YomiHustle/Cowboy: Difference between revisions
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(1. Clean-up. A lot of sentences ended with a period, a lot of them didn't. It was really inconsistent. I felt like the periods were too formal, so I got rid of them. Could bring them back if need be, just make sure it's consistent otherwise my OCD is going to go apeshit. 2. Corrected and added some info.) |
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|hitstun= | |hitstun= | ||
|description= | |description= | ||
* Always interruptible when opponent is able to act | * Always interruptible when opponent is able to act | ||
* Does not become actionable if opponent uses forward movement | * Does not become actionable if opponent uses forward movement | ||
}} | }} | ||
}} | }} | ||
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|hitstun= | |hitstun= | ||
|description= | |description= | ||
* Interruptible on the opponent's turn | * Interruptible on the opponent's turn | ||
Cowboy takes a big hop forward, similar to his dash. Diferent to the rest of the cast, cowboy's super dash has very little charge time, making it a great way to close distance with out using meter | Cowboy takes a big hop forward, similar to his dash. Diferent to the rest of the cast, cowboy's super dash has very little charge time, making it a great way to close distance with out using meter | ||
}} | }} | ||
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|hitbox2=YH Cowboy AirDashHB.png | |hitbox2=YH Cowboy AirDashHB.png | ||
|input=[[Image:YH Icon CowboyDash.png]] | |input=[[Image:YH Icon CowboyDash.png]] | ||
|caption= Will get you over some lows and mids | |caption= Will get you over some lows and mids | ||
|name=Dash | |name=Dash | ||
|data= | |data= | ||
Line 117: | Line 117: | ||
|hitstun= | |hitstun= | ||
|description= | |description= | ||
* Pretty fast for a movement option, and has invuln from 0-4 when using grounded Dash | * Pretty fast for a movement option, and has invuln from 0-4 when using grounded Dash | ||
* Sometimes useful on round start for steering around other pesky lows or such | * Sometimes useful on round start for steering around other pesky lows or such | ||
* Burst safe due to the invulnerability frames | * Burst safe due to the invulnerability frames | ||
}} | }} | ||
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|firstactionable= 8-15 | |firstactionable= 8-15 | ||
|description= | |description= | ||
* Short jumps are 8f to act | * Short jumps are 8f to act | ||
* Grounded large jumps are 11f to act, but are upped to 15f if jumping straight up or backwards | * Grounded large jumps are 11f to act, but are upped to 15f if jumping straight up or backwards | ||
* In the air, large jumps are always 11f | * In the air, large jumps are always 11f | ||
}} | }} | ||
}} | }} | ||
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|hitbox=YH_Cowboy_TeleportHB.png | |hitbox=YH_Cowboy_TeleportHB.png | ||
|input=[[Image:YH_Icon_Teleport.png]] | |input=[[Image:YH_Icon_Teleport.png]] | ||
|caption=For holding forward with maximum efficiency | |caption=For holding forward with maximum efficiency | ||
|name=Teleport | |name=Teleport | ||
|data= | |data= | ||
Line 177: | Line 177: | ||
|description= | |description= | ||
* Only available while the opponent is in hitstun | * Only available while the opponent is in hitstun | ||
* Gets additional recovery depending on how far back the teleport was (up to +9f recovery) | * Gets additional recovery depending on how far back the teleport was (up to +9f recovery) | ||
}} | }} | ||
}} | }} | ||
Line 200: | Line 200: | ||
* Grab Invul frames 1-4 | * Grab Invul frames 1-4 | ||
* Invul frames 5-7 | * Invul frames 5-7 | ||
Cowboy teleports in the same spot to avoid grabs and attacks. This is THE grab counter of the game, but it can also be used to dodge some jabs or preserve momentum in the air, but other than that it isn't really worth using | Cowboy teleports in the same spot to avoid grabs and attacks. This is THE grab counter of the game, but it can also be used to dodge some jabs and projectiles, or preserve momentum in the air, but other than that it isn't really worth using | ||
}} | }} | ||
}} | }} | ||
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|blockadvantage=-1 | |blockadvantage=-1 | ||
|description= | |description= | ||
* Can be chained into itself as a starter | * Can be chained into itself as a starter | ||
