Them's Fightin' Herds/Texas: Difference between revisions
m (→Stomp: removed extremely subjective and misleading info) |
Tag: Undo |
||
(174 intermediate revisions by 12 users not shown) | |||
Line 42: | Line 42: | ||
==Gameplan== | ==Gameplan== | ||
Texas is a grappler with an | Texas is a grappler with an array of strong options - including an armored approach, up-close plus-frames, a true 50/50, huge buttons with surprisingly quick recovery, and long ranged disjoints to blow the opponent up even at fullscreen. Any touch can lead to tons of damage and a powerful restand, meaning just a few lost interactions against Texas may spell the end of a round. | ||
<!--Insert character overview: archetype, strengths, weaknesses, etc.--> | <!--Insert character overview: archetype, strengths, weaknesses, etc.--> | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*'''Strong Ranged Tools:''' Texas | *'''Strong Ranged Tools:''' Many of Texas's normals cover a huge amount of space and convert into high damage combos if they hit, and his stomp and cowbells provide a presence at fullscreen that's scary to contest. While these options are generally fairly slow, they can be difficult or impossible to punish when spaced well. | ||
*'''Powerful Mixups:''' Texas has many powerful | *'''Powerful Mixups:''' Texas has many powerful mixup tools, including a fast and high damage command grab, an anti-air which is unblockable when rising, and a plus on block low. 2D Followup's restand effect also allows Texas to turn a max JD combo into oki, giving him more opportunities to force the opponent to guess without sacrificing damage. | ||
*'''Massive Damage:''' | *'''Massive Damage:''' Texas's most optimal combos do enormous amounts of damage, allowing him to theoretically 3 touch or even 2 touch some characters with enough meter. | ||
*'''High Health:''' Texas has the highest health in the game, at 5500. | *'''High Health:''' Texas has the highest health in the game, at 5500. | ||
*'''Great Abare:''' | *'''Great Abare:''' Despite being the only character in the game without a 5 frame 5A, Texas boasts some excellent abare tools, including his 4 frame command grab, lows that cover shorthops, and his large normals that can make it difficult to approach him or attempt to whiff punish. In particular, Texas Smash when combined with Instant Block allows Texas to exploit openings for reversal that no other character can. | ||
|cons= | |cons= | ||
*'''Limited Mobility:''' With no forward dash | *'''Limited Mobility:''' With no forward dash and a slow walk speed, Texas can have trouble closing in distance. He does have an armored command run to help, but it has large startup and the armor will break after 3 hits, with Texas taking first hit damage for each one, giving it a fair amount of risk. | ||
*'''Awkward Backdash:''' Despite having many invulnerability frames, the long, uncancellable animation on Texas's backdash gives it limited use, weakening his defense. | *'''Awkward Backdash:''' Despite having many invulnerability frames, the long, uncancellable animation on Texas's backdash gives it limited use, weakening his defense. | ||
*'''Big Body:''' Texas's hurtbox is taller (when standing) and much wider than the standard size, and has an awkwardly placed center line near the front of his body. As a result, it can be hard for Texas to deal with ambiguous crossups, fuzzy overheads, and certain moves like Arizona's lasso that can take advantage of his size. | |||
*'''Charge:''' Similarly to Paprika and Pom, the input overlap of {{clr|12|6A}} with [4]6X (Rodeo Run) can cause problems, particularly when trying to deal with airborne pressure. | |||
}} | }} | ||
==Normal Moves== | ==Movement== | ||
