YomiHustle/Cowboy: Difference between revisions
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m (Adjusted repetitive description of Foresight) |
mNo edit summary |
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(48 intermediate revisions by 7 users not shown) | |||
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|charactername=Cowboy | |charactername=Cowboy | ||
|intro=Cowboy is | |intro=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. | ||
|image=YH_Cowboy_Idle1.png | |image=YH_Cowboy_Idle1.png | ||
|pros= | |pros= | ||
*''' | *'''All-Rounder''': Cowboy sports a good variety of strong options for neutral, offense, defense, advantage, disavantage, combos and setplay, being able to do well both on air and on ground, from roundstart to the end-game. | ||
*'''Sword''': | *'''Gun''': Gives Cowboy ways to setplay and enhance their options, being the main neutral on the kit. By managing, shooting and manipulating bullets with ricochets, rifts and temporal shots cowboy can perform blockstings, pokes, zoning, traps, pressure, combo extensions, combo breakers and multi-purpose setups. | ||
*'''Sword''': Enables access to a good combination of range, speed and damage on their attacks, letting them press buttons where some other characters might not have any options and inflict consistent damage. | |||
*'''Teleports''': Instant Teleport and Foresight gives cowboy unmatched repositioning and area control compared with the rest of the cast, allowing for tricky escapes and approaches on neutral and amazing consistency on combo routes. | |||
|cons= | |cons= | ||
*''' | *'''Technical''': Cowboy is very much easy to learn but hard to master. At higher levels, you are expected to know how to manipulate your bullets well enough to guarantee your way in, because they are cowboy's only way to get a comparable advantage to the other character's neutral tools. | ||
*'''Bullet Reliant''': Without the presence of a reload function, you are stuck with 6 bullets. They are enough only if you are make them enough, and wasting even a single one can be very punishing because without them Cowboy becomes much more reliant on riskier, less rewarding strategies. | |||
*'''Meter Reliant''': Instant Teleport glues your combos and neutral movement together, Temporal Round gives you access to potent defense and offense, and 1000 Cuts can be your only way to return to the game once you are low on bullets. | |||
*'''Inconsistent Movement''': Without Bullets and Meter to make up for your lack of movement options comparable to other chararacters, Cowboy can often feel predictable and risky to play. | |||
}} | }} | ||
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====<font style="visibility:hidden; float:right">Walk</font>==== | ====<font style="visibility:hidden; float:right">Walk</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_Shuffle.gif | ||
|hitbox=YH_Cowboy_WalkHB.png | |hitbox=YH_Cowboy_WalkHB.png | ||
|input=[[Image:YH_Icon_Dash.png]] | |input=[[Image:YH_Icon_Dash.png]] | ||
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====<font style="visibility:hidden; float:right">Back Walk</font>==== | ====<font style="visibility:hidden; float:right">Back Walk</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_Shuffle.gif | ||
|hitbox=YH_Cowboy_WalkHB.png | |hitbox=YH_Cowboy_WalkHB.png | ||
|input=[[Image:YH_Icon_DashBack.png]] | |input=[[Image:YH_Icon_DashBack.png]] | ||
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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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|hitbox=YH_Cowboy_SuperDashHB.png | |hitbox=YH_Cowboy_SuperDashHB.png | ||
|input=[[Image:YH_Icon_SuperDash.png]] | |input=[[Image:YH_Icon_SuperDash.png]] | ||
|caption= | |caption= very anime | ||
|name=Super Dash | |name=Super Dash | ||
|data= | |data= | ||
Line 83: | Line 93: | ||
|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 | |||
}} | }} | ||
}} | }} | ||
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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= | ||
