YomiHustle/Cowboy: Difference between revisions

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m (→‎Taunt: Removed periods for page consistency, and so wiki contributor Kotamine remains sane (/j). When I come back to rework the page, I'll likely give all sentences periods for a minor readability boost.)
m (→‎Throw: added dash toggle information)
 
(26 intermediate revisions by 3 users not shown)
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|charactername=Cowboy
|charactername=Cowboy


|intro=Cowboy is the Your Only Move Is Hustle's Sword, Gun and Teleport Master. Sporting a well rounded moveset, Cowboy has a bit of everything for everyone at all levels of play - being it for you or your opponent.
|intro= Cowboy has incredible consistency, for better, and for worse, possessing good reach, high damage, a generous sprinkling of disjoints, and enough ricocheting Bullets to make an ocelot jealous, Cowboy has some fantastic tools to continue pushing advantage once you've got it, but can struggle to turn things around if you lose it.
|image=YH_Cowboy_Idle1.png
|image=YH_Cowboy_Idle1.png


|pros=
|pros=
*'''All-Rounder''': Cowboy sports a good variety of strong options for neutral, offense, defense, advantage, disavantage, combos and setplay, being able to do well both on air and on ground, from roundstart to the end-game.
*'''Swordmaster''': Cowboy sports fairly strong neutral options, with attacks possessing large range, and high damage, as well as one of the best anti-airs in the game in [[Image:YH_Icon_BackSlash.png]] [[YomiHustle/Cowboy#BackSlash|Backslash]]. If you can force the opponent to play on your terms, and respect your buttons, you can push Cowboy's advantages to the maximum.


*'''Gun''': Gives Cowboy ways to setplay and enhance their options, being the main neutral on the kit. By managing, shooting and manipulating bullets with ricochets, rifts and temporal shots cowboy can perform blockstings, pokes, zoning, traps, pressure, combo extensions, combo breakers and multi-purpose setups.
*'''Disjoints''': Cowboy's sword allows him access to a significant amount of disjoint on almost all of his attacks, letting him safely threaten buttons where some other characters might not have many safe options, or even any at all; in addition to giving Cowboy plenty of space to make his attacks Burst safe.


*'''Sword''': Enables access to a good combination of range, speed and damage on their attacks, letting them press buttons where some other characters might not have any options and inflict consistent damage.
*'''Gunslinger''': Cowboy's gun can almost play neutral and do setplay for him. [[Image:YH_Icon_Shoot.png]] [[YomiHustle/Cowboy#Quickdraw|Shoot]] already threatens a massive range incredibly quickly, and a [[YomiHustle/Glossary#Knockdown|hard knockdown]], on top of that. Cowboy also has access to various ways of manipulating his Bullets through ricochets, [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]], and [[Image:YH_Icon_Rift.png]] [[YomiHustle/Cowboy#Foresight|Rift]], with [[Image:YH_Icon_TemporalRound.png]] [[YomiHustle/Cowboy#Temporal_Round|Temporal Round]] furthering more Bullet shenanigans. Bullets grant Cowboy a near endless amount of options for blockstings, pokes, zoning, traps, pressure, combo extensions, combo breakers and even more multi-purpose setups. It even allows cancelling most of your sword normals into Gun Stance, as long as you have at least one Bullet.


*'''Teleports''': Instant Teleport and Foresight gives cowboy unmatched repositioning and area control compared with the rest of the cast, allowing for tricky escapes and approaches on neutral and amazing consistency on combo routes.
*'''Teleports''': [[Image:YH_Icon_Teleport.png]] [[YomiHustle/Cowboy#Teleport|Teleport]] and [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]] grants Cowboy nearly unmatched repositioning and area control compared to the rest of the cast, allowing for tricky escapes, impressive threat range in neutral, and incredibly consistent combo routes, as long as Cowboy has the Meter, or the time to set it up.


|cons=  
|cons=  
*'''Technical''': Cowboy is very much easy to learn but hard to master. At higher levels, you are expected to know how to manipulate your bullets well enough to guarantee your way in, because they are cowboy's only way to get a comparable advantage to the other character's neutral tools.
*'''Straightforward Threats''': Cowboy can threaten a lot of overall space with his sword, but singular moves can only cover a small portion of that. Cowboy often lacks multiple good overlapping options inside of his range, making attacks easier to predict, and avoid. Cowboy also lacks any [[YomiHustle/Glossary#OTG|OTG]] options, making [[YomiHustle/Glossary#Knockdown|soft knockdown]] [[YomiHustle/Glossary#OTG|okizeme]] harder to safely perform, and possesses only a single meterless low.  


*'''Bullet Reliant''': Without the presence of a reload function, you are stuck with 6 bullets. They are enough only if you are make them enough, and wasting even a single one can be very punishing because without them Cowboy becomes much more reliant on riskier, less rewarding strategies.
*'''Trouble Approaching''': Unlike Wizard or Ninja, who have several projectiles that continually threaten space after use, Cowboy has a constant commitment to actions, using [[Image:YH_Icon_CowboyDash.png]] [[YomiHustle/Cowboy#Dash|Dash]] to get around Cowboy's slow movement speed, setting up [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]] or attacking, trying to play keep-out, Cowboy has to make tradeoffs, as [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]] doesn't often remain useful for many turns, struggling with maintaining threat, and restricting the opponent's options as Cowboy makes an approach. Due to this, the opponent often gets to dictate the pace of the match once Cowboy is on the backfoot, a state Cowboy struggles turning around.


*'''Meter Reliant''': Instant Teleport glues your combos and neutral movement together, Temporal Round gives you access to potent defense and offense, and 1000 Cuts can be your only way to return to the game once you are low on bullets.  
*'''Struggles at Close Range''': While not lacking a 4f Jab like Wizard does, Cowboy lacks any fast buttons to cover the distance between [[Image:YH_Icon_Pommel.png]] [[YomiHustle/Cowboy#Pommel|Pommel]] and [[Image:YH_Icon_HSlash.png]] [[YomiHustle/Cowboy#Horiz._Slash|Horiz. Slash]], and lacks a way to effectively run away and maintain spacing, as [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]], [[Image:YH_Icon_Teleport.png]] [[YomiHustle/Cowboy#Teleport|Teleport]] and [[Image:YH_Icon_CowboyDash.png]] [[YomiHustle/Cowboy#Dash|Dash]] cannot be used to retreat very far, and crossing through an opponent might backfire, putting you even closer. Cowboy is either near glued to the spot he occupies, or struggling to make meaningful threats while moving, and starts to fold to pressure, especially when faced with heavy rushdown, such as against [[YomiHustle/Mutant|Mutant]].


*'''Inconsistent Movement''': Without Bullets and Meter to make up for your lack of movement options comparable to other chararacters, Cowboy can often feel predictable and risky to play.
*'''Bullet Reliant''': Bullets are incredible, ''absolutely fantastic'', but unfortunately, Cowboy didn't bring any extra; you are stuck with 6 Bullets. They are only enough if you can make them enough, and wasting even a single one can feel very punishing. Without them, Cowboy loses access to Draw Cancelling, [[YomiHustle/Glossary#Knockdown|hard knockdowns]], [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]] loses its Bullet manipulating utility, approaching becomes even harder, and he becomes more reliant on riskier, less rewarding strategies.
 
*'''Meter Reliant''': Teleport glues your combos and neutral movement together, along with [[Image:YH_Icon_TemporalRound.png]] [[YomiHustle/Cowboy#Temporal_Round|Temporal Round]] allowing access to passive, delayed defense and offense. Without Meter, Cowboy has to deal with restrictive movement, a reliance on [[Image:YH_Icon_Foresight.png]] [[YomiHustle/Cowboy#Foresight|Foresight]], and his limited quantity of Bullets to start meaningful offense.  


}}
}}
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===Movement===
===Movement===
====<font style="visibility:hidden; float:right">Walk</font>====
====<font style="visibility:hidden; float:right">Walk</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_Walk1.png
|image=YH_Cowboy_Shuffle.gif
|hitbox=YH_Cowboy_WalkHB.png
|hitbox=YH_Cowboy_WalkHB.png
|input=[[Image:YH_Icon_Dash.png]]
|input=[[Image:YH_Icon_Dash.png]]
|caption=
|caption= a leisurely stroll
|name=Walk
|name= Walk
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Movement
  |version=
  |movementstartsat= 2
|damage=
  |firstactionable= 10-15
|startup=
  |consumesairoption= No
|active=
|guard=
  |firstactionable= 8-15
  |hitstun=
  |description=
  |description=
* Actionability is on frame 8 by default
* Slider determines how much the frame of actionability is in neutral. (0 distance = 8 frames; 10 distance = 15 frames)
* Always interruptible when the opponent is able to act.
* Actionability changes depending on opponent’s Forward or Backward movement
* IASA scales based on distance in neutral, but is always 8 in combos.
* "auto" toggle will cause Cowboy to turn around mid dash to always be advancing towards the opponent.
 
The slowest of all dashes, granting the least distance and speed out of the rest of the cast. Not all downsides, as it allows for very minute adjustments in positioning.
 
  }}
  }}
}}
}}
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====<font style="visibility:hidden; float:right">Back Walk</font>====
====<font style="visibility:hidden; float:right">Back Walk</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_Walk1.png
|image=YH_Cowboy_Shuffle.gif
|hitbox=YH_Cowboy_WalkHB.png
|hitbox=YH_Cowboy_WalkHB.png
|input=[[Image:YH_Icon_DashBack.png]]
|input=[[Image:YH_Icon_DashBack.png]]
|caption=
|caption= footsies!?
|name=Back Walk
|name= Back Walk
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Movement
  |version=
  |movementstartsat= 2
|damage=
  |firstactionable= 11
|startup=
  |consumesairoption= No
|active=
|guard=
  |firstactionable= 9
  |hitstun=
  |description=
  |description=
* Always interruptible when opponent is able to act
* Does not become actionable if opponent uses forward movement
* Always interruptible when the opponent is able to act.
}}
* Does not become actionable if the opponent uses forward movement.
}}
* Grab immune frames 1-7.


====<font style="visibility:hidden; float:right">Super Dash</font>====
{{MoveData
|image=YH_Cowboy_SuperDash.png
|hitbox=YH_Cowboy_SuperDashHB.png
|input=[[Image:YH_Icon_SuperDash.png]]
|caption= very anime
|name=Super Dash
|data=
{{AttackData-YH
|version=
|damage=
|startup=
|active=
|guard=
|firstactionable= 25
|hitstun=
|description=
* Interruptible on the opponent's turn
Cowboy takes a big hop forward, similar to his dash. Diferent to the rest of the cast, cowboy's super dash has very little charge time, making it a great way to close distance with out using meter
  }}
  }}
}}
}}
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|input=[[Image:YH Icon CowboyDash.png]]
|input=[[Image:YH Icon CowboyDash.png]]
|caption= Will get you over some lows and mids
|caption= Will get you over some lows and mids
|name=Dash
|name= Dash
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Movement
  |damage= -
  |movementstartsat= 1
  |startup= -
|firstactionable= 10
  |Invuln= 0-4  
  |consumesairoption= No
  |
  |description=
  |guard=
  |firstactionable=8
* Air OK.
  |hitstun=
* Always interruptible when the opponent is able to act.
* Projectile invuln frames 0-4 with initiative.
 
Fairly fast for a movement option, and can hop over lows.
 
 
  }}
}}
 
====<font style="visibility:hidden; float:right">Super Dash</font>====
{{MoveData
|image=YH_Cowboy_SuperDash.png
|hitbox=YH_Cowboy_SuperDashHB.png
|input=[[Image:YH_Icon_SuperDash.png]]
|caption= very anime
|name= Super Dash
|data=
{{AttackData-YH-Movement
  |movementstartsat= 8
  |firstactionable= 22
  |consumesairoption= No
  |description=
  |description=
* Pretty fast for a movement option, and has invuln from 0-4 when using grounded Dash
* Sometimes useful on round start for steering around other pesky lows or such
* Always interruptible when the opponent is able to act.
* Burst safe due to the invulnerability frames
Cowboy takes a big hop forward, similar to his dash. Diferent to the rest of the cast, cowboy's super dash has very little charge time, making it a great way to close distance with out using meter


  }}
  }}
}}
}}


====<font style="visibility:hidden; float:right">Jump</font>====
====<font style="visibility:hidden; float:right">Jump</font>====
Line 130: Line 132:
|input=[[Image:YH_Icon_Jump.png]]
|input=[[Image:YH_Icon_Jump.png]]
|caption=
|caption=
|name=Jump
|name= Jump
|data=
|data=
   {{AttackData-YH
   {{AttackData-YH-Movement
  |version=
  |movementstartsat= 2, 5 (jumping backwards)
  |startup=
  |firstactionable= 10-15
  |firstactionable= 8-15
  |consumesairoption= Yes (if used in air)
  |description=
  |description=
* Short jumps are 8f to act
* Grounded large jumps are 11f to act, but are upped to 15f if jumping straight up or backwards
* Short jumps are 10f to act.
* In the air, large jumps are always 11f
* Grounded large jumps are 12f to act, but are upped to 15f if jumping straight up or backwards.
* In the air, large jumps are always 11f.
* Always interruptible when the opponent is able to act.
* Backwards movement does not become actionable if the opponent uses forward movement.
 
