YomiHustle/Cowboy: Difference between revisions
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|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. | |||
}} | }} | ||
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===Movement=== | ===Movement=== | ||
====<font style="visibility:hidden; float:right">Walk</font>==== | ====<font style="visibility:hidden; float:right">Walk</font>==== | ||
{{MoveData | {{MoveData | ||
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|hitbox=YH_Cowboy_WalkHB.png | |hitbox=YH_Cowboy_WalkHB.png | ||
|input=[[Image:YH_Icon_Dash.png]] | |input=[[Image:YH_Icon_Dash.png]] | ||
|caption= | |caption= a leisurely stroll | ||
|name=Walk | |name= Walk | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Movement | ||
| | |movementstartsat= 2 | ||
|firstactionable= 10-15 | |||
|consumesairoption= No | |||
|firstactionable= | |||
| | |||
|description= | |description= | ||
* | |||
* | * Always interruptible when the opponent is able to act. | ||
* IASA scales based on distance in neutral, but is always 8 in combos. | |||
* "auto" toggle will cause Cowboy to turn around mid dash to always be advancing towards the opponent. | |||
The slowest of all dashes, granting the least distance and speed out of the rest of the cast. Not all downsides, as it allows for very minute adjustments in positioning. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=YH_Cowboy_WalkHB.png | |hitbox=YH_Cowboy_WalkHB.png | ||
|input=[[Image:YH_Icon_DashBack.png]] | |input=[[Image:YH_Icon_DashBack.png]] | ||
|caption= | |caption= footsies!? | ||
|name=Back Walk | |name= Back Walk | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Movement | ||
| | |movementstartsat= 2 | ||
|firstactionable= 11 | |||
|consumesairoption= No | |||
|firstactionable= | |||
| | |||
|description= | |description= | ||
* Always interruptible when opponent is able to act | |||
* Does not become actionable if opponent uses forward movement | * Always interruptible when the opponent is able to act. | ||
* Does not become actionable if the opponent uses forward movement. | |||
* Grab immune frames 1-7. | |||
}} | }} | ||
}} | }} | ||
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|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= | |||
{{AttackData-YH-Movement | |||
|movementstartsat= 1 | |||
|firstactionable= 10 | |||
|consumesairoption= No | |||
|description= | |||
* Air OK. | |||
* Always interruptible when the opponent is able to act. | |||
* Projectile invuln frames 0-4 with initiative. | |||
Fairly fast for a movement option, and can hop over lows. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">Super Dash</font>==== | |||
{{MoveData | |||
|image=YH_Cowboy_SuperDash.png | |||
|hitbox=YH_Cowboy_SuperDashHB.png | |||
|input=[[Image:YH_Icon_SuperDash.png]] | |||
|caption= very anime | |||
|name= Super Dash | |||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Movement | ||
|movementstartsat= 8 | |||
| | |firstactionable= 22 | ||
|consumesairoption= No | |||
|firstactionable= | |||
| | |||
|description= | |description= | ||
* | |||
* Always interruptible when the opponent is able to act. | |||
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 | |||
}} | }} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right">Jump</font>==== | ====<font style="visibility:hidden; float:right">Jump</font>==== | ||
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|input=[[Image:YH_Icon_Jump.png]] | |input=[[Image:YH_Icon_Jump.png]] | ||
|caption= | |caption= | ||
|name=Jump | |name= Jump | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Movement | ||
| | |movementstartsat= 2, 5 (jumping backwards) | ||
| | |firstactionable= 10-15 | ||
| | |consumesairoption= Yes (if used in air) | ||
|description= | |description= | ||
* Short jumps are | |||
* Grounded large jumps are | * Short jumps are 10f to act. | ||
* In the air, large jumps are always 11f | * Grounded large jumps are 12f to act, but are upped to 15f if jumping straight up or backwards. | ||
* In the air, large jumps are always 11f. | |||
* Always interruptible when the opponent is able to act. | |||
* Backwards movement does not become actionable if the opponent uses forward movement. | |||
}} | }} | ||
}} | }} | ||
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|input=[[Image:YH_Icon_SuperJump.png]] | |input=[[Image:YH_Icon_SuperJump.png]] | ||
|caption= | |caption= | ||
|name=Super Jump | |name= Super Jump | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Movement | ||
| | |movementstartsat= 5 | ||
| | |firstactionable= 13 | ||
| | |consumesairoption= No | ||
|description= | |description= | ||
* | |||
* Interruptible when the opponent is able to act, after jumpsquat. | |||
* Can only be manually aimed if the opponent is in hitstun. | |||
}} | }} | ||
}} | }} | ||
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|input=[[Image:YH_Icon_SpotDodge.png]] | |input=[[Image:YH_Icon_SpotDodge.png]] | ||
|caption= | |caption= | ||
|name=Spot Dodge | |name= Spot Dodge | ||
|data= | |data= | ||
{{AttackData-YH-Movement | |||
| | |movementstartsat= | ||
|firstactionable= 11 | |||
|consumesairoption= Yes | |||
|firstactionable= | |||
| | |||
|description= | |description= | ||
* Air OK | |||
* Grab | * Air OK. | ||
* | * Grab Invuln frames 1-4. | ||
Cowboy teleports | * Invuln frames 5-7. | ||
Cowboy teleports on the spot, dodging grabs, certain attacks and slightly modifies your momentum, no initiative needed! Loses to 4f jabs, and other attacks that hit after 7f, though. | |||
