YomiHustle/Cowboy: Difference between revisions
(this character profile was really outdated, i tried to fill out and update what i could, but it needs someone with significantly more experience with cowboy to look it over.) |
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|charactername=Cowboy | |charactername=Cowboy | ||
|intro= Cowboy has incredible consistency, for better, and for worse | |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. | *'''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]]. | |||
*'''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 | |||
|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 | *'''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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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. | 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 | 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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{{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 | ||
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* Causes soft knockdown. | * Causes soft knockdown. | ||
* Not free cancellable. | * Not free cancellable. | ||
* With dash toggled, forward momentum starts on frame 2. | |||
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{{MoveData-YH-Super | {{MoveData-YH-Super | ||
|damage= | |damage= 2000 | ||
|startup= 6 | |startup= 6 | ||
|active= 2 | |active= 2 | ||
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* 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. | ||
Latest revision as of 13:29, 28 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, 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.
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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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