* 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 whiff cancels, your fastest button. Also useful for stabilizing combos if you have low frame advantage | 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 | ||
}} | }} | ||
}} | }} | ||
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|blockadvantage=-1 | |blockadvantage=-1 | ||
|description= | |description= | ||
* Has a shockwave hitbox that comes 2 frames after the sword hitbox | * Has a shockwave hitbox that comes 2 frames after the sword hitbox | ||
* Has an up-angled version that is considered a separate move and has an extra frame of hitstun | * Has an up-angled version that is considered a separate move and has an extra frame of hitstun | ||
* Draw Cancellable | * Draw Cancellable | ||
Fast and long ranged, but has a relatively thin hitbox and low hitstun. A powerful roundstart option | Fast and long ranged, but has a relatively thin hitbox and low hitstun. A powerful roundstart option | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
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|proration= | |proration= | ||
|description= | |description= | ||
* Moves Cowboy forward | * Moves Cowboy forward | ||
* Draw Cancellable | * Draw Cancellable | ||
Fast move with good range thanks to its forward movement. Sometimes useful as a last resort air movement option | Fast move with good range thanks to its forward movement. Sometimes useful as a last resort air movement option | ||
}} | }} | ||
}} | }} | ||
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|blockadvantage=+3 | |blockadvantage=+3 | ||
|description= | |description= | ||
* Causes ground bounce on ground hit | * Causes ground bounce on ground hit | ||
* Initiative bonus: startup reduced to 9f | * Initiative bonus: startup reduced to 9f | ||
* Spikes on air hit | * Spikes on air hit | ||
* Draw Cancellable | * Draw Cancellable | ||
Has enough hitstun on ground hit to whiff Parry then Teleport and continue the combo, allowing you to safely counter immediate Bursts while not ending your offense | * Lets you frame trap grounded opponents if they get up right away, forcing them to softblock, and putting them at a -3 frame advantage | ||
Has enough hitstun on ground hit to whiff Parry then Teleport and continue the combo, allowing you to safely counter immediate Bursts while not ending your offense | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
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|proration= | |proration= | ||
|description= | |description= | ||
Your fastest air move and main restand tool | Your fastest air move and main restand tool | ||
}} | }} | ||
}} | }} | ||
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|hitbox=YH_Cowboy_USwipeHB.png | |hitbox=YH_Cowboy_USwipeHB.png | ||
|input=[[Image:YH_Icon_UpwardSwipe.png]] | |input=[[Image:YH_Icon_UpwardSwipe.png]] | ||
|caption= Looks like a DP. Is not a DP | |caption= Looks like a DP. Is not a DP | ||
|name=Upward Swipe | |name=Upward Swipe | ||
|data= | |data= | ||
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|description= | |description= | ||
* Air OK | * Air OK | ||
* Draw Cancellable | * Draw Cancellable in air only | ||
* Is useful for calling out some aerial options from approaching opponents, | * Is useful for calling out some aerial options from approaching opponents, and has a ton of hitstun during a combo | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Draw Cancellable | * Draw Cancellable | ||
* Wallsplats | * Wallsplats | ||
**Making it a very solid option in the corner. Especially with 1000 cuts | **Making it a very solid option in the corner. Especially with 1000 cuts | ||
* Guard breakes | * Guard breakes | ||
** It is very | ** It is very useful in block strings to open the opponent up, similar to impale | ||
Sometimes useful as a last resort movement option due to the forward lunge Cowboy does when using this move. In round start, you can use this move flipped and draw cancel to get some distance from your opponent, wile entering the gun stance. And then, you can choose to shoot or seting up foresight for later use | Sometimes useful as a last resort movement option due to the forward lunge Cowboy does when using this move. In round start, you can use this move flipped and draw cancel to get some distance from your opponent, wile entering the gun stance. And then, you can choose to shoot or seting up foresight for later use | ||
}} | }} | ||
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|description= | |description= | ||