  }}
  }}
}}
}}
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|input=[[Image:YH_Icon_SuperJump.png]]
|input=[[Image:YH_Icon_SuperJump.png]]
|caption=
|caption=
|name=Super Jump
|name= Super Jump
|data=
|data=
   {{AttackData-YH
   {{AttackData-YH-Movement
  |version=
  |movementstartsat= 5
  |startup=
  |firstactionable= 13
  |firstactionable=
  |consumesairoption= No
  |description=
  |description=
*  
}}
* Interruptible when the opponent is able to act, after jumpsquat.
}}
* Can only be manually aimed if the opponent is in hitstun.


====<font style="visibility:hidden; float:right">Teleport</font>====
{{MoveData
|image=YH_Cowboy_Teleport.png
|hitbox=YH_Cowboy_TeleportHB.png
|input=[[Image:YH_Icon_Teleport.png]]
|caption=For holding forward with maximum efficiency
|name=Teleport
|data=
{{AttackData-YH
|damage=
|startup= 5
|active=
|guard=
|firstactionable= 14
|hitstun=
|description=
* Only available while the opponent is in hitstun
* Gets additional recovery depending on how far back the teleport was (up to +9f recovery)
  }}
  }}
}}
}}
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====<font style="visibility:hidden; float:right">Spot Dodge</font>====
====<font style="visibility:hidden; float:right">Spot Dodge</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_Teleport.png
|image=YH_Cowboy_Telepatate.gif
|hitbox=YH_Cowboy_SpotDodgeHB.png
|hitbox=YH_Cowboy_SpotDodgeHB.png
|input=[[Image:YH_Icon_SpotDodge.png]]
|input=[[Image:YH_Icon_SpotDodge.png]]
|caption=
|caption=
|name=Spot Dodge
|name= Spot Dodge
|data=
|data=
{{AttackData-YH
  {{AttackData-YH-Movement
  |damage=
  |movementstartsat=  
|startup=4
  |firstactionable= 11
|active=
  |consumesairoption= Yes
|guard=
  |firstactionable= 10
  |hitstun=
  |description=
  |description=
* Air OK
* Grab Invul frames 1-4
* Air OK.
* Invul frames 5-7
* Grab Invuln frames 1-4.
Cowboy teleports in the same spot to avoid grabs and attacks. This is THE grab counter of the game, but it can also be used to dodge some jabs and projectiles, or preserve momentum in the air, but other than that it isn't really worth using
* Invuln frames 5-7.
 
A very niche option, Cowboy teleports on the spot, dodging grabs, certain attacks and slightly modifies your momentum, no initiative needed!
Using more dedicated counters is generally preferred, such as Downward Cleave vs grabs, or Pommel against 5f+ attacks, but is very occasionally the option you want to go for.
 
  }}
  }}
}}
}}


===Normals===
===Grounded Normals===
{{YomiHustleFrameAdvantage}}
 
====<font style="visibility:hidden; float:right">Pommel</font>====
====<font style="visibility:hidden; float:right">Pommel</font>====
{{MoveData
{{MoveData
Line 211: Line 202:
|input=[[Image:YH_Icon_Pommel.png]]
|input=[[Image:YH_Icon_Pommel.png]]
|caption=The closest you can get to a 5P in YH
|caption=The closest you can get to a 5P in YH
|name=Pommel
|name= Pommel
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
Line 219: Line 210:
  |guard= High
  |guard= High
  |firstactionable= 14
  |firstactionable= 14
  |hitstun= 12
  |frameadvantage= +12
  |proration= 2
  |proration= 2
  |blockadvantage=-1
  |blockadvantage= -1
  |description=
  |description=  
* Can be chained into itself as a starter
* Spikes air opponents and ground bounces on the launching hit
* Can be chained into itself repeatedly.
Important tool for close range RPS and to beat whiff cancels, your fastest button. Also useful for stabilizing combos if you have low frame advantage
* Spikes air opponents and ground bounces on the launching hit.
Important tool for close range RPS and to beat whiff cancels, your fastest button. Also useful for stabilizing combos if you have low frame advantage.
 
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|input=[[Image:YH_Icon_HSlash.png]]
|input=[[Image:YH_Icon_HSlash.png]]
|caption=||caption2=||caption3=||caption4=Grounded versions||caption5=Air version
|caption=
|image=YH_Cowboy_HSlashF1.png
|caption2= Upwards Version
|image=YH_Cowboy_HorizontalSlashH.gif
|hitbox=YH_Cowboy_HSlashF1HB.png
|hitbox=YH_Cowboy_HSlashF1HB.png
|image2=YH_Cowboy_HSlashF2.png
|hitbox2=YH_Cowboy_HSlashF2HB.png
|hitbox2=YH_Cowboy_HSlashF2HB.png
|image3=YH_Cowboy_HSlashU1.png
|hitbox3=YH_Cowboy_HSlashU1HB.png
|hitbox3=YH_Cowboy_HSlashU1HB.png
|image4=YH_Cowboy_HSlashU2.png
|hitbox4=YH_Cowboy_HSlashU2HB.png
|hitbox4=YH_Cowboy_HSlashU2HB.png
|image5=YH_Cowboy_AirHSlash.png
|image2=YH_Cowboy_HorizontalSlashUp.gif
|hitbox5=YH_Cowboy_AirHSlashHB.png
|name= Horiz. Slash
|name=Horiz. Slash
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
|version=Ground
  |damage= 1000
  |damage= 1000
  |startup= 6/8
  |startup= 6, 8
  |active= 2/2
  |active= 2, 2
  |guard= High
  |guard= High
  |firstactionable= 16
  |firstactionable= 16
  |hitstun= 10
  |frameadvantage= +13
  |proration= 1
  |proration= 1
  |blockadvantage=-1
  |blockadvantage= +0
  |description=
  |description=
* Has a shockwave hitbox that comes 2 frames after the sword hitbox
* Has an up-angled version that is considered a separate move and has an extra frame of hitstun
* Has a shockwave hitbox that comes out 2 frames after the sword.
* Draw Cancellable
* The up-angled version has an extra frame of hitstun, and is considered a separate move for hitstun scaling.
Fast and long ranged, but has a relatively thin hitbox and low hitstun. A powerful roundstart option
* Draw Cancellable.
}}
 
{{AttackData-YH
Fast and long ranged, but has a relatively thin hitbox and low hitstun. Risky to contest at round start distance.
|version=Air
 
|damage= 900
|startup= 6
|active= 4
|guard= High
|firstactionable= 19
|hitstun=17
|proration=
|description=
* Moves Cowboy forward
* Draw Cancellable
Fast move with good range thanks to its forward movement. Sometimes useful as a last resort air movement option
  }}
  }}
}}
}}
Line 279: Line 257:
====<font style="visibility:hidden; float:right">Vert. Slash</font>====
====<font style="visibility:hidden; float:right">Vert. Slash</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_VertSlash.png|caption=Ground version
|image=YH_Cowboy_VerticalSlash.gif
|caption=
|hitbox=YH_Cowboy_VertSlashHB.png
|hitbox=YH_Cowboy_VertSlashHB.png
|image2=YH_Cowboy_AirVSlash.png|caption2=Air version
|hitbox2=YH_Cowboy_AirVSlashHB.png
|input=[[Image:YH_Icon_VSlash.png]]
|input=[[Image:YH_Icon_VSlash.png]]
|name=Vert. Slash
|name= Vert. Slash
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
|version=Ground
  |damage= 1150
  |damage= 1150
  |startup= 10
  |startup= 11
  |active= 2
  |active= 2
  |guard= High
  |guard= High
  |firstactionable= 13
  |firstactionable= 19
  |hitstun= 41
  |frameadvantage= +35
  |proration=  
  |proration= 0
  |blockadvantage=+3
  |blockadvantage= +3
  |description=
  |description=
* Causes ground bounce on ground hit
* Initiative bonus: startup reduced to 9f
* Causes ground bounce on a grounded opponent, or spikes an aerial one.
* Spikes on air hit
* Startup is reduced to 9f, and is actionable frame 17 with initiative.
* Draw Cancellable
* Draw Cancellable.
* Lets you frame trap grounded opponents if they get up right away, forcing them to softblock, and putting them at a -3 frame advantage
 
Has enough hitstun on ground hit to whiff Parry then Teleport and continue the combo, allowing you to safely counter immediate Bursts while not ending your offense
}}
{{AttackData-YH
|version=Air
|damage= 700
|startup= 5
|active= 2
|guard= High
|firstactionable= 18
|hitstun=16
|proration=
|description=
Your fastest air move and main restand tool
  }}
  }}
}}
}}
Line 320: Line 283:
====<font style="visibility:hidden; float:right">Upward Swipe</font>====
====<font style="visibility:hidden; float:right">Upward Swipe</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_USwipe.png
|image=YH_Cowboy_UpSwipe.gif
|hitbox=YH_Cowboy_USwipeHB.png
|hitbox=YH_Cowboy_USwipeHB.png
|input=[[Image:YH_Icon_UpwardSwipe.png]]
|input=[[Image:YH_Icon_UpwardSwipe.png]]
|caption= Looks like a DP. Is not a DP
|caption= Looks like a DP. Is not a DP
|name=Upward Swipe
|name= Upward Swipe
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
|version= Ground
  |damage= 700
  |damage= 700
  |startup= 8
  |startup= 8
Line 333: Line 295:
  |guard = High
  |guard = High
  |firstactionable= 23
  |firstactionable= 23
  |hitstun= 32
  |frameadvantage= +32
  |proration=  
  |proration= 0
  |blockadvantage=+1
  |blockadvantage= +1
|airok= Yes
  |description=
  |description=
* Air OK
* Draw Cancellable in air only
* Propels Cowboy upwards significantly while grounded, and a fair amount whilst aerial.
* Is useful for calling out some aerial options from approaching opponents, and has a ton of hitstun during a combo
** The inherent momentum granted from the aerial version decays from use in combos.
 
Can be useful for calling out some aerial options from approaching opponents, stalling in the air, and has plenty of hitstun during a combo.
 
  }}
  }}
}}
}}
Line 349: Line 315:
|input=[[Image:YH_Icon_Stinger.png]]
|input=[[Image:YH_Icon_Stinger.png]]
|caption= round start flip draw cancel stinger is my favorite opener
|caption= round start flip draw cancel stinger is my favorite opener
|name=Stinger
|name= Stinger
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
Line 355: Line 321:
  |startup= 11
  |startup= 11
  |active= 2
  |active= 2
  |guard= High
  |guard= High (Guardbreak)
  |firstactionable= 21
  |firstactionable= 21
  |hitstun= KD
  |frameadvantage= +42
  |proration= -1
  |proration= -1 (1 on Guardbreak)
  |blockadvantage=0
  |blockadvantage= +0
  |description=
  |description=
* Draw Cancellable
* Wallsplats  
* Draw Cancellable.
**Making it a very solid option in the corner. Especially with 1000 cuts
* Wallsplats.
* Guard breakes
* Causes soft knockdown.
** It is very useful in block strings to open the opponent up, similar to impale
 
* Can't follow up with a combo if the opponent DIs down
Sometimes useful as a movement option due to the forward lunge, allowing escapes from certain situations, or to reposition into gun stance.  
Sometimes useful as a last resort movement option due to the forward lunge Cowboy does when using this move. In round start, you can use this move flipped and draw cancel to get some distance from your opponent, wile entering the gun stance. And then, you can choose to shoot or setting up foresight for later use
 
Grants significant corner carry, but is somewhat weak to DI diagonally down/away if Stinger hits near the end of its range, a weakness removed in the corner.
 
Can be looped into itself with the use of Foresight/Teleport.
 
  }}
  }}
}}
}}
Line 373: Line 343:
====<font style="visibility:hidden; float:right">Ankle Cutter</font>====
====<font style="visibility:hidden; float:right">Ankle Cutter</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_ACutter.png
|image=YH_Cowboy_AnklCutter.gif
|hitbox=YH_Cowboy_ACutterHB.png
|hitbox=YH_Cowboy_ACutterHB.png
|input=[[Image:YH_Icon_AnkleCutter.png]]
|input=[[Image:YH_Icon_AnkleCutter.png]]
|caption= "Round start low disjoint?"
|caption= "Round start low disjoint?"
|name=Ankle Cutter
|name= Ankle Cutter
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
  |damage= 700
  |damage= 810
  |startup= 7
  |startup= 7
  |active= 2
  |active= 2
  |guard= Low
  |guard= Low
  |firstactionable= 18
  |firstactionable= 18
  |hitstun= 15
  |frameadvantage= 15
  |proration=  
  |proration=  
  |blockadvantage=+0
  |blockadvantage= +0
  |description=
  |description=
* Draw Cancellable
Most useful as a frame trap due to it hitting low and having Draw Cancel
* Draw Cancellable.
* Slightly pulls the opponent closer on block.
* Shortens Cowboy's hitbox very slightly.
 
