YomiHustle/Cowboy: Difference between revisions

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|intro=Cowboy is one of the four playable characters in Yomi Hustle. His good movement combined with large disjointed hit boxes, the best projectile setup route in the game, and good combo routes let you play the game at your own pace and dictate the flow of neutral as you see fit.
|intro=Cowboy is one of the four playable characters in Yomi Hustle. His good movement combined with large disjointed hit boxes, the best projectile setup route in the game, and good combo routes let you play the game at your own pace and dictate the flow of neutral as you see fit.
|image=YH_Cowboy_Idle.png
|image=YH_Cowboy_Idle1.png


|pros=
|pros=

Revision as of 18:58, 1 May 2023

Profile

Cowboy is one of the four playable characters in Yomi Hustle. His good movement combined with large disjointed hit boxes, the best projectile setup route in the game, and good combo routes let you play the game at your own pace and dictate the flow of neutral as you see fit.

Strengths Weaknesses
  • Teleport: Teleport is a very powerful movement option that lets Cowboy extend combos easily, escape bad situations, whiff punish, etc. Instant teleport makes this even better at the cost of meter, allowing for insane combo conversions
  • Sword: Cowboy sports a good combination of range and speed on their attacks, letting them press buttons where some other characters might not have any options.
  • Unconventional movement options: No dash makes Cowboy's movement limited (especially on the ground), which coupled with teleport's recovery makes a lot of situations quite awkward to navigate.

Move List

Movement

Walk

Walk
YH Icon Dash.png
YH Cowboy Walk1.png
YH Cowboy WalkHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 8-15 - - 0 -
  • Actionability is on frame 8 by default
  • Slider determines how much the frame of actionability is in neutral. (0 distance = 8 frames; 10 distance = 15 frames)
  • Actionability changes depending on opponent’s Forward or Backward movement
Toggle Hitboxes
Toggle Hitboxes

Back Walk

Back Walk
YH Icon DashBack.png
YH Cowboy Walk1.png
YH Cowboy WalkHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 9 - - 0 -
  • Always interruptible when opponent is able to act.
  • Does not become actionable if opponent uses forward movement.
Toggle Hitboxes
Toggle Hitboxes

Super Dash

Super Dash
YH Icon SuperDash.png
YH Cowboy SuperDash.png
YH Cowboy SuperDashHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 25 - - 0 -
  • Interruptible on the opponent's turn.
Toggle Hitboxes
Toggle Hitboxes

Dash

Dash
YH Icon CowboyDash.png
YH Cowboy Dash.png
YH Cowboy DashHB.png
Will get you over some lows and mids.
Will get you over some lows and mids.
YH Cowboy AirDash.png
YH Cowboy AirDashHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 8 - - 0 -
  • Pretty fast for a movement option, and has invuln from 0-4 when using grounded Dash.
  • Sometimes useful on round start for steering around other pesky lows or such.
  • Burst safe due to the invulnerability frames.
Toggle Hitboxes
Toggle Hitboxes

Jump

Jump
YH Icon Jump.png
YH Cowboy Jump.png
YH Cowboy JumpHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 8-15 - - 0 -
  • Short jumps are 8f to act.
  • Grounded large jumps are 11f to act, but are upped to 15f if jumping straight up or backwards.
  • In the air, large jumps are always 11f.
Toggle Hitboxes
Toggle Hitboxes

Super Jump

Super Jump
YH Icon SuperJump.png
YH Cowboy SuperJump.png
YH Cowboy SuperJumpHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
Toggle Hitboxes
Toggle Hitboxes

Teleport

Teleport
YH Icon Teleport.png
YH Cowboy Teleport.png
YH Cowboy TeleportHB.png
For holding forward with maximum efficiency.
For holding forward with maximum efficiency.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 5 - 14 - - 0 -
  • Only available while the opponent is in hitstun
  • Gets additional recovery depending on how far back the teleport was (up to +9f recovery).
Toggle Hitboxes
Toggle Hitboxes

Spot Dodge

Spot Dodge
YH Icon SpotDodge.png
YH Cowboy Teleport.png
YH Cowboy SpotDodgeHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 4 - 10 - - 0 -
  • Air OK
  • Grab Invul frames 1-4
  • Invul frames 5-7
Toggle Hitboxes
Toggle Hitboxes

Normals

Pommel

Pommel
YH Icon Pommel.png
YH Cowboy Pommel.png
YH Cowboy PommelHB.png
The closest you can get to a 5P in YH
The closest you can get to a 5P in YH
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400 4 2 14 - High 2 -
  • Can be chained into itself as a starter.
  • 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.

