GBVS/Lowain

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Overview

Overview

Lowain is an oddball character who makes use of funny gags to befuddle his opponent. He relies on his Katapillar 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.
Playstyle
Lowain is a gimmicky character who summons allies to attack for him.
Pros Cons
  • Strong Okizeme: with Sammy & Tommy (236X) and Magnificent Tool of Destruction (22X), Lowain has access to incredibly solid okizeme, which can even lead to ‘unblockable’ setups. His 5U allows him to heal or build meter, which is a very strong tool to use on knockdown as well.
  • Incredible Sweep: 2U is one of the best sweeps in the game, thanks to its surprisingly long travel distance and its ability to be special cancelled on hit or block. It also low profiles a lot of moves, making it a great callout on certain moves.
  • Knowledge Checks: Lowain’s kit is filled with gimmicks, which can make him very overwhelming if the opponent has no experience with the matchup. Especially his supers ‘Human Pyramid Attack’ (HPA) and ‘Yggdrasil’ can lead to high damage against players without prior knowledge.
  • Personality: While it might not give you a competitive edge, the voice acting for Lowain is the best in the game, both in English and Japanese, with unique voice lines against certain characters. Combine this with his goofy animations, and you have a character that oozes personality.
  • Lackluster Reversal: Lowain does not have a traditional DP, but uses a parry instead. If used to parry normals however, the opponent can spotdodge or DP the follow-up, making its use situational at best and weak option on defense, giving Lowain a harder time when pushed into the corner.
  • Non-traditional Supers: While both of his supers are very strong installs, once you reach certain levels of play where players know how to deal with HPA and Yggdrasil, they become way less effective and often lead to less damage than a traditional super.
  • Special Reliant: Lowain relies heavily on Awesomesauce (214X) for damage and his main way to end a combo and score a knockdown. Once 214X is on cooldown, Lowains combo game is extremely limited, mainly using 236X and 22X to zone the opponent out until 214X comes of cooldown.

Normal Moves

Grounded Normals

c.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 5 3 6 +2 +6

Pressure starter. Can go directly into a combo or use links to do frame traps.

Level Attribute
0

c.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
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.

Level Attribute
2

c.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
550×2 Mid 10 4(3)2 21 -4 0

Combo starter/Juggle tool for bigger punishes. Can be a situational anti air too if they are close but 2H is better.

Level Attribute
4

Auto Combo

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.XX 350 Mid 9 3 15 -3 +1
c.XXX 350 Mid 12 3 18 -4 0

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.

Version Level Attribute
c.XX 2
c.XXX 3

c.XX:
c.XXX:

f.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 6 3 15 -5 -1

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.

Level Attribute
1

f.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 9 3 18 -6 -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 214L to become + on block (usually about +1 or +2).

Level Attribute
2

f.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 11 6 18 -7 -3

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.

Level Attribute
3

2L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 6 3 6 +2 +6

Fast low. Good for pressuring and also a hit confirm tool, as it links into c.M.

Level Attribute
0

2M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 8 5 15 -5 -1

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.

Level Attribute
2

2H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 11 4 24 -11 -7

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.

Level Attribute
3

2U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Low 9 9 17 -11 HKD

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.

Level Attribute
2

Air Normals

j.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 High/Air 6 Until L 0

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.

Level Attribute
1

j.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
550 High/Air 8 3 Until L

Crossup tool. Be wary of the range though since it's pretty short.

Level Attribute
1

j.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 High/Air 9 6 Until L

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.

Level Attribute
2

j.U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
250×N High/Air 12 2(3)2(3)…

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.

Level Attribute
2


Unique Action

Don't Mind If I Do

5U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Total 44

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%)

Level Attribute


Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 7 3 31 HKD HKD

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.

Level Attribute
0, 4

Air Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Airthrow 5 5 Until L+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.

Level Attribute
0, 4

Overhead Attack

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 High 26 6 17 -4 +1 4-36 Throw
23-36 Low
22-35 Airborne

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.

