User:Sachadow

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Cowboy is a playable character in Yomi Hustle specializing in mid-range thanks to their powerful buttons and teleport that lets them dictate the pace of neutral.

Strengths Weaknesses
  • Teleport: Teleport is a very powerful movement option that lets Cowboy extend combos easily, escape bad situations, whiff punish, etc.
  • 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 awkard to navigate.

Move List

Movement

Normals

Pummel
Fastest mashing option
Fastest mashing option
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40 4 2 4 +7 - Mid - - -
  • Full screen projectile.
  • Wall bounces up close.
  • Knocks down from distance. Far damage in [brackets.]

Zoning and combo tool with heavy damage. Long startup makes it very reactable, so only use it at range, or when you feel absolutely safe. Dangerous with Super 1.

Universal Mechanics

Throw
4S
AUA-IMP-GRAB.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
500~ 8 5 15 - - - - N/A -
  • Instant knockdown
  • 25 meter gain on successful throw

Large hitbox allows for tick throw setups from everything except Gun and Knife normals. Chunks a good portion of the health bar, instantly getting opponents antsy and hesitant.

Specials

Super 1: RHM Laser
Any other attack button + S
AUA-IMP-SUPER.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
100x6, 700 13 23 45 Launch -39 Mid 25x6,50 N/A -
  • Requires full meter
  • Infinite armor on startup (no damage)

The default super move. Eats up attacks, hits full screen and does good damage as a combo ender. Very unsafe if blocked, but not from a distance. Works as a reversal, but is best reserved for far 5G hitconfirms or combo damage. Generally not as interesting or as freeform when compared to the other two supers.


Supers

Super 1: RHM Laser
Any other attack button + S
AUA-IMP-SUPER.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
100x6, 700 13 23 45 Launch -39 Mid 25x6,50 N/A -
  • Requires full meter
  • Infinite armor on startup (no damage)

The default super move. Eats up attacks, hits full screen and does good damage as a combo ender. Very unsafe if blocked, but not from a distance. Works as a reversal, but is best reserved for far 5G hitconfirms or combo damage. Generally not as interesting or as freeform when compared to the other two supers.


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Characters
Ninja
Cowboy
Wizard
Robot
Mutant
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