Not quite as rewarding as other moves that might counter the same attacks Spot Dodge does, especially if the opponent Free-Cancels an attack that this move dodges, but is safe against movement. | |||
}} | }} | ||
}} | }} | ||
===Normals=== | ===Grounded Normals=== | ||
{{YomiHustleFrameAdvantage}} | |||
====<font style="visibility:hidden; float:right">Pommel</font>==== | ====<font style="visibility:hidden; float:right">Pommel</font>==== | ||
{{MoveData | {{MoveData | ||
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|input=[[Image:YH_Icon_Pommel.png]] | |input=[[Image:YH_Icon_Pommel.png]] | ||
|caption=The closest you can get to a 5P in YH | |caption=The closest you can get to a 5P in YH | ||
|name=Pommel | |name= Pommel | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
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|guard= High | |guard= High | ||
|firstactionable= 14 | |firstactionable= 14 | ||
| | |frameadvantage= +12 | ||
|proration= 2 | |proration= 2 | ||
|blockadvantage=-1 | |blockadvantage= -1 | ||
|description= | |description= | ||
* Can be chained into itself | |||
* Spikes air opponents and ground bounces on the launching hit | * Can be chained into itself repeatedly. | ||
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 | * 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. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|input=[[Image:YH_Icon_HSlash.png]] | |input=[[Image:YH_Icon_HSlash.png]] | ||
|caption= | |caption= | ||
|caption2= | |caption2= Upwards Version | ||
|image=YH_Cowboy_HorizontalSlashH.gif | |image=YH_Cowboy_HorizontalSlashH.gif | ||
|hitbox=YH_Cowboy_HSlashF1HB.png | |hitbox=YH_Cowboy_HSlashF1HB.png | ||
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|hitbox4=YH_Cowboy_HSlashU2HB.png | |hitbox4=YH_Cowboy_HSlashU2HB.png | ||
|image2=YH_Cowboy_HorizontalSlashUp.gif | |image2=YH_Cowboy_HorizontalSlashUp.gif | ||
|name= Horiz. Slash | |||
|name=Horiz. Slash | |||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 1000 | |damage= 1000 | ||
|startup= 6 | |startup= 6, 8 | ||
|active= 2 | |active= 2, 2 | ||
|guard= High | |guard= High | ||
|firstactionable= 16 | |firstactionable= 16 | ||
| | |frameadvantage= +13 | ||
|proration= 1 | |proration= 1 | ||
|blockadvantage= | |blockadvantage= +0 | ||
|description= | |description= | ||
* Has a shockwave hitbox that comes 2 frames after the sword | |||
* | * Has a shockwave hitbox that comes out 2 frames after the sword. | ||
* Draw Cancellable | * The up-angled version has an extra frame of hitstun, and is considered a separate move for hitstun scaling. | ||
Fast and long ranged, but has a relatively thin hitbox and low hitstun. | * Draw Cancellable. | ||
Fast and long ranged, but has a relatively thin hitbox and low hitstun. Risky to contest at round start distance. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=YH_Cowboy_VerticalSlash.gif | |image=YH_Cowboy_VerticalSlash.gif | ||
|caption= | |caption= | ||
|hitbox=YH_Cowboy_VertSlashHB.png | |hitbox=YH_Cowboy_VertSlashHB.png | ||
|input=[[Image:YH_Icon_VSlash.png]] | |input=[[Image:YH_Icon_VSlash.png]] | ||
|name=Vert. Slash | |name= Vert. Slash | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 1150 | |damage= 1150 | ||
|startup= | |startup= 11 | ||
|active= 2 | |active= 2 | ||
|guard= High | |guard= High | ||
|firstactionable= | |firstactionable= 19 | ||
| | |frameadvantage= +35 | ||
|proration= | |proration= 0 | ||
|blockadvantage=+3 | |blockadvantage= +3 | ||
|description= | |description= | ||
* Causes ground bounce on | |||
* | * Causes ground bounce on a grounded opponent, or spikes an aerial one. | ||
* Startup is reduced to 9f, and is actionable frame 17 with initiative. | |||
* Draw Cancellable | * Draw Cancellable. | ||
}} | }} | ||
}} | }} | ||
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|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= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 700 | |damage= 700 | ||
|startup= 8 | |startup= 8 | ||
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|guard = High | |guard = High | ||
|firstactionable= 23 | |firstactionable= 23 | ||
| | |frameadvantage= +32 | ||
|proration= | |proration= 0 | ||
|blockadvantage=+1 | |blockadvantage= +1 | ||
|airok= Yes | |||
|description= | |description= | ||
* | |||
* | * Propels Cowboy upwards significantly while grounded, and a fair amount whilst aerial. | ||
** The inherent momentum granted from the aerial version decays from use in combos. | |||
Can be useful for calling out some aerial options from approaching opponents, stalling in the air, and has plenty of hitstun during a combo. | |||
}} | }} | ||
}} | }} | ||
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|input=[[Image:YH_Icon_Stinger.png]] | |input=[[Image:YH_Icon_Stinger.png]] | ||
|caption= round start flip draw cancel stinger is my favorite opener | |caption= round start flip draw cancel stinger is my favorite opener | ||
|name=Stinger | |name= Stinger | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
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|startup= 11 | |startup= 11 | ||
|active= 2 | |active= 2 | ||
|guard= High | |guard= High (Guardbreak) | ||
|firstactionable= 21 | |firstactionable= 21 | ||
| | |frameadvantage= +42 | ||
|proration= -1 | |proration= -1 (1 on Guardbreak) | ||
|blockadvantage=0 | |blockadvantage= +0 | ||
|description= | |description= | ||
* Draw Cancellable | |||
* Wallsplats | * Draw Cancellable. | ||
* | * Wallsplats. | ||
* Causes soft knockdown. | |||
Sometimes useful as a movement option due to the forward lunge, allowing escapes from certain situations, or to reposition into gun stance. | |||