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|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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====<font style="visibility:hidden; float:right">Teleport</font>==== | ====<font style="visibility:hidden; float:right">Teleport</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_Telepatate.gif | ||
|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= | ||
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|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) | ||
}} | }} | ||
}} | }} | ||
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====<font style="visibility:hidden; float:right">Spot Dodge</font>==== | ====<font style="visibility:hidden; float:right">Spot Dodge</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_Telepatate.gif | ||
|hitbox=YH_Cowboy_SpotDodgeHB.png | |hitbox=YH_Cowboy_SpotDodgeHB.png | ||
|input=[[Image:YH_Icon_SpotDodge.png]] | |input=[[Image:YH_Icon_SpotDodge.png]] | ||
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* 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 and projectiles, or preserve momentum in the air, but other than that it isn't really worth using | |||
}} | }} | ||
}} | }} | ||
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|hitstun= 12 | |hitstun= 12 | ||
|proration= 2 | |proration= 2 | ||
|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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{{MoveData | {{MoveData | ||
|input=[[Image:YH_Icon_HSlash.png]] | |input=[[Image:YH_Icon_HSlash.png]] | ||
|caption= | |caption=Grounded version | ||
|image= | |caption2=Grounded Version up-angle | ||
|caption3=Air version | |||
|image=YH_Cowboy_HorizontalSlashH.gif | |||
|hitbox=YH_Cowboy_HSlashF1HB.png | |hitbox=YH_Cowboy_HSlashF1HB.png | ||
|hitbox2=YH_Cowboy_HSlashF2HB.png | |hitbox2=YH_Cowboy_HSlashF2HB.png | ||
|hitbox3=YH_Cowboy_HSlashU1HB.png | |hitbox3=YH_Cowboy_HSlashU1HB.png | ||
|hitbox4=YH_Cowboy_HSlashU2HB.png | |hitbox4=YH_Cowboy_HSlashU2HB.png | ||
| | |image2=YH_Cowboy_HorizontalSlashUp.gif | ||
|image3=YH_Cowboy_HorizontalSlashAir.gif | |||
|hitbox5=YH_Cowboy_AirHSlashHB.png | |hitbox5=YH_Cowboy_AirHSlashHB.png | ||
|name=Horiz. Slash | |name=Horiz. Slash | ||
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|hitstun= 10 | |hitstun= 10 | ||
|proration= 1 | |proration= 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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====<font style="visibility:hidden; float:right">Vert. Slash</font>==== | ====<font style="visibility:hidden; float:right">Vert. Slash</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_VerticalSlash.gif | ||
|caption=Ground version | |||
|hitbox=YH_Cowboy_VertSlashHB.png | |hitbox=YH_Cowboy_VertSlashHB.png | ||
|image2= | |image2=YH_Cowboy_VAirSlash.gif|caption2=Air version | ||
|hitbox2=YH_Cowboy_AirVSlashHB.png | |hitbox2=YH_Cowboy_AirVSlashHB.png | ||
|input=[[Image:YH_Icon_VSlash.png]] | |input=[[Image:YH_Icon_VSlash.png]] | ||
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|hitstun= 41 | |hitstun= 41 | ||
|proration= | |proration= | ||
|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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====<font style="visibility:hidden; float:right">Upward Swipe</font>==== | ====<font style="visibility:hidden; float:right">Upward Swipe</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_UpSwipe.gif | ||
|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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|hitstun= 32 | |hitstun= 32 | ||
|proration= | |proration= | ||
|blockadvantage=+1 | |||
|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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|hitbox=YH_Cowboy_Stinger1HB.png | |hitbox=YH_Cowboy_Stinger1HB.png | ||
|input=[[Image:YH_Icon_Stinger.png]] | |input=[[Image:YH_Icon_Stinger.png]] | ||
|caption= | |caption= round start flip draw cancel stinger is my favorite opener | ||
|name=Stinger | |name=Stinger | ||
|data= | |data= | ||
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|hitstun= KD | |hitstun= KD | ||
|proration= -1 | |proration= -1 | ||
