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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, as Bullets, and his other tools can practically play the game for Cowboy, but can't be safely set-up in close range without winning an interaction, or forcing the opponent to Block something first.
Strengths |
Weaknesses
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- 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
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. 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.
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, Foresight, and Rift, with Temporal Round furthering more Bullet shenanigans. Bullets grant Cowboy a near endless amount of options for blockstings, oki, pokes, zoning, traps, pressure, combo extensions, combo breakers and even more multi-purpose set-ups. It even allows cancelling most of your sword normals into Gun Stance, as long as you have at least one Bullet. Many of Cowboy's weaknesses can be outright ignored as long as a Bullet is in play.
- Teleports:
Teleport and Foresight grants Cowboy nearly unmatched repositioning and area control compared to the rest of the cast, allowing for tricky escapes, and incredibly consistent combo routes, as long as Cowboy has the Meter, or the time to set Foresight.
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- 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, such as by Jumping. Cowboy also possesses only a single meterless low, and lacks any OTG options, making soft knockdown okizeme a bit harder to consistently perform, but is negated by good Bullet use.
- Struggles at Close Range: While not lacking a 4f Jab like Wizard does, Cowboy lacks any fast, intermediate buttons to cover the distance between
Pommel and Horiz. Slash. Additionally, Pommel can lack in reward, as a short Jump + DI down-away will only give Cowboy a meaty, and the potential for a blockstring if he has the Bullets. Due to Gun Stance lacking normal defensive options, Cowboy is also vulnerable to foes suddenly approaching, or trying to call out Quickdraw/Draw Cancels over longer distances, especially from Mutant.
- Resource 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. Without them, Cowboy loses access to Draw Cancelling, hard knockdowns,
Foresight loses its oppressive Bullet manipulating utilities, and the airtight blockstrings, and set-ups as a result. Cowboy also loves having meter, as Teleport allows Cowboy to escape unfavourable interactions, and glues Cowboy's movement and combos together, while Temporal Round gives Cowboy all the upsides of a Bullet without costing one. Without either, Cowboy still remains a threat, but is much easier to work around, and his flaws become much more apparent.
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Cowboy
Move List
Movement
Walk
Walk![YH Icon Dash.png](/images/a/ac/YH_Icon_Dash.png) a leisurely stroll a leisurely stroll
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Movement Starts At
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Consumes Air Option
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First Actionable
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2
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No
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10-15
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Back Walk
Back Walk![YH Icon DashBack.png](/images/9/94/YH_Icon_DashBack.png) footsies!? footsies!?
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Movement Starts At
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Consumes Air Option
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First Actionable
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2
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No
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11
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- Always interruptible when the opponent is able to act.
- Does not become actionable if the opponent uses forward movement.
- Grab immune frames 1-7.
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Toggle Hitboxes Toggle Hitboxes
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Dash
Dash![YH Icon CowboyDash.png](/images/0/07/YH_Icon_CowboyDash.png) Will get you over some lows and mids Will get you over some lows and mids
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Movement Starts At
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Consumes Air Option
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First Actionable
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1
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No
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10
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Super Dash
Super Dash![YH Icon SuperDash.png](/images/e/e3/YH_Icon_SuperDash.png) very anime very anime
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Movement Starts At
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Consumes Air Option
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First Actionable
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8
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No
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22
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- 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
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Toggle Hitboxes Toggle Hitboxes
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Jump
Jump![YH Icon Jump.png](/images/4/4a/YH_Icon_Jump.png)
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Movement Starts At
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Consumes Air Option
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First Actionable
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2, 5 (jumping backwards)
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Yes (if used in air)
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10-15
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Super Jump
Super Jump![YH Icon SuperJump.png](/images/1/1e/YH_Icon_SuperJump.png)
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Movement Starts At
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Consumes Air Option
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First Actionable
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5
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No
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13
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- Interruptible when the opponent is able to act, after jumpsquat.
- Can only be manually aimed if the opponent is in hitstun.
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Toggle Hitboxes Toggle Hitboxes
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Spot Dodge
Spot Dodge![YH Icon SpotDodge.png](/images/1/14/YH_Icon_SpotDodge.png)
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Movement Starts At
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Consumes Air Option
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First Actionable
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-
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Yes
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11
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- Air OK.
- Grab Invuln frames 1-4.
- Invuln frames 5-7.
Cowboy teleports on the spot, dodging grabs, certain attacks and slightly modifies your momentum, no initiative needed! Loses to 4f jabs, and other attacks that hit after 7f, though.