Sometimes useful as a | |||
Grants significant corner carry, but is somewhat weak to DI diagonally down/away if Stinger hits near the end of its range, a weakness removed in the corner. | |||
Can be looped into itself with the use of Foresight/Teleport. | |||
}} | }} | ||
}} | }} | ||
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|input=[[Image:YH_Icon_AnkleCutter.png]] | |input=[[Image:YH_Icon_AnkleCutter.png]] | ||
|caption= "Round start low disjoint?" | |caption= "Round start low disjoint?" | ||
|name=Ankle Cutter | |name= Ankle Cutter | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage= 810 | ||
|startup= 7 | |startup= 7 | ||
|active= 2 | |active= 2 | ||
|guard= Low | |guard= Low | ||
|firstactionable= 18 | |firstactionable= 18 | ||
| | |frameadvantage= 15 | ||
|proration= | |proration= | ||
|blockadvantage=+0 | |blockadvantage= +0 | ||
|description= | |description= | ||
* Draw Cancellable | |||
* Draw Cancellable. | |||
* Slightly pulls the opponent closer on block. | |||
* Shortens Cowboy's hitbox very slightly. | |||
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 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. | |||
}} | }} | ||
}} | }} | ||
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|input=[[Image:YH_Icon_DownwardCleave.png]] | |input=[[Image:YH_Icon_DownwardCleave.png]] | ||
|caption= [https://www.youtube.com/watch?v=Bz0aFLCffRQ i can hear the kazoo playing... ] | |caption= [https://www.youtube.com/watch?v=Bz0aFLCffRQ i can hear the kazoo playing... ] | ||
|name=Downward Cleave | |name= Downward Cleave | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|version= Ground | |version= Ground | ||
|damage= | |damage= 630 | ||
|startup= | |startup= 12 | ||
|active= 4 | |active= 4 | ||
|guard= High | |guard= High | ||
|firstactionable= | |firstactionable= 19 | ||
| | |frameadvantage= +11 | ||
|proration= | |proration= 0 | ||
|blockadvantage=+2 | |blockadvantage= +2 | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
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|damage= 700 | |damage= 700 | ||
|startup= 9 | |startup= 9 | ||
|active= Until | |active= Until Landing | ||
|guard= High | |guard= High | ||
|firstactionable= 4 | |firstactionable= On Landing + 4 | ||
| | |frameadvantage= +15 | ||
|proration= | |proration= 0 | ||
|blockadvantage= +2 | |||
|description= | |description= | ||
* | |||
* Grounded version is airborne frame 3. | |||
* Causes a soft knockdown on aerial opponents. | |||
* Draw cancellable. | |||
Hops over grabs and lows in neutral, and even over certain highs. | |||
}} | }} | ||
}} | }} | ||
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|input=[[Image:YH_Icon_Grab.png]] | |input=[[Image:YH_Icon_Grab.png]] | ||
|caption= You're landing this after tp aren't you? | |caption= You're landing this after tp aren't you? | ||
|name=Grab | |name= Grab | ||
|data= | |||
{{AttackData-YH | |||
|damage= 1500 | |||
|startup= 3 (6, dash) | |||
|active= 3 (2, dash) | |||
|guard= Throw | |||
|firstactionable= 16 (19, dash) | |||
|proration= 2 | |||
|airok= Yes | |||
|description= | |||
* Universal throw. | |||
* Causes soft knockdown. | |||
* Not free cancellable. | |||
* With dash toggled, forward momentum starts on frame 2. | |||
Weak to DI down, but still grants soft knockdown pressure. If the opponent doesn't DI down, a grounded grab can sometimes lead into a combo, or free set-up time. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">Pistol Whip</font>==== | |||
{{MoveData | |||
|image=YH_Cowboy_PistolWhip.png | |||
|hitbox=YH_Cowboy_PistolWhipHB.png | |||
|input=[[Image:YH_Icon_PistolWhip.png]] | |||
|caption= | |||
|name= Pistol Whip | |||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage= 1280 | ||
|startup=3 | |startup= 11 | ||
|active= | |active= 3 | ||
|guard= | |guard= High (Guardbreak) | ||
|firstactionable= | |firstactionable= 18 | ||
|frameadvantage= +24 | |||
|proration= 0 (1 on Guardbreak) | |||
|blockadvantage= +1 | |||
|airok= Yes | |||
|description= | |||
* Usable grounded while in Gun stance, or at anytime while airborne. | |||
* Draw cancellable. | |||
Effectively replaced Cowboy's noninteractive aerial grab loops. Due to throw forwards and throw downwards being identical, Pistol Whip functionally acts as a down throw used to in a combo, except against DI down. | |||
Can sometimes catch opponents trying to avoid bullets and attack with projectile invulnerability. | |||
}} | |||
}} | |||
===Aerials=== | |||
{{YomiHustleFrameAdvantage}} | |||
====<font style="visibility:hidden; float:right">Horiz. Slash</font>==== | |||
{{MoveData | |||
|image=YH_Cowboy_HorizontalSlashAir.gif | |||
|input=[[Image:YH_Icon_HSlash.png]] | |||
|name= Horiz. Slash (air) | |||
|caption= | |||
|hitbox=YH_Cowboy_AirHSlashHB.png | |||
|data= | |||
{{AttackData-YH | |||
|damage= 900 | |||
|startup= 6 | |||
|active= 4 | |||
|guard= High | |||
|firstactionable= 19 | |||
|frameadvantage= +17 | |||
|blockadvantage= +1 | |||
|proration= 0 | |||
|description= | |description= | ||
* | |||
* | * Propels Cowboy forward. | ||
* Draw Cancellable. | |||
A fast move with good range thanks to its forward movement. Sometimes useful as a last resort air movement option. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">Vert. Slash</font>==== | |||
{{MoveData | |||
|image=YH_Cowboy_VAirSlash.gif | |||
|hitbox=YH_Cowboy_AirVSlashHB.png | |||
|name= Vert. Slash (air) | |||
|input=[[Image:YH_Icon_VSlash.png]] | |||
|caption= | |||
|data= | |||
{{AttackData-YH | |||
|damage= 700 | |||
|startup= 5 | |||
