GBVS/Lowain: Difference between revisions

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{{MFlag|update}}
{{MFlag|update}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{Overview
| overview = Lowain is an oddball character who makes use of funny gags to befuddle his opponent. He relies on his Katerpillar and his fellow Brofams to control neutral and also setup mixups. With full meter he can initiate his ultimate gimmick the HPA (Human Pyramid Attack) or call upon the mighty Yggdrasil to easily kill off unprepared opponents.  
| overview = Lowain is an oddball character who makes use of funny gags to befuddle his opponent. He relies on his Katerpillar and his fellow Brofams to control neutral and also setup mixups. With full meter he can initiate his ultimate gimmick the HPA (Human Pyramid Attack) or call upon the mighty Yggdrasil to easily kill off unprepared opponents.  
| lore = A free spirit who was all about his part-time job, a good gab sesh with the boys, and a dash of adventure every now and then. That all changed when Katalina visited the restaurant where he worked. It was infatuation at first sight. Determined to follow her, he quit his job and began a new life as the cook on Gran's crew.<br>
| lore = A free spirit who was all about his part-time job, a good gab sesh with the boys, and a dash of adventure every now and then. That all changed when Katalina visited the restaurant where he worked. It was infatuation at first sight. Determined to follow her, he quit his job and began a new life as the cook on Gran's crew.<br>
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*  Requires a lot of knowledge to fight against (scrub killer)
*  Requires a lot of knowledge to fight against (scrub killer)
*  Summoning playstyle allows him to throw more targets onto the screen for your opponent to deal with.
*  Summoning playstyle allows him to throw more targets onto the screen for your opponent to deal with.
*  Has two normals that are excellent for low profiling ({{clr|2|2U}}, {{clr|3|2M}})
*  Has two normals that are excellent for low profiling ({{clr|4|2U}}, {{clr|2|2M}})
* Has by far the best voice acting in the game, no matter which language you pick.
* Has by far the best voice acting in the game, no matter which language you pick.
| cons =  
| cons =  
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|c.L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Pressure starter. Can go directly into a combo or use links to do frame traps.
Pressure starter. Can go directly into a combo or use links to do frame traps.
</div>
{{CloseCard}}
</div>
===<big>{{clr|2|c.M}}</big>===
===<big>{{clr|3|c.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|c.M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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 {{clr|3|f.M}} in situations you think you might get {{clr|3|c.M}} so watch out.
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 {{clr|2|f.M}} in situations you think you might get {{clr|2|c.M}} so watch out.
</div>
{{CloseCard}}
</div>
===<big>{{clr|3|c.H}}</big>===
===<big>{{clr|4|c.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|c.H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Combo starter/Juggle tool for bigger punishes. Can be a situational anti air too if they are close but {{clr|4|2H}} is better.
Combo starter/Juggle tool for bigger punishes. Can be a situational anti air too if they are close but {{clr|3|2H}} is better.
</div>
{{CloseCard}}
</div>


===<big>Auto Combo</big>===
===<big>Auto Combo</big>===
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{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=XX}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|c.XX}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="c.XX" or input="c.XXX")
{{AttackVersion|name=XXX}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|c.XXX}}
|delimiter=\n{{!}}-\n
}}
|}
|}
==== ====
==== ====
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The second hit can now be special-cancelled as of patch 1.31.
The second hit can now be special-cancelled as of patch 1.31.
</div>
{{CloseCard}}
</div>


===<big>{{clr|1|f.L}}</big>===
===<big>{{clr|1|f.L}}</big>===
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|f.L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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Be careful how you use this, since it will whiff on crouching at farther ranges.
Be careful how you use this, since it will whiff on crouching at farther ranges.
</div>
{{CloseCard}}
</div>
===<big>{{clr|2|f.M}}</big>===
===<big>{{clr|3|f.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|f.M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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 {{clr|1|214L}} to become + on block (usually about +1 or +2).  
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 {{clr|1|214L}} to become + on block (usually about +1 or +2).  
</div>
{{CloseCard}}
</div>
===<big>{{clr|3|f.H}}</big>===
===<big>{{clr|4|f.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|f.H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Combo Tool and situational anti air, but you probably want to use {{clr|4|2H}} instead. Doesn’t extend his hitbox much so it can also be a good whiff punish tool.
Combo Tool and situational anti air, but you probably want to use {{clr|3|2H}} instead. Doesn’t extend his hitbox much so it can also be a good whiff punish tool.