Cowboy's only meterless low, and is effectively +2 on block due to that. If your opponent ever decides to block low, it's a read to parry this.
 
Generally, Horiz. Slash is preferred in neutral, as Ankle Cutter comes out slower, deals less damage, and is beaten by many of the same options that would beat Horiz. Slash, but has some use in blockstrings and combos due to its knockback direction/pull, and for Burst safe combo routes.
 
  }}
  }}
}}
}}
Line 396: Line 373:
====<font style="visibility:hidden; float:right">Downward Cleave</font>====
====<font style="visibility:hidden; float:right">Downward Cleave</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_DCleave.png
|image=YH_Cowboy_DownCleave.gif
|hitbox=YH_Cowboy_DCleaveHB.png
|hitbox=YH_Cowboy_DCleaveHB.png
|input=[[Image:YH_Icon_DownwardCleave.png]]
|input=[[Image:YH_Icon_DownwardCleave.png]]
|caption= [https://www.youtube.com/watch?v=Bz0aFLCffRQ i can hear the kazoo playing... ]
|caption= [https://www.youtube.com/watch?v=Bz0aFLCffRQ i can hear the kazoo playing... ]
|name=Downward Cleave
|name= Downward Cleave
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
  |version= Ground
  |version= Ground
  |damage= 700
  |damage= 630
  |startup= 11
  |startup= 12
  |active= 4
  |active= 4
  |guard= High
  |guard= High
  |firstactionable= 18
  |firstactionable= 19
  |hitstun= 11
  |frameadvantage= +11
  |proration=  
  |proration= 0
  |blockadvantage=+2
  |blockadvantage= +2
  |description=
  |description=
* Airborne frame 4
  }}
  }}
  {{AttackData-YH
  {{AttackData-YH
Line 419: Line 395:
  |damage= 700
  |damage= 700
  |startup= 9
  |startup= 9
  |active= Until landing
  |active= Until Landing
  |guard= High
  |guard= High
  |firstactionable= 4 landing recovery frames
  |firstactionable= On Landing + 4
  |hitstun= 15
  |frameadvantage= +15
  |proration=  
  |proration= 0
|blockadvantage= +2
  |description=
  |description=
*  
 
* Grounded version is airborne frame 3.
* Causes a soft knockdown on aerial opponents.
* Draw cancellable.
 
Hops over grabs and lows in neutral, and even over certain highs.
 
  }}
  }}
}}
}}
Line 435: Line 418:
|input=[[Image:YH_Icon_Grab.png]]
|input=[[Image:YH_Icon_Grab.png]]
|caption= You're landing this after tp aren't you?
|caption= You're landing this after tp aren't you?
|name=Grab
|name= Grab
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
  |damage=1500
  |damage= 1500
  |startup=3
  |startup= 3 (6, dash)
  |active=3
  |active= 3 (2, dash)
  |guard=Throw
  |guard= Throw  
  |firstactionable=15
  |firstactionable= 16 (19, dash)
|proration= 2
|airok= Yes
|description=
* Universal throw.
* Causes soft knockdown.
* Not free cancellable.
* With dash toggled, forward momentum starts on frame 2.
 
 
Weak to DI down, but still grants soft knockdown pressure. If the opponent doesn't DI down, a grounded grab can sometimes lead into a combo, or free set-up time.
 
}}
}}
 
====<font style="visibility:hidden; float:right">Pistol Whip</font>====
{{MoveData
|image=YH_Cowboy_PistolWhip.png
|hitbox=YH_Cowboy_PistolWhipHB.png
|input=[[Image:YH_Icon_PistolWhip.png]]
|caption=
|name= Pistol Whip
|data=
{{AttackData-YH
|damage= 1280
|startup= 11
|active= 3
|guard= High (Guardbreak)
|firstactionable= 18
|frameadvantage= +24
|proration= 0 (1 on Guardbreak)
|blockadvantage= +1
|airok= Yes
|description=
* Usable grounded while in Gun stance, or at anytime while airborne.
* Draw cancellable.
 
Effectively replaced Cowboy's noninteractive aerial grab loops. Due to throw forwards and throw downwards being identical, Pistol Whip functionally acts as a down throw used to in a combo, except against DI down.
 
Can sometimes catch opponents trying to avoid bullets and attack with projectile invulnerability.
 
}}
}}
 
===Aerials===
{{YomiHustleFrameAdvantage}}
 
====<font style="visibility:hidden; float:right">Horiz. Slash</font>====
{{MoveData
|image=YH_Cowboy_HorizontalSlashAir.gif
|input=[[Image:YH_Icon_HSlash.png]]
|name= Horiz. Slash (air)
|caption=
|hitbox=YH_Cowboy_AirHSlashHB.png
|data=
{{AttackData-YH
|damage= 900
|startup= 6
|active= 4
|guard= High
|firstactionable= 19
|frameadvantage= +17
|blockadvantage= +1
|proration= 0
|description=
* Propels Cowboy forward.
* Draw Cancellable.
 
A fast move with good range thanks to its forward movement. Sometimes useful as a last resort air movement option.
 
}}
}}
 
====<font style="visibility:hidden; float:right">Vert. Slash</font>====
{{MoveData
|image=YH_Cowboy_VAirSlash.gif
|hitbox=YH_Cowboy_AirVSlashHB.png
|name= Vert. Slash (air)
|input=[[Image:YH_Icon_VSlash.png]]
|caption=
|data=
{{AttackData-YH
|damage= 700
|startup= 5
|active= 2
|guard= High
|firstactionable= 18
|frameadvantage= 16
|blockadvantage= +1
|proration= 1
  |description=
  |description=
* Air OK
* Leads to a knockdown if the opponent hits the ground during hitstun
* Draw Cancellable.
Useful as a combo tool in the air and general point blank RPS scenarios
 
Cowboy's fastest aerial outside of grab, with decent coverage to boot. Also Cowboy's main restand tool.
 
  }}
  }}
}}
}}
Line 454: Line 531:
====<font style="visibility:hidden; float:right">Lightning Slice</font>====
====<font style="visibility:hidden; float:right">Lightning Slice</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_LSlice.png
|image=YH_Cowboy_LightSlice.gif
|image2=YH_Cowboy_LightSliceAtk.gif
|hitbox=YH_Cowboy_LSliceHB.png
|hitbox=YH_Cowboy_LSliceHB.png
|input=[[Image:YH_Icon_LightningSlice.png]]
|input=[[Image:YH_Icon_LightningSlice.png]]
|caption=Neutral Skip Detected
|caption2=Neutral Skip Detected
|name=Lightning Slice
|name=Lightning Slice
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage=1100
  |damage=1100
  |startup=9 (5)
  |startup= 9
  |active=1
  |active= 1
  |guard=High
  |guard= High
  |firstactionable= 17
  |firstactionable= 22
  |hitstun=18 (9)
  |frameadvantage= +15
  |proration= 1
  |proration= 0
  |blockadvantage=+1
  |blockadvantage= +1
|airok= Yes
  |description=
  |description=
* Air OK
* Can be cancelled into itself, but once cancelled cannot be aimed
* Can be cancelled into itself, but loses the ability to be freely aimed.
* Values in parentheses are for the followup version
** The follow-up has 5f of startup, but only grants +10 frame advantage.
* Neutral version of the move has 12 hitstun instead of 18
* In combos, Lightning Slice grants +20 frame advantage.
 
  }}
  }}
}}
}}
Line 479: Line 559:
====<font style="visibility:hidden; float:right">Impale</font>====
====<font style="visibility:hidden; float:right">Impale</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_Impale.png|caption=
|image=YH_Cowboy_ImpaleA.gif
|hitbox=YH_Cowboy_ImpaleHB.png
|hitbox=YH_Cowboy_ImpaleHB.png
|input=[[Image:YH_Icon_Impale.png]]
|input=[[Image:YH_Icon_Impale.png]]
Line 485: Line 565:
|name=Impale
|name=Impale
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage= 500+1500
  |damage= 500+1500
  |startup=13-21
  |startup= 13-21
  |active= 4
  |active= 4
  |guard=High
  |guard= High (Guardbreak)
  |firstactionable= 41
  |firstactionable= 41
  |hitstun= KD
  |frameadvantage= Infinite
  |proration=  
  |proration= 2
  |blockadvantage=-4
  |blockadvantage= -4
  |description=
  |description=
* Startup increases with distance from the opponent
* Teleports on frame 7
* Punishable on block.
* Startup increases with distance from the opponent.
* Teleports on frame 7.
* Second hit has Minimum Damage 600
* Second hit has Minimum Damage 600
* Burst cancellable
* Causes soft knockdown.
** For capitalising your hard reads
* Not free cancellable.
* Can be canceled into grab
 
* Can NOT be free canceled in the newest version of the game.
In older versions this move could be free canceled, making it one of the best (and fastest) ways to close distance. Today, it can only be used for hard reads such as punishing neutral setplay, or to be used as a combo ender.
In older versions this move could be free canceled, making it a the best (and fastest) way to close distance. Today it can only be used to make a hard read or to finish a combo
 
  }}
  }}
}}
}}
Line 508: Line 590:
====<font style="visibility:hidden; float:right">BackSlash</font>====
====<font style="visibility:hidden; float:right">BackSlash</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_BackSlash1.png
|image=YH_Cowboy_BackSlash!.gif
|hitbox=YH_Cowboy_BackSlash1HB.png
|hitbox=YH_Cowboy_BackSlash1HB.png
|image2=YH_Cowboy_BackSlash3.png
|hitbox2=YH_Cowboy_BackSlash3HB.png
|hitbox2=YH_Cowboy_BackSlash3HB.png
|image3=YH_Cowboy_BackSlash3.png
|hitbox3=YH_Cowboy_BackSlash2HB.png
|hitbox3=YH_Cowboy_BackSlash2HB.png
|input=[[Image:YH_Icon_BackSlash.png]]
|input=[[Image:YH_Icon_BackSlash.png]]
|caption=
|caption= HUGE hitbox goes brrrrrr
|caption2= HUGE hitbox goes brrrrrr
|name=BackSlash
|name=BackSlash
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage=500, 600
  |damage= 500, 600
  |startup=5, 7
  |startup= 5, 7
  |active=2, 3
  |active= 2, 3
  |guard=High
  |guard= High
  |firstactionable=35
  |firstactionable= 35
  |hitstun= 34 (2nd hit)
  |frameadvantage= +38 (2nd hit)
  |proration=  
  |proration= 0
  |blockadvantage=+0
  |blockadvantage=+0
  |description=
  |description=
* Has a frame 9 sweetspot that deals 1600 damage
* Puts you at a severe frame disadvantage if your opponent softblocks the first hitbox, potentially leading to a combo
* Has a frame 9 sweetspot that deals 1300 damage.
Your dedicated anti-air button. Very strong, but also very predictable
* First hit is punishable on block.
* Swiftly propels Cowboy backwards a decent distance.
 
Cowboy's dedicated anti-air button, covering an absolutely massive area. Can be surprisingly hard to beat on the ground if spaced correctly.
 
  }}
  }}
}}
}}
Line 537: Line 620:
====<font style="visibility:hidden; float:right">3Combo</font>====
====<font style="visibility:hidden; float:right">3Combo</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_3ComboU1.png|caption=
|image=YH_Cowboy_TripleAssSmacker.gif
|image2=YH_Cowboy_TripleAssSmackerDown.gif
|hitbox=YH_Cowboy_3ComboU1HB.png
|hitbox=YH_Cowboy_3ComboU1HB.png
|image2=YH_Cowboy_3ComboU2.png|caption2=
|hitbox2=YH_Cowboy_3ComboU2HB.png
|hitbox2=YH_Cowboy_3ComboU2HB.png
|image3=YH_Cowboy_3ComboU3.png|caption3=3 Combo
|hitbox3=YH_Cowboy_3ComboU3HB.png
|hitbox3=YH_Cowboy_3ComboU3HB.png
|image4=YH_Cowboy_3ComboD1.png|caption4=
|hitbox4=YH_Cowboy_3ComboD1HB.png
|hitbox4=YH_Cowboy_3ComboD1HB.png
|image5=YH_Cowboy_3ComboD2.png|caption5=
|hitbox5=YH_Cowboy_3ComboD2HB.png
|hitbox5=YH_Cowboy_3ComboD2HB.png
|image6=YH_Cowboy_3ComboD3.png|caption6=3 Combo Down
|hitbox6=YH_Cowboy_3ComboD3HB.png
|hitbox6=YH_Cowboy_3ComboD3HB.png
|input=[[Image:YH_Icon_3Combo.png]][[Image:YH_Icon_3ComboDown.png]]
|input=[[Image:YH_Icon_3Combo.png]][[Image:YH_Icon_3ComboDown.png]]
|name=3 Combo
|name= 3 Combo
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
|version=3Combo
  |damage= 400, 400, 1600
  |damage= 400, 500, 1600
  |startup= 8, 4, 11
  |startup= 8, 13, 25
  |active= 2, 2, 3
  |active= 2, 2, 3
  |guard= High
  |guard= High
  |firstactionable= 38
  |firstactionable= 38
  |hitstun=N/A, 25, 35
  |frameadvantage= +34, +25, +30
  |proration=  
  |proration= 0
  |blockadvantage=+2
  |blockadvantage= +2
|airok= Yes (requires air option)
  |description=  
  |description=  
* Air OK
* Uses an air action
* Downwards version is air only.
* Last hit has min damage 500
* Last hit has min damage 500.
* The last hit is your highest damage option besides Izuna Drop, but it's easy to DI out of if you get the first two hits in. With enough frame advantage, you can try and set up to only land the third hit
* The last hit is your highest damage option besides Izuna Drop, but it's easy to DI out of if the first two hits connect.
}}
* Known as "triple_ass_smacker" in the game files
{{AttackData-YH
 
|version=3 Combo Down
|damage= 400, 500, 1600
|startup= 8, 13, 25
|active= 2, 2, 3
|guard= High
|firstactionable= 38
|hitstun= N/A, 25, 35
|proration=
|blockadvantage=+2
|description=
* Air only
* Last hit has min damage 500
* The last hit is your highest damage option besides Izuna Drop, but it's easy to DI out of if you get the first two hits in. With enough frame advantage, you can try and set up to only land the third hit
  }}
  }}
}}
}}
Line 587: Line 653:
====<font style="visibility:hidden; float:right">Quickdraw</font>====
====<font style="visibility:hidden; float:right">Quickdraw</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_QuickDraw.png|caption=Quickdraw
|image=YH_Cowboy_AmmoVisualiser.gif
|caption= Six bullets. More than enough to kill anything that moves.
|name= Gun Stance
|data=
 
