YomiHustle/Cowboy: Difference between revisions
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|charactername=Cowboy | |charactername=Cowboy | ||
|intro= Cowboy has incredible consistency, for better, and for worse | |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, as Bullets, and his 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 first. | ||
|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. | *'''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. 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, 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 and area control compared to the rest of the cast, 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]]. | |||
*'''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 | |||
|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 | *'''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, such as by Jumping. Cowboy also possesses only a single meterless low, and lacks any [[YomiHustle/Glossary#OTG|OTG]] options, making [[YomiHustle/Glossary#Knockdown|soft knockdown]] [[YomiHustle/Glossary#OTG|okizeme]] a bit harder to consistently perform, but is negated by good Bullet use. | ||
*''' | *'''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, Pommel can lack in reward, as a short Jump + DI down-away will only give Cowboy a meaty, and the potential for a blockstring if he has the Bullets. Due to Gun Stance lacking normal defensive options, Cowboy is also vulnerable to foes suddenly approaching, or trying to call out Quickdraw/Draw Cancels over longer distances, especially from [[YomiHustle/Mutant|Mutant]]. | ||
*''' | *'''Resource 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. 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, and 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 much easier to work around, and his flaws become much more apparent. | ||
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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. | ||
}} | }} |
Revision as of 13:26, 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, as Bullets, and his 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 first.
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Move List
Movement
Walk
a leisurely stroll a leisurely stroll
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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
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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
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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
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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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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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Impale
nothing personnel, kid nothing personnel, kid
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BackSlash
HUGE hitbox goes brrrrrr HUGE hitbox goes brrrrrr
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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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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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