</div>
{{CloseCard}}
</div>
===<big>{{clr|1|2L}}</big>===
===<big>{{clr|1|2L}}</big>===
<div class="attack-container">
<div class="attack-container">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Fast low. Good for pressuring and also a hit confirm tool.
Fast low. Good for pressuring and also a hit confirm tool.


</div>
{{CloseCard}}
</div>
===<big>{{clr|2|2M}}</big>===
===<big>{{clr|3|2M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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Can low profile a lot of moves.
Can low profile a lot of moves.
</div>
{{CloseCard}}
</div>
===<big>{{clr|3|2H}}</big>===
===<big>{{clr|4|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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 {{clr|4|2H}} > {{clr|1|214L}}. On airborne opponents, this is the only normal that will combo into HPA on it's own. It's usage is very important.
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 {{clr|3|2H}} > {{clr|1|214L}}. On airborne opponents, this is the only normal that will combo into HPA on it's own. It's usage is very important.
</div>
{{CloseCard}}
</div>
===<big>{{clr|4|2U}}</big>===
===<big>{{clr|2|2U}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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.
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.
</div>
{{CloseCard}}
</div>
===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|1|j.L}}</big>===
<div class="attack-container">
<div class="attack-container">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Lowain’s foot sticks out until he lands. Good for calling people out in the air though it can be crouched.
Lowain’s foot sticks out until he lands. Good for calling people out in the air though it can be crouched.
</div>
{{CloseCard}}
</div>
===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|3|j.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Crossup tool. Be wary of the range though since it's pretty short.
Crossup tool. Be wary of the range though since it's pretty short.
</div>
{{CloseCard}}
</div>
===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Air to ground attack normal. Has more range than j.b so you can also use it air to air situations or mix up the timing on your jumping attacks.
Air to ground attack normal. Has more range than j.b so you can also use it air to air situations or mix up the timing on your jumping attacks.
</div>
{{CloseCard}}
</div>
===<big>{{clr|4|j.U}}</big>===
===<big>{{clr|2|j.U}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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.
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.
</div>
{{CloseCard}}
</div>


==Unique Actions==
==Unique Actions==
===<big>Don't Mind If I Do</big>===
===<big>Don't Mind If I Do</big>===
<span class="input-badge">'''{{clr|2|5U}}'''</span>
<span class="input-badge">'''{{clr|4|5U}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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Chance of getting each food item: Corn (30%), Meat (20%), Spaghetti (10%), Salad (30%), Parfait (10%)
Chance of getting each food item: Corn (30%), Meat (20%), Spaghetti (10%), Salad (30%), Parfait (10%)
</div>
{{CloseCard}}
</div>


==Universal Mechanics==
==Universal Mechanics==
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|LU}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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.
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.
</div>
{{CloseCard}}
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.LU}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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.
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.
</div>
{{CloseCard}}
</div>
===<big>Overhead Attack</big>===
===<big>Overhead Attack</big>===
<div class="attack-container">
<div class="attack-container">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|MH}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="MH"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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.
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.
</div>
{{CloseCard}}
</div>


==Special Moves==
==Special Moves==
===<big>Sammy & Tommy {{Micon|1}}</big>===
===<big>Sammy & Tommy</big>===
<span class="input-badge">'''236X'''</span> or <span class="input-badge">'''5S'''</span>
{{Micon|1}} <span class="input-badge">'''236X'''</span> or <span class="input-badge">'''5S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|236L}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|236M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|236H}}
|}
|}
==== ====
==== ====
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;H Version
;H Version
* Calls both at the same time.
* Calls both at the same time.
</div>
{{CloseCard}}
</div>


===<big>Come at Me, Bro! {{Micon|4}}</big>===
===<big>Come at Me, Bro!</big>===
<span class="input-badge">'''623X'''</span> or <span class="input-badge">'''6S'''</span>
{{Micon|4}} <span class="input-badge">'''623X'''</span> or <span class="input-badge">'''6S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Lowain_ComeAtMeBro.png |He even has a parry. Truly an ultimate lifeform.
GBVS_Lowain_623L.png |{{Clr|1|623L}}
GBVS_Lowain_623M.png |{{Clr|3|623M}}
GBVS_Lowain_623H.png |{{Clr|4|623H}}
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|623L}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="623L" or input="623M" or input="623H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|623M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|623H}}
|}
|}
==== ====
==== ====
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;H Parry
;H Parry
* Counters everything but throws.
* Counters everything but throws.
</div>
{{CloseCard}}
</div>


