GBVS/Lowain: Difference between revisions

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|image=GBVS_Lowain_2M.png |caption= La-Z boi slash.
|image=GBVS_Lowain_2M.png |caption= how is this a mid
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Revision as of 07:45, 7 April 2020

GBVS Lowain Nameplate.png
GBVS Lowain Portrait.png
Health
Prejump
Backdash


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.

"Might just be time to bust out the formation that knocked 'em all dead back home!"
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.
He's a fair hand with a dagger, but with his buddies Elsam and Tomoi there to run interference and baffle opponents, he can really ruin an enemy's day... probably.

 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.
  • 214X is his only special that combos from a normal. Once this is on cooldown it's extremely difficult to finish combos.


Normal Moves

c.L
c.L
GBVS Lowain cL.png
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

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

c.M
c.M
GBVS Lowain cM.png
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

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.

c.H
c.H
GBVS Lowain cH.png
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

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

Auto Combo
Auto Combo
GBVS Lowain cXX.png
GBVS Lowain cXXX.png
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
XX
XXX

Can be used for gapless pressure. Stop prematurely to catch DP spam or on hit you can convert to a combo.

Oddly enough, the second hit can not be special-cancelled.

f.L
f.L
GBVS Lowain fL.png
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

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.

f.M
f.M
GBVS Lowain fM.png
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

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).

f.H
f.H
GBVS Lowain fH.png
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

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.

2L
2L
GBVS Lowain 2L.png
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

Fast low. Good for pressuring and also a hit confirm tool.

2M
2M
GBVS Lowain 2M.png
how is this a mid
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

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.

2H
2H
GBVS Lowain 2H.png
My back > your attack
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

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.

2U
2U
GBVS Lowain 2U.png
Laying low
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

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.

j.L
j.L
GBVS Lowain jL.png
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

Lowain’s foot sticks out until he lands. Good for calling people out in the air though it can be crouched.

j.M
j.M
GBVS Lowain jM.png
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

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

j.H
j.H
GBVS Lowain jH.png
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

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.

j.U
j.U
GBVS Lowain jU.png
NIGERUNDAYO SMOKEY
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

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.

Unique Actions

Ein Ball
Don't Mind If I Do
5U
GBVS Lowain 5U.png
Food is power!
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

Cooks up some food 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%

Universal Mechanics

Ground Throw
Ground Throw
GBVS Lowain Throw.png
Bros helping hauling trash
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

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.

Air Throw
Air Throw
GBVS Lowain AirThrow.png
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

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.

Overhead Attack
Overhead Attack
GBVS Lowain OverheadAttack.png
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

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.

Special Moves

Sammy & Tommy
Sammy & Tommy
236X or 5S Cracking open an unblockable with the boys
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.

  • L version: Elsam slides in with a low-hitting attack.
  • M version: Tomoi jumps in and splashes on the foe.
  • H version: Calls both at the same time.

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.

Come at Me, Bro!
Come at Me, Bro!
623X or 6S He even has a parry. Truly an ultimate lifeform.
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

Parry.

  • 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.

Awesome Sauce
Awesome Sauce
214X or 4S You’ll be seeing this one a lot.
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 (up to +5) and in general is unpunishable from any range.
  • 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
Magnificent Tool of Destruction
22X or 2S Strange, Katalina isn't acting like her usual self...
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!
Human! Pyramid! Attack!
236236H or 236S Who needs blocking anyway?
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
Totally Rad Juke
Pyramid > G breakin' ankles
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

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
It's Lit, Bros
Pyramid > L IT'S LIT!
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

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
Definitely Don't Try This at Home
Pyramid > M WAHEY!
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

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
Flex On 'Em
Pyramid > H Establish dominance
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

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'
Catch 'Em Slippin'
Pyramid > U Lowboiz
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

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
Moment of Truth
Pyramid > 236U or S
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

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.

Super Skybound Art

Try This on for Size!
Try This on for Size!
236236U or 236S+U Let's play Mario Party. Start!
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) While she does take damage, 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.

Since it's a knowledge check instead of guaranteed damage, it's slightly less useful against experienced players (you still deals 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
Earth Pillar
Yggdrasil > L Dizzy would be proud
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

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

Axis Mundi
Axis Mundi
Yggdrasil > M Mommy is here to chip you out
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

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

Nether Veil
Nether Veil
Yggdrasil > H Now jump~
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

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.

Luminox Genesi
Luminox Genesi
Yggdrasil > U Local primal deletes opponent from existence.
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

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.

Navigation

To edit frame data, edit values in GBVS/Lowain/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.