|active= 2 | |||
|guard= High | |||
|firstactionable= 18 | |||
|frameadvantage= 16 | |||
|blockadvantage= +1 | |||
|proration= 1 | |||
|description= | |||
* Draw Cancellable. | |||
Cowboy's fastest aerial outside of grab, with decent coverage to boot. Also Cowboy's main restand tool. | |||
}} | }} | ||
}} | }} | ||
Line 462: | Line 539: | ||
|name=Lightning Slice | |name=Lightning Slice | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|damage=1100 | |damage=1100 | ||
|startup=9 | |startup= 9 | ||
|active=1 | |active= 1 | ||
|guard=High | |guard= High | ||
|firstactionable= | |firstactionable= 22 | ||
| | |frameadvantage= +15 | ||
|proration= | |proration= 0 | ||
|blockadvantage=+1 | |blockadvantage= +1 | ||
|airok= Yes | |||
|description= | |description= | ||
* Can be cancelled into itself, but | * Can be cancelled into itself, but loses the ability to be freely aimed. | ||
* | ** The follow-up has 5f of startup, but only grants +10 frame advantage. | ||
* | * In combos, Lightning Slice grants +20 frame advantage. | ||
}} | }} | ||
}} | }} | ||
Line 487: | Line 566: | ||
|name=Impale | |name=Impale | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|damage= 500+1500 | |damage= 500+1500 | ||
|startup=13-21 | |startup= 13-21 | ||
|active= 4 | |active= 4 | ||
|guard=High | |guard= High (Guardbreak) | ||
|firstactionable= 41 | |firstactionable= 41 | ||
| | |frameadvantage= Infinite | ||
|proration= | |proration= 2 | ||
|blockadvantage=-4 | |blockadvantage= -4 | ||
|description= | |description= | ||
* Startup increases with distance from the opponent | |||
* Teleports on frame 7 | * Punishable on block. | ||
* Startup increases with distance from the opponent. | |||
* Teleports on frame 7. | |||
* Second hit has Minimum Damage 600 | * Second hit has Minimum Damage 600 | ||
* | * Causes soft knockdown. | ||
* Not free cancellable. | |||
* | |||
In older versions this move could be free canceled, making it one of the best (and fastest) ways to close distance. Today, it can only be used for hard reads such as punishing neutral setplay, or to be used as a combo ender. | |||
In older versions this move could be free canceled, making it | |||
}} | }} | ||
}} | }} | ||
Line 518: | Line 599: | ||
|name=BackSlash | |name=BackSlash | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|damage=500, 600 | |damage= 500, 600 | ||
|startup=5, 7 | |startup= 5, 7 | ||
|active=2, 3 | |active= 2, 3 | ||
|guard=High | |guard= High | ||
|firstactionable=35 | |firstactionable= 35 | ||
| | |frameadvantage= +38 (2nd hit) | ||
|proration= | |proration= 0 | ||
|blockadvantage=+0 | |blockadvantage=+0 | ||
|description= | |description= | ||
* Has a frame 9 sweetspot that deals | |||
* | * Has a frame 9 sweetspot that deals 1300 damage. | ||
* First hit is punishable on block. | |||
* Swiftly propels Cowboy backwards a decent distance. | |||
Cowboy's dedicated anti-air button, covering an absolutely massive area. Can be surprisingly hard to beat on the ground if spaced correctly. | |||
}} | }} | ||
}} | }} | ||
Line 545: | Line 630: | ||
|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]] | ||
|name=3 Combo | |name= 3 Combo | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|damage= 400, 400, 1600 | |||
|damage= 400, | |startup= 8, 4, 11 | ||
|startup= 8, | |||
|active= 2, 2, 3 | |active= 2, 2, 3 | ||
|guard= High | |guard= High | ||
|firstactionable= 38 | |firstactionable= 38 | ||
| | |frameadvantage= +34, +25, +30 | ||
|proration= | |proration= 0 | ||
|blockadvantage=+2 | |blockadvantage= +2 | ||
|airok= Yes (requires air option) | |||
|description= | |description= | ||
* | * Downwards version is 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 | * The last hit is your highest damage option besides Izuna Drop, but it's easy to DI out of if the first two hits connect. | ||
* Known as | * Known as "triple_ass_smacker" in the game files | ||
}} | }} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right">Quickdraw</font>==== | ====<font style="visibility:hidden; float:right">Quickdraw</font>==== | ||
{{MoveData | |||
|image=YH_Cowboy_AmmoVisualiser.gif | |||
|caption= Six bullets. More than enough to kill anything that moves. | |||
|name= Gun Stance | |||
|data= | |||
{{MoveData | {{MoveData | ||
|image=YH_Cowboy_GunSpin.gif | |image=YH_Cowboy_GunSpin.gif | ||
|hitbox=YH_Cowboy_QuickDrawHB.png | |hitbox=YH_Cowboy_QuickDrawHB.png | ||
|input=[[Image:YH_Icon_Quickdraw.png]] | |||
|caption= | |||
|name= Quickdraw | |||
|input=[[Image:YH_Icon_Quickdraw.png]] | |||
|name=Quickdraw | |||
|data= | |data= | ||
{{AttackData-YH-Special | |||
|startup= 12 | |||
|firstactionable= 12 | |||
|airok = Yes | |||
|description= | |||
* Enters Gun stance | * Enters Gun stance | ||
* Draw toggle reduces recovery on eligible attacks down to as little as 6f. | |||
{{ | |||
}} | |||
|damage= | }} | ||
{{MoveData | |||
|name= Shoot | |||
|input=[[Image:YH_Icon_Shoot.png]] | |||
|image=YH_Cowboy_ShootPistol.gif | |||
|hitbox=YH_Cowboy_ShootGunHB.png | |||
* | |caption= Shoot | ||
* Shoots | |image2=YH_Cowboy_Bullet.png | ||
* | |hitbox2=YH_Cowboy_BulletHB.png | ||
* Wallsplats | |caption2= A bullet. | ||
|image3=YH_Cowboy_ShootHit.png | |||
|hitbox3=YH_Cowboy_SelfBulletHB.png | |||
{{AttackData-YH | |caption3= Self-Hit Hitbox | ||
| | |data= | ||
{{AttackData-YH-Special | |||
|damage= 1300-1000 | |||
|startup= 4 | |||
|active= 58 | |||
|guard= High | |||
|firstactionable= 10 | |||
* | |frameadvantage= +21 | ||
* | |blockadvantage= +2 | ||
* | |proration= 0 | ||
* | |airok = Yes | ||
|description= | |||
{{ | * Only usable in Gun stance. | ||