Toggle Hitboxes
Toggle Hitboxes

Horiz. Slash

Horiz. Slash
YH Icon HSlash.png
YH Cowboy HSlashF1.png
YH Cowboy HSlashF1HB.png
YH Cowboy HSlashF2.png
YH Cowboy HSlashF2HB.png
YH Cowboy HSlashU1.png
YH Cowboy HSlashU1HB.png
YH Cowboy HSlashU2.png
YH Cowboy HSlashU2HB.png
Grounded versions
Grounded versions
YH Cowboy AirHSlash.png
YH Cowboy AirHSlashHB.png
Air version
Air version
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000 6/8 2/2 16 - High 1 -
  • Has a shockwave hitbox that comes 2 frames after the sword hitbox.
  • Has an up-angled version that is considered a separate move and has an extra frame of hitstun.
  • Draw Cancellable

Fast and long ranged, but has a relatively thin hitbox and low hitstun. A powerful roundstart option.

Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 6 4 19 - High - -
  • Moves Cowboy forward.
  • Draw Cancellable

Fast move with good range thanks to its forward movement. Sometimes useful as a last resort air movement option.

Toggle Hitboxes
Toggle Hitboxes

Vert. Slash

Vert. Slash
YH Icon VSlash.png
YH Cowboy VertSlash.png
YH Cowboy VertSlashHB.png
Ground version
Ground version
YH Cowboy AirVSlash.png
YH Cowboy AirVSlashHB.png
Air version
Air version
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1150 11 2 13 - High - -
  • Causes ground bounce on ground hit.
  • Initiative bonus: startup reduced to 9f.
  • Spikes on air hit
  • Draw Cancellable

Has enough hitstun on ground hit to whiff Parry then Teleport and continue the combo, allowing you to safely counter immediate Bursts while not ending your offense.

Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 5 2 18 - High - -

Your fastest air move and main restand tool.

Toggle Hitboxes
Toggle Hitboxes

Upward Swipe

Upward Swipe
YH Icon UpwardSwipe.png
YH Cowboy USwipe.png
YH Cowboy USwipeHB.png
Looks like a DP. Is not a DP.
Looks like a DP. Is not a DP.
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 8 4 23 - High - -
  • Air OK
  • Draw Cancellable; Air version not Draw Cancellable
  • Is useful for calling out some aerial options from approaching opponents, but not really much good except for combos and AA.
Toggle Hitboxes
Toggle Hitboxes

Stinger

Stinger
YH Icon Stinger.png
YH Cowboy Stinger1.png
YH Cowboy Stinger1HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 11 2 21 - High -1 -
  • Draw Cancellable
  • Wallsplats

Sometimes useful as a last resort movement option due to the forward lunge Cowboy does when using this move.

Toggle Hitboxes
Toggle Hitboxes

Ankle Cutter

Ankle Cutter
YH Icon AnkleCutter.png
YH Cowboy ACutter.png
YH Cowboy ACutterHB.png
"Round start low disjoint?"
"Round start low disjoint?"
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 7 2 18 - Low - -
  • Draw Cancellable

Most useful as a frame trap due to it hitting low and having Draw Cancel.

Toggle Hitboxes
Toggle Hitboxes

Downward Cleave

Downward Cleave
YH Icon DownwardCleave.png
YH Cowboy DCleave.png
YH Cowboy DCleaveHB.png
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 11 4 18 - High - -
  • Airborne frame 4
Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 9 Until landing 4 landing recovery frames - High - -
Toggle Hitboxes
Toggle Hitboxes

Throw

Grab
YH Icon Grab.png
YH Cowboy Grab.png
YH Cowboy GrabHB.png
You're landing this after i.tp aren't you?
You're landing this after i.tp aren't you?
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1500 3 3 15 - Throw 0 -
  • Air OK
  • Leads to a knockdown if the opponent hits the ground during hitstun

Useful as a combo tool in the air and general point blank rps scenarios.