* Draw Cancellable | * Draw Cancellable | ||
Most useful as a frame trap due to it hitting low and having Draw Cancel | Most useful as a frame trap due to it hitting low and having Draw Cancel | ||
}} | }} | ||
}} | }} | ||
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* Air OK | * Air OK | ||
* Leads to a knockdown if the opponent hits the ground during hitstun | * Leads to a knockdown if the opponent hits the ground during hitstun | ||
Useful as a combo tool in the air and general point blank | Useful as a combo tool in the air and general point blank RPS scenarios | ||
}} | }} | ||
}} | }} | ||
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|blockadvantage=+1 | |blockadvantage=+1 | ||
|description= | |description= | ||
* Air OK | * Air OK | ||
* Can be cancelled into itself, but once cancelled cannot be aimed | * Can be cancelled into itself, but once cancelled cannot be aimed | ||
* Values in parentheses are for the followup version | * Values in parentheses are for the followup version | ||
* Neutral version of the move has 12 hitstun instead of 18 | * Neutral version of the move has 12 hitstun instead of 18 | ||
}} | }} | ||
}} | }} | ||
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|hitbox=YH_Cowboy_ImpaleHB.png | |hitbox=YH_Cowboy_ImpaleHB.png | ||
|input=[[Image:YH_Icon_Impale.png]] | |input=[[Image:YH_Icon_Impale.png]] | ||
|caption= ''nothing | |caption= ''nothing personnel, kid'' | ||
|name=Impale | |name=Impale | ||
|data= | |data= | ||
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|blockadvantage=-4 | |blockadvantage=-4 | ||
|description= | |description= | ||
* Startup increases with distance from the opponent | * Startup increases with distance from the opponent | ||
* Teleports on frame 7 | * Teleports on frame 7 | ||
* Second hit has Minimum Damage 600 | * Second hit has Minimum Damage 600 | ||
* Burst cancellable | * Burst cancellable | ||
** For capitalising your hard reads | ** For capitalising your hard reads | ||
* | * Can be canceled into grab | ||
* | * Can NOT be free canceled in the newest version of the game. | ||
In older versions this move could be free canceled, making it a the best (and fastest) way to close distance. Today it can only be | In older versions this move could be free canceled, making it a the best (and fastest) way to close distance. Today it can only be used to make a hard read or to finish a combo | ||
}} | }} | ||
}} | }} | ||
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|blockadvantage=+0 | |blockadvantage=+0 | ||
|description= | |description= | ||
* Has a frame 9 sweetspot that deals 1600 damage | * Has a frame 9 sweetspot that deals 1600 damage | ||
Your dedicated anti-air button | Your dedicated anti-air button | ||
Very predictable, expect your opponent to try and parry it when they're above you | |||
Puts you at a frame disadvantage if your opponent softblocks the first hitbox | |||
}} | }} | ||
}} | }} | ||
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|blockadvantage=+2 | |blockadvantage=+2 | ||
|description= | |description= | ||
* Air OK | * Air OK | ||
* Uses an air action | * Uses an air action | ||
* Last hit has min damage 500. | * Last hit has min damage 500 | ||
* The last hit is your highest damage option besides Izuna Drop, but it's easy to DI out of if you get the first two hits in. With enough frame advantage, you can try and set up to only land the third hit | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
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|blockadvantage=+2 | |blockadvantage=+2 | ||
|description= | |description= | ||
* Air only | * Air only | ||
* Last hit has min damage 500. | * Last hit has min damage 500 | ||
* The last hit is your highest damage option besides Izuna Drop, but it's easy to DI out of if you get the first two hits in. With enough frame advantage, you can try and set up to only land the third hit | |||
}} | }} | ||
}} | }} | ||
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|proration= | |proration= | ||
|description= | |description= | ||
* Air OK | * Air OK | ||
* Enters Gun stance | * Enters Gun stance | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
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|description= | |description= | ||
* Uses a Bullet | * Uses a Bullet | ||
* Shoots a fast projectile that can be ricochet off walls or future sight, using the DI wheel to choose the direction of the ricochet | * Shoots a fast projectile that can be ricochet off walls or future sight multiple times, using the DI wheel to choose the direction of the ricochet | ||
