YomiHustle/Cowboy: Difference between revisions
(Updated all frame data, most descriptions and reworked the Quick Draw table to be similar in format to Wizard's telekinesis. Character profile is untouched.) |
m (→Temporal Round: added supercost to header instead) |
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(8 intermediate revisions by the same user not shown) | |||
Line 182: | Line 182: | ||
* Air OK. | * Air OK. | ||
* Grab | * Grab Invuln frames 1-4. | ||
* Invuln frames 5-7. | * Invuln frames 5-7. | ||
Line 676: | Line 676: | ||
{{MoveData | {{MoveData | ||
|name= Shoot | |name= Shoot | ||
[[Image:YH_Icon_Shoot.png]] | |input=[[Image:YH_Icon_Shoot.png]] | ||
|image=YH_Cowboy_ShootPistol.gif | |image=YH_Cowboy_ShootPistol.gif | ||
|hitbox=YH_Cowboy_ShootGunHB.png | |hitbox=YH_Cowboy_ShootGunHB.png | ||
Line 720: | Line 720: | ||
|image=YH_Cowboy_ShootDodge.gif | |image=YH_Cowboy_ShootDodge.gif | ||
|hitbox=YH_Cowboy_ShootDodgeHB.png | |hitbox=YH_Cowboy_ShootDodgeHB.png | ||
[[Image:YH_Icon_ShootDodge.png]] | |input=[[Image:YH_Icon_ShootDodge.png]] | ||
|caption= | |caption= | ||
|data= | |data= | ||
Line 748: | Line 748: | ||
|image=YH_Cowboy_ShootPistol.gif | |image=YH_Cowboy_ShootPistol.gif | ||
|hitbox=YH_Cowboy_PointBlankHB.png | |hitbox=YH_Cowboy_PointBlankHB.png | ||
[[Image: | |input=[[Image:YH Icon PointBlank.png]] | ||
|caption= | |caption= | ||
|data= | |data= | ||
Line 781: | Line 781: | ||
|image=YH_Cowboy_SlowHolster.gif | |image=YH_Cowboy_SlowHolster.gif | ||
|hitbox=YH_Cowboy_HolsterHB.png | |hitbox=YH_Cowboy_HolsterHB.png | ||
[[Image:YH_Icon_Holster.png]] | |input=[[Image:YH_Icon_Holster.png]] | ||
|caption= | |caption= | ||
|data= | |data= | ||
Line 919: | Line 919: | ||
{{MoveData | {{MoveData | ||
|image=YH_Cowboy_GunToss.gif | |image=YH_Cowboy_GunToss.gif | ||
|hitbox=YH_Cowboy_GunThrowHB.png | |hitbox=YH_Cowboy_GunThrowHB.png | ||
| | |input=[[Image:YH_Icon_GunThrow.png]] | ||
| | |image2=YH_Cowboy_ThrownGun.png | ||
| | |caption2= A thrown gun. | ||
|caption= | |caption= | ||
|name= Gun Throw | |name= Gun Throw | ||
|data= | |data= | ||
{{AttackData-YH-Special | {{AttackData-YH-Special | ||
|damage= 800, 1500 | |damage= 800, 1500 | ||
|startup= 9 | |startup= 9 | ||
Line 954: | Line 952: | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|name= Gun Pull | |||
|image=YH_Cowboy_GunPull.png | |||
|hitbox=YH_Cowboy_GunPullHB.png | |||
|input=[[Image:YH Icon Pull.png]] | |||
|data= | |||
{{AttackData-YH-Special | {{AttackData-YH-Special | ||
|damage= 800 | |damage= 800 | ||
|startup= 4 | |startup= 4 | ||
Line 965: | Line 971: | ||
|description= | |description= | ||
* Only usable while the gun is thrown. | |||
* Rapidly reels Cowboy's gun back in. | * Rapidly reels Cowboy's gun back in. | ||
* Reactivates the gun's hitbox. | * Reactivates the gun's hitbox. | ||
Line 1,006: | Line 1,013: | ||
{{MoveData | {{MoveData | ||
|image=YH_Cowboy_TemporalRound.png | |image=YH_Cowboy_TemporalRound.png | ||
|hitbox= | |hitbox= | ||
|input=[[Image:YH_Icon_TemporalRound.png]] | |input=[[Image:YH_Icon_TemporalRound.png]] | ||
|caption= wait for iiiiittt . . . BANG! | |caption= wait for iiiiittt . . . BANG! | ||
Line 1,021: | Line 1,028: | ||
|blockadvantage= +2 | |blockadvantage= +2 | ||
|airok= Yes | |airok= Yes | ||
|supercost= 2 | |||
|description= | |description= | ||
* DOES NOT cost a Bullet. | * DOES NOT cost a Bullet. | ||
* Only usable in Gun stance. | * Only usable in Gun stance. | ||
Line 1,052: | Line 1,059: | ||
====<font style="visibility:hidden; float:right">1000Cuts</font>==== | ====<font style="visibility:hidden; float:right">1000Cuts</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Cowboy_1000cutsA.gif | ||
|hitbox= | |input=[[Image:YH_Icon_1000Cuts.png]] | ||
|image2= | |name= 1000 Cuts | ||
|hitbox2= | |data= | ||
|image3= | |||
|hitbox3= | {{MoveData | ||
| | |image=YH_Cowboy_1KCuts3.png | ||
|hitbox=YH_Cowboy_1KCuts3HB.png | |||
|caption= Hit 1 | |||
|image2=YH_Cowboy_1KCuts1.png | |||
|hitbox2=YH_Cowboy_1KCuts1HB.png | |||
|caption2= Hit 2 | |||
|image3=YH_Cowboy_1KCuts2.png | |||
|hitbox3=YH_Cowboy_1KCuts2HB.png | |||
|caption3= Hit 3 | |||
|input=[[Image:YH_Icon_1000Cuts.png]] | |input=[[Image:YH_Icon_1000Cuts.png]] | ||
|name= 1000 Cuts | |name= 1000 Cuts | ||
|data= | |data= | ||
{{MoveData-YH-Super | {{MoveData-YH-Super | ||
|damage= 500 | |damage= 500 | ||
|startup= 5 | |startup= 5 | ||
