaining into cl.5SP on air resets.

5SP
BOYD SP.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Boyd throws a left hook that slightly moves him forward for the swing; slow startup but fairly active, can clip opponents at mid-ranges, and can lead into sweep combos or chain into 5SK>236LP/SP to build Scorpion Gauge.

cl.SP
BOYD CSP.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

2-hitting normal that can chain in 5/2SK>236LP/SP, great way to build Scorpion Gauge. Might not see this move too often, as Boyd has a few better buttons up close (cl.SK, 2/5LP, 2/5LK, 2SP), but still an important button for air resets with 5LP, and for 13Gauge ToD combos.


5LK
BOYD LK.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

move description

5SK
BOYD SK.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

move description

cl.SK
BOYD CSK.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

move description

Crouching Normals

2LP
BOYD 2LP.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

move description

2SP
BOYD 2SP.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

move description

2LK
BOYD 2LK.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Low - - - - No -

move description

2SK
BOYD 2SK.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Low - - - - No -

move description

Jumping Normals

j.LP
BOYD 8LP.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - No -

move description

j.SP
BOYD 8SP.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - No -

move description

j.LK
BOYD 8LK.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - No -

move description

j.SK
BOYD 8SK.png
FOOT DIVE
FOOT DIVE
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - No -

move description

Command Normal

Swirl Chop
6SP
BOYD 6SP.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - No -

Hits overhead.

Swirl Chop Feint
4SP
BOYD 4SP.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- - - - - - No -

Can be cancelled into Boyd's dodge, allowing him to keep up the pressure.

Special Moves

Sunny Finger
236P
BOYD 236P.png
Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
LP - Mid - - - - - -

move description

Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
SP - Mid - - - - - -

move description

Sunny Finger (Down)
214P
BOYD 214P.png
Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
LP - Low - - - - - -

This is the only version of Sunny Finger that can be comboed into, making it Boyd's go to combo ender after a 2SK.

Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
SP - Low - - - - - -

move description

Shiny Punch
623X
BOYD 623P.png
Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
LP - Mid - - - - - -

move description

Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
SP - Mid - - - - - -

move description

Fancy Kick
214K
BOYD 214K.png
Bison Stomp
Bison Stomp
Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
LK - High - - - - - -

move description

Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
SK - High - - - - - -

move description


Mellow Throw
41236K
BOYD 41236K.png
Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
LK - High/Mid/Low - - - - - -

move description

Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
SK - - - - - - - -

move description

Universal Mechanics

Throw
4/6SP
BOYD THROW.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- - - - - - No -

move description

Boost Dive
LK+SP/LP+SK
BOYD BOOSTDIVE.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- - - - - - No -

Gives both Sunny Fingers (236P) projectiles.

  • 236LP gives you a single but large and fairly quick projectile that travels full-screen, and builds 1 scorpion gauge on hit. LP Version is better to combo with.
  • 236HP has slower start-up but shoots 3 projectiles that are also quick and travels fullscreen; on hit, builds 3 scorpion gauge.
Jolt Attack (air OK)
LP+LK
BOYD JOLTATTACK.png
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Unblockable - - - - No -

move description

Advancing Attack
SP+SK
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

move description

Super Arts

Super Shiny Punch
463214P
BOYD OA.png
Offensive Arts
Offensive Arts
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

The most important Offensive Art Boyd has. Once you feel you have enough scorpion gauge, combo into this and watch the opponent's HP disappear! Can also be comboed out of, as the final hits knock the opponent high into the air.

Super Steel Head
[2]8 LP+SP
BOYD OA2.png
Offensive Arts 2
Offensive Arts 2
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

3 OFF BAR. Useless headbutt super that does two hits. Costs too much meter for almost no damage.

Twin Sunny Finger
236236P
BOYD DA.png
Defensive Arts
Defensive Arts
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

If this Defensive Art hits, Boyd receives 2 points for the scorpion gauge.

Eccentric Motion
2363214P
BOYD CA.png
Critical Arts
Critical Arts
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

move description

Combos

• LP > LK > SP > SK > AA > SP > 2SK > 214LK

• LP > LK > SP > 463214P > SP

• LP > LK > 2SK > 214SP

A little spacing dependant, but a reliable combo to build scorpion meter

Strategy

quit mashing and block!

Colors

{{{colors}}}

External Links

youtube.com twitch.tv


General
FAQ
Controls
HUD
System
Strategy
Glossary
Netplay
Links
Characters
Aran
Bazoo
Beatrice
Boyd
Garnet
Greed
Hazama
Hikari
Kaya
Lud
Mito
Orville
Sheryl
Typhon
Viren
Zen