|Notice:The contents of this page are out of date.
This can be due to patches to the game, or developments in the metagame. You can help by updating it.
|Lowain is a gimmicky character who summons allies to attack for him.|
Pressure starter. Can go directly into a combo or use links to do frame traps.
|350, 250, 150||Mid||6||2,2,4||15||-4||0|
Weird anti air/pressure tool. You can use it in combos to make the combo last longer to refresh your moves. Has a shorter proximity activation range than most c.Ms. You might get f.M in situations you think you might get c.M so watch out.
Combo starter/Juggle tool for bigger punishes. Can be a situational anti air too if they are close but 2H is better.
Can be used for gapless pressure. Stop prematurely to catch DP spam or on hit you can convert to a combo.
The second hit is special-cancellable.
Hit confirm button and fast poke. It’s used in link combos.
Be careful how you use this, since it will whiff on crouching at farther ranges.
Neutral whiff punish/poke. Has fairly long reach and only punishable by jabs (very safe poke). Can cancel into specials for additional pressure. At max range you can cancel into 214L to become + on block (usually about +1 or +2).
Combo Tool and situational anti air, but you probably want to use 2H instead. Doesn’t extend his hitbox much so it can also be a good whiff punish tool.
Fast low. Good for pressuring and also a hit confirm tool, as it links into c.M.
Neutral whiff punish/poke. A mid that has pretty long reach. Can also use it as a pressure tool to keep people on their toes. Can cancel into specials.
Can low profile a lot of moves.
Anti air that leads into big punishes on hit. Has good vertical range but not much horizontal range in front of him which makes some jump in arcs a bit awkward to anti-air. It does surprisingly anti-air cross ups well. Facilitates a lot of optimal air juggle combos with 2H > 214L. On airborne opponents, this is the only normal that will combo into HPA on it's own. It's usage is very important.
Long range sweep that can lead to oki. When spaced correctly the slide is very hard to punish it will become safe at max range. The slide also has a low profile hurtbox from start to finish and is special cancelable on block and hit.
Lowain’s foot sticks out until he lands. Great air to air button, though it can be crouched. Once used, it's active during your whole jump, which makes it easy to anti-air.
Crossup tool. Be wary of the range though since it's pretty short.
Air to ground attack. Has more range than j.M so you can also use it air to air situations or mix up the timing on your jumping attacks.
Multihitting happy feet attack. Good for mixups/pressure since every hit counts as an overhead. It also changes the trajectory of your jump a little bit due to increased floatiness. Note that it can only hit an opponent up to 6 times before the active frames are forced to run out.
Don't Mind If I Do
Cooks up a random food item that'll restore Lowain's health or SBA gauge. It's safest to use at long range or while the foe's knocked down.
Life: Corn (200), Meat (500), Spaghetti (1000)
Gauge: Salad (8%), Parfait (30%)
Chance of getting each food item: Corn (30%), Meat (20%), Spaghetti (10%), Salad (30%), Parfait (10%)
Forward throw is Lowain's best throw. Gives him enough time to set up oki. His backwards throw leaves him plus but he cannot set up any summons. You cannot summon the boys when they're on screen during the throws either.
|1500||Airthrow||5||5||Until Landing +6||HKD||HKD|
Typical air throw. The distance from which your opponent ends up after the throw varies slightly if you throw them from a higher distance. Air throwing at superjump height will put them further away and some oki setups won't work as well. This throw also has an interesting property where if you air throw an opponent into a summon the summon will hit them during the throw animation and damage them.
Can be used in unblockable setups or just a general overhead option/throw bait to keep your opponent on their toes. It has foot invul on frame 23 which makes it extremely poor as a low crush option but has the same universal frame 4 throw invul as every other universal overhead.
Sammy & Tommy
|236H||700×2||Low/Air, All||21||Total 29|
Projectile moves (for some reason) Calls in Sammy/Elsam or Tommy/Tomoi depending on the button you press.