* The velocity and the size of the Bullet falls off with distance | * The velocity and the size of the Bullet falls off with distance | ||
* Wallsplats and causes a hard knockdown | * Wallsplats and causes a hard knockdown | ||
* The Bullets can not be parried | * The Bullets can not be parried | ||
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|description= | |description= | ||
* Uses a Bullet | * Uses a Bullet | ||
* The velocity and the size of the Bullet falls off with distance | * The velocity and the size of the Bullet falls off with distance | ||
* Wallsplats and causes a hard knockdown | * Wallsplats and causes a hard knockdown | ||
* The Bullet can not be parried | * The Bullet can not be parried | ||
* Invul frames 4-16 | * Invul frames 4-16 | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
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|proration= | |proration= | ||
|description= | |description= | ||
* Leaves Gun stance | * Leaves Gun stance | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Air OK | * Air OK | ||
* Enters Lasso stance on hit | * Enters Lasso stance on hit | ||
}} | }} | ||
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|description= | |description= | ||
* Minimum Damage 900 | * Minimum Damage 900 | ||
High damage combo ender. Leaves you even and miles away from your opponent. Probably the coolest way to end a round | High damage combo ender. Leaves you even and miles away from your opponent. Probably the coolest way to end a round | ||
}} | }} | ||
Line 699: | Line 704: | ||
|proration= | |proration= | ||
|description= | |description= | ||
* Angle can be adjusted | * Angle can be adjusted | ||
Strong combo extender, as long as you can hit your opponent with Lasso | Strong combo extender, as long as you can hit your opponent with Lasso | ||
}} | }} | ||
}} | }} | ||
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|blockadvantage=+0 | |blockadvantage=+0 | ||
|description= | |description= | ||
* Air OK | * Air OK | ||
* Places a stain on the screen | * Places a stain on the screen | ||
* While the stain is on screen Cowboy has access to three toggles: Shift, Rift and Drift | * While the stain is on screen Cowboy has access to three toggles: Shift, Rift and Drift | ||
** Shift Teleports Cowboy to the stain and delays whatever action they do at the same time by 5 frames (uses an air option if Cowboy is airborne). Teleports Cowboy on frame 7 | ** Shift Teleports Cowboy to the stain and delays whatever action they do at the same time by 5 frames (uses an air option if Cowboy is airborne). Teleports Cowboy on frame 7 | ||
** Rift implodes the stain on frame 6 and spawns a stationary hitbox | ** Rift implodes the stain on frame 6 and spawns a stationary hitbox | ||
** Activating Rift and using the Shoot Dodge[[Image:YH_Icon_ShootDodge.png]] and Shoot Gun[[Image:YH_Icon_Shoot.png]] Specials will cause the bullet to shoot from the stain instead of the portal. The direction of the shot can be controlled with the DI wheel | ** Activating Rift and using the Shoot Dodge[[Image:YH_Icon_ShootDodge.png]] and Shoot Gun[[Image:YH_Icon_Shoot.png]] Specials will cause the bullet to shoot from the stain instead of the portal. The direction of the shot can be controlled with the DI wheel | ||
** Drift requires one bar of meter and allows you to use a grounded move or variant of a move while aerial (such as Impale, for an easy example), and vice versa. Note that in order to do this the stain needs to be either grounded or aerial (depending on which move category you intend to access) and will not be useable if you are on the same axis as the stain | ** The stain will also ricochet bullets passively | ||
** Drift requires one bar of meter and allows you to use a grounded move or variant of a move while aerial (such as Impale, for an easy example), and vice versa. Note that in order to do this the stain needs to be either grounded or aerial (depending on which move category you intend to access) and will not be useable if you are on the same axis as the stain | |||
* The stain will implode if: 100 frames pass, Cowboy or the stain is hit by an opponent, or leaves its range | * The stain will implode if: 100 frames pass, Cowboy or the stain is hit by an opponent, or leaves its range | ||