===<big>Awesome Sauce {{Micon|6}}</big>===
===<big>Awesome Sauce</big>===
<span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>
{{Micon|6}} <span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Lowain_AwesomeSauce.png | You’ll be seeing this one a lot.
GBVS_Lowain_214L.png | You’ll be seeing this one a lot.
GBVS_Lowain_214M.png |
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|214L}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|214M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|214H}}
|}
|}
==== ====
==== ====
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* Wallbounces in the corner.
* 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.
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.
</div>
{{CloseCard}}
</div>


===<big>Magnificent Tool of Destruction {{Micon|16}}</big>===
===<big>Magnificent Tool of Destruction</big>===
<span class="input-badge">'''22X'''</span> or <span class="input-badge">'''2S'''</span>
{{Micon|16}} <span class="input-badge">'''22X'''</span> or <span class="input-badge">'''2S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Lowain_MagnificentToolOfDestruction.png | Strange, Katalina isn't acting like her usual self...
GBVS_Lowain_22L.png | Rocket Punch
GBVS_Lowain_22M.png | Aether Beam
GBVS_Lowain_22H.png | Full Barrage
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|22L}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="22L" or input="22M" or input="22H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|22M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|22H}}
|}
|}
==== ====
==== ====
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.
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.
----
----
;L Kat
{{Clr|1|22L}} Performs 4 advancing rocket punches.
* Does four small punches forward.  
 
The punches can clash projectiles if you're lucky.
The punches can clash projectiles if you're lucky.
----
----
;M Kat
{{Clr|3|22M}} Fires an Aether Beam at slightly upward angle.
* Fires a thin Aether Beam at slightly upward angle.
* Opponent can duck under it at max range.  
* Opponent can duck under it at max range.  
Excellent for zoning and to answer your opponent's projectiles.  
Excellent for zoning and to answer your opponent's projectiles.  
----
----
;H Kat
{{Clr|4|22H}} Fires a salvo of rockets
* Performs a rocket barrage.
 
This can instantly give you a free chance to get in if the missiles come out.  
This can instantly give you a free chance to get, or set up unblockables against opponents caught in the air while blocking the rockets.  
</div>
{{CloseCard}}
</div>


==Skybound Art==
==Skybound Art==
===<big>Human! Pyramid! Attack!</big>===
===<big>Human! Pyramid! Attack!</big>===
<span class="input-badge">'''{{clr|4|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<span class="input-badge">'''{{clr|3|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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Note the activation has no armor until after the flash (cannot be used as reversal).
Note the activation has no armor until after the flash (cannot be used as reversal).
</div>
{{CloseCard}}
</div>
===<big>Totally Rad Juke</big>===
===<big>Totally Rad Juke</big>===
<span class="input-badge">'''Pyramid > G'''</span>
<span class="input-badge">'''Pyramid > G'''</span>
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236H G}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H G"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Dodges incoming attacks from the foe. The bros can't block while in H.P.A., so use this skill to avoid taking damage.
Dodges incoming attacks from the foe. The bros can't block while in H.P.A., so use this skill to avoid taking damage.
</div>
{{CloseCard}}
</div>
===<big>It's Lit, Bros</big>===
===<big>It's Lit, Bros</big>===
<span class="input-badge">'''Pyramid > L'''</span>
<span class="input-badge">'''Pyramid > L'''</span>
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236H L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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.
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.
</div>
{{CloseCard}}
</div>
===<big>Definitely Don't Try This at Home</big>===
===<big>Definitely Don't Try This at Home</big>===
<span class="input-badge">'''Pyramid > M'''</span>
<span class="input-badge">'''Pyramid > M'''</span>
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236H M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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.
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.
</div>
{{CloseCard}}
</div>
===<big>Flex On 'Em</big>===
===<big>Flex On 'Em</big>===
<span class="input-badge">'''Pyramid > H'''</span>
<span class="input-badge">'''Pyramid > H'''</span>
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236H H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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.
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.
</div>
{{CloseCard}}
</div>
===<big>Catch 'Em Slippin'</big>===
===<big>Catch 'Em Slippin'</big>===
<span class="input-badge">'''Pyramid > U'''</span>
<span class="input-badge">'''Pyramid > U'''</span>
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236H U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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.
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.
</div>
{{CloseCard}}
</div>
===<big>Moment of Truth</big>===
===<big>Moment of Truth</big>===
<span class="input-badge">'''Pyramid > {{clr|2|236U}}'''</span> or <span class="input-badge">'''S'''</span>
<span class="input-badge">'''Pyramid > {{clr|4|236U}}'''</span> or <span class="input-badge">'''S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236H 236U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H 236U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Perform a powerful rush attack that can be canceled from any skill used during H.P.A. mode. It'll also disband the pyramid. The rush attack if blocked will cause Guard Crush.  
Perform a powerful rush attack that can be canceled from any skill used during H.P.A. mode. It'll also disband the pyramid. The rush attack if blocked will cause Guard Crush.  
</div>
{{CloseCard}}
</div>