This is the key move for setting up unblockables. The slide hits low and Lowain is able to move around before it hits allowing him to setup a jump in or universal overhead to hit his opponent just when Elsam slides. The brofams are very susceptible to active hitboxes. Any hitbox will hit a brofam and their attack will be negated. However, on hit, the brofams will soak up 1 hit of a projectile. Brofams will continue to attack even if Lowain is hit or blocking which makes some trade situations possible. The brofams' attacks come out faster the closer Lowain is to the edge of the screen.
The brofams will despawn when performing either of Lowain's supers.
- L Version
- Elsam slides in with a low-hitting attack.
- M Version
- Tomoi jumps in and splashes on the foe.
Not all that useful because it hits mid.
- H Version
- Calls both at the same time.
- 236L (notes: Cooldown: 20F (Technical) 60F (Easy) • Easy Input Damage 600)
- 236M (notes: Cooldown: 20F (Technical) 60F (Easy) • Easy Input Damage 600)
- 236H (notes: Cooldown: 480F (Technical) 600F (Easy) • Easy Input Damage 600×2)
Come at Me, Bro!
|623L||1200||Unblockable||Total 30||KD||KD||4~22 Catch High|
|623M||1200||Unblockable||Total 30||KD||KD||1~19 Catch Low|
|623H||1200||Unblockable||Total 26||HKD||HKD||1~26 Catch All|
Lowain's parry. Note that he cannot parry unblockable attacks. His parry is also a guard point type parry which means your opponent can cancel the attack that triggers the parry if they are able to. An aware opponent can protect themselves by cancelling their normals into spotdodge or DP to avoid the parry followup. If they spotdodge, Lowain is left negative but not punishable.
He can also combo off of his parries near the corner. You can only combo from parry if they land a high jump in for his L and H parries. M Parry will always give you a chance to follow up if you land it near the corner.
- L Parry
- Counters highs and mids.
- M Parry
- Counters low hits only.
- H Parry
- Counters everything but throws.
- 623L (notes: Cooldown: 20F (Technical) 200F (Easy))
- 623M (notes: Cooldown: 20F (Technical) 200F (Easy))
- 623H (notes: Cooldown: 480F (Technical) 600F (Easy))
Advancing move. Performs a quick slash attack with fast recovery. This is your major combo extender/ender. All versions become airborne after startup allowing you to go over some low hitting attacks.
- L Version
- Slow start-up.
This is plus on block if spaced/Meaty (up to +5) and in general is unpunishable from any range. As well if done meaty last frame can block 11f DPs.
- M Version
- Fast start-up and good damage.
Your primary combo ender if you can combo into it.
- H Version
- Fast recovery.
- Wallbounces in the corner.
Extremely important for extending combos, but also Lowain's Achilles Heel. Using this will let you set up bros or mechs, but you won't be able to score another knockdown until it comes back.
- 214L (notes: Cooldown: 20F (Technical) 200F (Easy) • Clash Level 2)
- 214M (notes: Cooldown: 20F (Technical) 200F (Easy) • Clash Level 2)
- 214H (notes: Cooldown: 480F (Technical) 600F (Easy) • Clash Level 3)
Magnificent Tool of Destruction
Summons the mighty (and imaginary) Lady Katapillar into battle. One of your major sources of neutral and okizeme. Listed startup is how long it takes Katapillar to actually do the attack. Lowain can act 34F after inputting the move. The Katerpillar is very susceptible to active hitboxes. Any hitbox will hit Katerpillar and her attack will be negated. Katerpillar will continue to attack even if Lowain is hit or blocking which makes some trade situations possible.
22L Performs 4 advancing rocket punches.
The punches can clash projectiles if you're lucky.
22M Fires an Aether Beam at slightly upward angle.
- Opponent can duck under it at max range.
Excellent for zoning and to answer your opponent's projectiles.
22H Fires a salvo of rockets
This can instantly give you a free chance to get, or set up unblockables against opponents caught in the air while blocking the rockets.
- 22L (notes: Cooldown: 20F (Technical) 200F (Easy) • Easy Input Damage 300×2)
- 22M (notes: Cooldown: 20F (Technical) 200F (Easy) • Easy Input Damage 700)
- 22H (notes: Cooldown: 480F (Technical) 600F (Easy) • Easy Input Damage 120×6)
Human! Pyramid! Attack!
