YomiHustle/Cowboy: Difference between revisions
m (→Spot Dodge: changed description to not discourage using this move, and opting for explaining the risks of it) |
m (→Ankle Cutter: description update) |
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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. | 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 | Generally, Horiz. Slash is preferred in neutral, as Ankle Cutter comes out slightly slower, deals less damage, and is beaten by most of the same options that would beat Horiz. Slash, but has some uses in blockstrings and combos due to its knockback direction/pull, beating low profiles very slighter faster than Vert. Slash does (7f vs 9f with initiative,) and going for Burst baits. | ||
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Revision as of 12:14, 28 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.
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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