YomiHustle/Cowboy: Difference between revisions
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|charactername=Cowboy | |charactername=Cowboy | ||
|intro= Cowboy has incredible consistency, for better, and for worse. Possessing good reach, high damage, a generous sprinkling of disjoints, and enough ricocheting Bullets to make an ocelot jealous, Cowboy has some fantastic tools to continue pushing advantage once you've got it, but can struggle to turn things around if you lose it | |intro= Cowboy has incredible consistency, for better, and for worse. Possessing good reach, high damage, a generous sprinkling of disjoints, and enough ricocheting Bullets to make an ocelot jealous, Cowboy has some fantastic tools to continue pushing advantage once you've got it, but can struggle to turn things around if you lose it. Bullets, and other tools can practically play the game for Cowboy, but can't be safely set-up in close range without winning an interaction, or forcing the opponent to Block something advantageous first, while remaining limited in their uses. | ||
|image=YH_Cowboy_Idle1.png | |image=YH_Cowboy_Idle1.png | ||
|pros= | |pros= | ||
*'''Swordmaster''': Cowboy sports fairly strong neutral options, with attacks possessing large range, and high damage, as well as one of the best anti-airs in the game in [[Image:YH_Icon_BackSlash.png]] [[YomiHustle/Cowboy#BackSlash|Backslash]] | *'''Swordmaster''': Cowboy sports fairly strong neutral options, with attacks possessing large range, and high damage, as well as one of the best anti-airs in the game in [[Image:YH_Icon_BackSlash.png]] [[YomiHustle/Cowboy#BackSlash|Backslash]] Cowboy's sword allows him access to a significant amount of disjoint on almost all of his attacks, letting him have hard to contest buttons where some other characters might not have many options to counter it, or even any at all; in addition to giving Cowboy plenty of space to make his attacks Burst safe mid-combo. | ||
*'''Gunslinger''': Cowboy's gun can almost play neutral and do setplay for him. [[Image:YH_Icon_Shoot.png]] [[YomiHustle/Cowboy#Quickdraw|Shoot]] already threatens a massive range incredibly quickly, and a [[YomiHustle/Glossary#Knockdown|hard knockdown]], on top of that. Cowboy also has access to various ways of manipulating his Bullets through ricochets, [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]], and [[Image:YH_Icon_Rift.png]] [[YomiHustle/Cowboy#Foresight|Rift]], with [[Image:YH_Icon_TemporalRound.png]] [[YomiHustle/Cowboy#Temporal_Round|Temporal Round]] furthering more Bullet shenanigans. Bullets grant Cowboy a near endless amount of options for blockstings, oki, pokes, zoning, traps, pressure, combo extensions, combo breakers and even more multi-purpose set-ups. It even allows cancelling most of your sword normals into Gun Stance, as long as you have at least one Bullet. Many of Cowboy's weaknesses can be outright ignored as long as a Bullet is in play. | *'''Gunslinger''': Cowboy's gun can almost play neutral and do setplay for him. [[Image:YH_Icon_Shoot.png]] [[YomiHustle/Cowboy#Quickdraw|Shoot]] already threatens a massive range incredibly quickly, and a [[YomiHustle/Glossary#Knockdown|hard knockdown]], on top of that. Cowboy also has access to various ways of manipulating his Bullets through ricochets, [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]], and [[Image:YH_Icon_Rift.png]] [[YomiHustle/Cowboy#Foresight|Rift]], with [[Image:YH_Icon_TemporalRound.png]] [[YomiHustle/Cowboy#Temporal_Round|Temporal Round]] furthering more Bullet shenanigans. Bullets grant Cowboy a near endless amount of options for blockstings, oki, pokes, zoning, traps, pressure, combo extensions, combo breakers and even more multi-purpose set-ups. It even allows cancelling most of your sword normals into Gun Stance, as long as you have at least one Bullet. Many of Cowboy's weaknesses can be outright ignored as long as a Bullet is in play. | ||
*'''Teleports''': [[Image:YH_Icon_Teleport.png]] [[YomiHustle/Cowboy#Teleport|Teleport]] and [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]] grants Cowboy nearly unmatched repositioning | *'''Teleports''': [[Image:YH_Icon_Teleport.png]] [[YomiHustle/Cowboy#Teleport|Teleport]] and [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]] grants Cowboy nearly unmatched on demand repositioning, allowing for tricky escapes, and incredibly consistent combo routes, as long as Cowboy has the Meter, or the time to set [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]]. | ||
|cons= | |cons= | ||
