YomiHustle/Cowboy: Difference between revisions

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(Updated all frame data, most descriptions and reworked the Quick Draw table to be similar in format to Wizard's telekinesis. Character profile is untouched.)
m (→‎Temporal Round: added supercost to header instead)
(8 intermediate revisions by the same user not shown)
Line 182: Line 182:
   
   
* Air OK.
* Air OK.
* Grab Invul frames 1-4.
* Grab Invuln frames 1-4.
* Invuln frames 5-7.
* Invuln frames 5-7.


Line 676: Line 676:
{{MoveData
{{MoveData
|name= Shoot
|name= Shoot
[[Image:YH_Icon_Shoot.png]]
|input=[[Image:YH_Icon_Shoot.png]]
|image=YH_Cowboy_ShootPistol.gif
|image=YH_Cowboy_ShootPistol.gif
|hitbox=YH_Cowboy_ShootGunHB.png
|hitbox=YH_Cowboy_ShootGunHB.png
Line 720: Line 720:
|image=YH_Cowboy_ShootDodge.gif
|image=YH_Cowboy_ShootDodge.gif
|hitbox=YH_Cowboy_ShootDodgeHB.png
|hitbox=YH_Cowboy_ShootDodgeHB.png
[[Image:YH_Icon_ShootDodge.png]]
|input=[[Image:YH_Icon_ShootDodge.png]]
|caption=
|caption=
|data=
|data=
Line 748: Line 748:
|image=YH_Cowboy_ShootPistol.gif
|image=YH_Cowboy_ShootPistol.gif
|hitbox=YH_Cowboy_PointBlankHB.png
|hitbox=YH_Cowboy_PointBlankHB.png
[[Image:YH_Icon_PointBlank.png]]
|input=[[Image:YH Icon PointBlank.png]]
|caption=
|caption=
|data=
|data=
Line 781: Line 781:
|image=YH_Cowboy_SlowHolster.gif
|image=YH_Cowboy_SlowHolster.gif
|hitbox=YH_Cowboy_HolsterHB.png
|hitbox=YH_Cowboy_HolsterHB.png
[[Image:YH_Icon_Holster.png]]
|input=[[Image:YH_Icon_Holster.png]]
|caption=
|caption=
|data=
|data=
Line 919: Line 919:
{{MoveData
{{MoveData
|image=YH_Cowboy_GunToss.gif
|image=YH_Cowboy_GunToss.gif
|image2=YH_Cowboy_GunPull.png
|image3=YH_Cowboy_ThrownGun.png
|hitbox=YH_Cowboy_GunThrowHB.png
|hitbox=YH_Cowboy_GunThrowHB.png
|hitbox2=YH_Cowboy_ThrownGunHB.png
|input=[[Image:YH_Icon_GunThrow.png]]
|hitbox3=YH_Cowboy_ThrownGunHB.png
|image2=YH_Cowboy_ThrownGun.png
|input=[[Image:YH_Icon_GunThrow.png]][[Image:YH_Icon_GunPull]]
|caption2= A thrown gun.
|caption=
|caption=
|name= Gun Throw
|name= Gun Throw
|data=
|data=
  {{AttackData-YH-Special
  {{AttackData-YH-Special
|version= Gun Throw
  |damage= 800, 1500
  |damage= 800, 1500
  |startup= 9
  |startup= 9
Line 954: Line 952:


  }}
  }}
}}
{{MoveData
|name= Gun Pull
|image=YH_Cowboy_GunPull.png
|hitbox=YH_Cowboy_GunPullHB.png
|input=[[Image:YH Icon Pull.png]]
|data=
  {{AttackData-YH-Special
  {{AttackData-YH-Special
|version= Gun Pull
  |damage= 800
  |damage= 800
  |startup= 4
  |startup= 4
Line 965: Line 971:
  |description=
  |description=
   