|blockadvantage=0 | |||
|description= | |description= | ||
* Draw Cancellable | * Draw Cancellable | ||
* Wallsplats | * Wallsplats | ||
Sometimes useful as a last resort movement option due to the forward lunge Cowboy does when using this move. | **Making it a very solid option in the corner. Especially with 1000 cuts | ||
* Guard breakes | |||
** It is very useful in block strings to open the opponent up, similar to impale | |||
* Can't follow up with a combo if the opponent DIs down | |||
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 setting up foresight for later use | |||
}} | }} | ||
}} | }} | ||
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====<font style="visibility:hidden; float:right">Ankle Cutter</font>==== | ====<font style="visibility:hidden; float:right">Ankle Cutter</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_AnklCutter.gif | ||
|hitbox=YH_Cowboy_ACutterHB.png | |hitbox=YH_Cowboy_ACutterHB.png | ||
|input=[[Image:YH_Icon_AnkleCutter.png]] | |input=[[Image:YH_Icon_AnkleCutter.png]] | ||
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|hitstun= 15 | |hitstun= 15 | ||
|proration= | |proration= | ||
|blockadvantage=+0 | |||
|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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====<font style="visibility:hidden; float:right">Downward Cleave</font>==== | ====<font style="visibility:hidden; float:right">Downward Cleave</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_DownCleave.gif | ||
|hitbox=YH_Cowboy_DCleaveHB.png | |hitbox=YH_Cowboy_DCleaveHB.png | ||
|input=[[Image:YH_Icon_DownwardCleave.png]] | |input=[[Image:YH_Icon_DownwardCleave.png]] | ||
|caption= | |caption= [https://www.youtube.com/watch?v=Bz0aFLCffRQ i can hear the kazoo playing... ] | ||
|name=Downward Cleave | |name=Downward Cleave | ||
|data= | |data= | ||
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|hitstun= 11 | |hitstun= 11 | ||
|proration= | |proration= | ||
|blockadvantage=+2 | |||
|description= | |description= | ||
* Airborne frame 4 | * Airborne frame 4 | ||
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|hitbox=YH_Cowboy_GrabHB.png | |hitbox=YH_Cowboy_GrabHB.png | ||
|input=[[Image:YH_Icon_Grab.png]] | |input=[[Image:YH_Icon_Grab.png]] | ||
|caption= You're landing this after | |caption= You're landing this after tp aren't you? | ||
|name=Grab | |name=Grab | ||
|data= | |data= | ||
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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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====<font style="visibility:hidden; float:right">Lightning Slice</font>==== | ====<font style="visibility:hidden; float:right">Lightning Slice</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_LightSlice.gif | ||
|image2=YH_Cowboy_LightSliceAtk.gif | |||
|hitbox=YH_Cowboy_LSliceHB.png | |hitbox=YH_Cowboy_LSliceHB.png | ||
|input=[[Image:YH_Icon_LightningSlice.png]] | |input=[[Image:YH_Icon_LightningSlice.png]] | ||
| | |caption2=Neutral Skip Detected | ||
|name=Lightning Slice | |name=Lightning Slice | ||
|data= | |data= | ||
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|hitstun=18 (9) | |hitstun=18 (9) | ||
|proration= 1 | |proration= 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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====<font style="visibility:hidden; float:right">Impale</font>==== | ====<font style="visibility:hidden; float:right">Impale</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_ImpaleA.gif | ||
|hitbox=YH_Cowboy_ImpaleHB.png | |hitbox=YH_Cowboy_ImpaleHB.png | ||
|input=[[Image:YH_Icon_Impale.png]] | |input=[[Image:YH_Icon_Impale.png]] | ||
|caption= ''nothing personnel, kid'' | |||
|name=Impale | |name=Impale | ||
|data= | |data= | ||
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|hitstun= KD | |hitstun= KD | ||
|proration= | |proration= | ||
|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 | |||
** 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 used to make a hard read or to finish a combo | |||
}} | }} | ||
}} | }} | ||
