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, as Bullets, and his other tools can practically play the game for Cowboy, but can't be safely set-up in close range without winning an interaction, or forcing the opponent to Block something first. | ||
|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. 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, oki, pokes, zoning, traps, pressure, combo extensions, combo breakers and even more multi-purpose set-ups. It even allows cancelling most of your sword normals into Gun Stance, as long as you have at least one Bullet. Many of Cowboy's weaknesses can be outright ignored as long as a Bullet is in play. | ||
*''' | *'''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, and incredibly consistent combo routes, as long as Cowboy has the Meter, or the time to set [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]]. | ||
|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, such as by Jumping. Cowboy also possesses only a single meterless low, and lacks any [[YomiHustle/Glossary#OTG|OTG]] options, making [[YomiHustle/Glossary#Knockdown|soft knockdown]] [[YomiHustle/Glossary#OTG|okizeme]] a bit harder to consistently perform, but is negated by good Bullet use. | ||
*''' | *'''Struggles at Close Range''': While not lacking a 4f Jab like Wizard does, Cowboy lacks any fast, intermediate 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]]. Additionally, Pommel can lack in reward, as a short Jump + DI down-away will only give Cowboy a meaty, and the potential for a blockstring if he has the Bullets. Due to Gun Stance lacking normal defensive options, Cowboy is also vulnerable to foes suddenly approaching, or trying to call out Quickdraw/Draw Cancels over longer distances, especially from [[YomiHustle/Mutant|Mutant]]. | ||
*''' | *'''Resource 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. Without them, Cowboy loses access to Draw Cancelling, [[YomiHustle/Glossary#Knockdown|hard knockdowns]], [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]] loses its oppressive Bullet manipulating utilities, and the airtight blockstrings, and set-ups as a result. Cowboy also loves having meter, as [[Image:YH_Icon_Teleport.png]] [[YomiHustle/Cowboy#Teleport|Teleport]] allows Cowboy to escape unfavourable interactions, and glues Cowboy's movement and combos together, while [[Image:YH_Icon_TemporalRound.png]] [[YomiHustle/Cowboy#Temporal_Round|Temporal Round]] gives Cowboy all the upsides of a Bullet without costing one. Without either, Cowboy still remains a threat, but is much easier to work around, and his flaws become much more apparent. | ||
}} | }} | ||
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* Invuln frames 5-7. | * 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. | |||
}} | }} | ||
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* 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 | Generally, Horiz. Slash is preferred in neutral, as Ankle Cutter comes out slightly slower, deals less damage, and is beaten by most of the same options that would beat Horiz. Slash, but has some uses in blockstrings and combos due to its knockback direction/pull, beating low profiles very slighter faster than Vert. Slash does (7f vs 9f with initiative,) and going for Burst baits. | ||
}} | }} | ||
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|frameadvantage= +15 | |frameadvantage= +15 | ||
|proration= 0 | |proration= 0 | ||
|blockadvantage= +2 | |||
|description= | |description= | ||
Line 404: | Line 402: | ||
* Draw cancellable. | * Draw cancellable. | ||
Hops over grabs and lows in neutral, and even | Hops over grabs and lows in neutral, and even over certain highs. | ||
}} | }} | ||
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{{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 430: | Line 428: | ||
* Causes soft knockdown. | * Causes soft knockdown. | ||
* Not free cancellable. | * Not free cancellable. | ||
* With dash toggled, forward momentum starts on frame 2. | |||
Line 680: | Line 679: | ||
|hitbox=YH_Cowboy_ShootGunHB.png | |hitbox=YH_Cowboy_ShootGunHB.png | ||
|caption= Shoot | |caption= Shoot | ||
|image2= | |image2=YH_Cowboy_Bullet.png | ||
|hitbox2= | |hitbox2=YH_Cowboy_BulletHB.png | ||
|caption2= Self-Hit Hitbox | |caption2= A bullet. | ||
|image3=YH_Cowboy_ShootHit.png | |||
|hitbox3=YH_Cowboy_SelfBulletHB.png | |||
|caption3= Self-Hit Hitbox | |||
|data= | |data= | ||
Line 793: | Line 795: | ||
* 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. | ||
Line 870: | Line 872: | ||
{{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-Special | {{AttackData-YH-Special | ||
|startup= 4 | |startup= 4 | ||
|active= 102 | |active= 102 | ||
|firstactionable= 14 | |firstactionable= 14 | ||
|proration= - | |||
|airok= Yes | |airok= Yes | ||
|description= | |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 | {{AttackData-YH-Special | ||
|damage= 800 | |damage= 800 | ||
|startup= 6 | |startup= 6 | ||
|active= 1 | |active= 1 | ||
|proration= 0 | |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 | |airok= Yes | ||
|proration = - | |||
|description= | |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. | |||
* | |||