   
* Only usable while the gun is thrown.
* Rapidly reels Cowboy's gun back in.
* Rapidly reels Cowboy's gun back in.
* Reactivates the gun's hitbox.
* Reactivates the gun's hitbox.
Line 1,006: Line 1,013:
{{MoveData
{{MoveData
|image=YH_Cowboy_TemporalRound.png
|image=YH_Cowboy_TemporalRound.png
|hitbox=YH_Cowboy_TemporalRoundHB.png
|hitbox=
|input=[[Image:YH_Icon_TemporalRound.png]]
|input=[[Image:YH_Icon_TemporalRound.png]]
|caption= wait for iiiiittt . . . BANG!
|caption= wait for iiiiittt . . . BANG!
Line 1,021: Line 1,028:
  |blockadvantage= +2
  |blockadvantage= +2
  |airok= Yes
  |airok= Yes
|supercost= 2
  |description=  
  |description=  
   
   
* Costs 2 bars.
* DOES NOT cost a Bullet.
* DOES NOT cost a Bullet.
* Only usable in Gun stance.
* Only usable in Gun stance.
Line 1,052: Line 1,059:
====<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
|input=[[Image:YH_Icon_1000Cuts.png]]
|image2=YH_Cowboy_1KCuts2.png
|name= 1000 Cuts
|hitbox2=YH_Cowboy_1KCuts2HB.png
|data=
|image3=YH_Cowboy_1KCuts3.png
 
|hitbox3=YH_Cowboy_1KCuts3HB.png
{{MoveData
|image4=YH_Cowboy_1000cutsA.gif
|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
|input=[[Image:YH_Icon_1000Cuts.png]]
|input=[[Image:YH_Icon_1000Cuts.png]]
|caption=
|name= 1000 Cuts
|name= 1000 Cuts
|data=
|data=
  {{MoveData-YH-Super
  {{MoveData-YH-Super
|version= 1000 Cuts
  |damage= 500
  |damage= 500
  |startup= 5
  |startup= 5
Line 1,074: Line 1,088:
  |blockadvantage=+1
  |blockadvantage=+1
  |airok= Yes
  |airok= Yes
|supercost= 3
  |description=
  |description=


* Costs 3 Bars.
* Usable in gun stance
* Usable in gun stance
* Install Super with a duration of 145 frames, or until Cowboy is hit.
* Install Super with a duration of 145 frames, or until Cowboy is hit.
Line 1,084: Line 1,098:
** The horizontal slash will launch the opponent.
** The horizontal slash will launch the opponent.
* Has 7 frame gaps in between every hit.
* 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.
* Allows access to Fatal Cut and Time Splitter.
** Using either will end 1000 Cuts early.
* Using Teleport or Impale will automatically cancel 1000 Cuts.


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.
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.
Line 1,093: Line 1,106:
Can be used alongside Dodge to attack while invulnerable, or other movement options such as Dash or Shift.
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]]
|caption=
|name= Fatal Cut
|data=


  {{MoveData-YH-Super
  {{MoveData-YH-Super
|version= Fatal Cut
  |damage= 900
  |damage= 900
  |startup= 5
  |startup= 5
Line 1,106: Line 1,125:
  |blockadvantage= -2
  |blockadvantage= -2
  |airok= Yes
  |airok= Yes
|supercost= 0
  |description=
  |description=
   
   
* Costs 0 bar.
* Requires 1000 Cuts to be active.
* Requires 1000 Cuts to be active.
* Will remove 1000 cuts upon use.
* Removes 1000 cuts on use.
* Does not hitcancel.
* Does not hitcancel.
* Causes soft knockdown.
* Causes soft knockdown.
Line 1,116: Line 1,135:
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.
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]]
|caption=
|name= Time Splitter
|data=


  {{MoveData-YH-Super
  {{MoveData-YH-Super
|version= Time Splitter
  |damage= 1450
  |damage= 1450
  |startup= 6
  |startup= 6
Line 1,129: Line 1,154:
  |blockadvantage= +2
  |blockadvantage= +2
  |airok= Yes (requires air option)
  |airok= Yes (requires air option)
|supercost= 1
  |description=
  |description=
   