{{MoveData
|image=YH_Cowboy_GunSpin.gif
|hitbox=YH_Cowboy_QuickDrawHB.png
|hitbox=YH_Cowboy_QuickDrawHB.png
|image2=YH_Cowboy_Holster.png|caption2=Holster
|input=[[Image:YH_Icon_Quickdraw.png]]
|hitbox2=YH_Cowboy_HolsterHB.png
|caption=
|image3=YH_Cowboy_ShootGun.png|caption3=Shoot Gun
|name= Quickdraw
|hitbox3=YH_Cowboy_ShootGunHB.png
|image4=YH_Cowboy_ShootGun.png|caption4=Shoot Dodge
|hitbox4=YH_Cowboy_ShootDodgeHB.png
|image5=YH_Cowboy_ShootHit.png|caption5=Shoot Hitbox
|hitbox5=YH_Cowboy_ShootHitHB.png
|input=[[Image:YH_Icon_Quickdraw.png]][[Image:YH_Icon_Shoot.png]][[Image:YH_Icon_ShootDodge.png]][[Image:YH_Icon_Holster.png]]
|name=Quickdraw
|data=
|data=
{{AttackData-YH
 
|version=Quickdraw
{{AttackData-YH-Special
|damage=
|startup= 12
|startup=
|firstactionable= 12
|active=
|airok = Yes
|guard=
|description=
|firstactionable=8
 
|hitstun=
|proration=  
|description=
* Air OK
* Enters Gun stance
* Enters Gun stance
}}
* Draw toggle reduces recovery on eligible attacks down to as little as 6f.
{{AttackData-YH
 
|version=Shoot
}}
  |damage=600-1500
}}
|startup=5
 
|active=2
{{MoveData
|guard= High
|name= Shoot
|firstactionable= 10
|input=[[Image:YH_Icon_Shoot.png]]
|hitstun= 21
|image=YH_Cowboy_ShootPistol.gif
|description=
|hitbox=YH_Cowboy_ShootGunHB.png
* Uses a Bullet
|caption= Shoot
* Shoots a fast projectile that can be ricochet off walls or future sight multiple times, using the DI wheel to choose the direction of the ricochet
|image2=YH_Cowboy_Bullet.png
* The velocity and the size of the Bullet falls off with distance
|hitbox2=YH_Cowboy_BulletHB.png
* Wallsplats and causes a hard knockdown
|caption2= A bullet.
* The Bullets can not be parried
|image3=YH_Cowboy_ShootHit.png
}}
|hitbox3=YH_Cowboy_SelfBulletHB.png
{{AttackData-YH
|caption3= Self-Hit Hitbox
  |version=ShootDodge
|data=
|damage=600-1500
   
|startup=5
{{AttackData-YH-Special
|active=2
|damage= 1300-1000
|guard= High
|startup= 4
|firstactionable= 22
|active= 58
|hitstun= 13
|guard= High
|description=
|firstactionable= 10
* Uses a Bullet
|frameadvantage= +21
* The velocity and the size of the Bullet falls off with distance
|blockadvantage= +2
* Wallsplats and causes a hard knockdown
|proration= 0
* The Bullet can not be parried
|airok = Yes
* Invul frames 4-16
|description=
}}
{{AttackData-YH
* Only usable in Gun stance.
|version=Holster
* Consumes a Bullet.
|damage=
* Shoots an incredibly fast, unparriable, ricocheting projectile.
|startup=
* Angle can be adjusted.
|active=
* Bullet velocity, damage, hitstun and size falls off over time.
|guard=
** An additional 15% damage and hitstun is lost with each ricochet, but refreshes the hitbox.
  |firstactionable= 10
* Cowboy gains a hitbox if shot by his own bullet.
|hitstun=
* DI affects the Bullet's ricochet angle off of foresight, rift, attacks, and the ground.
|proration=  
* Repeated shots increase the first actionable frame to 11.
|description=
* Pushblock freezes the Bullet for 10f.
* Leaves Gun stance
* Wallsplats.
}}
* Groundbounces.
* Causes a hard knockdown.
 
Words cannot overstate just how much space Shoot covers. This bullet is '''fast''', damaging, highly controllable, and very threatening due to the hard knockdown. The bullet itself can be attacked to redirect it, affected by DI.
 
}}
}}
 
{{MoveData
|name= Shoot Dodge
|image=YH_Cowboy_ShootDodge.gif
|hitbox=YH_Cowboy_ShootDodgeHB.png
|input=[[Image:YH_Icon_ShootDodge.png]]
|caption=
|data=
 
{{AttackData-YH-Special
|damage= 1300-1000
|startup= 4
|guard= High
|firstactionable= 21
|frameadvantage= +6
|blockadvantage= +2
|proration= 0
|airok = Yes (requires air option)
|description=
   
* Only usable in Gun stance.
* Consumes a Bullet.
* Full invuln frames 4-13.
* Angle can be adjusted.
* Functions identically to Shoot, except with brief invulnerability at the cost of much longer recovery.
 
}}
}}
 
{{MoveData
|name= Point Blank
|image=YH_Cowboy_ShootPistol.gif
|hitbox=YH_Cowboy_PointBlankHB.png
|input=[[Image:YH Icon PointBlank.png]]
|caption=
|data=
 
{{AttackData-YH-Special
|damage= 1400
|startup= 4
|active= 5
|guard= High
|firstactionable= 12
|frameadvantage= +25
|blockadvantage= +2
|proration= 0
|airok= Yes
|description=
* Only usable in Gun stance.
* Consumes a Bullet.
* Angle can be adjusted.
* Unparriable.
* Does not hitcancel.
 
Quick, and with incredibly high damage and hitstun. Beats almost every option in range, and any trades are usually in your favour; only beaten by moves that outspeed, or outrange it.
 
Also counts as a melee strike, meaning projectile invuln won't work on this. Has a fairly precise hitbox, and will need to be angled slightly to prevent it from being low profiled.
 
}}
}}
 
{{MoveData
|name= Holster
|image=YH_Cowboy_SlowHolster.gif
|hitbox=YH_Cowboy_HolsterHB.png
|input=[[Image:YH_Icon_Holster.png]]
|caption=
|data=
   
{{AttackData-YH-Special
|startup= 13
|firstactionable= 13
|airok= Yes
|description=
* Only usable in Gun stance.
* Exits Gun stance.
* Both a move, and a toggle.
 
Exists just in case you mess up and pull the gun out at a bad time. Using the holster toggle for Shoot and Point Blank speeds up holster, taking effect frame 10 and frame 12, respectively.
 
}}
}}
}}
}}


====<font style="visibility:hidden; float:right">Lasso</font>====
====<font style="visibility:hidden; float:right">Lasso</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_Lasso1.png
|image=YH_Cowboy_LassoAttack.gif
|image2=YH_Cowboy_Lasso1.png
|hitbox=YH_Cowboy_Lasso1HB.png
|hitbox=YH_Cowboy_Lasso1HB.png
|caption=
|caption=
|input=[[Image:YH_Icon_Lasso.png]][[Image:YH_Icon_IzunaDrop.png]][[Image:YH_Icon_Pull.png]]
|input=[[Image:YH_Icon_Lasso.png]][[Image:YH_Icon_IzunaDrop.png]][[Image:YH_Icon_Pull.png]]
|name=Lasso
|name= Lasso
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |version=Lasso
  |version= Lasso
  |damage=
  |damage=  
  |startup= 9
  |startup= 9
  |active= until cancelled
  |active= 46
  |guard= High
  |guard= High
  |firstactionable= 22
  |firstactionable= 21
  |hitstun=
  |blockadvantage= +1
|proration=  
  |airok= Yes
  |blockadvantage=+1
  |description=
  |description=
* Air OK
* Enters Lasso stance on hit
* Projectile spawns frame 8.
* Enters Lasso stance on hit.
* Parrying the lasso yanks it, and forces Cowboy to roll forwards.
* After 21f, becomes always interruptible when the opponent is able to act.
 
  }}
  }}


{{AttackData-YH
{{AttackData-YH-Special
  |version=Lasso~Izuna Drop
  |version= Izuna Drop
  |damage=1900
  |damage= 1950
  |startup=
  |firstactionable= On Landing + 42
  |active=
  |frameadvantage= +0
  |guard=
  |proration= 0
|firstactionable=
  |airok= Yes
  |hitstun=
|proration=  
  |description=
  |description=
* Only usable in Lasso stance.
* Minimum Damage 900
* Minimum Damage 900
High damage combo ender. Leaves you even and miles away from your opponent. Probably the coolest way to end a round
* Full invuln after leaving the ground.
 
High damage combo ender, but sacrifices all advantage and oki while leaving you full screen away for it.
 
  }}
  }}


{{AttackData-YH
{{AttackData-YH-Special
  |version=Lasso~Pull
  |version= Pull
  |damage=400
  |damage= 700
  |startup=
  |startup= 13
  |active=
  |active= 1
  |guard=
  |firstactionable= 20
  |firstactionable=
  |frameadvantage= +27
  |hitstun=
  |proration= 0
  |proration=  
  |airok= Yes
  |description=
  |description=
* Angle can be adjusted
Strong combo extender, as long as you can hit your opponent with Lasso
* Only usable in Lasso stance.
* Angle can be adjusted.
* The lassoed opponent is pulled in the direction chosen, while Cowboy is pulled in the opposite.
* Causes a soft knockdown.
 
A strong combo extender, as long as Lasso can connect.
 