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====<font style="visibility:hidden; float:right">BackSlash</font>==== | ====<font style="visibility:hidden; float:right">BackSlash</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_BackSlash!.gif | ||
|hitbox=YH_Cowboy_BackSlash1HB.png | |hitbox=YH_Cowboy_BackSlash1HB.png | ||
|hitbox2=YH_Cowboy_BackSlash3HB.png | |hitbox2=YH_Cowboy_BackSlash3HB.png | ||
|hitbox3=YH_Cowboy_BackSlash2HB.png | |hitbox3=YH_Cowboy_BackSlash2HB.png | ||
|input=[[Image:YH_Icon_BackSlash.png]] | |input=[[Image:YH_Icon_BackSlash.png]] | ||
|caption= | |caption= HUGE hitbox goes brrrrrr | ||
|name=BackSlash | |name=BackSlash | ||
|data= | |data= | ||
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|hitstun= 34 (2nd hit) | |hitstun= 34 (2nd hit) | ||
|proration= | |proration= | ||
|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. | * Puts you at a severe frame disadvantage if your opponent softblocks the first hitbox, potentially leading to a combo | ||
Your dedicated anti-air button. Very strong, but also very predictable | |||
}} | }} | ||
}} | }} | ||
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====<font style="visibility:hidden; float:right">3Combo</font>==== | ====<font style="visibility:hidden; float:right">3Combo</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_TripleAssSmacker.gif | ||
|image2=YH_Cowboy_TripleAssSmackerDown.gif | |||
|hitbox=YH_Cowboy_3ComboU1HB.png | |hitbox=YH_Cowboy_3ComboU1HB.png | ||
|hitbox2=YH_Cowboy_3ComboU2HB.png | |hitbox2=YH_Cowboy_3ComboU2HB.png | ||
|hitbox3=YH_Cowboy_3ComboU3HB.png | |hitbox3=YH_Cowboy_3ComboU3HB.png | ||
|hitbox4=YH_Cowboy_3ComboD1HB.png | |hitbox4=YH_Cowboy_3ComboD1HB.png | ||
|hitbox5=YH_Cowboy_3ComboD2HB.png | |hitbox5=YH_Cowboy_3ComboD2HB.png | ||
|hitbox6=YH_Cowboy_3ComboD3HB.png | |hitbox6=YH_Cowboy_3ComboD3HB.png | ||
|input=[[Image:YH_Icon_3Combo.png]][[Image:YH_Icon_3ComboDown.png]] | |input=[[Image:YH_Icon_3Combo.png]][[Image:YH_Icon_3ComboDown.png]] | ||
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|hitstun=N/A, 25, 35 | |hitstun=N/A, 25, 35 | ||
|proration= | |proration= | ||
|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 | |||
* Known as 'triple_ass_smacker' in the game files | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
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|hitstun= N/A, 25, 35 | |hitstun= N/A, 25, 35 | ||
|proration= | |proration= | ||
|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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====<font style="visibility:hidden; float:right">Quickdraw</font>==== | ====<font style="visibility:hidden; float:right">Quickdraw</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_GunSpin.gif | ||
|caption=Quickdraw | |||
|hitbox=YH_Cowboy_QuickDrawHB.png | |hitbox=YH_Cowboy_QuickDrawHB.png | ||
|image2= | |image2=YH_Cowboy_SlowHolster.gif|caption2=Holster | ||
|hitbox2=YH_Cowboy_HolsterHB.png | |hitbox2=YH_Cowboy_HolsterHB.png | ||
|image3= | |image3=YH_Cowboy_ShootPistol.gif|caption3=Shoot Gun | ||
|hitbox3=YH_Cowboy_ShootGunHB.png | |hitbox3=YH_Cowboy_ShootGunHB.png | ||
|image4= | |image4=YH_Cowboy_ShootDodge.gif|caption4=Shoot Dodge | ||
|hitbox4=YH_Cowboy_ShootDodgeHB.png | |hitbox4=YH_Cowboy_ShootDodgeHB.png | ||
|image5=YH_Cowboy_ShootHit.png|caption5=Shoot Hitbox | |image5=YH_Cowboy_ShootHit.png|caption5=Shoot Hitbox | ||
|hitbox5=YH_Cowboy_ShootHitHB.png | |hitbox5=YH_Cowboy_ShootHitHB.png | ||
|image6=YH_Cowboy_AmmoVisualiser.gif|caption6=Ammo Visualiser | |||
|input=[[Image:YH_Icon_Quickdraw.png]][[Image:YH_Icon_Shoot.png]][[Image:YH_Icon_ShootDodge.png]][[Image:YH_Icon_Holster.png]] | |input=[[Image:YH_Icon_Quickdraw.png]][[Image:YH_Icon_Shoot.png]][[Image:YH_Icon_ShootDodge.png]][[Image:YH_Icon_Holster.png]] | ||
|name=Quickdraw | |name=Quickdraw | ||
Line 571: | Line 608: | ||
|proration= | |proration= | ||
|description= | |description= | ||
* Air OK | * Air OK | ||
* Enters Gun stance | * Enters Gun stance | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
Line 583: | Line 620: | ||
|hitstun= 21 | |hitstun= 21 | ||
|description= | |description= | ||
* | * Uses a Bullet | ||
