YomiHustle/Cowboy: Difference between revisions
m (→Downward Cleave: minor description change, added block advantage to aerial version) |
(this character profile was really outdated, i tried to fill out and update what i could, but it needs someone with significantly more experience with cowboy to look it over.) |
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|charactername=Cowboy | |charactername=Cowboy | ||
|intro=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. | ||
|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]]. If you can force the opponent to play on your terms, and respect your buttons, you can push Cowboy's advantages to the maximum. | ||
*''' | *'''Disjoints''': Cowboy's sword allows him access to a significant amount of disjoint on almost all of his attacks, letting him safely threaten buttons where some other characters might not have many safe options, or even any at all; in addition to giving Cowboy plenty of space to make his attacks Burst safe. | ||
*''' | *'''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, pokes, zoning, traps, pressure, combo extensions, combo breakers and even more multi-purpose setups. It even allows cancelling most of your sword normals into Gun Stance, as long as you have at least one Bullet. | ||
*'''Teleports''': | *'''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 and area control compared to the rest of the cast, allowing for tricky escapes, impressive threat range in neutral, and incredibly consistent combo routes, as long as Cowboy has the Meter, or the time to set it up. | ||
|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 good overlapping options inside of his range, making attacks easier to predict, and avoid. Cowboy also lacks any [[YomiHustle/Glossary#OTG|OTG]] options, making [[YomiHustle/Glossary#Knockdown|soft knockdown]] [[YomiHustle/Glossary#OTG|okizeme]] harder to safely perform, and possesses only a single meterless low. | ||
*''' | *'''Trouble Approaching''': Unlike Wizard or Ninja, who have several projectiles that continually threaten space after use, Cowboy has a constant commitment to actions, using [[Image:YH_Icon_CowboyDash.png]] [[YomiHustle/Cowboy#Dash|Dash]] to get around Cowboy's slow movement speed, setting up [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]] or attacking, trying to play keep-out, Cowboy has to make tradeoffs, as [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]] doesn't often remain useful for many turns, struggling with maintaining threat, and restricting the opponent's options as Cowboy makes an approach. Due to this, the opponent often gets to dictate the pace of the match once Cowboy is on the backfoot, a state Cowboy struggles turning around. | ||
*''' | *'''Struggles at Close Range''': While not lacking a 4f Jab like Wizard does, Cowboy lacks any fast 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]], and lacks a way to effectively run away and maintain spacing, as [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]], [[Image:YH_Icon_Teleport.png]] [[YomiHustle/Cowboy#Teleport|Teleport]] and [[Image:YH_Icon_CowboyDash.png]] [[YomiHustle/Cowboy#Dash|Dash]] cannot be used to retreat very far, and crossing through an opponent might backfire, putting you even closer. Cowboy is either near glued to the spot he occupies, or struggling to make meaningful threats while moving, and starts to fold to pressure, especially when faced with heavy rushdown, such as against [[YomiHustle/Mutant|Mutant]]. | ||
*''' | *'''Bullet Reliant''': Bullets are incredible, ''absolutely fantastic'', but unfortunately, Cowboy didn't bring any extra; you are stuck with 6 Bullets. They are only enough if you can make them enough, and wasting even a single one can feel very punishing. Without them, Cowboy loses access to Draw Cancelling, [[YomiHustle/Glossary#Knockdown|hard knockdowns]], [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]] loses its Bullet manipulating utility, approaching becomes even harder, and he becomes more reliant on riskier, less rewarding strategies. | ||
*'''Meter Reliant''': Teleport glues your combos and neutral movement together, along with [[Image:YH_Icon_TemporalRound.png]] [[YomiHustle/Cowboy#Temporal_Round|Temporal Round]] allowing access to passive, delayed defense and offense. Without Meter, Cowboy has to deal with restrictive movement, a reliance on [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]], and his limited quantity of Bullets to start meaningful offense. | |||