  }}
  }}
}}
}}
Line 711: Line 876:
====<font style="visibility:hidden; float:right">Foresight</font>====
====<font style="visibility:hidden; float:right">Foresight</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_Teleport.png|caption=Foresight
|image=YH_Cowboy_Foresight.gif
|hitbox=YH_Cowboy_Foresight1HB.png
|hitbox=YH_Cowboy_Foresight1HB.png
|image2=YH_Cowboy_Teleport.png|caption=Shift
|hitbox2=YH_Cowboy_TeleportHB.png
|image3=YH_Cowboy_Rift.png|caption=Rift
|hitbox3=YH_Cowboy_RiftHB.png
|input=[[Image:YH_Icon_Foresight.png]][[Image:YH_Icon_Shift.png]][[Image:YH_Icon_Rift.png]]
|caption=
|caption2=
|name=Foresight
|name=Foresight
|input=[[Image:YH_Icon_Foresight.png]]
|data=
{{AttackData-YH-Special
|startup= 4
|active= 102
|firstactionable= 14
|proration= -
|airok= Yes
|description=
* Usable in Gun stance.
* Places an after-image somewhere on screen.
** Placement is restricted to be in front of Cowboy, and only slightly behind in neutral. This angle restriction changes to a diagonally downwards one while airborne.
*** An after-image can also be placed on Cowboy's location using the Sight toggle at any point, at the cost of 1 bar.
** The after-image, will ricochet any Bullets on contact, influenced by the DI wheel.
* While the after-image is active, Cowboy gains access to three toggles: Shift, Rift and Drift.
* The after-image will be destroyed if 102 frames pass, if either Cowboy or the after-image is hit by an opponent; or if Cowboy strays too far away.
Cowboy's set-up, mix, resourceless ranged threat, escape route, repositioning tool, blockstring lengthener, moveset expander, combo extender and general utility. Seriously. You '''WANT''' this out.
}}
}}
{{MoveData
|image=YH_Cowboy_ForesightRift.gif
|hitbox=YH_Cowboy_RiftHB.png
|input=[[Image:YH_Icon_Rift.png]]
|name= Rift
|data=
{{AttackData-YH-Special
|damage= 800
|startup= 6
|active= 1
|proration= 0
|frameadvantage= +11 (varies)
|blockadvantage= +0
|airok= Yes
|description=
* Toggle.
* Requires an after-image to be active.
* Rift implodes the after-image on frame 6 and spawns a brief, stationary hitbox.
** Activating Rift with any active Bullets in play, or while using Shoot will cause one to be launched out from the rift, the direction being controlled by the DI wheel.
}}
}}
{{MoveData
|image=YH_Cowboy_Telepatate.gif
|hitbox=YH_Cowboy_TeleportHB.png
|input=[[Image:YH_Icon_Shift.png]]
|name= Shift
|data=
{{AttackData-YH-Special
|damage=
|startup= 7
|active=
|proration= -
|airok= Yes
|proration = -
|description=
* Toggle.
* Requires an after-image to be active.
* Consumes an air option.
* Teleports Cowboy to the after-image on frame 7.
* Any simultaneous action will have 2 frames of startup removed.
Due to the 7 frame startup for Cowboy to teleport, and 2 less startup frames on any attack, this could be thought as delaying Cowboy's action by 5 frames.
}}
}}
{{MoveData
|input=[[Image:YH_Icon_Drift.png]]
|image=YH_Cowboy_ForesightDrift.png
|name= Drift
|caption= an aerial EEEEYAH!
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH-Special
  |damage= 800
  |damage= 800
  |startup= 3
  |startup= 6
  |active=
  |active= 1
  |guard=High
  |proration= 0
  |firstactionable= 11
  |frameadvantage= +11 (varies)
  |hitstun= 14
  |blockadvantage= +0
|proration=  
  |airok= Yes
  |blockadvantage=+0
  |description=
  |description=
* Air OK
* Costs 1 bar.
* Places a stain on the screen
* Toggle.
* While the stain is on screen Cowboy has access to three toggles: Shift, Rift and Drift
* Requires an after-image to be active.
** Shift Teleports Cowboy to the stain and delays whatever action they do at the same time by 5 frames (uses an air option if Cowboy is airborne). Teleports Cowboy on frame 7
* Allows access to aerial moves while grounded, and grounded moves while aerial, dependent on the after-image's position.
** Rift implodes the stain on frame 6 and spawns a stationary hitbox
** Only usable if the after-image is in the opposite grounded/aerial state as Cowboy. If Cowboy is aerial, the after-image must be grounded, and vice-versa.
** Activating Rift and using the Shoot Dodge[[Image:YH_Icon_ShootDodge.png]] and Shoot Gun[[Image:YH_Icon_Shoot.png]] Specials will cause the bullet to shoot from the stain instead of the portal. The direction of the shot can be controlled with the DI wheel
* Causes an explosion identical to Rift.
** The stain will also ricochet bullets passively
** Drift requires one bar of meter and allows you to use a grounded move or variant of a move while aerial (such as Impale, for an easy example), and vice versa. Note that in order to do this the stain needs to be either grounded or aerial (depending on which move category you intend to access) and will not be useable if you are on the same axis as the stain
* The stain will implode if: 100 frames pass, Cowboy or the stain is hit by an opponent, or leaves its range


Significantly increases the options at your disposal, and allows for some stylish combos.


* In addition, Cowboy has a Shift Toggle that allows him to place a stain on his position one frame into using any move. This costs one bar and can be useful for setting up either a Drift combo or any combo in general
  }}  
  }}
}}
}}


====<font style="visibility:hidden; float:right">Gun Throw</font>====
====<font style="visibility:hidden; float:right">Gun Throw</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_GunThrow.png
|image=YH_Cowboy_GunToss.gif
|hitbox=YH_Cowboy_GunThrowHB.png
|hitbox=YH_Cowboy_GunThrowHB.png
|input=[[Image:YH_Icon_GunThrow.png]]
|input=[[Image:YH_Icon_GunThrow.png]]
|image2=YH_Cowboy_ThrownGun.png
|caption2= A thrown gun.
|caption=
|caption=
|name=Gun Throw
|name= Gun Throw
|data=
|data=
  {{AttackData-YH
 
  |damage=800
  {{AttackData-YH-Special
  |startup=9
  |damage= 800, 1500
|active=
  |startup= 9
  |guard=High
  |guard=High
  |firstactionable=19
  |firstactionable= 16
|frameadvantage= +48
|blockadvantage= +0
|airok= Yes
  |description=
  |description=
* Recoils up and shoots a bullet if it hits
* Causes Cowboy to lose access to Quick Draw, Gun Throw and Lasso until the gun comes back
* Three available angles to throw at, plus flipping.
* The gun projectile is totally independent to cowboy
* Is tethered, and naturally tries to return to Cowboy.
* Recoils upwards on hit, following up with a shot if it hits on the way out, consuming a Bullet.
** The follow up shot causes wallsplat.
** Will not shoot while reeling back in, either naturally or through the use of Gun Pull.
* Causes Cowboy to gain access to Gun Pull, but loses Quick Draw, Gun Throw and Lasso until the gun returns.
* Hitting Cowboy causes the gun to lose its hitbox until Gun Pull is used, or the gun is thrown again.
* Unparriable.
* Causes a hard knockdown.
 
Extends blockstrings, controls space, and allows for some saucy combos, at the cost of temporary access to Cowboy's beloved gun, and thus, the ability to Shoot.


The gun has the lasso tied to it, causing it to go back to you like a boomerang, useful for a lot of things such as:
The continuous natural pull will accelerate the gun increasingly swiftly in the direction towards Cowboy, covering increasingly more space. Combined with Teleport, Foresight, or even Impale, can cause the gun to take unusual paths.
 
}}
}}
 
{{MoveData
|name= Gun Pull
|image=YH_Cowboy_GunPull.png
|hitbox=YH_Cowboy_GunPullHB.png
|input=[[Image:YH Icon Pull.png]]
|data=
 
{{AttackData-YH-Special
|damage= 800
|startup= 4
|guard=High
|firstactionable= 14
|frameadvantage= +38
|blockadvantage= +0
|airok= Yes
|description=
* Only usable while the gun is thrown.
* Rapidly reels Cowboy's gun back in.
* Reactivates the gun's hitbox.
* Unparriable.
 
A move used to return the gun to your hands, add some extra speed, and space coverage to it, or to even swing it around you like a flail!
 
Hitting the opponent with a Gun Throw that triggers the Bullet follow up, and then hitting them again with Gun Pull will cause the gun to ignore the tether until it touches the ground, or Gun Pull is used again.


* Block strings
The gun cannot be parried, so if you throw it behind the opponent it will go back in their direction, and as it accelerates it will be harder to avoid it forcing them to block
* Neutral control
If you and your opponent are in the long range, throwing you gun forward prevents them from running in your direction, but now you have lost your ability to shoot, so it is kinda useless if you don't have a Temporal Round already set up
* Comboing
It can be a great combo extender because of the shoot it does after a successful hit, that does 30 frames of hitstun
  }}
  }}
}}
}}


===Supers===
===Supers===
{{YomiHustleFrameAdvantage}}
====<font style="visibility:hidden; float:right">Teleport</font>====
{{MoveData
|image=YH_Cowboy_Telepatate.gif
|hitbox=YH_Cowboy_TeleportHB.png
|input=[[Image:YH_Icon_Teleport.png]]
|caption= For holding forward with maximum efficiency
|name=Teleport
|data=
  {{AttackData-YH-Movement
|movementstartsat= 7
|firstactionable= 13
|consumesairoption= Yes
|description=
* Costs 1 bar.
* Always interruptible when the opponent is able to act.
* Grab invuln frames 1-5.
* Full invuln frames 6-8.
The strongest combo glue you've ever seen! Also a way to quickly reposition at the cost of 1 bar of meter, either to escape a bad location or situation, or even to approach.
}}
}}


====<font style="visibility:hidden; float:right">Temporal Round</font>====
====<font style="visibility:hidden; float:right">Temporal Round</font>====
Line 783: Line 1,069:
|image=YH_Cowboy_TemporalRound.png
|image=YH_Cowboy_TemporalRound.png
|hitbox=YH_Cowboy_TemporalRoundHB.png
|hitbox=YH_Cowboy_TemporalRoundHB.png
|image2=YH_Cowboy_TemporalBullet.png
|hitbox2=YH_Cowboy_TemporalBulletHB.png
|input=[[Image:YH_Icon_TemporalRound.png]]
|input=[[Image:YH_Icon_TemporalRound.png]]
|caption= wait for iiiiittt . . . BANG!
|caption= wait for iiiiittt . . . BANG!
|caption2= A temporal round.
|name=Temporal Round
|name=Temporal Round
|data=
|data=
  {{AttackData-YH
  {{MoveData-YH-Super
  |damage=700
  |damage= 1200
  |startup=5
  |startup= 5
  |active=
  |active= 53/20 (fast)
  |guard=High
  |guard= High
  |firstactionable=10
  |firstactionable= 10
  |hitstun=
  |frameadvantage= +19
  |proration=  
  |proration= 0
  |blockadvantage=+2
  |blockadvantage= +2
|airok= Yes
|supercost= 2
  |description=  
  |description=  
* Costs 1 bar
* Air OK
* DOES NOT cost a Bullet.
* Can only be done after Quickdraw
* Only usable in Gun stance.
* Bullet stays in place with no hitbox for 67 frames, then fires a projectile similar to a normal bullet
* Shoots out a stationary bullet, which will automatically fire after 53 frames.
* DOES NOT cost a bullet
** Fast toggle causes the bullet to automatically fire after 20 frames.
* The velocity and the size of the bullet falls off with distance
** The stationary Temporal Round will become fully invulnerable 3 frames before firing.
* Wall splats and causes HK
* Bullet velocity, damage, hitstun and size falls off over time.
* You can choose to turn on a switch to make it fires at 24 frames instead of 67
** An additional 15% damage and hitstun is lost with each ricochet, but refreshes the hitbox.
* The bullet doesn't hit cowboy until it bounces at least once
* The Bullet will not hit its owner, and ignores all hitboxes.
* The direction of the bullet is controlled with the DI wheel
** The owner is determined by whoever fired the Bullet, including if an opponent hits it.
* The shot comes out early if the temporal round gets hit. You can hit it yourself to try and catch your opponents off-guard
* The direction the Bullet is fired in is controlled by the DI wheel, but will automatically fire towards the opponent if no DI is set. (Right Click on the DI wheel.)
* The shot will fire prematurely if the Temporal Round is hit by a melee attack.
** Any attack that connects with the frozen round will be automatically Free Cancelled.
* DOES NOT disappear when the Cowboy is hit.
* Pushblock freezes the Bullet for 10f.
* Adds temp toggle to Shoot, firing the Temporal Round after using Shoot.
* Wall splats.
* Ground bounces.
* Causes hard knockdown.
 
All the goodness a normal Bullet provides, with even more benefits! After a short, interruptible delay, fires out a Bullet to aid in restricting your opponents options, blockstrings, combos, okizeme, and can even get you out of combos.
 
The stationary bullet is always set towards your opponent, even if you try to flip it.
 
  }}
  }}
}}
}}
Line 813: Line 1,117:
====<font style="visibility:hidden; float:right">1000Cuts</font>====
====<font style="visibility:hidden; float:right">1000Cuts</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_1KCuts1.png
|image=YH_Cowboy_1000cutsA.gif
|hitbox=YH_Cowboy_1KCuts1HB.png
|image2=YH_Cowboy_1KCuts2.png
|hitbox2=YH_Cowboy_1KCuts2HB.png
|image3=YH_Cowboy_1KCuts3.png
|hitbox3=YH_Cowboy_1KCuts3HB.png
|input=[[Image:YH_Icon_1000Cuts.png]]
|input=[[Image:YH_Icon_1000Cuts.png]]
|caption=
|caption= the 1000 cuts in question:
|name=1000 Cuts
|name= 1000 Cuts
|data=
 
{{MoveData
|image=YH_Cowboy_1KCuts3.png
|hitbox=YH_Cowboy_1KCuts3HB.png
|caption= Hit 1
|image2=YH_Cowboy_1KCuts1.png
|hitbox2=YH_Cowboy_1KCuts1HB.png
|caption2= Hit 2
|image3=YH_Cowboy_1KCuts2.png
|hitbox3=YH_Cowboy_1KCuts2HB.png
|caption3= Hit 3
|name= 1000 Cuts
|data=
|data=
  {{AttackData-YH
 
  |damage=500
  {{MoveData-YH-Super
  |startup= 6
  |damage= 500
  |active=2; every tick
  |startup= 5
  |active= 2, 2, 2...
  |guard= Low/High/High
  |guard= Low/High/High
  |firstactionable= 12
  |firstactionable= 12
  |hitstun=
  |frameadvantage= +9 (variable)
  |proration=  
  |proration= 0
  |blockadvantage=+1
  |blockadvantage=+1
|airok= Yes
|supercost= 3
  |description=
  |description=
* Requires 3 bars, slowly drains your meter over time
* Install Super that lasts for 145 frames; disappears when Cowboy is hit
* Cycles between a low tick and 2 high ticks
* Air OK
* Destroys some projectiles on contact
* Has 7 frame gaps in between every tick
* Can be ended early with Fatal Cut or Time Splitter
A powerful tool, especially when used in tandem with evasive movement options like Teleport or roll since the swords can still hit while you're invincible.
}}


{{AttackData-YH
* Usable in gun stance
|version=1k: Fatal Cut
* Counts as a projectile.
  |damage=900
* Install Super with a duration of 145 frames, or until Cowboy is hit.
  |startup=
** Grounded movement speed is increased significantly, and a wall of cuts will automatically slash, and cover the space in front of Cowboy.
  |active=
*** The slashes can hit projectiles in front of Cowboy, but won't destroy them.
  |guard=
* Visibly cycles through a low hit, a high hit, and then a horizontal.
** The horizontal slash will launch the opponent.
* Has 7 frame gaps in between every hit.
* Using Teleport or Impale will automatically cancel 1000 Cuts.
* Allows access to Fatal Cut and Time Splitter.
 