   
* Costs 1 bar and will remove 1000 cuts on use.
* Requires 1000 Cuts to be active.
* Requires 1000 Cuts to be active.
* Removes 1000 cuts on use.
* Teleports frame 5, and has full invuln.
* 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.
* Each slash lasts for 2 frames, and hits every frame, one after another, in a line behind Cowboy.
Line 1,140: Line 1,166:
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.
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, due to the timing varying based on where Cowboy teleports to, but you might want to reconsider burning 4 bars on a blockstring.
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.
 


  }}
  }}
}}
}}
}}



Revision as of 11:53, 17 June 2024

Profile

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.

Strengths Weaknesses
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

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 low, and is effectively +2 on block due to that. If your opponent ever decides to block low, it's either a read to parry this, or they used Push Block.

Generally, Horiz. Slash is preferred in neutral, as Ankle Cutter comes out slower, deals less damage, and is beaten by 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 -
  • Grounded version is airborne frame 3.
  • Causes a soft knockdown on aerial opponents.
  • Draw cancellable.

Hops over grabs and lows in neutral, and even jumps 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 3 16 - Throw 2 - Yes
  • Universal throw.
  • Causes soft knockdown.
  • Not free cancellable.


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 ShootHit.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.
  • Also exists as a toggle for Shoot & Point Blank.

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.pngYH Icon Shift.pngYH Icon Rift.png
YH Cowboy Foresight.gif
YH Cowboy Foresight1HB.png
Foresight
Foresight
YH Cowboy Telepatate.gif
YH Cowboy TeleportHB.png
Shift
Shift
YH Cowboy ForesightRift.gif
YH Cowboy RiftHB.png
Rift
Rift
Foresight Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- 4 102 14 - - 0 - Yes
Explosion Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
800 6 1 - - - 0 - Yes
  • Usable in Gun stance.
  • Places an after-image somewhere on screen.
    • The after-image, if hit, will ricochet any Bullets, influenced by the DI wheel.
    • 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 of meter.
  • While the after-image is active, Cowboy has access to three toggles: Shift, Rift and Drift.
    • Shift consumes an air option, and then teleports Cowboy to the after-image on frame 7. Any action selected will have 2 frames of startup removed, effectively delaying any attack by 5 frames.
    • Rift implodes the stain on frame 6 and spawns a brief, stationary hitbox.
    • Activating Rift with any active Bullets in play, or while using Shoot will cause them be launched out from the rift, the direction being controlled by the DI wheel.
    • Drift requires one bar of meter, triggers the same effects as rift, but additionally allows access to aerial moves while grounded, and grounded moves while aerial, dependent on the after-image's position.
      • Drift is only usable if it is in the opposite state as Cowboy. If the Cowboy is in the air, the after-image has to be on the ground, and vice-versa.
  • 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, and in a good position for your intentions.

Toggle Hitboxes
Toggle Hitboxes

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
wait for iiiiittt . . . BANG!
wait for iiiiittt . . . BANG!
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.

1000Cuts

1000 Cuts
YH Icon 1000Cuts.png
YH Cowboy 1000cutsA.gif
1000 Cuts
YH Icon 1000Cuts.png
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 (highly variable) Low/High/High 0 +1 3 Yes
  • Usable in gun stance
  • Install Super with a duration of 145 frames, or until Cowboy is hit.
    • Grounded movement speed is increased significantly, and a wall of cuts 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
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.

Time Splitter
YH Icon TimeSplitter.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.

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. It also has a hitbox, meaning it's possible to use as a combo tool, albeit hard to route into.

It counts as an attack, due to it having a hitbox, and builds a fair amount of meter on using it as a result; even for only 1 frame. Some additional bonus meter is gained if used forwards, due to Cowboy advancing very slightly.

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.

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Toggle Hitboxes

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