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If you want busted, play against a Wizard who's half competent. Scary ♥♥♥♥.
If anything, countering cowboy requires more patience than Ninja and Wizard (Who usually spam zone and juggle the hardest), and less than Robot (who constantly repositions to catch you)
TBH, if anyone is busted, it'd be the former two. A good Ninja will out move you, and a good Wizard will combo you to 20% HP even with DI.
It's rock paper scissors man. You throwing rocks all the time.
Me going through every single attack/ability every time someone is on the ground just to 'wait' for 50th time.
Cowboy's main issues are mobility (Walk is not good for covering distance, and normal teleports can be baited and punished), and his lack of an OTG option (Hitting them off the ground). He also doesn't have the best high/low mixups and mediocre zoning tools.
That said, he has great range, really good punish tools, good damage, a really creative combo game and incredible set-play.
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How you fight him depends on your character. Obviously these are very simplified:
-Ninja: Lots of movement to stay safe and bait him to throw out moves first, then punish him for whiffing. Once he's used free cancels, he no longer has real answers to backsway and substitutions outside of hard reads.
-Wizard: You want to play between Geyser range and max mana strike range. At max mana strike range, he is also in range of lightning blade, but you have more options at that range than he does. Outside that range he has to teleport in or gunshot, Mix up doing nothing with Geysers to keep him guessing.
Once orb is out, you're in complete control. Fast fall icicles to make the orb blades come out and use those to cover teleport locations. This lets you swing at where he is while covering where he might go and makes it very difficult for him to play.
-Robot: This may sound weird, but I think you want to play this from the air, just outside of his wide half circle anti-air slash who's name I forget. You have a lot of fuel so you can stall there, or come down with a kick, or even just drop to cause the tremor. This will be a mixup he has to respect. With armor it becomes even more terrifying because he can't anti-air you anymore even if he guesses right.
On the ground free canceled vacuum and Command: Grab are very effective, especially when armored, since they cover the distance cowboy wants to be at. In close range spin cycle and the grab to the wall also covers everything except Pommel.
Just be very careful in this matchup if he uses Thousand Cuts. Robot is incredibly susceptible to that super and has his whole day ruined by it.
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Hope this helps.