YomiHustle/Cowboy: Difference between revisions
m (→1000Cuts: added caption, a bit of information, and removed a repetitive icon) |
m (→Throw: added dash toggle information) |
||
(2 intermediate revisions by the same user not shown) | |||
Line 5: | Line 5: | ||
|charactername=Cowboy | |charactername=Cowboy | ||
|intro=Cowboy | |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. | ||
|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. | ||
*''' | *'''Disjoints''': 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, pokes, zoning, traps, pressure, combo extensions, combo breakers and even more multi-purpose setups. It even allows cancelling most of your sword normals into Gun Stance, as long as you have at least one Bullet. | ||
*'''Teleports''': | *'''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, impressive threat range in neutral, and incredibly consistent combo routes, as long as Cowboy has the Meter, or the time to set it up. | ||
|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 safely perform, and possesses only a single meterless low. | ||
*''' | *'''Trouble Approaching''': Unlike Wizard or Ninja, who have several projectiles that continually threaten space after use, Cowboy has a constant commitment to actions, using [[Image:YH_Icon_CowboyDash.png]] [[YomiHustle/Cowboy#Dash|Dash]] to get around Cowboy's slow movement speed, setting up [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]] or attacking, trying to play keep-out, Cowboy has to make tradeoffs, as [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]] doesn't often remain useful for many turns, struggling with maintaining threat, and restricting the opponent's options as Cowboy makes an approach. Due to this, the opponent often gets to dictate the pace of the match once Cowboy is on the backfoot, a state Cowboy struggles turning around. | ||
*''' | *'''Struggles at Close Range''': While not lacking a 4f Jab like Wizard does, Cowboy lacks any fast 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]], and lacks a way to effectively run away and maintain spacing, as [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]], [[Image:YH_Icon_Teleport.png]] [[YomiHustle/Cowboy#Teleport|Teleport]] and [[Image:YH_Icon_CowboyDash.png]] [[YomiHustle/Cowboy#Dash|Dash]] cannot be used to retreat very far, and crossing through an opponent might backfire, putting you even closer. Cowboy is either near glued to the spot he occupies, or struggling to make meaningful threats while moving, and starts to fold to pressure, especially when faced with heavy rushdown, such as against [[YomiHustle/Mutant|Mutant]]. | ||
*''' | *'''Bullet 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, and wasting even a single one can feel very punishing. Without them, Cowboy loses access to Draw Cancelling, [[YomiHustle/Glossary#Knockdown|hard knockdowns]], [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]] loses its Bullet manipulating utility, approaching becomes even harder, and he becomes more reliant on riskier, less rewarding strategies. | ||
*'''Meter Reliant''': Teleport glues your combos and neutral movement together, along with [[Image:YH_Icon_TemporalRound.png]] [[YomiHustle/Cowboy#Temporal_Round|Temporal Round]] allowing access to passive, delayed defense and offense. Without Meter, Cowboy has to deal with restrictive movement, a reliance on [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]], and his limited quantity of Bullets to start meaningful offense. | |||
}} | }} | ||
Line 362: | Line 364: | ||
* Shortens Cowboy's hitbox very slightly. | * Shortens Cowboy's hitbox very slightly. | ||