236236H or 236S
Unleashes the final form of the Lowain Bros. Enters Pyramid stance which grants boosted movement speed but you cannot block in this stance. This has a time limit (shows up as a gauge under Lowain's health bar) before he reverts back to normal. HPA has unlimited armor and he is completely immune to throws of all kinds. Note that if your HP drops to zero Lowain will die.
HPA is most safely used to end corner combos. If your opponent is unprepared you can use the high and low options to mix up your opponent or to chip them out.
Note the activation has no armor until after the flash (cannot be used as reversal).
Totally Rad Juke
Pyramid > G
Dodges incoming attacks from the foe. The bros can't block while in H.P.A., so use this skill to avoid taking damage.
It's Lit, Bros
Pyramid > L
Performs a three-hit flurry of slashes. This skill deals a considerable amount of chip damage when blocked. It's fairly unsafe on block allowing your opponent to punish with some damage before you're able to act again.
Definitely Don't Try This at Home
Pyramid > M
Ignites fireworks toward the sky. This skill doesn't have much horizontal reach, but easily catches foes trying to jump in. Easily juggles into itself on airborne opponents. It can sometimes be plus on block if spaced.
Flex On 'Em
Pyramid > H
Performs an overhead attack much faster than the standard overhead attack. It's a handy skill to catch crouching foes off-guard. Is considerably plus on block making it usable for frame traps if they block it.
Catch 'Em Slippin'
Pyramid > U
Performs a low sliding attack that sends the foe flying high. This skill can be followed up with attacks upon connecting. Use it right after a Flex On 'Em to mix up a standing foe. The slide is very punishable so your opponent gets a guaranteed C normal punish if it hits.
Moment of Truth
Pyramid > 236U or S
Perform a powerful rush attack that can be canceled from any skill used during HPA. It'll also disband the pyramid. The rush attack will cause Guard Crush if blocked.
- Clash Level: 25 (Technical) 20 (Easy) • Easy Input Damage 1400
Super Skybound Art
Try This on for Size!
236236U or 236S+U
|Total 31||1~2 All|
Summons (an imaginary) Yggdrasil into battle in place of Lowain for a time period (a gauge will show up under Lowain's health bar). Also comes with her own moves (see below). Attacks hitting Yggdrasil have 50% of their damage reduced, and she can't be knocked out. Her skills deal big damage at just about any range, so give her a call when it's about time to finish off the foe. All of her attacks can be spotdodged individually or avoided. When the timer runs out Lowain has punishable recovery frames. Make sure you finish them off or you push them far enough to avoid being punished.
Yggdrasil can be controlled to move back and fourth slowly, which can be used to fence your opponent in.
Since it's a knowledge check instead of guaranteed damage, it's slightly less useful against experienced players (you still get ridiculous chip damage) However, Lowain disappears when this move goes active. So it can be used as a very expensive get-out-of-jail-free card if you're in a pinch since it does have frame 1 invincibility.
Note that using the easy input (236S+U) will result in 10% less damage on all moves.
Yggdrasil > L
Erects three rock pillars from the ground. Their placement can be adjusted by holding → or ← when pressing the button.
- Clash Level: 8 • Easy Input Damage 540×3
Yggdrasil > M
Fires a homing projectile from above. The start-up before its release can be extended by holding the button down.
- Clash Level: 8 • Easy Input Damage 900
Yggdrasil > H
Carpets the entire ground in lava. Although this skill has a slow start-up, it deals unblockable damage to the foe. It can be used to limit the foe's mobility or for extra damage during a blocked Axis Mundi.
- Clash Level: 8 • Easy Input Damage 1800
Yggdrasil > U
Projectile. Generates a massive column that pulls the foe in and hits multiple times. Even if this skill is blocked successfully, it still deals plenty of chip damage.
- Clash Level: 8 • Easy Input Damage 1260, 180×5
|To edit frame data, edit values in GBVS/Lowain/Data.|
Click [★] for character's full frame data
• HUD • Controls •
• Movement/Canceling • Offense • Defense • Gauges • Attack Attributes •
Detailed & Advanced Information
• Damage/Combo • Frame Data & System Data • Misc •
• Patch Notes •