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
|
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
|
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
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
5SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
cl.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Crouching Normals
2LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
2SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
2LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
2SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Jumping Normals
j.LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.SK FOOT DIVE FOOT DIVE
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Command Normal
Swirl Chop 6SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Swirl Chop Feint 4SP
|
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
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SP
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Sunny Finger (Down) 214P
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Shiny Punch 623X
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SP
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Fancy Kick 214K Bison Stomp Bison Stomp
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LK
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SK
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Mellow Throw 41236K
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LK
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Universal Mechanics
Throw 4/6SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Boost Dive LK+SP/LP+SK
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Unblockable
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Advancing Attack SP+SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Super Arts
Super Shiny Punch 463214P 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 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 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 Critical Arts Critical Arts
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
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