*'''Straightforward Threats''': Cowboy can threaten a lot of overall space with his sword, but singular moves can only cover a small portion of that. Cowboy often lacks multiple | *'''Straightforward Threats''': Cowboy can threaten a lot of overall space with his sword, but singular moves can only cover a small portion of that. Cowboy often lacks multiple safe, overlapping options inside of his range, making attacks easier to predict, avoid, or even try to Parry. Trying to punish an opponent for being Parry hungry can also be a bit of a struggle, as Cowboy's rewarding options are limited, either trying to go for a risky, hard call-out with [[Image:YH_Icon_Stinger.png]] [[YomiHustle/Cowboy#Stinger|Stinger]], an expensive, even riskier Burst-Cancelled [[Image:YH_Icon_Impale.png]] [[YomiHustle/Cowboy#Impale|Impale]], or a somewhat safer [[Image:YH_Icon_VSlash.png]] [[YomiHustle/Cowboy#Vert._Slash|Vert. Slash]] for a blockstring. Cowboy also possesses only a single meterless low, and lacks any [[YomiHustle/Glossary#OTG|OTG]] options, needing to spend a Bullet for consistent [[YomiHustle/Glossary#Okizeme|okizeme]]. | ||
*'''Struggles at Close Range''': While not lacking a 4f Jab like Wizard does, Cowboy lacks any fast, intermediate buttons to cover the distance between [[Image:YH_Icon_Pommel.png]] [[YomiHustle/Cowboy#Pommel|Pommel]] and [[Image:YH_Icon_HSlash.png]] [[YomiHustle/Cowboy#Horiz._Slash|Horiz. Slash]]. Additionally, | *'''Struggles at Close Range''': While not lacking a 4f Jab like Wizard does, Cowboy lacks any fast, intermediate buttons to cover the distance between [[Image:YH_Icon_Pommel.png]] [[YomiHustle/Cowboy#Pommel|Pommel]] and [[Image:YH_Icon_HSlash.png]] [[YomiHustle/Cowboy#Horiz._Slash|Horiz. Slash]]. Additionally, Cowboy can have issues covering passive options such as Jump, while still being threatening, as even [[Image:YH_Icon_Pommel.png]] [[YomiHustle/Cowboy#Pommel|Pommel]] will only grant a blockstring, while still costing a Bullet, if DI'd properly. Gun Stance is also vulnerable, lacking normal defensive options, to foes suddenly approaching, or trying to call out Quickdraw/Draw Cancels over longer distances, especially from [[YomiHustle/Mutant|Mutant]]. | ||
*'''Resource | *'''Resource Hungry''': Bullets are incredible, ''absolutely fantastic'', but unfortunately, Cowboy didn't bring any extra; you are stuck with 6 Bullets. Without them, Cowboy loses access to Draw Cancelling, [[YomiHustle/Glossary#Knockdown|hard knockdowns]], [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]] loses its oppressive Bullet manipulating utilities, along with the airtight blockstrings, and set-ups as a result. Cowboy also loves having meter, as [[Image:YH_Icon_Teleport.png]] [[YomiHustle/Cowboy#Teleport|Teleport]] allows Cowboy to escape unfavourable interactions, and glues Cowboy's movement and combos together, while [[Image:YH_Icon_TemporalRound.png]] [[YomiHustle/Cowboy#Temporal_Round|Temporal Round]] gives Cowboy all the upsides of a Bullet without costing one. Without either, Cowboy still remains a threat, but is easier to work around, and his weaknesses start to become more apparent. | ||
}} | }} | ||
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Cowboy teleports on the spot, dodging grabs, certain attacks and slightly modifies your momentum, no initiative needed! Loses to 4f jabs, and other attacks that hit after 7f, though. | Cowboy teleports on the spot, dodging grabs, certain attacks and slightly modifies your momentum, no initiative needed! Loses to 4f jabs, and other attacks that hit after 7f, though. | ||
Not quite as rewarding as other moves that might counter the same attacks Spot Dodge does, especially if the opponent Free | Not quite as rewarding as other moves that might counter the same attacks Spot Dodge does, especially if the opponent Free Cancels an attack that this move dodges, but is safe against movement. | ||
}} | }} | ||
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* Can be chained into itself repeatedly. | * Can be chained into itself repeatedly. | ||
* Spikes air opponents and ground bounces on the launching hit. | * Spikes air opponents and ground bounces on the launching hit. | ||
Important tool for close range RPS and to beat | Important tool for close range RPS and to beat Whiff Cancels, your fastest button. Also useful for stabilizing combos if you have low frame advantage. | ||
Weak to DI down/away if an opponent is airborne. | |||
}} | }} | ||
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* Grounded version is airborne frame 3. | * Grounded version is airborne frame 3. | ||
* Causes a soft knockdown on aerial opponents. | * Causes a soft knockdown on aerial opponents. | ||
* Draw | * Draw Cancellable. | ||