* Consumes a Bullet. | |||
* Shoots an incredibly fast, unparriable, ricocheting projectile. | |||
* Angle can be adjusted. | |||
* Bullet velocity, damage, hitstun and size falls off over time. | |||
** An additional 15% damage and hitstun is lost with each ricochet, but refreshes the hitbox. | |||
| | * Cowboy gains a hitbox if shot by his own bullet. | ||
* DI affects the Bullet's ricochet angle off of foresight, rift, attacks, and the ground. | |||
* Repeated shots increase the first actionable frame to 11. | |||
* Pushblock freezes the Bullet for 10f. | |||
* | * Wallsplats. | ||
* Groundbounces. | |||
* Causes a hard knockdown. | |||
Words cannot overstate just how much space Shoot covers. This bullet is '''fast''', damaging, highly controllable, and very threatening due to the hard knockdown. The bullet itself can be attacked to redirect it, affected by DI. | |||
}} | |||
}} | |||
{{MoveData | |||
|name= Shoot Dodge | |||
|image=YH_Cowboy_ShootDodge.gif | |||
|hitbox=YH_Cowboy_ShootDodgeHB.png | |||
|input=[[Image:YH_Icon_ShootDodge.png]] | |||
|caption= | |||
|data= | |||
{{AttackData-YH-Special | |||
|damage= 1300-1000 | |||
|startup= 4 | |||
|guard= High | |||
|firstactionable= 21 | |||
|frameadvantage= +6 | |||
|blockadvantage= +2 | |||
|proration= 0 | |||
|airok = Yes (requires air option) | |||
|description= | |||
* Only usable in Gun stance. | |||
* Consumes a Bullet. | |||
* Full invuln frames 4-13. | |||
* Angle can be adjusted. | |||
* Functions identically to Shoot, except with brief invulnerability at the cost of much longer recovery. | |||
}} | |||
}} | |||
{{MoveData | |||
|name= Point Blank | |||
|image=YH_Cowboy_ShootPistol.gif | |||
|hitbox=YH_Cowboy_PointBlankHB.png | |||
|input=[[Image:YH Icon PointBlank.png]] | |||
|caption= | |||
|data= | |||
{{AttackData-YH-Special | |||
|damage= 1400 | |||
|startup= 4 | |||
|active= 5 | |||
|guard= High | |||
|firstactionable= 12 | |||
|frameadvantage= +25 | |||
|blockadvantage= +2 | |||
|proration= 0 | |||
|airok= Yes | |||
|description= | |||
* Only usable in Gun stance. | |||
* Consumes a Bullet. | |||
* Angle can be adjusted. | |||
* Unparriable. | |||
* Does not hitcancel. | |||
Quick, and with incredibly high damage and hitstun. Beats almost every option in range, and any trades are usually in your favour; only beaten by moves that outspeed, or outrange it. | |||
Also counts as a melee strike, meaning projectile invuln won't work on this. Has a fairly precise hitbox, and will need to be angled slightly to prevent it from being low profiled. | |||
}} | |||
}} | |||
{{MoveData | |||
|name= Holster | |||
|image=YH_Cowboy_SlowHolster.gif | |||
|hitbox=YH_Cowboy_HolsterHB.png | |||
|input=[[Image:YH_Icon_Holster.png]] | |||
|caption= | |||
|data= | |||
{{AttackData-YH-Special | |||
|startup= 13 | |||
|firstactionable= 13 | |||
|airok= Yes | |||
|description= | |||
* Only usable in 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. | |||
}} | |||
}} | |||
}} | }} | ||
Line 662: | Line 817: | ||
|caption= | |caption= | ||
|input=[[Image:YH_Icon_Lasso.png]][[Image:YH_Icon_IzunaDrop.png]][[Image:YH_Icon_Pull.png]] | |input=[[Image:YH_Icon_Lasso.png]][[Image:YH_Icon_IzunaDrop.png]][[Image:YH_Icon_Pull.png]] | ||
|name=Lasso | |name= Lasso | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|version=Lasso | |version= Lasso | ||
|damage= | |damage= | ||
|startup= 9 | |startup= 9 | ||
|active= | |active= 46 | ||
|guard= High | |guard= High | ||
|firstactionable= | |firstactionable= 21 | ||
| | |blockadvantage= +1 | ||
|airok= Yes | |||
| | |||
|description= | |description= | ||
* | |||
* Enters Lasso stance on hit | * Projectile spawns frame 8. | ||
* Enters Lasso stance on hit. | |||
* Parrying the lasso yanks it, and forces Cowboy to roll forwards. | |||
* After 21f, becomes always interruptible when the opponent is able to act. | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|version= | |version= Izuna Drop | ||
|damage= | |damage= 1950 | ||
| | |firstactionable= On Landing + 42 | ||
| | |frameadvantage= +0 | ||
| | |proration= 0 | ||
|airok= Yes | |||
| | |||
|description= | |description= | ||
* Only usable in Lasso stance. | |||
* Minimum Damage 900 | * Minimum Damage 900 | ||
High damage combo ender | * Full invuln after leaving the ground. | ||
High damage combo ender, but sacrifices all advantage and oki while leaving you full screen away for it. | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|version= | |version= Pull | ||
|damage= | |damage= 700 | ||
|startup= | |startup= 13 | ||
|active= | |active= 1 | ||
| | |firstactionable= 20 | ||
| | |frameadvantage= +27 | ||
| | |proration= 0 | ||
| | |airok= Yes | ||
|description= | |description= | ||
* Angle can be adjusted | |||
* Only usable in Lasso stance. | |||
* Angle can be adjusted. | |||
* The lassoed opponent is pulled in the direction chosen, while Cowboy is pulled in the opposite. | |||
* Causes a soft knockdown. | |||
A strong combo extender, as long as Lasso can connect. | |||
}} | }} | ||
}} | }} | ||
Line 711: | Line 878: | ||
{{MoveData | {{MoveData | ||
|image=YH_Cowboy_Foresight.gif | |image=YH_Cowboy_Foresight.gif | ||
|hitbox=YH_Cowboy_Foresight1HB.png | |hitbox=YH_Cowboy_Foresight1HB.png | ||
|name=Foresight | |name=Foresight | ||
|input=[[Image:YH_Icon_Foresight | |input=[[Image:YH_Icon_Foresight.png]] | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|startup= 4 | |||
|active= 102 | |||
|firstactionable= 14 | |||
|proration= - | |||
|airok= Yes | |||
|description= | |||
* Usable in Gun stance. | |||
