YomiHustle/Cowboy: Difference between revisions
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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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* 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. |
Latest revision as of 17:09, 1 July 2024
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
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Back Walk
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Dash
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Super Dash
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Jump
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Super Jump
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Spot Dodge
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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
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Horiz. Slash
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Vert. Slash
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Upward Swipe
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Stinger
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Ankle Cutter
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Downward Cleave
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Throw
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Pistol Whip
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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
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Vert. Slash
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Specials
Lightning Slice
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Impale
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BackSlash
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3Combo
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Quickdraw
Gun Stance
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Lasso
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Foresight
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Gun Throw
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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
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Temporal Round
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1000Cuts
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Taunt
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