* | * 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 | ||
* Wallsplats | * The velocity and the size of the Bullet falls off with distance | ||
* The Bullets | * Wallsplats and causes a hard knockdown | ||
* The Bullets can not be parried | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
Line 599: | Line 636: | ||
|description= | |description= | ||
* Uses a Bullet | * Uses a Bullet | ||
* | * The velocity and the size of the Bullet falls off with distance | ||
* Wallsplats | * Wallsplats and causes a hard knockdown | ||
* The Bullet | * The Bullet can not be parried | ||
* Invul frames 4-16 | * Invul frames 4-16 | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
Line 614: | Line 651: | ||
|proration= | |proration= | ||
|description= | |description= | ||
* Leaves Gun stance | * Leaves Gun stance | ||
}} | }} | ||
}} | }} | ||
Line 620: | Line 657: | ||
====<font style="visibility:hidden; float:right">Lasso</font>==== | ====<font style="visibility:hidden; float:right">Lasso</font>==== | ||
{{MoveData | {{MoveData | ||
|image=YH_Cowboy_Lasso1.png | |image=YH_Cowboy_LassoAttack.gif | ||
|image2=YH_Cowboy_Lasso1.png | |||
|hitbox=YH_Cowboy_Lasso1HB.png | |hitbox=YH_Cowboy_Lasso1HB.png | ||
|caption= | |caption= | ||
|input=[[Image:YH_Icon_Lasso | |input=[[Image:YH_Icon_Lasso.png]][[Image:YH_Icon_IzunaDrop.png]][[Image:YH_Icon_Pull.png]] | ||
|name=Lasso | |name=Lasso | ||
|data= | |data= | ||
Line 635: | Line 673: | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|blockadvantage=+1 | |||
|description= | |description= | ||
* Air OK | * Air OK | ||
* Enters Lasso stance on hit | * Enters Lasso stance on hit | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
|version=Lasso | |version=Lasso~Izuna Drop | ||
|damage=1900 | |damage=1900 | ||
|startup= | |startup= | ||
Line 662: | Line 690: | ||
|description= | |description= | ||
* Minimum Damage 900 | * Minimum Damage 900 | ||
High damage combo ender. Leaves you even and miles away from your opponent. | High damage combo ender. Leaves you even and miles away from your opponent. Probably the coolest way to end a round | ||
}} | }} | ||
Line 675: | Line 703: | ||
|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 | ||
}} | }} | ||
}} | }} | ||
Line 682: | Line 710: | ||
====<font style="visibility:hidden; float:right">Foresight</font>==== | ====<font style="visibility:hidden; float:right">Foresight</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_Foresight.gif | ||
|caption=Foresight | |||
|hitbox=YH_Cowboy_Foresight1HB.png | |hitbox=YH_Cowboy_Foresight1HB.png | ||
|image2= | |image2=YH_Cowboy_Telepatate.gif | ||
|caption2=Shift | |||
|hitbox2=YH_Cowboy_TeleportHB.png | |hitbox2=YH_Cowboy_TeleportHB.png | ||
|image3= | |image3=YH_Cowboy_ForesightRift.gif | ||
|caption3=Rift | |||
|hitbox3=YH_Cowboy_RiftHB.png | |hitbox3=YH_Cowboy_RiftHB.png | ||
|name=Foresight | |||
|input=[[Image:YH_Icon_Foresight.png]][[Image:YH_Icon_Shift.png]][[Image:YH_Icon_Rift.png]] | |input=[[Image:YH_Icon_Foresight.png]][[Image:YH_Icon_Shift.png]][[Image:YH_Icon_Rift.png]] | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
Line 701: | Line 730: | ||
|hitstun= 14 | |hitstun= 14 | ||
|proration= | |proration= | ||
|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 | * 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 | ||
* The stain will implode if: 100 frames pass, Cowboy is hit, or leaves | ** 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 | ||
** 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 | |||
* 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 | |||
}} | }} | ||
}} | }} | ||
Line 713: | Line 749: | ||
====<font style="visibility:hidden; float:right">Gun Throw</font>==== | ====<font style="visibility:hidden; float:right">Gun Throw</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_GunToss.gif | ||
|image2=YH_Cowboy_ThrownGun.png | |||
|hitbox=YH_Cowboy_GunThrowHB.png | |hitbox=YH_Cowboy_GunThrowHB.png | ||
|input=[[Image:YH_Icon_GunThrow.png]] | |input=[[Image:YH_Icon_GunThrow.png]] | ||
Line 726: | Line 763: | ||