}} | }} | ||
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* Shortens Cowboy's hitbox very slightly. | * Shortens Cowboy's hitbox very slightly. | ||
Cowboy's only low, and is effectively +2 on block due to that. If your opponent ever decides to block low, it's | Cowboy's only meterless low, and is effectively +2 on block due to that. If your opponent ever decides to block low, it's a read to parry this. | ||
Generally, Horiz. Slash is preferred in neutral, as Ankle Cutter comes out slower, deals less damage, and is beaten by the same options that would beat Horiz. Slash, but has some use in blockstrings and combos due to its knockback direction/pull, and for Burst safe combo routes. | Generally, Horiz. Slash is preferred in neutral, as Ankle Cutter comes out slower, deals less damage, and is beaten by many of the same options that would beat Horiz. Slash, but has some use in blockstrings and combos due to its knockback direction/pull, and for Burst safe combo routes. | ||
}} | }} | ||
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* Only usable in Gun stance. | * Only usable in Gun stance. | ||
* Exits Gun stance. | * Exits Gun stance. | ||
* | * Both a move, and a toggle. | ||
Exists just in case you mess up and pull the gun out at a bad time. Using the holster toggle for Shoot and Point Blank speeds up holster, taking effect frame 10 and frame 12, respectively. | Exists just in case you mess up and pull the gun out at a bad time. Using the holster toggle for Shoot and Point Blank speeds up holster, taking effect frame 10 and frame 12, respectively. | ||
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{{MoveData | {{MoveData | ||
|image=YH_Cowboy_Foresight.gif | |image=YH_Cowboy_Foresight.gif | ||
|hitbox=YH_Cowboy_Foresight1HB.png | |hitbox=YH_Cowboy_Foresight1HB.png | ||
|name=Foresight | |name=Foresight | ||
|input=[[Image:YH_Icon_Foresight | |input=[[Image:YH_Icon_Foresight.png]] | ||
|data= | |data= | ||
{{AttackData-YH-Special | {{AttackData-YH-Special | ||
|startup= 4 | |startup= 4 | ||
|active= 102 | |active= 102 | ||
|firstactionable= 14 | |firstactionable= 14 | ||
|proration= - | |||
|airok= Yes | |airok= Yes | ||
|description= | |description= | ||
* Usable in Gun stance. | |||
* Places an after-image somewhere on screen. | |||
** Placement is restricted to be in front of Cowboy, and only slightly behind in neutral. This angle restriction changes to a diagonally downwards one while airborne. | |||
*** An after-image can also be placed on Cowboy's location using the Sight toggle at any point, at the cost of 1 bar. | |||
** The after-image, will ricochet any Bullets on contact, influenced by the DI wheel. | |||
* 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. | |||
Cowboy's set-up, mix, resourceless ranged threat, escape route, repositioning tool, blockstring lengthener, moveset expander, combo extender and general utility. Seriously. You '''WANT''' this out. | |||
}} | }} | ||
}} | |||
{{MoveData | |||
|image=YH_Cowboy_ForesightRift.gif | |||
|hitbox=YH_Cowboy_RiftHB.png | |||
|input=[[Image:YH_Icon_Rift.png]] | |||
|name= Rift | |||
|data= | |||
{{AttackData-YH-Special | |||
|damage= 800 | |||
|startup= 6 | |||
|active= 1 | |||
|proration= 0 | |||
|frameadvantage= +11 (varies) | |||
|blockadvantage= +0 | |||
|airok= Yes | |||
|description= | |||
* Toggle. | |||
* Requires an after-image to be active. | |||
* Rift implodes the after-image on frame 6 and spawns a brief, stationary hitbox. | |||
** Activating Rift with any active Bullets in play, or while using Shoot will cause one to be launched out from the rift, the direction being controlled by the DI wheel. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=YH_Cowboy_Telepatate.gif | |||
|hitbox=YH_Cowboy_TeleportHB.png | |||
|input=[[Image:YH_Icon_Shift.png]] | |||
|name= Shift | |||
|data= | |||
{{AttackData-YH-Special | |||
|damage= | |||
|startup= 7 | |||
|active= | |||
|proration= - | |||
|airok= Yes | |||
|proration = - | |||
|description= | |||
* Toggle. | |||
* Requires an after-image to be active. | |||
* Consumes an air option. | |||