Not quite as rewarding as other moves that might counter the same attacks Spot Dodge does, especially if the opponent Free-Cancels an attack that this move dodges, but is safe against movement.
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Toggle Hitboxes Toggle Hitboxes
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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](/images/8/84/YH_Icon_Pommel.png) The closest you can get to a 5P in YH The closest you can get to a 5P in YH
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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400
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4
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2
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14
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+12
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High
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2
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-1
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Horiz. Slash
Horiz. Slash![YH Icon HSlash.png](/images/4/43/YH_Icon_HSlash.png) Upwards Version Upwards Version
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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1000
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6, 8
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2, 2
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16
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+13
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High
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1
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+0
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Vert. Slash
Vert. Slash![YH Icon VSlash.png](/images/a/a0/YH_Icon_VSlash.png)
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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1150
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11
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2
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19
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+35
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High
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0
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+3
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Upward Swipe
Upward Swipe![YH Icon UpwardSwipe.png](/images/d/db/YH_Icon_UpwardSwipe.png) Looks like a DP. Is not a DP Looks like a DP. Is not a DP
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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700
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8
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4
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23
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+32
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High
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0
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+1
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Yes
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Stinger
Stinger![YH Icon Stinger.png](/images/e/e7/YH_Icon_Stinger.png) round start flip draw cancel stinger is my favorite opener round start flip draw cancel stinger is my favorite opener
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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1200
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11
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2
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21
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+42
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High (Guardbreak)
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-1 (1 on Guardbreak)
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+0
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Ankle Cutter
Ankle Cutter![YH Icon AnkleCutter.png](/images/b/b3/YH_Icon_AnkleCutter.png) "Round start low disjoint?" "Round start low disjoint?"
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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810
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7
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2
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18
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15
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Low
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-
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+0
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- 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 slightly slower, deals less damage, and is beaten by most of the same options that would beat Horiz. Slash, but has some uses in blockstrings and combos due to its knockback direction/pull, beating low profiles very slighter faster than Vert. Slash does (7f vs 9f with initiative,) and going for Burst baits.
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Toggle Hitboxes Toggle Hitboxes
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Downward Cleave
Downward Cleave![YH Icon DownwardCleave.png](/images/a/ac/YH_Icon_DownwardCleave.png)
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Ground
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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630
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12
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4
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19
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+11
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High
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0
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+2
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Air
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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700
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9
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Until Landing
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On Landing + 4
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+15
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High
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0
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+2
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Throw
Grab![YH Icon Grab.png](/images/4/40/YH_Icon_Grab.png) You're landing this after tp aren't you? You're landing this after tp aren't you?
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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1500
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3 (6, dash)
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3 (2, dash)
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16 (19, dash)
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-
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Throw
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2
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-
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Yes
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Pistol Whip
Pistol Whip![YH Icon PistolWhip.png](/images/2/2d/YH_Icon_PistolWhip.png)
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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1280
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11
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3
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18
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+24
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High (Guardbreak)
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0 (1 on Guardbreak)
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+1
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Yes
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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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](/images/4/43/YH_Icon_HSlash.png)
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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900
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6
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4
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19
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+17
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High
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0
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+1
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Vert. Slash
Vert. Slash (air)![YH Icon VSlash.png](/images/a/a0/YH_Icon_VSlash.png)
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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700
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5
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2
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18
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16
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High
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1
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+1
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Cowboy's fastest aerial outside of grab, with decent coverage to boot. Also Cowboy's main restand tool.
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Toggle Hitboxes Toggle Hitboxes
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Specials
Lightning Slice
Lightning Slice![YH Icon LightningSlice.png](/images/e/e5/YH_Icon_LightningSlice.png) Neutral Skip Detected Neutral Skip Detected
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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1100
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9
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1
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22
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+15
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High
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0
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+1
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Yes
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Impale
Impale![YH Icon Impale.png](/images/c/c6/YH_Icon_Impale.png) nothing personnel, kid nothing personnel, kid
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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500+1500
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13-21
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4
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41
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Infinite
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High (Guardbreak)
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2
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-4
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No
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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BackSlash
BackSlash![YH Icon BackSlash.png](/images/d/d8/YH_Icon_BackSlash.png) HUGE hitbox goes brrrrrr HUGE hitbox goes brrrrrr
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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500, 600
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5, 7
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2, 3
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35
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+38 (2nd hit)
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High
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0
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+0
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No
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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3Combo
3 Combo![YH Icon 3Combo.png](/images/7/77/YH_Icon_3Combo.png) ![YH Icon 3ComboDown.png](/images/9/9d/YH_Icon_3ComboDown.png)
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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400, 400, 1600
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8, 4, 11
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2, 2, 3
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38
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+34, +25, +30
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High
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0
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+2
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Yes (requires air option)
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- 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
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Toggle Hitboxes Toggle Hitboxes
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Quickdraw
Gun Stance Six bullets. More than enough to kill anything that moves. Six bullets. More than enough to kill anything that moves.