|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 | * 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 has the lasso tied to it, causing it to go back to you like a boomerang, useful for a lot of things such as: | |||
* 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 | |||
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 | |||
It can be a great combo extender because of the shoot it does after a successful hit, that does 30 frames of hitstun | |||
}} | }} | ||
}} | }} | ||
===Supers=== | ===Supers=== | ||
====<font style="visibility:hidden; float:right">Temporal Round</font>==== | ====<font style="visibility:hidden; float:right">Temporal Round</font>==== | ||
Line 760: | Line 785: | ||
|hitbox=YH_Cowboy_TemporalRoundHB.png | |hitbox=YH_Cowboy_TemporalRoundHB.png | ||
|input=[[Image:YH_Icon_TemporalRound.png]] | |input=[[Image:YH_Icon_TemporalRound.png]] | ||
|caption= | |caption= wait for iiiiittt . . . BANG! | ||
|name=Temporal Round | |name=Temporal Round | ||
|data= | |data= | ||
Line 771: | Line 796: | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|description= | |blockadvantage=+2 | ||
* Costs 1 bar | |description= | ||
* Air OK | * Costs 1 bar | ||
* Can only be done after Quickdraw | * Air OK | ||
* Bullet stays in place with no hitbox for | * 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 | ||
* | * DOES NOT cost a bullet | ||
* Wall splats | * The velocity and the size of the bullet falls off with distance | ||
* | * Wall splats and causes HK | ||
* 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 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 | |||
}} | }} | ||
}} | }} | ||
Line 791: | Line 820: | ||
|image3=YH_Cowboy_1KCuts3.png | |image3=YH_Cowboy_1KCuts3.png | ||
|hitbox3=YH_Cowboy_1KCuts3HB.png | |hitbox3=YH_Cowboy_1KCuts3HB.png | ||
|image4=YH_Cowboy_1000cutsA.gif | |||
|input=[[Image:YH_Icon_1000Cuts.png]] | |input=[[Image:YH_Icon_1000Cuts.png]] | ||
|caption= | |caption= | ||
Line 803: | Line 833: | ||
|hitstun= | |hitstun= | ||
|proration= | |proration= | ||
|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. | ||
}} | |||
{{AttackData-YH | |||
|version=1k: Fatal Cut | |||
|damage=900 | |||
|startup= | |||
|active= | |||
|guard= | |||
|firstactionable= 20 | |||
|hitstun= | |||
|proration= | |||
|blockadvantage= -2 | |||
|description= | |||
*Requires 1000 Cuts to be active | |||
* Costs 1 bar and will remove 1000 cuts upon use | |||
*Air OK | |||
}} | |||
{{AttackData-YH | |||
|version=1k: Time Splitter | |||
|damage=1450 | |||
|startup= | |||
|active= | |||
|guard= 2 | |||
|firstactionable= 76 | |||
|hitstun= | |||
|proration= | |||
|blockadvantage=2 | |||
|description= | |||
*Requires 1000 Cuts to be active | |||
*Costs 1 bar and will remove 1000 cuts on use | |||
*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 | |||
}} | }} | ||
}} | }} | ||
Line 816: | Line 881: | ||
====<font style="visibility:hidden; float:right">Taunt</font>==== | ====<font style="visibility:hidden; float:right">Taunt</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_GunTrick.gif | ||
|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 | ||
Line 829: | Line 894: | ||
|firstactionable=61 | |firstactionable=61 | ||
|hitstun=30 | |hitstun=30 | ||
|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 | ||
Due to it being cancellable into anything, this can also be used 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 16:31, 12 June 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 version Grounded version Grounded Version up-angle Grounded Version up-angle 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
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 Ammo Visualiser Ammo Visualiser
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Toggle Hitboxes Toggle Hitboxes
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Lasso
Toggle Hitboxes Toggle Hitboxes
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Foresight
Foresight Foresight Shift Shift Rift Rift
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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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