Health | |
Prejump | |
Backdash |
Overview
Lowain is a gimmicky 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. |
- 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.M
c.M |
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Weird anti air/pressure tool. You can use it in combos to make the combo last longer to refresh your moves. |
c.H
c.H |
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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 |
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f.L
f.L |
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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 |
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Neutral whiff punish/poke. Has fairly long reach but unsafe on block. 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 |
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Combo Tool and situational anti air, but you probably want to use 2c instead. Doesn’t extend his hitbox much so it can also be a good whiff punish tool. |
2L
2L |
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Fast low. Good for pressuring and also a hit confirm tool. |
2M
2M |
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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 |
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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 |
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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 |
j.L
j.L |
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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 |
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Crossup tool. Be wary of the range though since it's pretty short. |
j.H
j.H |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Come at Me, Bro!
Come at Me, Bro! 623X or 6S |
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Awesome Sauce
Awesome Sauce 214X or 4S |
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Magnificent Tool of Destruction
Magnificent Tool of Destruction 22X or 2S |
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Skybound Art
Human! Pyramid! Attack!
Human! Pyramid! Attack! 236236H or 236S |
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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. |
Totally Rad Juke
Totally Rad Juke Pyramid > G |
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It's Lit, Bros
It's Lit, Bros Pyramid > L |
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Definitely Don't Try This at Home
Definitely Don't Try This at Home Pyramid > M |
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Flex On 'Em
Flex On 'Em Pyramid > H |
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Catch 'Em Slippin'
Catch 'Em Slippin' Pyramid > U |
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Moment of Truth
Moment of Truth Pyramid > 236U or S |
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Super Skybound Art
Try This on For Size!
Try This on For Size! 236236U or 236S+U |
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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 card if you're in a pinch. |
Earth Pillar
Earth Pillar Yggdrasil > L |
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Axis Mundi
Axis Mundi Yggdrasil > M |
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Nether Veil
Nether Veil Yggdrasil > H |
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Luminox Genesi
Luminox Genesi Yggdrasil > U |
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