A really expensive option for higher ground movement and two new supers. Can be tricky to utilize, due to Teleport and Impale cancelling 1000 Cuts.
Using Izuna Drop with 1000 Cuts active is not advised, as the opponent can sometimes escape hitstun much earlier than intended, leaving Cowboy vulnerable.
 
Can be used alongside Dodge to attack while invulnerable, or other movement options such as Dash or Shift.
 
}}
}}
 
{{MoveData
|input=[[Image:YH_Icon_FatalCut.png]]
|image=YH_Cowboy_FatalCut.png
|hitbox=YH_Cowboy_FatalCutHB.png
|caption=
|name= Fatal Cut
|data=
 
{{MoveData-YH-Super
  |damage= 900
  |startup= 5
  |active= 2
  |guard= High
  |firstactionable= 20
  |firstactionable= 20
  |hitstun=
  |frameadvantage= +24, Infinite if aerial
  |proration=  
  |proration= 0
  |blockadvantage= -2
  |blockadvantage= -2
|airok= Yes
|supercost= 0
  |description=
  |description=
*Requires 1000 Cuts to be active
* Costs 1 bar and will remove 1000 cuts upon use
* Requires 1000 Cuts to be active.
*Air OK
* Removes 1000 cuts on use.
}}
* Does not hitcancel.
* Causes soft knockdown.
 
An incredibly expensive, but fast, decent range poke with a fair amount of hitstun. If hit on an aerial opponent, they'll be put into hitstun until they hit the ground, letting you do whatever you want.
 
}}
}}
 
{{MoveData
|input=[[Image:YH_Icon_TimeSplitter.png]]
|image=YH_Cowboy_TimeSplitter.png
|hitbox=YH_Cowboy_TimeSplitterHB.png
|caption=
|name= Time Splitter
|data=


{{AttackData-YH
{{MoveData-YH-Super
|version=1k: Time Splitter
  |damage= 1450
  |damage=1450
  |startup= 6
  |startup=
  |active= 2
  |active=
  |guard= High
  |guard= 2
  |firstactionable= 76
  |firstactionable= 76
  |hitstun=
  |frameadvantage= Infinite
  |proration=  
  |proration= 0
  |blockadvantage=2
  |blockadvantage= +2
|airok= Yes (requires air option)
|supercost= 1
  |description=
  |description=
*Requires 1000 Cuts to be active
*Costs 1 bar and will remove 1000 cuts on use
* Requires 1000 Cuts to be active.
*Air OK
* Removes 1000 cuts on use.
Teleport to a place within range, a sweeping barrage of cuts trailing you. High commitment and is easy to block/dodge due to its long startup time, so be careful using this move
* Teleports frame 5, and has full invuln.
* Each slash lasts for 2 frames, and hits every frame, one after another, in a line behind Cowboy.
* Unable to be Free Cancelled.
* Spikes the opponent downwards on hit.
 
Teleport to a place within range, a sweeping barrage of cuts trailing you. Reasonably threatening at around round start spacing, but is even more committal than Ninja's Uppercut. If this misses, you DIE.
 
Hard to Parry, as the timing varies based on where Cowboy teleports to; but you might want to reconsider burning 4 bars on a blockstring.
 
 
  }}
  }}
}}
}}
}}


====<font style="visibility:hidden; float:right">Taunt</font>====
====<font style="visibility:hidden; float:right">Taunt</font>====
{{MoveData
{{MoveData
|image=YH_Cowboy_Hustle.png
|image=YH_Cowboy_GunTrick.gif
|hitbox=YH_Cowboy_HustleHB.png
|hitbox=YH_Cowboy_HustleHB.png
|caption=I am the gun
|caption=I am the gun
Line 886: Line 1,245:
|data=
|data=
  {{AttackData-YH
  {{AttackData-YH
  |damage=200
  |damage= 200
  |startup=24
  |startup= 22
  |active=2
  |active= 2
  |guard=High
  |guard= High
  |firstactionable=61
  |firstactionable= 61
  |hitstun=30
  |frameadvantage= 30
  |blockadvantage=+0
  |blockadvantage= +0
  |description=
  |description=
* Builds 1 bar of super on frame 45
Useful to pressure your opponent into approaching, or to build meter after a combo when your opponent is in a lot of hitstun or if they are far away. It also has a hitbox, which makes it an incredible BM tool if you can fit it into a combo
* Builds 1 bar of super on frame 45.
* Always interruptible when the opponent is able to act.
* Usable in Gun stance, but only while lacking initiative.
 
Useful to pressure your opponent into approaching, or to build meter while your opponent is an excessive amount of hitstun, while also working as a check against Super Dash from both Ninja and Wizard.
 
Counts as an attack, and builds a fair amount of meter on use as a result; even for only a single frame. Some additional bonus meter is gained if used forwards, due to Cowboy advancing very slightly.


Due to it being cancellable into anything, this can also be used similarly to Robot's Step, as a weighted 50/50 on reset or (hard)knockdown, as long as you have the time to set it up
This can occasionally be routed into for a chunk of frame advantage while sacrificing damage, while also being possible to use similarly to Robot's Step; as a weighted 50/50 on reset or (hard)knockdown, as long as you have the time to set it up.


  }}
  }}

Latest revision as of 20:38, 18 June 2024

Profile

Cowboy has incredible consistency, for better, and for worse, possessing good reach, high damage, a generous sprinkling of disjoints, and enough ricocheting Bullets to make an ocelot jealous, Cowboy has some fantastic tools to continue pushing advantage once you've got it, but can struggle to turn things around if you lose it.

Strengths Weaknesses
  • Swordmaster: Cowboy sports fairly strong neutral options, with attacks possessing large range, and high damage, as well as one of the best anti-airs in the game in YH Icon BackSlash.png Backslash. If you can force the opponent to play on your terms, and respect your buttons, you can push Cowboy's advantages to the maximum.
  • Disjoints: Cowboy's sword allows him access to a significant amount of disjoint on almost all of his attacks, letting him safely threaten buttons where some other characters might not have many safe options, or even any at all; in addition to giving Cowboy plenty of space to make his attacks Burst safe.
  • Gunslinger: Cowboy's gun can almost play neutral and do setplay for him. YH Icon Shoot.png Shoot already threatens a massive range incredibly quickly, and a hard knockdown, on top of that. Cowboy also has access to various ways of manipulating his Bullets through ricochets, YH Icon Foresight.png Foresight, and YH Icon Rift.png Rift, with YH Icon TemporalRound.png Temporal Round furthering more Bullet shenanigans. Bullets grant Cowboy a near endless amount of options for blockstings, pokes, zoning, traps, pressure, combo extensions, combo breakers and even more multi-purpose setups. It even allows cancelling most of your sword normals into Gun Stance, as long as you have at least one Bullet.
  • Teleports: YH Icon Teleport.png Teleport and YH Icon Foresight.png Foresight grants Cowboy nearly unmatched repositioning and area control compared to the rest of the cast, allowing for tricky escapes, impressive threat range in neutral, and incredibly consistent combo routes, as long as Cowboy has the Meter, or the time to set it up.
  • Straightforward Threats: Cowboy can threaten a lot of overall space with his sword, but singular moves can only cover a small portion of that. Cowboy often lacks multiple good overlapping options inside of his range, making attacks easier to predict, and avoid. Cowboy also lacks any OTG options, making soft knockdown okizeme harder to safely perform, and possesses only a single meterless low.
  • Trouble Approaching: Unlike Wizard or Ninja, who have several projectiles that continually threaten space after use, Cowboy has a constant commitment to actions, using YH Icon CowboyDash.png Dash to get around Cowboy's slow movement speed, setting up YH Icon Foresight.png Foresight or attacking, trying to play keep-out, Cowboy has to make tradeoffs, as YH Icon Foresight.png Foresight doesn't often remain useful for many turns, struggling with maintaining threat, and restricting the opponent's options as Cowboy makes an approach. Due to this, the opponent often gets to dictate the pace of the match once Cowboy is on the backfoot, a state Cowboy struggles turning around.
  • Struggles at Close Range: While not lacking a 4f Jab like Wizard does, Cowboy lacks any fast buttons to cover the distance between YH Icon Pommel.png Pommel and YH Icon HSlash.png Horiz. Slash, and lacks a way to effectively run away and maintain spacing, as YH Icon Foresight.png Foresight, YH Icon Teleport.png Teleport and YH Icon CowboyDash.png Dash cannot be used to retreat very far, and crossing through an opponent might backfire, putting you even closer. Cowboy is either near glued to the spot he occupies, or struggling to make meaningful threats while moving, and starts to fold to pressure, especially when faced with heavy rushdown, such as against Mutant.
  • Bullet Reliant: Bullets are incredible, absolutely fantastic, but unfortunately, Cowboy didn't bring any extra; you are stuck with 6 Bullets. They are only enough if you can make them enough, and wasting even a single one can feel very punishing. Without them, Cowboy loses access to Draw Cancelling, hard knockdowns, YH Icon Foresight.png Foresight loses its Bullet manipulating utility, approaching becomes even harder, and he becomes more reliant on riskier, less rewarding strategies.
  • Meter Reliant: Teleport glues your combos and neutral movement together, along with YH Icon TemporalRound.png Temporal Round allowing access to passive, delayed defense and offense. Without Meter, Cowboy has to deal with restrictive movement, a reliance on YH Icon Foresight.png Foresight, and his limited quantity of Bullets to start meaningful offense.

Move List

Movement

Walk

Walk
YH Icon Dash.png
YH Cowboy Shuffle.gif
YH Cowboy WalkHB.png
a leisurely stroll
a leisurely stroll
Movement Starts At Consumes Air Option First Actionable
2 No 10-15
  • Always interruptible when the opponent is able to act.
  • IASA scales based on distance in neutral, but is always 8 in combos.
  • "auto" toggle will cause Cowboy to turn around mid dash to always be advancing towards the opponent.

The slowest of all dashes, granting the least distance and speed out of the rest of the cast. Not all downsides, as it allows for very minute adjustments in positioning.

Toggle Hitboxes
Toggle Hitboxes

Back Walk

Back Walk
YH Icon DashBack.png
YH Cowboy Shuffle.gif
YH Cowboy WalkHB.png
footsies!?
footsies!?
Movement Starts At Consumes Air Option First Actionable
2 No 11
  • Always interruptible when the opponent is able to act.
  • Does not become actionable if the opponent uses forward movement.
  • Grab immune frames 1-7.
Toggle Hitboxes
Toggle Hitboxes

Dash

Dash
YH Icon CowboyDash.png
YH Cowboy Dash.png
YH Cowboy DashHB.png
Will get you over some lows and mids
Will get you over some lows and mids
YH Cowboy AirDash.png
YH Cowboy AirDashHB.png
Movement Starts At Consumes Air Option First Actionable
1 No 10
  • Air OK.
  • Always interruptible when the opponent is able to act.
  • Projectile invuln frames 0-4 with initiative.

Fairly fast for a movement option, and can hop over lows.

Toggle Hitboxes
Toggle Hitboxes

Super Dash

Super Dash
YH Icon SuperDash.png
YH Cowboy SuperDash.png
YH Cowboy SuperDashHB.png
very anime
very anime
Movement Starts At Consumes Air Option First Actionable
8 No 22
  • Always interruptible when the opponent is able to act.

Cowboy takes a big hop forward, similar to his dash. Diferent to the rest of the cast, cowboy's super dash has very little charge time, making it a great way to close distance with out using meter

Toggle Hitboxes
Toggle Hitboxes


Jump

Jump
YH Icon Jump.png
YH Cowboy Jump.png
YH Cowboy JumpHB.png
Movement Starts At Consumes Air Option First Actionable
2, 5 (jumping backwards) Yes (if used in air) 10-15
  • Short jumps are 10f to act.
  • Grounded large jumps are 12f to act, but are upped to 15f if jumping straight up or backwards.
  • In the air, large jumps are always 11f.
  • Always interruptible when the opponent is able to act.
  • Backwards movement does not become actionable if the opponent uses forward movement.
Toggle Hitboxes
Toggle Hitboxes

Super Jump

Super Jump
YH Icon SuperJump.png
YH Cowboy SuperJump.png
YH Cowboy SuperJumpHB.png
Movement Starts At Consumes Air Option First Actionable
5 No 13
  • Interruptible when the opponent is able to act, after jumpsquat.
  • Can only be manually aimed if the opponent is in hitstun.
Toggle Hitboxes
Toggle Hitboxes

Spot Dodge

Spot Dodge
YH Icon SpotDodge.png
YH Cowboy Telepatate.gif
YH Cowboy SpotDodgeHB.png
Movement Starts At Consumes Air Option First Actionable
- Yes 11
  • Air OK.
  • Grab Invuln frames 1-4.
  • Invuln frames 5-7.