==Super Skybound Art==
==Super Skybound Art==
===<big>Try This on for Size!</big>===
===<big>Try This on for Size!</big>===
<span class="input-badge">'''{{clr|2|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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Note that using the easy input (236S+U) will result in 10% less damage on all moves.
Note that using the easy input (236S+U) will result in 10% less damage on all moves.
</div>
{{CloseCard}}
</div>


===<big>Earth Pillar</big>===
===<big>Earth Pillar</big>===
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236U L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236U L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Erects three rock pillars from the ground. Their placement can be adjusted by holding → or ← when pressing the button.
Erects three rock pillars from the ground. Their placement can be adjusted by holding → or ← when pressing the button.
</div>
{{CloseCard}}
</div>
===<big>Axis Mundi</big>===
===<big>Axis Mundi</big>===
<span class="input-badge">'''Yggdrasil > M'''</span>
<span class="input-badge">'''Yggdrasil > M'''</span>
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236U M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236U M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Fires a homing projectile from above. The start-up before its release can be extended by holding the button down.
Fires a homing projectile from above. The start-up before its release can be extended by holding the button down.
</div>
{{CloseCard}}
</div>
===<big>Nether Veil</big>===
===<big>Nether Veil</big>===
<span class="input-badge">'''Yggdrasil > H'''</span>
<span class="input-badge">'''Yggdrasil > H'''</span>
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236U H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236U H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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.
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.
</div>
{{CloseCard}}
</div>
===<big>Luminox Genesi</big>===
===<big>Luminox Genesi</big>===
<span class="input-badge">'''Yggdrasil > U'''</span>
<span class="input-badge">'''Yggdrasil > U'''</span>
Line 760: Line 839:
{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236U U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236U U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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.
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.
</div>
{{CloseCard}}
</div>


==Colors==
==Colors==
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==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Lowain|58px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-GBVS}}
{{#lst:GBVS/Navigation}}
 
[[category:GBVS Characters]]

Revision as of 22:47, 19 June 2022

Overview
Overview

Lowain is an oddball character who makes use of funny gags to befuddle his opponent. He relies on his Katerpillar and his fellow Brofams to control neutral and also setup mixups. With full meter he can initiate his ultimate gimmick the HPA (Human Pyramid Attack) or call upon the mighty Yggdrasil to easily kill off unprepared opponents.

 Lowain  Lowain is a gimmicky character who summons allies to attack for him.

Pros
Cons
  • Strong Okizeme options including access to unblockable setups
  • Able to heal life and build up meter quickly
  • Requires a lot of knowledge to fight against (scrub killer)
  • Summoning playstyle allows him to throw more targets onto the screen for your opponent to deal with.
  • Has two normals that are excellent for low profiling (2U, 2M)
  • Has by far the best voice acting in the game, no matter which language you pick.
  • Stubby normals and below average frame data
  • Parry is a weak defensive option in most situations
  • Difficult matchups (struggles against characters with beams or strong projectiles)
  • Yggdrasil and HPA become less effective at high level play.
  • It is possible to avoid almost anything Yggdrasil uses on reaction (except for Spikes)
  • 22X is easily stuffed
  • 214X is his only special that combos from a normal. Once this is on cooldown it's extremely difficult to finish combos.
GBVS Lowain Nameplate.png
GBVS Lowain Portrait.png
Health
10000
Prejump
4f
Backdash
26f
Backshift
Low Recovery (20f)

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
236L 700 Low/Air 21 Total 34 KD
236M 700 All 39 Total 34
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.

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
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.

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
214L 800 Mid 19 10 9 -4 KD
214M 500×2 Mid 17 4(6)2 21 -8 KD
214H 400×2, 300 Mid 15 4(6)2(8)2 21 -4 HKD

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.

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
22L 400×2 All 38 Total 34 +48 +53
22M 800 All 47 Total 34 +35 +52
22H 170×6 All 38 Total 34 +41 KD

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.

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
5+14

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
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.

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

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