* Places an after-image somewhere on screen. | |||
** Placement is restricted to be in front of Cowboy, and only slightly behind in neutral. This angle restriction changes to a diagonally downwards one while airborne. | |||
*** An after-image can also be placed on Cowboy's location using the Sight toggle at any point, at the cost of 1 bar. | |||
** The after-image, will ricochet any Bullets on contact, influenced by the DI wheel. | |||
* While the after-image is active, Cowboy gains access to three toggles: Shift, Rift and Drift. | |||
* The after-image will be destroyed if 102 frames pass, if either Cowboy or the after-image is hit by an opponent; or if Cowboy strays too far away. | |||
Cowboy's set-up, mix, resourceless ranged threat, escape route, repositioning tool, blockstring lengthener, moveset expander, combo extender and general utility. Seriously. You '''WANT''' this out. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=YH_Cowboy_ForesightRift.gif | |||
|hitbox=YH_Cowboy_RiftHB.png | |||
|input=[[Image:YH_Icon_Rift.png]] | |||
|name= Rift | |||
|data= | |||
{{AttackData-YH-Special | |||
|damage= 800 | |||
|startup= 6 | |||
|active= 1 | |||
|proration= 0 | |||
|frameadvantage= +11 (varies) | |||
|blockadvantage= +0 | |||
|airok= Yes | |||
|description= | |||
* Toggle. | |||
* Requires an after-image to be active. | |||
* Rift implodes the after-image on frame 6 and spawns a brief, stationary hitbox. | |||
** Activating Rift with any active Bullets in play, or while using Shoot will cause one to be launched out from the rift, the direction being controlled by the DI wheel. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=YH_Cowboy_Telepatate.gif | |||
|hitbox=YH_Cowboy_TeleportHB.png | |||
|input=[[Image:YH_Icon_Shift.png]] | |||
|name= Shift | |||
|data= | |||
{{AttackData-YH-Special | |||
|damage= | |||
|startup= 7 | |||
|active= | |||
|proration= - | |||
|airok= Yes | |||
|proration = - | |||
|description= | |||
* Toggle. | |||
* Requires an after-image to be active. | |||
* Consumes an air option. | |||
* Teleports Cowboy to the after-image on frame 7. | |||
* Any simultaneous action will have 2 frames of startup removed. | |||
Due to the 7 frame startup for Cowboy to teleport, and 2 less startup frames on any attack, this could be thought as delaying Cowboy's action by 5 frames. | |||
}} | |||
}} | |||
{{MoveData | |||
|input=[[Image:YH_Icon_Drift.png]] | |||
|image=YH_Cowboy_ForesightDrift.png | |||
|name= Drift | |||
|caption= an aerial EEEEYAH! | |||
|data= | |||
{{AttackData-YH-Special | |||
|damage= 800 | |damage= 800 | ||
|startup= | |startup= 6 | ||
|active= | |active= 1 | ||
| | |proration= 0 | ||
| | |frameadvantage= +11 (varies) | ||
| | |blockadvantage= +0 | ||
|airok= Yes | |||
| | |||
|description= | |description= | ||
* | * Costs 1 bar. | ||
* | * Toggle. | ||
* | * Requires an after-image to be active. | ||
* | * Allows access to aerial moves while grounded, and grounded moves while aerial, dependent on the after-image's position. | ||
** | ** Only usable if the after-image is in the opposite grounded/aerial state as Cowboy. If Cowboy is aerial, the after-image must be grounded, and vice-versa. | ||
* Causes an explosion identical to Rift. | |||
* | |||
Significantly increases the options at your disposal, and allows for some stylish combos. | |||
}} | |||
}} | |||
}} | }} | ||
Line 750: | Line 975: | ||
{{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]] | |input=[[Image:YH_Icon_GunThrow.png]] | ||
|image2=YH_Cowboy_ThrownGun.png | |||
|caption2= A thrown gun. | |||
|caption= | |caption= | ||
|name=Gun Throw | |name= Gun Throw | ||
|data= | |||
{{AttackData-YH-Special | |||
|damage= 800, 1500 | |||
|startup= 9 | |||
|guard=High | |||
|firstactionable= 16 | |||
|frameadvantage= +48 | |||
|blockadvantage= +0 | |||
|airok= Yes | |||
|description= | |||
* Three available angles to throw at, plus flipping. | |||
* Is tethered, and naturally tries to return to Cowboy. | |||
* Recoils upwards on hit, following up with a shot if it hits on the way out, consuming a Bullet. | |||
** The follow up shot causes wallsplat. | |||
** Will not shoot while reeling back in, either naturally or through the use of Gun Pull. | |||
* Causes Cowboy to gain access to Gun Pull, but loses Quick Draw, Gun Throw and Lasso until the gun returns. | |||
* Hitting Cowboy causes the gun to lose its hitbox until Gun Pull is used, or the gun is thrown again. | |||
* Unparriable. | |||
* Causes a hard knockdown. | |||
Extends blockstrings, controls space, and allows for some saucy combos, at the cost of temporary access to Cowboy's beloved gun, and thus, the ability to Shoot. | |||
The continuous natural pull will accelerate the gun increasingly swiftly in the direction towards Cowboy, covering increasingly more space. Combined with Teleport, Foresight, or even Impale, can cause the gun to take unusual paths. | |||
}} | |||
}} | |||
{{MoveData | |||
|name= Gun Pull | |||
|image=YH_Cowboy_GunPull.png | |||
|hitbox=YH_Cowboy_GunPullHB.png | |||
|input=[[Image:YH Icon Pull.png]] | |||
|data= | |data= | ||
{{AttackData-YH | |||
|damage=800 | {{AttackData-YH-Special | ||
|startup= | |damage= 800 | ||
|startup= 4 | |||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable= 14 | ||
|frameadvantage= +38 | |||
|blockadvantage= +0 | |||
|airok= Yes | |||
|description= | |description= | ||
* | |||
* | * Only usable while the gun is thrown. | ||
* | * Rapidly reels Cowboy's gun back in. | ||
* Reactivates the gun's hitbox. | |||
* Unparriable. | |||