Toggle Hitboxes
Toggle Hitboxes

Specials

Lightning Slice

Lightning Slice
YH Icon LightningSlice.png
YH Cowboy LSlice.png
YH Cowboy LSliceHB.png
Neutral Skip Detected
Neutral Skip Detected
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1100 9 (5) 1 17 - High 1 -
  • Air OK.
  • Can be cancelled into itself, but once cancelled cannot be aimed
  • Values in parentheses are for the followup version.
  • Neutral version of the move has 12 hitstun instead of 18.
Toggle Hitboxes
Toggle Hitboxes

Impale

Impale
YH Icon Impale.png
YH Cowboy Impale.png
YH Cowboy ImpaleHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1950 13-21 4 41 - High - -
  • Startup increases with distance from the opponent.
  • Teleports on frame 7
Toggle Hitboxes
Toggle Hitboxes

BackSlash

BackSlash
YH Icon BackSlash.png
YH Cowboy BackSlash1.png
YH Cowboy BackSlash1HB.png
YH Cowboy BackSlash3.png
YH Cowboy BackSlash3HB.png
YH Cowboy BackSlash3.png
YH Cowboy BackSlash2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
500, 600 5, 7 2, 3 35 - High - -
  • Has a frame 9 sweetspot that deals 1600 damage.

Your dedicated anti-air button.

Toggle Hitboxes
Toggle Hitboxes

3Combo

3 Combo
YH Icon 3Combo.pngYH Icon 3ComboDown.png
YH Cowboy 3ComboU1.png
YH Cowboy 3ComboU1HB.png
YH Cowboy 3ComboU2.png
YH Cowboy 3ComboU2HB.png
YH Cowboy 3ComboU3.png
YH Cowboy 3ComboU3HB.png
3 Combo
3 Combo
YH Cowboy 3ComboD1.png
YH Cowboy 3ComboD1HB.png
YH Cowboy 3ComboD2.png
YH Cowboy 3ComboD2HB.png
YH Cowboy 3ComboD3.png
YH Cowboy 3ComboD3HB.png
3 Combo Down
3 Combo Down
3Combo Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400, 500, 1600 8, 13, 25 2, 2, 3 38 - High - -
  • Air OK.
  • Uses an air action.
3 Combo Down Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400, 500, 1600 8, 13, 25 2, 2, 3 38 - High - -
  • Air only.
Toggle Hitboxes
Toggle Hitboxes

Quickdraw

Quickdraw
YH Icon Quickdraw.pngYH Icon Shoot.pngYH Icon ShootDodge.pngYH Icon Holster.png
YH Cowboy QuickDraw.png
YH Cowboy QuickDrawHB.png
Quickdraw
Quickdraw
YH Cowboy Holster.png
YH Cowboy HolsterHB.png
Holster
Holster
YH Cowboy ShootGun.png
YH Cowboy ShootGunHB.png
Shoot Gun
Shoot Gun
YH Cowboy ShootGun.png
YH Cowboy ShootDodgeHB.png
Shoot Dodge
Shoot Dodge
YH Cowboy ShootHit.png
YH Cowboy ShootHitHB.png
Shoot Hitbox
Shoot Hitbox
Quickdraw Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 8 - - - -
  • Air OK.
  • Enters Gun stance.
Shoot Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600-1500 5 2 10 - High 0 -
  • Has a slider that adjusted how many Bullets are used
  • Damage falls off with distance.
  • Wallsplats
  • The Bullets lead to an automatic parry for the opponent; Cowboy is forces to Slow Holster if the opponent Parries the first Bullet

Generally should not be used at range because you can't punish a missed block at that range so the opponent has no reason not to try to parry.