Line 1,074: | Line 1,088: | ||
|blockadvantage=+1 | |blockadvantage=+1 | ||
|airok= Yes | |airok= Yes | ||
|supercost= 3 | |||
|description= | |description= | ||
* Usable in gun stance | * Usable in gun stance | ||
* 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. | ||
Line 1,084: | Line 1,098: | ||
** The horizontal slash will launch the opponent. | ** The horizontal slash will launch the opponent. | ||
* Has 7 frame gaps in between every hit. | * Has 7 frame gaps in between every hit. | ||
* Using Teleport or Impale will automatically cancel 1000 Cuts. | |||
* Allows access to Fatal Cut and Time Splitter. | * Allows access to Fatal Cut and Time Splitter. | ||
A really expensive option for higher ground movement and two new supers. Can be tricky to utilize, due to Teleport and Impale cancelling 1000 Cuts. | A really expensive option for higher ground movement and two new supers. Can be tricky to utilize, due to Teleport and Impale cancelling 1000 Cuts. | ||
Line 1,093: | Line 1,106: | ||
Can be used alongside Dodge to attack while invulnerable, or other movement options such as Dash or Shift. | Can be used alongside Dodge to attack while invulnerable, or other movement options such as Dash or Shift. | ||
}} | |||
}} | |||
{{MoveData | |||
|input=[[Image:YH_Icon_FatalCut.png]] | |||
|caption= | |||
|name= Fatal Cut | |||
|data= | |||
{{MoveData-YH-Super | {{MoveData-YH-Super | ||
|damage= 900 | |damage= 900 | ||
|startup= 5 | |startup= 5 | ||
Line 1,106: | Line 1,125: | ||
|blockadvantage= -2 | |blockadvantage= -2 | ||
|airok= Yes | |airok= Yes | ||
|supercost= 0 | |||
|description= | |description= | ||
* Requires 1000 Cuts to be active. | * Requires 1000 Cuts to be active. | ||
* | * Removes 1000 cuts on use. | ||
* Does not hitcancel. | * Does not hitcancel. | ||
* Causes soft knockdown. | * Causes soft knockdown. | ||
Line 1,116: | Line 1,135: | ||
An incredibly expensive, but fast, decent range poke with a fair amount of hitstun. If hit on an aerial opponent, they'll be put into hitstun until they hit the ground, letting you do whatever you want. | An incredibly expensive, but fast, decent range poke with a fair amount of hitstun. If hit on an aerial opponent, they'll be put into hitstun until they hit the ground, letting you do whatever you want. | ||
}} | |||
}} | |||
{{MoveData | |||
|input=[[Image:YH_Icon_TimeSplitter.png]] | |||
|caption= | |||
|name= Time Splitter | |||
|data= | |||
{{MoveData-YH-Super | {{MoveData-YH-Super | ||
|damage= 1450 | |damage= 1450 | ||
|startup= 6 | |startup= 6 | ||
Line 1,129: | Line 1,154: | ||
|blockadvantage= +2 | |blockadvantage= +2 | ||
|airok= Yes (requires air option) | |airok= Yes (requires air option) | ||
|supercost= 1 | |||
|description= | |description= | ||
* Requires 1000 Cuts to be active. | * Requires 1000 Cuts to be active. | ||
* Removes 1000 cuts on use. | |||
* Teleports frame 5, and has full invuln. | * Teleports frame 5, and has full invuln. | ||
* Each slash lasts for 2 frames, and hits every frame, one after another, in a line behind Cowboy. | * Each slash lasts for 2 frames, and hits every frame, one after another, in a line behind Cowboy. | ||
Line 1,140: | Line 1,166: | ||
Teleport to a place within range, a sweeping barrage of cuts trailing you. Reasonably threatening at around round start spacing, but is even more committal than Ninja's Uppercut. If this misses, you DIE. | Teleport to a place within range, a sweeping barrage of cuts trailing you. Reasonably threatening at around round start spacing, but is even more committal than Ninja's Uppercut. If this misses, you DIE. | ||
Hard to Parry, | Hard to Parry, as the timing varies based on where Cowboy teleports to; but you might want to reconsider burning 4 bars on a blockstring. | ||
}} | }} | ||
}} | |||
}} | }} | ||
Revision as of 11:53, 17 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
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
Foresight Foresight Shift Shift Rift Rift
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Toggle Hitboxes Toggle Hitboxes
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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!
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1000Cuts
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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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