YomiHustle/Cowboy: Difference between revisions
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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 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. | 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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* While the after-image is active, Cowboy gains access to three toggles: Shift, Rift and Drift. | * While the after-image is active, Cowboy gains access to three toggles: Shift, Rift and Drift. | ||
* The after-image will be destroyed if 102 frames pass, if either Cowboy or the after-image is hit by an opponent; or if Cowboy strays too far away. | * The after-image will be destroyed if 102 frames pass, if either Cowboy or the after-image is hit by an opponent; or if Cowboy strays too far away. | ||
* Unflippable. | |||
Cowboy's set-up, mix, resourceless ranged threat, escape route, repositioning tool, blockstring lengthener, moveset expander, combo extender and general utility. It even makes Bullets somehow even more threatening! Seriously. You '''WANT''' this out. | |||
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|proration= - | |proration= - | ||
|airok= Yes | |airok= Yes | ||
|description= | |description= | ||
* Toggle. | * Toggle. | ||
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* Grab invuln frames 1-5. | * Grab invuln frames 1-5. | ||
* Full invuln frames 6-8. | * Full invuln frames 6-8. | ||
* Unflippable. | |||
The strongest combo glue you've ever seen! Also a way to quickly reposition at the cost of 1 bar of meter, either to escape a bad location or situation, or even to approach. | The strongest combo glue you've ever seen! Also a way to quickly reposition at the cost of 1 bar of meter, either to escape a bad location or situation, or even to approach. | ||
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* Allows access to Fatal Cut and Time Splitter. | * Allows access to Fatal Cut and Time Splitter. | ||
Grants higher ground movement and two new supers. Can be tricky to utilize, as it can allow for new combo routes due to the passive attacks, but also makes it easier for you to drop your combo, as well. In neutral, in poses a fair threat, making Cowboy's movement dangerous, and covering certain approaches, but can put Cowboy into a tough situation if it's Parried, and can't be used alongside Teleport or Impale. | |||
Using Izuna Drop with 1000 Cuts active is not advised, as the opponent can sometimes escape hitstun much earlier than intended, leaving Cowboy vulnerable. | Using Izuna Drop with 1000 Cuts active is not advised, as the opponent can sometimes escape hitstun much earlier than intended, leaving Cowboy vulnerable. | ||
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|guard= High | |guard= High | ||
|firstactionable= 20 | |firstactionable= 20 | ||
|frameadvantage= +24, | |frameadvantage= +24, Until Landing vs aerial | ||
|proration= 0 | |proration= 0 | ||
|blockadvantage= -2 | |blockadvantage= -2 | ||
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* Causes soft knockdown. | * Causes soft knockdown. | ||
An incredibly expensive, but fast, decent range poke with a | An incredibly expensive, but fast, decent range poke with a generous amount of hitstun. If hit on an aerial opponent, they'll be put into hitstun until landing, and accordingly, will let you do anything your heart desires. | ||
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* Each slash lasts for 2 frames, and hits every frame, one after another, in a line behind Cowboy. | * Each slash lasts for 2 frames, and hits every frame, one after another, in a line behind Cowboy. | ||
* Unable to be Free Cancelled. | * Unable to be Free Cancelled. | ||
* Similar angle restriction to Teleport, but can be flipped. | |||
* Spikes the opponent downwards on hit. | * Spikes the opponent downwards on hit. | ||
* 1000 | * Causes a hard knockdown. | ||
* 1000 Minimum Damage. | |||
Teleport to a place within range, a sweeping barrage of cuts trailing you. Reasonably threatening at medium ranges | Teleport to a place within range, a sweeping barrage of cuts trailing you. Reasonably threatening at medium ranges, 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 | Hard to Parry, as the timing varies based on where Cowboy teleports to; but also quite expensive for that purpose. | ||
Very slightly higher minimum damage than Izuna Drop (100 higher,) but still resets to neutral. | |||
}} | }} |
Latest revision as of 17:09, 1 July 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.
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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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Dash
Will get you over some lows and mids Will get you over some lows and mids
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Super Dash
very anime very anime
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Jump
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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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Horiz. Slash
Upwards Version Upwards Version
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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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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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Ankle Cutter
"Round start low disjoint?" "Round start low disjoint?"
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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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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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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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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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