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Quickdraw![YH Icon Quickdraw.png](/images/f/f2/YH_Icon_Quickdraw.png)
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
|
Guard
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Proration
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Block Advantage
|
Air OK
|
-
|
12
|
-
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12
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-
|
-
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0
|
-
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Yes
|
- Enters Gun stance
- Draw toggle reduces recovery on eligible attacks down to as little as 6f.
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Toggle Hitboxes Toggle Hitboxes
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Shoot![YH Icon Shoot.png](/images/c/c1/YH_Icon_Shoot.png) Shoot Shoot A bullet. A bullet. Self-Hit Hitbox Self-Hit Hitbox
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Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
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Proration
|
Block Advantage
|
Air OK
|
1300-1000
|
4
|
58
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10
|
+21
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High
|
0
|
+2
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Yes
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Shoot Dodge![YH Icon ShootDodge.png](/images/1/1e/YH_Icon_ShootDodge.png)
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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.
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|
Toggle Hitboxes Toggle Hitboxes
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Point Blank![YH Icon PointBlank.png](/images/3/35/YH_Icon_PointBlank.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.
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|
Toggle Hitboxes Toggle Hitboxes
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Holster![YH Icon Holster.png](/images/6/67/YH_Icon_Holster.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.
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Toggle Hitboxes Toggle Hitboxes
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|
|
Lasso
|
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.
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Izuna Drop
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Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
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Proration
|
Block Advantage
|
Air OK
|
1950
|
-
|
-
|
On Landing + 42
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+0
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-
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0
|
-
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Yes
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- 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.
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Pull
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Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
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Proration
|
Block Advantage
|
Air OK
|
700
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13
|
1
|
20
|
+27
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-
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0
|
-
|
Yes
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Foresight
Foresight![YH Icon Foresight.png](/images/9/9e/YH_Icon_Foresight.png)
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Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
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Proration
|
Block Advantage
|
Air OK
|
-
|
4
|
102
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14
|
-
|
-
|
-
|
-
|
Yes
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- 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
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Rift![YH Icon Rift.png](/images/3/3e/YH_Icon_Rift.png)
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
Air OK
|
800
|
6
|
1
|
-
|
+11 (varies)
|
-
|
0
|
+0
|
Yes
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- 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
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Shift![YH Icon Shift.png](/images/3/3a/YH_Icon_Shift.png)
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
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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](/images/9/99/YH_Icon_Drift.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](/images/2/2e/YH_Icon_GunThrow.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](/images/5/58/YH_Icon_Pull.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](/images/a/a2/YH_Icon_Teleport.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](/images/b/b6/YH_Icon_TemporalRound.png) wait for iiiiittt . . . BANG! wait for iiiiittt . . . BANG! 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
1000Cuts
1000 Cuts![YH Icon 1000Cuts.png](/images/f/ff/YH_Icon_1000Cuts.png) the 1000 cuts in question: the 1000 cuts in question:
|
1000 Cuts Hit 1 Hit 1 Hit 2 Hit 2 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Fatal Cut![YH Icon FatalCut.png](/images/0/0a/YH_Icon_FatalCut.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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Time Splitter![YH Icon TimeSplitter.png](/images/9/9d/YH_Icon_TimeSplitter.png)
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
Super Cost
|
Air OK
|
2000
|
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.
- 1000 minimum damage.
Teleport to a place within range, a sweeping barrage of cuts trailing you. Reasonably threatening at medium ranges, and incredibly high damage in combos even as an ender, 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 consider why you're burning 4 bars for a blockstring.
|
|
Toggle Hitboxes Toggle Hitboxes
|
|
|
Taunt
Hustle![YH Icon Taunt.png](/images/7/79/YH_Icon_Taunt.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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Navigation
General
|
|
Characters
|
|
Mechanics
|
|