Level Attribute
4


Special Moves

Sammy & Tommy

GBVS Fireball.png 236X or 5S

Version Damage Guard Startup Active Recovery On-Block 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.
Version Level Attribute
236L 2
236M 2
236H 2

236L:

  • Cooldown: 20F (Technical) 60F (Easy)
  • Easy Input Damage 600


236M:

  • Cooldown: 20F (Technical) 60F (Easy)
  • Easy Input Damage 600


236H:

  • Cooldown: 480F (Technical) 600F (Easy)
  • Easy Input Damage 600×2

Come at Me, Bro!

GBVS Reversal.png 623X or 6S

Version Damage Guard Startup Active Recovery On-Block 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 only.

H Parry
  • Counters everything but throws.
Version Level Attribute
623L 4
623M 4
623H 4

623L:

  • Cooldown: 20F (Technical) 200F (Easy)


623M:

  • Cooldown: 20F (Technical) 200F (Easy)


623H:

  • Cooldown: 480F (Technical) 600F (Easy)

Awesome Sauce

GBVS Charge.png 214X or 4S

Version Damage Guard Startup Active Recovery On-Block 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.

Version Level Attribute
214L 2
214M 2
214H 4

214L:

  • Cooldown: 20F (Technical) 200F (Easy)
  • Clash Level 2


214M:

  • Cooldown: 20F (Technical) 200F (Easy)
  • Clash Level 2


214H:

  • Cooldown: 480F (Technical) 600F (Easy)
  • Clash Level 3

Magnificent Tool of Destruction

GBVS Trap.png 22X or 2S

Version Damage Guard Startup Active Recovery On-Block 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.

Version Level Attribute
22L 2
22M 2
22H 2

22L:

  • Cooldown: 20F (Technical) 200F (Easy)
  • Easy Input Damage 300×2


22M:

  • Cooldown: 20F (Technical) 200F (Easy)
  • Easy Input Damage 700


22H:

  • Cooldown: 480F (Technical) 600F (Easy)
  • Easy Input Damage 120×6


Skybound Art

Human! Pyramid! Attack!

236236H or 236S

Damage Guard Startup Active Recovery On-Block 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).

Level Attribute

Totally Rad Juke

Pyramid > G

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Total 29

Dodges incoming attacks from the foe. The bros can't block while in H.P.A., so use this skill to avoid taking damage.

Level Attribute

It's Lit, Bros

Pyramid > L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
200×3 Mid 8 3,3,3 16 -6 -2

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.

Level Attribute
1

Definitely Don't Try This at Home

Pyramid > M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 9 6 15 -2 +2

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.

Level Attribute
4

Flex On 'Em

Pyramid > H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 High 19 3 12 +1 +9

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.

Level Attribute
4

Catch 'Em Slippin'

Pyramid > U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
900 Low 23 5 21 -7 KD

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.

Level Attribute
4

Moment of Truth

Pyramid > 236U or S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Mid 14 10 33 -6 HKD

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.

Level Attribute
4
  • Clash Level: 25 (Technical) 20 (Easy)
  • Easy Input Damage 1400


Super Skybound Art

Try This on for Size!

236236U or 236S+U

Damage Guard Startup Active Recovery On-Block 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.

Level Attribute

Earth Pillar

Yggdrasil > L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
600×3 All 18 9,9,9 20

Erects three rock pillars from the ground. Their placement can be adjusted by holding → or ← when pressing the button.

Level Attribute
4
  • Clash Level: 8
  • Easy Input Damage 540×3

Axis Mundi

Yggdrasil > M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 All 22-69 Total 55~102

Fires a homing projectile from above. The start-up before its release can be extended by holding the button down.

Level Attribute
4
  • Clash Level: 8
  • Easy Input Damage 900

Nether Veil

Yggdrasil > H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
2000 Unblockable 30 3 15

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.

Level Attribute
4
  • Clash Level: 8
  • Easy Input Damage 1800

Luminox Genesi

Yggdrasil > U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1400, 200×5 All 45 20 20

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.

Level Attribute
4
  • Clash Level: 8
  • Easy Input Damage 1260, 180×5


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