A move used to return the gun to your hands, add some extra speed, and space coverage to it, or to even swing it around you like a flail! | |||
Hitting the opponent with a Gun Throw that triggers the Bullet follow up, and then hitting them again with Gun Pull will cause the gun to ignore the tether until it touches the ground, or Gun Pull is used again. | |||
}} | }} | ||
}} | }} | ||
===Supers=== | ===Supers=== | ||
{{YomiHustleFrameAdvantage}} | |||
====<font style="visibility:hidden; float:right">Teleport</font>==== | |||
{{MoveData | |||
|image=YH_Cowboy_Telepatate.gif | |||
|hitbox=YH_Cowboy_TeleportHB.png | |||
|input=[[Image:YH_Icon_Teleport.png]] | |||
|caption= For holding forward with maximum efficiency | |||
|name=Teleport | |||
|data= | |||
{{AttackData-YH-Movement | |||
|movementstartsat= 7 | |||
|firstactionable= 13 | |||
|consumesairoption= Yes | |||
|description= | |||
* Costs 1 bar. | |||
* Always interruptible when the opponent is able to act. | |||
* Grab invuln frames 1-5. | |||
* Full invuln frames 6-8. | |||
The strongest combo glue you've ever seen! Also a way to quickly reposition at the cost of 1 bar of meter, either to escape a bad location or situation, or even to approach. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">Temporal Round</font>==== | ====<font style="visibility:hidden; float:right">Temporal Round</font>==== | ||
Line 784: | Line 1,070: | ||
|image=YH_Cowboy_TemporalRound.png | |image=YH_Cowboy_TemporalRound.png | ||
|hitbox=YH_Cowboy_TemporalRoundHB.png | |hitbox=YH_Cowboy_TemporalRoundHB.png | ||
|image2=YH_Cowboy_TemporalBullet.png | |||
|hitbox2=YH_Cowboy_TemporalBulletHB.png | |||
|input=[[Image:YH_Icon_TemporalRound.png]] | |input=[[Image:YH_Icon_TemporalRound.png]] | ||
|caption= wait for iiiiittt . . . BANG! | |caption= wait for iiiiittt . . . BANG! | ||
|caption2= A temporal round. | |||
|name=Temporal Round | |name=Temporal Round | ||
|data= | |data= | ||
{{ | {{MoveData-YH-Super | ||
|damage= | |damage= 1200 | ||
|startup=5 | |startup= 5 | ||
|active= | |active= 53/20 (fast) | ||
|guard=High | |guard= High | ||
|firstactionable=10 | |firstactionable= 10 | ||
| | |frameadvantage= +19 | ||
|proration= | |proration= 0 | ||
|blockadvantage=+2 | |blockadvantage= +2 | ||
|airok= Yes | |||
|supercost= 2 | |||
|description= | |description= | ||
* | * DOES NOT cost a Bullet. | ||
* | * Only usable in Gun stance. | ||
* | * Shoots out a stationary bullet, which will automatically fire after 53 frames. | ||
* | ** Fast toggle causes the bullet to automatically fire after 20 frames. | ||
* The velocity and | ** The stationary Temporal Round will become fully invulnerable 3 frames before firing. | ||
* | * Bullet velocity, damage, hitstun and size falls off over time. | ||
* | ** An additional 15% damage and hitstun is lost with each ricochet, but refreshes the hitbox. | ||
* The | * The Bullet will not hit its owner, and ignores all hitboxes. | ||
* The direction | ** The owner is determined by whoever fired the Bullet, including if an opponent hits it. | ||
* The shot | * The direction the Bullet is fired in is controlled by the DI wheel, but will automatically fire towards the opponent if no DI is set. (Right Click on the DI wheel.) | ||
* The shot will fire prematurely if the Temporal Round is hit by a melee attack. | |||
** Any attack that connects with the frozen round will be automatically Free Cancelled. | |||
* DOES NOT disappear when the Cowboy is hit. | |||
* Pushblock freezes the Bullet for 10f. | |||
* Adds temp toggle to Shoot, firing the Temporal Round after using Shoot. | |||
* Wall splats. | |||
* Ground bounces. | |||
* Causes hard knockdown. | |||
All the goodness a normal Bullet provides, with even more benefits! After a short, interruptible delay, fires out a Bullet to aid in restricting your opponents options, blockstrings, combos, okizeme, and can even get you out of combos. | |||
The stationary bullet is always set towards your opponent, even if you try to flip it. | |||
}} | }} | ||
}} | }} | ||
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====<font style="visibility:hidden; float:right">1000Cuts</font>==== | ====<font style="visibility:hidden; float:right">1000Cuts</font>==== | ||
{{MoveData | {{MoveData | ||
|image | |image=YH_Cowboy_1000cutsA.gif | ||
|input=[[Image:YH_Icon_1000Cuts.png]] | |input=[[Image:YH_Icon_1000Cuts.png]] | ||
|caption= | |caption= the 1000 cuts in question: | ||
|name=1000 Cuts | |name= 1000 Cuts | ||
|data= | |||
{{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 | |||
|name= 1000 Cuts | |||
|data= | |data= | ||
{{ | |||
|damage=500 | {{MoveData-YH-Super | ||
|startup= | |damage= 500 | ||
|active=2 | |startup= 5 | ||
|active= 2, 2, 2... | |||
|guard= Low/High/High | |guard= Low/High/High | ||
|firstactionable= 12 | |firstactionable= 12 | ||
| | |frameadvantage= +9 (variable) | ||
|proration= | |proration= 0 | ||
|blockadvantage=+1 | |blockadvantage=+1 | ||
|airok= Yes | |||
|supercost= 3 | |||
|description= | |description= | ||
{{ | * Usable in gun stance | ||
* Counts as a projectile. | |||
|damage=900 | * Install Super with a duration of 145 frames, or until Cowboy is hit. | ||
|startup= | ** Grounded movement speed is increased significantly, and a wall of cuts will automatically slash, and cover the space in front of Cowboy. | ||
|active= | *** The slashes can hit projectiles in front of Cowboy, but won't destroy them. | ||
|guard= | * Visibly cycles through a low hit, a high hit, and then a horizontal. | ||
** The horizontal slash will launch the opponent. | |||
* 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. | |||