* In addition, Cowboy has a Shift Toggle that allows him to place a stain on his position one frame into using any move. This costs one bar and can be useful for setting up either a Drift combo or any combo in general | * In addition, Cowboy has a Shift Toggle that allows him to place a stain on his position one frame into using any move. This costs one bar and can be useful for setting up either a Drift combo or any combo in general | ||
}} | }} | ||
}} | }} | ||
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|hitbox=YH_Cowboy_GunThrowHB.png | |hitbox=YH_Cowboy_GunThrowHB.png | ||
|input=[[Image:YH_Icon_GunThrow.png]] | |input=[[Image:YH_Icon_GunThrow.png]] | ||
|caption= | |caption= | ||
|name=Gun Throw | |name=Gun Throw | ||
|data= | |data= | ||
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|firstactionable=19 | |firstactionable=19 | ||
|description= | |description= | ||
* Recoils up and shoots a bullet if it hits | * Recoils up and shoots a bullet if it hits | ||
* Causes Cowboy to lose access to Quick Draw, Gun Throw and Lasso until | * Causes Cowboy to lose access to Quick Draw, Gun Throw and Lasso until the gun comes back | ||
* The gun projectile is totally independent to cowboy | * The gun projectile is totally independent to cowboy | ||
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* Block strings | * Block strings | ||
The gun cannot be parried, so if you throw it behind the opponent it will go back in their direction, and as it accelerates it will be harder to avoid it forcing them to block | |||
* Neutral control | * Neutral control | ||
If you and your opponent are in the long range, throwing you gun forward prevents them from running in your direction, but now you have lost your ability to shoot, so it is kinda useless if you don't have a Temporal Round already set up | |||
* Comboing | * Comboing | ||
It can be a great combo extender because of the shoot it does after a successful hit, that does 30 frames of hitstun | |||
}} | }} | ||
}} | }} | ||
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|blockadvantage=+2 | |blockadvantage=+2 | ||
|description= | |description= | ||
* Costs 1 bar | * Costs 1 bar | ||
* Air OK | * Air OK | ||
* Can only be done after Quickdraw | * Can only be done after Quickdraw | ||
* Bullet stays in place with no hitbox for 67 frames, then fires a projectile similar to a normal bullet | * Bullet stays in place with no hitbox for 67 frames, then fires a projectile similar to a normal bullet | ||
* DOES cost a bullet | * DOES NOT cost a bullet | ||
* The velocity and the size of the | * The velocity and the size of the bullet falls off with distance | ||
* Wall splats and causes HK | * Wall splats and causes HK | ||
* You can choose to turn on a switch to make it fires at 24 frames instead of 67 | * You can choose to turn on a switch to make it fires at 24 frames instead of 67 | ||
* The bullet doesn't hit cowboy until it bounces at least once | * The bullet doesn't hit cowboy until it bounces at least once | ||
* The direction of the bullet is controlled with the DI wheel | * The direction of the bullet is controlled with the DI wheel | ||
* The shot comes out early if the temporal round gets hit. You can hit it yourself to try and catch your opponents off-guard | |||
}} | }} | ||
}} | }} | ||
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|blockadvantage=+1 | |blockadvantage=+1 | ||
|description= | |description= | ||
* | * Requires 3 bars, slowly drains your meter over time | ||
* Install Super that lasts for 145 frames; disappears when Cowboy is hit | * Install Super that lasts for 145 frames; disappears when Cowboy is hit | ||
* Cycles between a low tick and 2 high ticks | * Cycles between a low tick and 2 high ticks | ||
* Air OK | * Air OK | ||
* Destroys some projectiles on contact | * Destroys some projectiles on contact | ||
* Has 7 frame gaps in between every tick | * Has 7 frame gaps in between every tick | ||
* Can be ended early with Fatal Cut or Time Splitter | |||
A powerful tool, especially when used in tandem with evasive movement options like Teleport or roll since the swords can still hit while you're invincible. | A powerful tool, especially when used in tandem with evasive movement options like Teleport or roll since the swords can still hit while you're invincible. | ||
}} | }} | ||
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|blockadvantage= -2 | |blockadvantage= -2 | ||
|description= | |description= | ||
*Requires 1000 Cuts to be active | *Requires 1000 Cuts to be active | ||