Cowboy | 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 | {{MoveData | ||
|image= | |input=[[Image:YH_Icon_Drift.png]] | ||
|caption= | |image=YH_Cowboy_ForesightDrift.png | ||
|name= Drift | |||
|caption= an aerial EEEEYAH! | |||
|data= | |data= | ||
{{AttackData-YH-Special | |||
|damage= 800 | |||
|startup= 6 | |||
|active= 1 | |||
|proration= 0 | |||
|frameadvantage= +11 (varies) | |||
|blockadvantage= +0 | |||
|airok= Yes | |||
|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. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">Gun Throw</font>==== | |||
{{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 | ||
Line 974: | Line 1,021: | ||
|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 982: | Line 1,030: | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
Line 1,017: | Line 1,064: | ||
|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= | ||
Line 1,031: | Line 1,081: | ||
|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 1,064: | Line 1,114: | ||
|image=YH_Cowboy_1000cutsA.gif | |image=YH_Cowboy_1000cutsA.gif | ||
|input=[[Image:YH_Icon_1000Cuts.png]] | |input=[[Image:YH_Icon_1000Cuts.png]] | ||
|caption= the 1000 cuts in question: | |||
|name= 1000 Cuts | |name= 1000 Cuts | ||
|data= | |data= | ||
Line 1,077: | Line 1,128: | ||
|hitbox3=YH_Cowboy_1KCuts2HB.png | |hitbox3=YH_Cowboy_1KCuts2HB.png | ||
|caption3= Hit 3 | |caption3= Hit 3 | ||
|name= 1000 Cuts | |name= 1000 Cuts | ||
|data= | |data= | ||
Line 1,087: | Line 1,137: | ||
|guard= Low/High/High | |guard= Low/High/High | ||
|firstactionable= 12 | |firstactionable= 12 | ||
|frameadvantage= +9 ( | |frameadvantage= +9 (variable) | ||
|proration= 0 | |proration= 0 | ||
|blockadvantage=+1 | |blockadvantage=+1 | ||
Line 1,095: | Line 1,145: | ||
* Usable in gun stance | * Usable in gun stance | ||
* Counts as a projectile. | |||
* 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. | ||
** Grounded movement speed is increased significantly, and a wall of cuts automatically slash, and cover the space in front of Cowboy. | ** Grounded movement speed is increased significantly, and a wall of cuts will automatically slash, and cover the space in front of Cowboy. | ||
*** The slashes can hit projectiles in front of Cowboy, but won't destroy them. | *** The slashes can hit projectiles in front of Cowboy, but won't destroy them. | ||
* Visibly cycles through a low hit, a high hit, and then a horizontal. | * Visibly cycles through a low hit, a high hit, and then a horizontal. | ||
Line 1,114: | Line 1,165: | ||
{{MoveData | {{MoveData | ||
|input=[[Image:YH_Icon_FatalCut.png]] | |input=[[Image:YH_Icon_FatalCut.png]] | ||
|image=YH_Cowboy_FatalCut.png | |||
|hitbox=YH_Cowboy_FatalCutHB.png | |||
|caption= | |caption= | ||
|name= Fatal Cut | |name= Fatal Cut | ||
Line 1,143: | Line 1,196: | ||
{{MoveData | {{MoveData | ||
|input=[[Image:YH_Icon_TimeSplitter.png]] | |input=[[Image:YH_Icon_TimeSplitter.png]] | ||
|image=YH_Cowboy_TimeSplitter.png | |||
|hitbox=YH_Cowboy_TimeSplitterHB.png | |||
|caption= | |caption= | ||
|name= Time Splitter | |name= Time Splitter | ||
Line 1,148: | Line 1,203: | ||
{{MoveData-YH-Super | {{MoveData-YH-Super | ||
|damage= | |damage= 2000 | ||
|startup= 6 | |startup= 6 | ||
|active= 2 | |active= 2 | ||
Line 1,166: | Line 1,221: | ||
* Unable to be Free Cancelled. | * Unable to be Free Cancelled. | ||
* Spikes the opponent downwards on hit. | * Spikes the opponent downwards on hit. | ||
* 1000 minimum damage. | |||
Teleport to a place within range, a sweeping barrage of cuts trailing you. Reasonably threatening at | Teleport to a place within range, a sweeping barrage of cuts trailing you. Reasonably threatening at medium ranges, and incredibly high damage in combos even as an ender, 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 | Hard to Parry, as the timing varies based on where Cowboy teleports to; but you might want to consider why you're burning 4 bars for a blockstring. | ||
Line 1,198: | Line 1,254: | ||
* Usable in Gun stance, but only while lacking initiative. | * 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 | 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 also | 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 13:29, 28 June 2024
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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, as Bullets, and his other tools can practically play the game for Cowboy, but can't be safely set-up in close range without winning an interaction, or forcing the opponent to Block something first.
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
Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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an aerial EEEEYAH! an aerial EEEEYAH!
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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! A temporal round. A temporal round.
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Toggle Hitboxes Toggle Hitboxes
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1000Cuts
the 1000 cuts in question: the 1000 cuts in question:
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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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