* Teleports Cowboy to the after-image on frame 7. | |||
* Any simultaneous action will have 2 frames of startup removed. | |||
Due to the 7 frame startup for Cowboy to teleport, and 2 less startup frames on any attack, this could be thought as delaying Cowboy's action by 5 frames. | |||
}} | |||
}} | |||
{{MoveData | |||
|input=[[Image:YH_Icon_Drift.png]] | |||
|image=YH_Cowboy_ForesightDrift.png | |||
|name= Drift | |||
|caption= an aerial EEEEYAH! | |||
|data= | |||
{{AttackData-YH-Special | {{AttackData-YH-Special | ||
|damage= 800 | |damage= 800 | ||
|startup= 6 | |startup= 6 | ||
|active= 1 | |active= 1 | ||
|proration= 0 | |proration= 0 | ||
|frameadvantage= +11 (varies) | |||
|blockadvantage= +0 | |||
|airok= Yes | |airok= Yes | ||
|description= | |description= | ||
* Costs 1 bar. | |||
* Toggle. | |||
* Requires an after-image to be active. | |||
* | * Allows access to aerial moves while grounded, and grounded moves while aerial, dependent on the after-image's position. | ||
** Only usable if the after-image is in the opposite grounded/aerial state as Cowboy. If Cowboy is aerial, the after-image must be grounded, and vice-versa. | |||
* Causes an explosion identical to Rift. | |||
* | |||
* | |||
* | |||
** | |||
* | |||
Significantly increases the options at your disposal, and allows for some stylish combos. | |||
}} | }} | ||
}} | }} | ||
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|image=YH_Cowboy_1000cutsA.gif | |image=YH_Cowboy_1000cutsA.gif | ||
|input=[[Image:YH_Icon_1000Cuts.png]] | |input=[[Image:YH_Icon_1000Cuts.png]] | ||
|caption= the 1000 cuts in question: | |||
|name= 1000 Cuts | |name= 1000 Cuts | ||
|data= | |data= | ||
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|hitbox3=YH_Cowboy_1KCuts2HB.png | |hitbox3=YH_Cowboy_1KCuts2HB.png | ||
|caption3= Hit 3 | |caption3= Hit 3 | ||
|name= 1000 Cuts | |name= 1000 Cuts | ||
|data= | |data= | ||
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|guard= Low/High/High | |guard= Low/High/High | ||
|firstactionable= 12 | |firstactionable= 12 | ||
|frameadvantage= +9 ( | |frameadvantage= +9 (variable) | ||
|proration= 0 | |proration= 0 | ||
|blockadvantage=+1 | |blockadvantage=+1 | ||
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* Usable in gun stance | * Usable in gun stance | ||
* Counts as a projectile. | |||
* Install Super with a duration of 145 frames, or until Cowboy is hit. | * Install Super with a duration of 145 frames, or until Cowboy is hit. | ||
** Grounded movement speed is increased significantly, and a wall of cuts automatically slash, and cover the space in front of Cowboy. | ** Grounded movement speed is increased significantly, and a wall of cuts will automatically slash, and cover the space in front of Cowboy. | ||
*** The slashes can hit projectiles in front of Cowboy, but won't destroy them. | *** The slashes can hit projectiles in front of Cowboy, but won't destroy them. | ||
* Visibly cycles through a low hit, a high hit, and then a horizontal. | * Visibly cycles through a low hit, a high hit, and then a horizontal. | ||
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* Usable in Gun stance, but only while lacking initiative. | * Usable in Gun stance, but only while lacking initiative. | ||
Useful to pressure your opponent into approaching, or to build meter while your opponent is an excessive amount of hitstun | Useful to pressure your opponent into approaching, or to build meter while your opponent is an excessive amount of hitstun, while also working as a check against Super Dash from both Ninja and Wizard. | ||
Counts as an attack, and builds a fair amount of meter on use as a result; even for only a single frame. Some additional bonus meter is gained if used forwards, due to Cowboy advancing very slightly. | |||
This can also | This can occasionally be routed into for a chunk of frame advantage while sacrificing damage, while also being possible to use similarly to Robot's Step; as a weighted 50/50 on reset or (hard)knockdown, as long as you have the time to set it up. | ||
}} | }} |
Revision as of 20:26, 18 June 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.
Strengths | Weaknesses |
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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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