* Costs 1 bar and will remove 1000 cuts upon use | * Costs 1 bar and will remove 1000 cuts upon use | ||
*Air OK | *Air OK | ||
}} | }} | ||
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|blockadvantage=2 | |blockadvantage=2 | ||
|description= | |description= | ||
*Requires 1000 Cuts to be active | *Requires 1000 Cuts to be active | ||
*Costs 1 bar and will remove 1000 cuts on use | *Costs 1 bar and will remove 1000 cuts on use | ||
*Air OK | *Air OK | ||
Teleport to a place within range, a sweeping barrage of cuts trailing you. High commitment and is easy to block/dodge due to its long startup time, so be careful using this move | Teleport to a place within range, a sweeping barrage of cuts trailing you. High commitment and is easy to block/dodge due to its long startup time, so be careful using this move | ||
}} | }} | ||
}} | }} | ||
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|image=YH_Cowboy_Hustle.png | |image=YH_Cowboy_Hustle.png | ||
|hitbox=YH_Cowboy_HustleHB.png | |hitbox=YH_Cowboy_HustleHB.png | ||
|caption=I am the gun | |caption=I am the gun | ||
|input=[[Image:YH_Icon_Taunt.png]] | |input=[[Image:YH_Icon_Taunt.png]] | ||
|name=Hustle | |name=Hustle | ||
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|blockadvantage=+0 | |blockadvantage=+0 | ||
|description= | |description= | ||
* Builds 1 bar of super on frame 45 | * Builds 1 bar of super on frame 45 | ||
Useful to build meter | Useful to pressure your opponent into approaching, or to build meter after a combo when your opponent is in a lot of hitstun or if they are far away. It also has a hitbox, which makes it an incredible BM tool if you can fit it into a combo | ||
}} | }} | ||
}} | }} |
Revision as of 04:27, 21 April 2024
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Under Construction
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Profile
Cowboy is the Your Only Move Is Hustle's Sword, Gun and Teleport Master. Sporting a well rounded moveset, Cowboy has a bit of everything for everyone at all levels of play - being it for you or your opponent.
Strengths | Weaknesses |
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Move List
Movement
Walk
Toggle Hitboxes Toggle Hitboxes
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Back Walk
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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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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Jump
Toggle Hitboxes Toggle Hitboxes
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Super Jump
Toggle Hitboxes Toggle Hitboxes
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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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Spot Dodge
Toggle Hitboxes Toggle Hitboxes
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Normals
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
Grounded versions Grounded versions Air version Air version
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Toggle Hitboxes Toggle Hitboxes
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Vert. Slash
Ground version Ground version Air version Air version
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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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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
3 Combo 3 Combo 3 Combo Down 3 Combo Down
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Toggle Hitboxes Toggle Hitboxes
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Quickdraw
Quickdraw Quickdraw Holster Holster Shoot Gun Shoot Gun Shoot Dodge Shoot Dodge Shoot Hitbox Shoot Hitbox
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Toggle Hitboxes Toggle Hitboxes
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Lasso
Toggle Hitboxes Toggle Hitboxes
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Foresight
Toggle Hitboxes Toggle Hitboxes
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Gun Throw
Toggle Hitboxes Toggle Hitboxes
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Supers
Temporal Round
wait for iiiiittt . . . BANG! wait for iiiiittt . . . BANG!
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Toggle Hitboxes Toggle Hitboxes
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1000Cuts
Toggle Hitboxes Toggle Hitboxes
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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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