ShootDodge Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600-1500 5 2 22 - High 0 -
  • Uses a Bullet
  • Damage falls off with distance.
  • Wallsplats
  • The Bullet leads to an automatic parry for the opponent
  • Invul frames 4-16.
Holster Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 10 - - - -
  • Leaves Gun stance.
Toggle Hitboxes
Toggle Hitboxes

Lasso

Lasso
YH Icon Lasso.pngYH Icon Reel.pngYH Icon IzunaDrop.pngYH Icon Pull.png
YH Cowboy Lasso1.png
YH Cowboy Lasso1HB.png
Lasso Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 9 until cancelled 22 - High - -
  • Air OK
  • Enters Lasso stance on hit.
Lasso~Reel Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - - -
  • Transitions into Izuna Drop or Gun options.
Lasso~Reel~Izuna Drop Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1900 - - - - - - -

High damage combo ender. Leaves you even and miles away from your opponent.

Lasso~Pull Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400 - - - - - - -
  • Angle can be adjusted.

Strong combo extender, as long as you can hit your opponent with Lasso.

Toggle Hitboxes
Toggle Hitboxes

Foresight

Foresight
YH Icon Foresight.pngYH Icon Shift.pngYH Icon Rift.png
YH Cowboy Teleport.png
YH Cowboy Foresight1HB.png
YH Cowboy Teleport.png
YH Cowboy TeleportHB.png
YH Cowboy Rift.png
YH Cowboy RiftHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800 3 - 11 - High - -
  • Air OK.
  • Places a stain on the screen.
  • While the stain is on screen Cowboy has access to two toggles: Shift and Rift
    • Shift Teleports Cowboy to the stain and delays whatever action they do at the same time by 5 frames (uses an air option if Cowboy is airborne). Teleports Cowboy on frame 7.
    • Rift implodes the stain on frame 6 and spawns a stationary hitbox.
  • The stain lasts for 100 frames before imploding automatically, implodes when Cowboy is hit, and implodes when Cowboy is outside its proximity range
Toggle Hitboxes
Toggle Hitboxes

Gun Throw

Gun Throw
YH Icon GunThrow.png
YH Cowboy GunThrow.png
YH Cowboy GunThrowHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800 9 - 19 - High 0 -
  • Recoils up and shoots a bullet if it hits.
  • Causes Cowboy to lose access to Quick Draw and Gun Throw until they pick up their Gun.
Toggle Hitboxes
Toggle Hitboxes

Supers

Instant Teleport

Instant Teleport
YH Icon ITP.png
YH Cowboy Teleport.png
YH Cowboy TeleportHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 4 - 8 - - 0 -
  • Costs 1 bar
  • Grab Invul frames 1-4 for TP in place
  • Invul frames 5-7 for TP in place
  • Teleports on frame 5
Toggle Hitboxes
Toggle Hitboxes

Temporal Round

Temporal Round
YH Icon TemporalRound.png
YH Cowboy TemporalRound.png
YH Cowboy TemporalRoundHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 5 - 10 - High - -
  • Costs 1 bar.
  • Air OK.
  • Can only be done after Quickdraw or Lasso~Reel.
  • Bullet stays in place with no hitbox for 51 frames, then fires.
  • Does NOT cost a bullet
  • Damage falls off with distance
  • Wall splats
  • Hitbox size is 5000x5000
Toggle Hitboxes
Toggle Hitboxes

1000Cuts

1000 Cuts
YH Icon 1000Cuts.png
YH Cowboy 1KCuts1.png
YH Cowboy 1KCuts1HB.png
YH Cowboy 1KCuts2.png
YH Cowboy 1KCuts2HB.png
YH Cowboy 1KCuts3.png
YH Cowboy 1KCuts3HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
500 6 2; every tick 12 - Low/High/High - -
  • Costs 3 bars.
  • Install Super that lasts for 145 frames; disappears when Cowboy is hit.
  • Cycles between a low tick and 2 high ticks.
  • Air OK.
  • Destroys some projectiles on contact.
  • Has 7 frame gaps in between every tick.

A powerful tool, especially when used in tandem with evasive movement options like Teleport or roll since the swords can still hit while you're invincible.

Toggle Hitboxes
Toggle Hitboxes

Taunt

Hustle
YH Icon Taunt.png
YH Cowboy Hustle.png
YH Cowboy HustleHB.png
I am the gun.
I am the gun.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
200 24 2 61 - High 0 -
  • Builds 1 bar of super on frame 45.

Useful to build meter in combos when your opponent is in a lot of hitstun or if they are far away.

Toggle Hitboxes
Toggle Hitboxes

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