A very niche option, Cowboy teleports on the spot, dodging grabs, certain attacks and slightly modifies your momentum, no initiative needed! Using more dedicated counters is generally preferred, such as Downward Cleave vs grabs, or Pommel against 5f+ attacks, but is very occasionally the option you want to go for.

Toggle Hitboxes
Toggle Hitboxes

Grounded Normals

* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.

Pommel

Pommel
YH Icon Pommel.png
YH Cowboy Pommel.png
YH Cowboy PommelHB.png
The closest you can get to a 5P in YH
The closest you can get to a 5P in YH
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400 4 2 14 +12 High 2 -1
  • Can be chained into itself repeatedly.
  • Spikes air opponents and ground bounces on the launching hit.

Important tool for close range RPS and to beat whiff cancels, your fastest button. Also useful for stabilizing combos if you have low frame advantage.

Toggle Hitboxes
Toggle Hitboxes

Horiz. Slash

Horiz. Slash
YH Icon HSlash.png
YH Cowboy HorizontalSlashH.gif
YH Cowboy HSlashF1HB.png
YH Cowboy HorizontalSlashUp.gif
YH Cowboy HSlashF2HB.png
Upwards Version
Upwards Version
YH Cowboy HSlashU1HB.png
YH Cowboy HSlashU2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000 6, 8 2, 2 16 +13 High 1 +0
  • Has a shockwave hitbox that comes out 2 frames after the sword.
  • The up-angled version has an extra frame of hitstun, and is considered a separate move for hitstun scaling.
  • Draw Cancellable.

Fast and long ranged, but has a relatively thin hitbox and low hitstun. Risky to contest at round start distance.

Toggle Hitboxes
Toggle Hitboxes

Vert. Slash

Vert. Slash
YH Icon VSlash.png
YH Cowboy VerticalSlash.gif
YH Cowboy VertSlashHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1150 11 2 19 +35 High 0 +3
  • Causes ground bounce on a grounded opponent, or spikes an aerial one.
  • Startup is reduced to 9f, and is actionable frame 17 with initiative.
  • Draw Cancellable.
Toggle Hitboxes
Toggle Hitboxes

Upward Swipe

Upward Swipe
YH Icon UpwardSwipe.png
YH Cowboy UpSwipe.gif
YH Cowboy USwipeHB.png
Looks like a DP. Is not a DP
Looks like a DP. Is not a DP
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
700 8 4 23 +32 High 0 +1 Yes
  • Propels Cowboy upwards significantly while grounded, and a fair amount whilst aerial.
    • The inherent momentum granted from the aerial version decays from use in combos.

Can be useful for calling out some aerial options from approaching opponents, stalling in the air, and has plenty of hitstun during a combo.

Toggle Hitboxes
Toggle Hitboxes

Stinger

Stinger
YH Icon Stinger.png
YH Cowboy Stinger1.png
YH Cowboy Stinger1HB.png
round start flip draw cancel stinger is my favorite opener
round start flip draw cancel stinger is my favorite opener
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 11 2 21 +42 High (Guardbreak) -1 (1 on Guardbreak) +0
  • Draw Cancellable.
  • Wallsplats.
  • Causes soft knockdown.

Sometimes useful as a movement option due to the forward lunge, allowing escapes from certain situations, or to reposition into gun stance.

Grants significant corner carry, but is somewhat weak to DI diagonally down/away if Stinger hits near the end of its range, a weakness removed in the corner.

Can be looped into itself with the use of Foresight/Teleport.

Toggle Hitboxes
Toggle Hitboxes

Ankle Cutter

Ankle Cutter
YH Icon AnkleCutter.png
YH Cowboy AnklCutter.gif
YH Cowboy ACutterHB.png
"Round start low disjoint?"
"Round start low disjoint?"
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
810 7 2 18 15 Low - +0
  • Draw Cancellable.
  • Slightly pulls the opponent closer on block.
  • Shortens Cowboy's hitbox very slightly.

Cowboy's only meterless low, and is effectively +2 on block due to that. If your opponent ever decides to block low, it's a read to parry this.

Generally, Horiz. Slash is preferred in neutral, as Ankle Cutter comes out slower, deals less damage, and is beaten by many of the same options that would beat Horiz. Slash, but has some use in blockstrings and combos due to its knockback direction/pull, and for Burst safe combo routes.

Toggle Hitboxes
Toggle Hitboxes

Downward Cleave

Downward Cleave
YH Icon DownwardCleave.png
YH Cowboy DownCleave.gif
YH Cowboy DCleaveHB.png
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
630 12 4 19 +11 High 0 +2
Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 9 Until Landing On Landing + 4 +15 High 0 +2
  • Grounded version is airborne frame 3.
  • Causes a soft knockdown on aerial opponents.
  • Draw cancellable.

Hops over grabs and lows in neutral, and even over certain highs.

Toggle Hitboxes
Toggle Hitboxes

Throw

Grab
YH Icon Grab.png
YH Cowboy Grab.png
YH Cowboy GrabHB.png
You're landing this after tp aren't you?
You're landing this after tp aren't you?
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1500 3 (6, dash) 3 (2, dash) 16 (19, dash) - Throw 2 - Yes
  • Universal throw.
  • Causes soft knockdown.
  • Not free cancellable.
  • With dash toggled, forward momentum starts on frame 2.


Weak to DI down, but still grants soft knockdown pressure. If the opponent doesn't DI down, a grounded grab can sometimes lead into a combo, or free set-up time.

Toggle Hitboxes
Toggle Hitboxes

Pistol Whip

Pistol Whip
YH Icon PistolWhip.png
YH Cowboy PistolWhip.png
YH Cowboy PistolWhipHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1280 11 3 18 +24 High (Guardbreak) 0 (1 on Guardbreak) +1 Yes
  • Usable grounded while in Gun stance, or at anytime while airborne.
  • Draw cancellable.

Effectively replaced Cowboy's noninteractive aerial grab loops. Due to throw forwards and throw downwards being identical, Pistol Whip functionally acts as a down throw used to in a combo, except against DI down.

Can sometimes catch opponents trying to avoid bullets and attack with projectile invulnerability.

Toggle Hitboxes
Toggle Hitboxes

Aerials

* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.

Horiz. Slash

Horiz. Slash (air)
YH Icon HSlash.png
YH Cowboy HorizontalSlashAir.gif
YH Cowboy AirHSlashHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 6 4 19 +17 High 0 +1
  • Propels Cowboy forward.
  • Draw Cancellable.

A fast move with good range thanks to its forward movement. Sometimes useful as a last resort air movement option.

Toggle Hitboxes
Toggle Hitboxes

Vert. Slash

Vert. Slash (air)
YH Icon VSlash.png
YH Cowboy VAirSlash.gif
YH Cowboy AirVSlashHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 5 2 18 16 High 1 +1
  • Draw Cancellable.

Cowboy's fastest aerial outside of grab, with decent coverage to boot. Also Cowboy's main restand tool.

Toggle Hitboxes
Toggle Hitboxes

Specials

Lightning Slice

Lightning Slice
YH Icon LightningSlice.png
YH Cowboy LightSlice.gif
YH Cowboy LSliceHB.png
YH Cowboy LightSliceAtk.gif
Neutral Skip Detected
Neutral Skip Detected
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1100 9 1 22 +15 High 0 +1 Yes
  • Can be cancelled into itself, but loses the ability to be freely aimed.
    • The follow-up has 5f of startup, but only grants +10 frame advantage.
  • In combos, Lightning Slice grants +20 frame advantage.
Toggle Hitboxes
Toggle Hitboxes

Impale

Impale
YH Icon Impale.png
YH Cowboy ImpaleA.gif
YH Cowboy ImpaleHB.png
nothing personnel, kid
nothing personnel, kid
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
500+1500 13-21 4 41 Infinite High (Guardbreak) 2 -4 No
  • Punishable on block.
  • Startup increases with distance from the opponent.
  • Teleports on frame 7.
  • Second hit has Minimum Damage 600
  • Causes soft knockdown.
  • Not free cancellable.

In older versions this move could be free canceled, making it one of the best (and fastest) ways to close distance. Today, it can only be used for hard reads such as punishing neutral setplay, or to be used as a combo ender.

Toggle Hitboxes
Toggle Hitboxes

BackSlash

BackSlash
YH Icon BackSlash.png
YH Cowboy BackSlash!.gif
YH Cowboy BackSlash1HB.png
HUGE hitbox goes brrrrrr
HUGE hitbox goes brrrrrr
YH Cowboy BackSlash3HB.png
YH Cowboy BackSlash2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
500, 600 5, 7 2, 3 35 +38 (2nd hit) High 0 +0 No
  • Has a frame 9 sweetspot that deals 1300 damage.
  • First hit is punishable on block.
  • Swiftly propels Cowboy backwards a decent distance.

Cowboy's dedicated anti-air button, covering an absolutely massive area. Can be surprisingly hard to beat on the ground if spaced correctly.

Toggle Hitboxes
Toggle Hitboxes

3Combo

3 Combo
YH Icon 3Combo.pngYH Icon 3ComboDown.png
YH Cowboy TripleAssSmacker.gif
YH Cowboy 3ComboU1HB.png
YH Cowboy TripleAssSmackerDown.gif
YH Cowboy 3ComboU2HB.png
YH Cowboy 3ComboU3HB.png
YH Cowboy 3ComboD1HB.png
YH Cowboy 3ComboD2HB.png
YH Cowboy 3ComboD3HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
400, 400, 1600 8, 4, 11 2, 2, 3 38 +34, +25, +30 High 0 +2 Yes (requires air option)
  • Downwards version is air only.
  • Last hit has min damage 500.
  • The last hit is your highest damage option besides Izuna Drop, but it's easy to DI out of if the first two hits connect.
  • Known as "triple_ass_smacker" in the game files
Toggle Hitboxes
Toggle Hitboxes

Quickdraw

Gun Stance
YH Cowboy AmmoVisualiser.gif
Six bullets. More than enough to kill anything that moves.
Six bullets. More than enough to kill anything that moves.
Quickdraw
YH Icon Quickdraw.png
YH Cowboy GunSpin.gif
YH Cowboy QuickDrawHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- 12 - 12 - - 0 - Yes
  • Enters Gun stance
  • Draw toggle reduces recovery on eligible attacks down to as little as 6f.
Toggle Hitboxes
Toggle Hitboxes
Shoot
YH Icon Shoot.png
YH Cowboy ShootPistol.gif
YH Cowboy ShootGunHB.png
Shoot
Shoot
YH Cowboy Bullet.png
YH Cowboy BulletHB.png
A bullet.
A bullet.
YH Cowboy ShootHit.png
YH Cowboy SelfBulletHB.png
Self-Hit Hitbox
Self-Hit Hitbox
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1300-1000 4 58 10 +21 High 0 +2 Yes
  • Only usable in Gun stance.
  • Consumes a Bullet.
  • Shoots an incredibly fast, unparriable, ricocheting projectile.
  • Angle can be adjusted.
  • Bullet velocity, damage, hitstun and size falls off over time.
    • An additional 15% damage and hitstun is lost with each ricochet, but refreshes the hitbox.
  • Cowboy gains a hitbox if shot by his own bullet.
  • DI affects the Bullet's ricochet angle off of foresight, rift, attacks, and the ground.
  • Repeated shots increase the first actionable frame to 11.
  • Pushblock freezes the Bullet for 10f.
  • Wallsplats.
  • Groundbounces.
  • Causes a hard knockdown.

Words cannot overstate just how much space Shoot covers. This bullet is fast, damaging, highly controllable, and very threatening due to the hard knockdown. The bullet itself can be attacked to redirect it, affected by DI.

Toggle Hitboxes
Toggle Hitboxes
Shoot Dodge
YH Icon ShootDodge.png
YH Cowboy ShootDodge.gif
YH Cowboy ShootDodgeHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1300-1000 4 - 21 +6 High 0 +2 Yes (requires air option)
  • Only usable in Gun stance.
  • Consumes a Bullet.
  • Full invuln frames 4-13.
  • Angle can be adjusted.
  • Functions identically to Shoot, except with brief invulnerability at the cost of much longer recovery.
Toggle Hitboxes
Toggle Hitboxes
Point Blank
YH Icon PointBlank.png
YH Cowboy ShootPistol.gif
YH Cowboy PointBlankHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1400 4 5 12 +25 High 0 +2 Yes
  • Only usable in Gun stance.
  • Consumes a Bullet.
  • Angle can be adjusted.
  • Unparriable.
  • Does not hitcancel.