Cowboy's only low, and is effectively +2 on block due to that. If your opponent ever decides to block low, it's | 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 the same options that would beat Horiz. Slash, but has some use in blockstrings and combos due to its knockback direction/pull, and for Burst safe combo routes. | Generally, Horiz. Slash is preferred in neutral, as Ankle Cutter comes out slower, deals less damage, and is beaten by many of the same options that would beat Horiz. Slash, but has some use in blockstrings and combos due to its knockback direction/pull, and for Burst safe combo routes. | ||
}} | }} | ||
Line 420: | Line 422: | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 1500 | |damage= 1500 | ||
|startup= 3 | |startup= 3 (6, dash) | ||
|active= 3 | |active= 3 (2, dash) | ||
|guard= Throw | |guard= Throw | ||
|firstactionable= 16 | |firstactionable= 16 (19, dash) | ||
|proration= 2 | |proration= 2 | ||
|airok= Yes | |airok= Yes | ||
Line 431: | Line 433: | ||
* Causes soft knockdown. | * Causes soft knockdown. | ||
* Not free cancellable. | * Not free cancellable. | ||
* With dash toggled, forward momentum starts on frame 2. | |||
Line 797: | Line 800: | ||
* Only usable in Gun stance. | * Only usable in Gun stance. | ||
* Exits Gun stance. | * Exits Gun stance. | ||
* | * Both a move, and a toggle. | ||
Exists just in case you mess up and pull the gun out at a bad time. Using the holster toggle for Shoot and Point Blank speeds up holster, taking effect frame 10 and frame 12, respectively. | Exists just in case you mess up and pull the gun out at a bad time. Using the holster toggle for Shoot and Point Blank speeds up holster, taking effect frame 10 and frame 12, respectively. |
Revision as of 20:38, 18 June 2024
Under Construction
|
Profile
Cowboy has incredible consistency, for better, and for worse, possessing good reach, high damage, a generous sprinkling of disjoints, and enough ricocheting Bullets to make an ocelot jealous, Cowboy has some fantastic tools to continue pushing advantage once you've got it, but can struggle to turn things around if you lose it.
Strengths | Weaknesses |
---|---|
|
|
Move List
Movement
Walk
Toggle Hitboxes Toggle Hitboxes
|
---|
Back Walk
Toggle Hitboxes Toggle Hitboxes
|
---|
Dash
Toggle Hitboxes Toggle Hitboxes
|
---|
Super Dash
Toggle Hitboxes Toggle Hitboxes
|
---|
Jump
Toggle Hitboxes Toggle Hitboxes
|
---|
Super Jump
Toggle Hitboxes Toggle Hitboxes
|
---|
Spot Dodge
Toggle Hitboxes Toggle Hitboxes
|
---|
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
Toggle Hitboxes Toggle Hitboxes
|
---|
Horiz. Slash
Toggle Hitboxes Toggle Hitboxes
|
---|
Vert. Slash
Toggle Hitboxes Toggle Hitboxes
|
---|
Upward Swipe
Toggle Hitboxes Toggle Hitboxes
|
---|
Stinger
Toggle Hitboxes Toggle Hitboxes
|
---|
Ankle Cutter
Toggle Hitboxes Toggle Hitboxes
|
---|
Downward Cleave
Toggle Hitboxes Toggle Hitboxes
|
---|
Throw
Toggle Hitboxes Toggle Hitboxes
|
---|
Pistol Whip
Toggle Hitboxes Toggle Hitboxes
|
---|
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
|
---|
Vert. Slash
Toggle Hitboxes Toggle Hitboxes
|
---|
Specials
Lightning Slice
Toggle Hitboxes Toggle Hitboxes
|
---|
Impale
Toggle Hitboxes Toggle Hitboxes
|
---|
BackSlash
Toggle Hitboxes Toggle Hitboxes
|
---|
3Combo
Toggle Hitboxes Toggle Hitboxes
|
---|
Quickdraw
Gun Stance
|
| |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Lasso
Toggle Hitboxes Toggle Hitboxes
|
---|
Foresight
Toggle Hitboxes Toggle Hitboxes
|
---|
Toggle Hitboxes Toggle Hitboxes
|
---|
Toggle Hitboxes Toggle Hitboxes
|
---|
Gun Throw
Toggle Hitboxes Toggle Hitboxes
|
---|
Toggle Hitboxes Toggle Hitboxes
|
---|
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
Toggle Hitboxes Toggle Hitboxes
|
---|
Temporal Round
Toggle Hitboxes Toggle Hitboxes
|
---|
1000Cuts
| ||||||||||
Taunt
Toggle Hitboxes Toggle Hitboxes
|
---|