Hops over grabs and lows in neutral, and even over certain highs. | Hops over grabs and lows in neutral, and even over certain highs. | ||
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* Universal throw. | * Universal throw. | ||
* Causes soft knockdown. | * Causes soft knockdown. | ||
* | * Unable to be Free Canceled. | ||
* With dash toggled, forward momentum starts on frame 2. | * With dash toggled, forward momentum starts on frame 2. | ||
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* Usable grounded while in Gun stance, or at anytime while airborne. | * Usable grounded while in Gun stance, or at anytime while airborne. | ||
* Draw | * Draw Cancellable. | ||
Effectively replaced Cowboy's noninteractive aerial grab loops. Due to throw forwards and throw downwards being identical, Pistol Whip functionally acts as a down throw used to in a combo, except against DI down. | Effectively replaced Cowboy's noninteractive aerial grab loops. Due to throw forwards and throw downwards being identical, Pistol Whip functionally acts as a down throw used to in a combo, except against DI down. | ||
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* Second hit has Minimum Damage 600 | * Second hit has Minimum Damage 600 | ||
* Causes soft knockdown. | * Causes soft knockdown. | ||
* | * Unable to be Free Canceled. | ||
In older versions this move could be | In older versions, this move could be Free Canceled, making it one of the best ways to close distance. Currently, however, it can be used for ending a combo, or incredibly risky, hard reads such as punishing setplay, blocking, or slow attacks in neutral, albeit lacking much reward for doing so, without spending Burst. Even simple movement will cause this to be blockable, and as such, punishable. | ||
}} | }} | ||
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|proration= - | |proration= - | ||
|airok= Yes | |airok= Yes | ||
|description= | |description= | ||
* Toggle. | * Toggle. | ||
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* DOES NOT cost a Bullet. | * DOES NOT cost a Bullet. | ||
* Only usable in Gun stance. | * Only usable in Gun stance, or after firing a Bullet. | ||
* Shoots out a stationary bullet, which will automatically fire after 53 frames. | * Shoots out a stationary bullet, which will automatically fire after 53 frames. | ||
** Fast toggle causes the bullet to automatically fire after 20 frames. | ** Fast toggle causes the bullet to automatically fire after 20 frames. | ||
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* DOES NOT disappear when the Cowboy is hit. | * DOES NOT disappear when the Cowboy is hit. | ||
* Pushblock freezes the Bullet for 10f. | * Pushblock freezes the Bullet for 10f. | ||
* Adds temp toggle to Shoot, firing the Temporal Round | * Adds a "temp" toggle to Shoot, firing the Temporal Round afterwards. | ||
* Wall splats. | * Wall splats. | ||
* Ground bounces. | * Ground bounces. | ||
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{{MoveData-YH-Super | {{MoveData-YH-Super | ||
|damage= | |damage= 2000 | ||
|startup= 6 | |startup= 6 | ||
|active= 2 | |active= 2 | ||
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* Unable to be Free Cancelled. | * Unable to be Free Cancelled. | ||
* Spikes the opponent downwards on hit. | * Spikes the opponent downwards on hit. | ||
* 1000 minimum damage. | |||
Teleport to a place within range, a sweeping barrage of cuts trailing you. Reasonably threatening at | Teleport to a place within range, a sweeping barrage of cuts trailing you. Reasonably threatening at medium ranges, and incredibly high damage in combos even as an ender, but is even more committal than Ninja's Uppercut. If this misses, you DIE. | ||
Hard to Parry, as the timing varies based on where Cowboy teleports to; but you might want to | Hard to Parry, as the timing varies based on where Cowboy teleports to; but you might want to consider why you're burning 4 bars for a blockstring. | ||
Latest revision as of 13:46, 30 June 2024
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Under Construction
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Profile
Cowboy has incredible consistency, for better, and for worse. Possessing good reach, high damage, a generous sprinkling of disjoints, and enough ricocheting Bullets to make an ocelot jealous, Cowboy has some fantastic tools to continue pushing advantage once you've got it, but can struggle to turn things around if you lose it. Bullets, and other tools can practically play the game for Cowboy, but can't be safely set-up in close range without winning an interaction, or forcing the opponent to Block something advantageous first, while remaining limited in their uses.
