GBVS/Lowain: Difference between revisions

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Parry.
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.
* L version: Counters highs and mids.
* M version: Counters low hits.
* H version: Counters everything but throws.
 
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.
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.
----
;H Parry
* Counters everything but throws.
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===<big>Awesome Sauce {{Micon|6}}</big>===
===<big>Awesome Sauce {{Micon|6}}</big>===
<span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>
<span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>

Revision as of 08:58, 21 April 2021

Overview

Template:CharaOverview

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

j.U

Unique Actions

Don't Mind If I Do

5U

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Sammy & Tommy GBVS Fireball.png

236X or 5S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L
M
H

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.

Come at Me, Bro! GBVS Reversal.png

623X or 6S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L
M
H

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.

H Parry
  • Counters everything but throws.

Awesome Sauce GBVS Charge.png

214X or 4S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L
M
H

Advancing move. Performs a quick slash attack with fast recovery. This is your major combo extender/ender.

  • L version: Has a slower 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 and H version: Has a fast start-up and extra attacks. Your primary damage ender if you can combo into it.
  • H version also has a fast recovery and can wall bounce. Extremely important for extended combos.

All versions become airborne after startup allowing you to go over some low hitting attacks.

Magnificent Tool of Destruction GBVS Trap.png

22X or 2S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L
M
H

Summons the mighty (and imaginary) Lady Katapillar into battle. One of your major sources of neutral and okizeme.

  • L version: Does small punches forward. The punches can clash projectiles if you're lucky.
  • M version: Fires a thin Aether Beam at slightly upward angle. Opponent can duck under it at max range. Excellent for zoning and to answer your opponent's projectiles.
  • H version: Performs a rocket barrage. This can instantly give you a free chance to get in if the missiles come out.

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.

Skybound Art

Human! Pyramid! Attack!

236236H or 236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

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

It's Lit, Bros

Pyramid > L

Definitely Don't Try This at Home

Pyramid > M

Flex On 'Em

Pyramid > H

Catch 'Em Slippin'

Pyramid > U

Moment of Truth

Pyramid > 236U or S

Super Skybound Art

Try This on for Size!

236236U or 236S+U

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

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.

Earth Pillar

Yggdrasil > L

Axis Mundi

Yggdrasil > M

Nether Veil

Yggdrasil > H

Luminox Genesi

Yggdrasil > U

Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Lowain Color 01.png
GBVS Lowain Color 02.png
GBVS Lowain Color 03.png
GBVS Lowain Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Lowain Color 05.png
GBVS Lowain Color 06.png
GBVS Lowain Color 07.png
GBVS Lowain Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Lowain Color 09.png
GBVS Lowain Color 10.png
GBVS Lowain Color 11.png
GBVS Lowain Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Lowain Color 13.png
GBVS Lowain Color 14.png
GBVS Lowain Color 15.png
GBVS Lowain Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Lowain Color 17.png
GBVS Lowain Color 18.png
GBVS Lowain Color 19.png
GBVS Lowain Color EX.png
Weapons
01
02
03
04
GBVS Lowain Weapon 01.png
GBVS Lowain Weapon 02.png
GBVS Lowain Weapon 03.png
GBVS Lowain Weapon 04.png
05
06
07
08
GBVS Lowain Weapon 05.png
GBVS Lowain Weapon 06.png
GBVS Lowain Weapon 07.png
GBVS Lowain Weapon 08.png


External References

Navigation

To edit frame data, edit values in GBVS/Lowain/Data.