Quick, and with incredibly high damage and hitstun. Beats almost every option in range, and any trades are usually in your favour; only beaten by moves that outspeed, or outrange it.

Also counts as a melee strike, meaning projectile invuln won't work on this. Has a fairly precise hitbox, and will need to be angled slightly to prevent it from being low profiled.

Toggle Hitboxes
Toggle Hitboxes
Holster
YH Icon Holster.png
YH Cowboy SlowHolster.gif
YH Cowboy HolsterHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- 13 - 13 - - 0 - Yes
  • Only usable in Gun stance.
  • Exits Gun stance.
  • Both a move, and a toggle.

Exists just in case you mess up and pull the gun out at a bad time. Using the holster toggle for Shoot and Point Blank speeds up holster, taking effect frame 10 and frame 12, respectively.

Toggle Hitboxes
Toggle Hitboxes

Lasso

Lasso
YH Icon Lasso.pngYH Icon IzunaDrop.pngYH Icon Pull.png
YH Cowboy LassoAttack.gif
YH Cowboy Lasso1HB.png
YH Cowboy Lasso1.png
Lasso Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- 9 46 21 - High 0 +1 Yes
  • Projectile spawns frame 8.
  • Enters Lasso stance on hit.
  • Parrying the lasso yanks it, and forces Cowboy to roll forwards.
  • After 21f, becomes always interruptible when the opponent is able to act.
Izuna Drop Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1950 - - On Landing + 42 +0 - 0 - Yes
  • Only usable in Lasso stance.
  • Minimum Damage 900
  • Full invuln after leaving the ground.

High damage combo ender, but sacrifices all advantage and oki while leaving you full screen away for it.

Pull Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
700 13 1 20 +27 - 0 - Yes
  • Only usable in Lasso stance.
  • Angle can be adjusted.
  • The lassoed opponent is pulled in the direction chosen, while Cowboy is pulled in the opposite.
  • Causes a soft knockdown.

A strong combo extender, as long as Lasso can connect.

Toggle Hitboxes
Toggle Hitboxes

Foresight

Foresight
YH Icon Foresight.png
YH Cowboy Foresight.gif
YH Cowboy Foresight1HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- 4 102 14 - - - - Yes
  • Usable in Gun stance.
  • Places an after-image somewhere on screen.
    • Placement is restricted to be in front of Cowboy, and only slightly behind in neutral. This angle restriction changes to a diagonally downwards one while airborne.
      • An after-image can also be placed on Cowboy's location using the Sight toggle at any point, at the cost of 1 bar.
    • The after-image, will ricochet any Bullets on contact, influenced by the DI wheel.
  • While the after-image is active, Cowboy gains access to three toggles: Shift, Rift and Drift.
  • The after-image will be destroyed if 102 frames pass, if either Cowboy or the after-image is hit by an opponent; or if Cowboy strays too far away.

Cowboy's set-up, mix, resourceless ranged threat, escape route, repositioning tool, blockstring lengthener, moveset expander, combo extender and general utility. Seriously. You WANT this out.

Toggle Hitboxes
Toggle Hitboxes
Rift
YH Icon Rift.png
YH Cowboy ForesightRift.gif
YH Cowboy RiftHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
800 6 1 - +11 (varies) - 0 +0 Yes
  • Toggle.
  • Requires an after-image to be active.
  • Rift implodes the after-image on frame 6 and spawns a brief, stationary hitbox.
    • Activating Rift with any active Bullets in play, or while using Shoot will cause one to be launched out from the rift, the direction being controlled by the DI wheel.
Toggle Hitboxes
Toggle Hitboxes
Shift
YH Icon Shift.png
YH Cowboy Telepatate.gif
YH Cowboy TeleportHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- 7 - - - - - - Yes
  • Toggle.
  • Requires an after-image to be active.
  • Consumes an air option.
  • Teleports Cowboy to the after-image on frame 7.
  • Any simultaneous action will have 2 frames of startup removed.

Due to the 7 frame startup for Cowboy to teleport, and 2 less startup frames on any attack, this could be thought as delaying Cowboy's action by 5 frames.

Toggle Hitboxes
Toggle Hitboxes
Drift
YH Icon Drift.png
YH Cowboy ForesightDrift.png
an aerial EEEEYAH!
an aerial EEEEYAH!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
800 6 1 - +11 (varies) - 0 +0 Yes
  • Costs 1 bar.
  • Toggle.
  • Requires an after-image to be active.
  • Allows access to aerial moves while grounded, and grounded moves while aerial, dependent on the after-image's position.
    • Only usable if the after-image is in the opposite grounded/aerial state as Cowboy. If Cowboy is aerial, the after-image must be grounded, and vice-versa.
  • Causes an explosion identical to Rift.

Significantly increases the options at your disposal, and allows for some stylish combos.

Gun Throw

Gun Throw
YH Icon GunThrow.png
YH Cowboy GunToss.gif
YH Cowboy GunThrowHB.png
YH Cowboy ThrownGun.png
A thrown gun.
A thrown gun.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
800, 1500 9 - 16 +48 High 0 +0 Yes
  • Three available angles to throw at, plus flipping.
  • Is tethered, and naturally tries to return to Cowboy.
  • Recoils upwards on hit, following up with a shot if it hits on the way out, consuming a Bullet.
    • The follow up shot causes wallsplat.
    • Will not shoot while reeling back in, either naturally or through the use of Gun Pull.
  • Causes Cowboy to gain access to Gun Pull, but loses Quick Draw, Gun Throw and Lasso until the gun returns.
  • Hitting Cowboy causes the gun to lose its hitbox until Gun Pull is used, or the gun is thrown again.
  • Unparriable.
  • Causes a hard knockdown.

Extends blockstrings, controls space, and allows for some saucy combos, at the cost of temporary access to Cowboy's beloved gun, and thus, the ability to Shoot.

The continuous natural pull will accelerate the gun increasingly swiftly in the direction towards Cowboy, covering increasingly more space. Combined with Teleport, Foresight, or even Impale, can cause the gun to take unusual paths.

Toggle Hitboxes
Toggle Hitboxes
Gun Pull
YH Icon Pull.png
YH Cowboy GunPull.png
YH Cowboy GunPullHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
800 4 - 14 +38 High 0 +0 Yes
  • Only usable while the gun is thrown.
  • Rapidly reels Cowboy's gun back in.
  • Reactivates the gun's hitbox.
  • Unparriable.

A move used to return the gun to your hands, add some extra speed, and space coverage to it, or to even swing it around you like a flail!

Hitting the opponent with a Gun Throw that triggers the Bullet follow up, and then hitting them again with Gun Pull will cause the gun to ignore the tether until it touches the ground, or Gun Pull is used again.

Toggle Hitboxes
Toggle Hitboxes

Supers

* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.

Teleport

Teleport
YH Icon Teleport.png
YH Cowboy Telepatate.gif
YH Cowboy TeleportHB.png
For holding forward with maximum efficiency
For holding forward with maximum efficiency
Movement Starts At Consumes Air Option First Actionable
7 Yes 13
  • Costs 1 bar.
  • Always interruptible when the opponent is able to act.
  • Grab invuln frames 1-5.
  • Full invuln frames 6-8.

The strongest combo glue you've ever seen! Also a way to quickly reposition at the cost of 1 bar of meter, either to escape a bad location or situation, or even to approach.

Toggle Hitboxes
Toggle Hitboxes

Temporal Round

Temporal Round
YH Icon TemporalRound.png
YH Cowboy TemporalRound.png
YH Cowboy TemporalRoundHB.png
wait for iiiiittt . . . BANG!
wait for iiiiittt . . . BANG!
YH Cowboy TemporalBullet.png
YH Cowboy TemporalBulletHB.png
A temporal round.
A temporal round.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
1200 5 53/20 (fast) 10 +19 High 0 +2 2 Yes
  • DOES NOT cost a Bullet.
  • Only usable in Gun stance.
  • Shoots out a stationary bullet, which will automatically fire after 53 frames.
    • Fast toggle causes the bullet to automatically fire after 20 frames.
    • The stationary Temporal Round will become fully invulnerable 3 frames before firing.
  • Bullet velocity, damage, hitstun and size falls off over time.
    • An additional 15% damage and hitstun is lost with each ricochet, but refreshes the hitbox.
  • The Bullet will not hit its owner, and ignores all hitboxes.
    • The owner is determined by whoever fired the Bullet, including if an opponent hits it.
  • The direction the Bullet is fired in is controlled by the DI wheel, but will automatically fire towards the opponent if no DI is set. (Right Click on the DI wheel.)
  • The shot will fire prematurely if the Temporal Round is hit by a melee attack.
    • Any attack that connects with the frozen round will be automatically Free Cancelled.
  • DOES NOT disappear when the Cowboy is hit.
  • Pushblock freezes the Bullet for 10f.
  • Adds temp toggle to Shoot, firing the Temporal Round after using Shoot.
  • Wall splats.
  • Ground bounces.
  • Causes hard knockdown.

All the goodness a normal Bullet provides, with even more benefits! After a short, interruptible delay, fires out a Bullet to aid in restricting your opponents options, blockstrings, combos, okizeme, and can even get you out of combos.

The stationary bullet is always set towards your opponent, even if you try to flip it.

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1000Cuts

1000 Cuts
YH Icon 1000Cuts.png
YH Cowboy 1000cutsA.gif
the 1000 cuts in question:
the 1000 cuts in question:
1000 Cuts
YH Cowboy 1KCuts3.png
YH Cowboy 1KCuts3HB.png
Hit 1
Hit 1
YH Cowboy 1KCuts1.png
YH Cowboy 1KCuts1HB.png
Hit 2
Hit 2
YH Cowboy 1KCuts2.png
YH Cowboy 1KCuts2HB.png
Hit 3
Hit 3
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
500 5 2, 2, 2... 12 +9 (variable) Low/High/High 0 +1 3 Yes
  • Usable in gun stance
  • Counts as a projectile.
  • Install Super with a duration of 145 frames, or until Cowboy is hit.
    • Grounded movement speed is increased significantly, and a wall of cuts will automatically slash, and cover the space in front of Cowboy.
      • The slashes can hit projectiles in front of Cowboy, but won't destroy them.
  • Visibly cycles through a low hit, a high hit, and then a horizontal.
    • The horizontal slash will launch the opponent.
  • Has 7 frame gaps in between every hit.
  • Using Teleport or Impale will automatically cancel 1000 Cuts.
  • Allows access to Fatal Cut and Time Splitter.

A really expensive option for higher ground movement and two new supers. Can be tricky to utilize, due to Teleport and Impale cancelling 1000 Cuts. Using Izuna Drop with 1000 Cuts active is not advised, as the opponent can sometimes escape hitstun much earlier than intended, leaving Cowboy vulnerable.

Can be used alongside Dodge to attack while invulnerable, or other movement options such as Dash or Shift.

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Fatal Cut
YH Icon FatalCut.png
YH Cowboy FatalCut.png
YH Cowboy FatalCutHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
900 5 2 20 +24, Infinite if aerial High 0 -2 0 Yes
  • Requires 1000 Cuts to be active.
  • Removes 1000 cuts on use.
  • Does not hitcancel.
  • Causes soft knockdown.

An incredibly expensive, but fast, decent range poke with a fair amount of hitstun. If hit on an aerial opponent, they'll be put into hitstun until they hit the ground, letting you do whatever you want.

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Time Splitter
YH Icon TimeSplitter.png
YH Cowboy TimeSplitter.png
YH Cowboy TimeSplitterHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
1450 6 2 76 Infinite High 0 +2 1 Yes (requires air option)
  • Requires 1000 Cuts to be active.
  • Removes 1000 cuts on use.
  • Teleports frame 5, and has full invuln.
  • Each slash lasts for 2 frames, and hits every frame, one after another, in a line behind Cowboy.
  • Unable to be Free Cancelled.
  • Spikes the opponent downwards on hit.

Teleport to a place within range, a sweeping barrage of cuts trailing you. Reasonably threatening at around round start spacing, but is even more committal than Ninja's Uppercut. If this misses, you DIE.

Hard to Parry, as the timing varies based on where Cowboy teleports to; but you might want to reconsider burning 4 bars on a blockstring.

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Taunt

Hustle
YH Icon Taunt.png
YH Cowboy GunTrick.gif
YH Cowboy HustleHB.png
I am the gun
I am the gun
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
200 22 2 61 30 High 0 +0
  • Builds 1 bar of super on frame 45.
  • Always interruptible when the opponent is able to act.
  • Usable in Gun stance, but only while lacking initiative.

Useful to pressure your opponent into approaching, or to build meter while your opponent is an excessive amount of hitstun, while also working as a check against Super Dash from both Ninja and Wizard.

Counts as an attack, and builds a fair amount of meter on use as a result; even for only a single frame. Some additional bonus meter is gained if used forwards, due to Cowboy advancing very slightly.

This can occasionally be routed into for a chunk of frame advantage while sacrificing damage, while also being possible to use similarly to Robot's Step; as a weighted 50/50 on reset or (hard)knockdown, as long as you have the time to set it up.

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