Strengths | Weaknesses |
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Move List
Movement
Walk
a leisurely stroll a leisurely stroll
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Toggle Hitboxes Toggle Hitboxes
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Back Walk
footsies!? footsies!?
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Toggle Hitboxes Toggle Hitboxes
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Dash
Will get you over some lows and mids Will get you over some lows and mids
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Toggle Hitboxes Toggle Hitboxes
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Super Dash
very anime very anime
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Toggle Hitboxes Toggle Hitboxes
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Jump
Toggle Hitboxes Toggle Hitboxes
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Super Jump
Toggle Hitboxes Toggle Hitboxes
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Spot Dodge
Toggle Hitboxes Toggle Hitboxes
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Grounded Normals
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Pommel
The closest you can get to a 5P in YH The closest you can get to a 5P in YH
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Toggle Hitboxes Toggle Hitboxes
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Horiz. Slash
Upwards Version Upwards Version
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Toggle Hitboxes Toggle Hitboxes
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Vert. Slash
Toggle Hitboxes Toggle Hitboxes
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Upward Swipe
Looks like a DP. Is not a DP Looks like a DP. Is not a DP
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Toggle Hitboxes Toggle Hitboxes
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Stinger
round start flip draw cancel stinger is my favorite opener round start flip draw cancel stinger is my favorite opener
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Toggle Hitboxes Toggle Hitboxes
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Ankle Cutter
"Round start low disjoint?" "Round start low disjoint?"
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Toggle Hitboxes Toggle Hitboxes
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Downward Cleave
Toggle Hitboxes Toggle Hitboxes
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Throw
You're landing this after tp aren't you? You're landing this after tp aren't you?
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Toggle Hitboxes Toggle Hitboxes
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Pistol Whip
Toggle Hitboxes Toggle Hitboxes
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Aerials
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Horiz. Slash
Toggle Hitboxes Toggle Hitboxes
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Vert. Slash
Toggle Hitboxes Toggle Hitboxes
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Specials
Lightning Slice
Neutral Skip Detected Neutral Skip Detected
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Toggle Hitboxes Toggle Hitboxes
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Impale
nothing personnel, kid nothing personnel, kid
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Toggle Hitboxes Toggle Hitboxes
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BackSlash
HUGE hitbox goes brrrrrr HUGE hitbox goes brrrrrr
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Toggle Hitboxes Toggle Hitboxes
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3Combo
Toggle Hitboxes Toggle Hitboxes
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Quickdraw
Gun Stance Six bullets. More than enough to kill anything that moves. Six bullets. More than enough to kill anything that moves.
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Lasso
Toggle Hitboxes Toggle Hitboxes
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Foresight
Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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an aerial EEEEYAH! an aerial EEEEYAH!
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Gun Throw
A thrown gun. A thrown gun.
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Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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Supers
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Teleport
For holding forward with maximum efficiency For holding forward with maximum efficiency
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Toggle Hitboxes Toggle Hitboxes
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Temporal Round
wait for iiiiittt . . . BANG! wait for iiiiittt . . . BANG! A temporal round. A temporal round.
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Toggle Hitboxes Toggle Hitboxes
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1000Cuts
the 1000 cuts in question: the 1000 cuts in question:
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Taunt
I am the gun I am the gun
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Toggle Hitboxes Toggle Hitboxes
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