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. | |||
Using Izuna Drop with 1000 Cuts active is not advised, as the opponent can sometimes escape hitstun much earlier than intended, leaving Cowboy vulnerable. | |||
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]] | |||
|image=YH_Cowboy_FatalCut.png | |||
|hitbox=YH_Cowboy_FatalCutHB.png | |||
|caption= | |||
|name= Fatal Cut | |||
|data= | |||
{{MoveData-YH-Super | |||
|damage= 900 | |||
|startup= 5 | |||
|active= 2 | |||
|guard= High | |||
|firstactionable= 20 | |firstactionable= 20 | ||
| | |frameadvantage= +24, Infinite if aerial | ||
|proration= | |proration= 0 | ||
|blockadvantage= -2 | |blockadvantage= -2 | ||
|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. | |||
* Causes soft knockdown. | |||
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]] | |||
|image=YH_Cowboy_TimeSplitter.png | |||
|hitbox=YH_Cowboy_TimeSplitterHB.png | |||
|caption= | |||
|name= Time Splitter | |||
|data= | |||
{{ | {{MoveData-YH-Super | ||
|damage= 1450 | |||
|damage=1450 | |startup= 6 | ||
|startup= | |active= 2 | ||
|active= | |guard= High | ||
|guard= | |||
|firstactionable= 76 | |firstactionable= 76 | ||
| | |frameadvantage= Infinite | ||
|proration= | |proration= 0 | ||
|blockadvantage=2 | |blockadvantage= +2 | ||
|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. | ||
Teleport to a place within range, a sweeping barrage of cuts trailing you. | * 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. | |||
* Unable to be Free Cancelled. | |||
* Spikes the opponent downwards on hit. | |||
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, as the timing varies based on where Cowboy teleports to; but you might want to reconsider burning 4 bars on a blockstring. | |||
}} | }} | ||
}} | |||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage=200 | |damage= 200 | ||
|startup= | |startup= 22 | ||
|active=2 | |active= 2 | ||
|guard=High | |guard= High | ||
|firstactionable=61 | |firstactionable= 61 | ||
| | |frameadvantage= 30 | ||
|blockadvantage=+0 | |blockadvantage= +0 | ||
|description= | |description= | ||
* Builds 1 bar of super on frame 45 | |||
Useful to pressure your opponent into approaching, or to build meter | * Builds 1 bar of super on frame 45. | ||
* Always interruptible when the opponent is able to act. | |||
* Usable in Gun stance, but only while lacking initiative. | |||
Useful to pressure your opponent into approaching, or to build meter while your opponent is an excessive amount of hitstun, while also working as a check against Super Dash from both Ninja and Wizard. | |||
Counts as an attack, and builds a fair amount of meter on use as a result; even for only a single frame. Some additional bonus meter is gained if used forwards, due to Cowboy advancing very slightly. | |||
This can occasionally be routed into for a chunk of frame advantage while sacrificing damage, while also being possible to use 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. | |||
}} | }} |
Latest revision as of 17:12, 26 June 2024
Under Construction
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Profile
Cowboy has incredible consistency, for better, and for worse, possessing good reach, high damage, a generous sprinkling of disjoints, and enough ricocheting Bullets to make an ocelot jealous, Cowboy has some fantastic tools to continue pushing advantage once you've got it, but can struggle to turn things around if you lose it.
Strengths | Weaknesses |
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Move List
Movement
Walk
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Back Walk
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Dash
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Super Dash
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Jump
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Super Jump
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Spot Dodge
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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
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Horiz. Slash
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Vert. Slash
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Upward Swipe
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Stinger
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Ankle Cutter
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Downward Cleave
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Throw
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Pistol Whip
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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
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Vert. Slash
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Specials
Lightning Slice
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Impale
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BackSlash
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3Combo
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Quickdraw
Gun Stance
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Lasso
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Foresight
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Gun Throw
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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
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Temporal Round
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1000Cuts
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Taunt
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