====== <font style="visibility:hidden" size="0">5A</font> ====== | '''Walk''': Texas's default walk speed is quite slow, about the same as Oleander's forward, and even slower backward. | ||
'''Dashes''': Texas has no forward dash at all, but a unique backdash with a longer than usual invulnerability frames and total animation length. | |||
'''Rodeo Run''': [4]6X is a cancellable command run that propels Texas forward at incredible speed, roughly equivalent to Arizona's forward run. | |||
'''Jumps''': Like his daughter, Texas can jump at three different heights - with a normal jump, a shorthop, and a super jump. Perhaps a bit counterintuitively for what looks like by far the heaviest character in the game, Texas's normal jump and shorthop go a bit higher than normal, which also makes him take longer to land from them. | |||
==Command List== | |||
===Normal Moves=== | |||
---- | |||
====Standing Normals==== | |||
====== <font style="visibility:hidden; display:none;" size="0">5A</font> ====== | |||
{{MoveData | {{MoveData | ||
|image=TFH_Texas_5A.png | |image=TFH_Texas_5A.png | ||
|hitbox=TFH_Texas_5A_hb.png | |||
|caption= | |caption= | ||
|name={{clr|12|5A}} | |name={{clr|12|5A}} | ||
Line 69: | Line 83: | ||
|damage=35 | |damage=35 | ||
|guard=Mid | |guard=Mid | ||
|properties=Chains into Self | |||
|startup=8 | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
|hitstop=8 | |||
|hitstun=24 | |||
|airHitstun=26 | |||
|advHit=+2 | |advHit=+2 | ||
|advBlock=-3 | |airAdvHit=+4 | ||
| | |blockstop=8 | ||
| | |blockstun=19 | ||
|airBlockstun=29 | |||
|advBlock={{clr|15|-3}} | |||
|airAdvBlock=+7 | |||
|firstJD=0 | |||
|baseJD=15 | |||
|JDG=0.83 | |||
|description= The only 5A in the game to not be 5f, but has plenty of range to compensate. | |description= The only 5A in the game to not be 5f, but has plenty of range to compensate. | ||
Sends the opponent at a downward angle when used in juggles, hurting its utility in combos. | Sends the opponent at a downward angle when used in juggles, hurting its utility in combos. | ||
Line 83: | Line 107: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden; display:none;" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=TFH_Texas_5B.png | ||
|hitbox=TFH_Texas_5B_hb.png | |||
|caption= | |caption= | ||
|name={{clr| | |name={{clr|13|5B}} | ||
|data= | |data= | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage= | |damage=100 | ||
|guard=Mid | |guard=Mid | ||
|startup=12 | |startup=12 | ||
|active= | |active=8 | ||
|recovery= | |recovery=16 | ||
|advHit= | |hitstop=10 | ||
|advBlock=- | |hitstun=26 | ||
| | |airHitstun=30 | ||
| | |advHit=+3 | ||
|description= | |airAdvHit=+7 | ||
|blockstop=10 | |||
|blockstun=19 | |||
|airBlockstun=33 | |||
|advBlock={{clr|15|-4}} | |||
|airAdvBlock=+10 | |||
|firstJD=-20 | |||
|baseJD=40 | |||
|JDG=0.95 | |||
|description=Long range, high damage poke. Will whiff on crouchers at longer ranges, so be sure to space it well. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden; display:none;" size="0">5C</font> ====== | |||
{{MoveData | |||
|image=TFH_Texas_5C.png | |||
|hitbox=TFH_Texas_5C_hb.png | |||
A | |caption=HERE COMES THE GIANT HOOF! | ||
|name={{clr|14|5C}} | |||
|data= | |||
{{AttackData-TFH | |||
|damage=200 | |||
|guard=Mid | |||
|properties=Forces Stand | |||
|startup=17 | |||
|active=7 | |||
|recovery=25 | |||
|hitstop=14 | |||
|hitstun=28 | |||
|airHitstun=34 | |||
|advHit={{clr|15|-3}} | |||
|airAdvHit=+3 | |||
|blockstop=14 | |||
|blockstun=25 | |||
|airBlockstun=37 | |||
|advBlock={{clr|12|-6}} | |||
|airAdvBlock=+6 | |||
|firstJD=-35 | |||
|baseJD=65 | |||
|JDG=0.95 | |||
|description=A monster of a 5C. Normal jumps can't go over it, and while it's -6, not even Oleander's 5A can punish it at most ranges. Whiffs on crouchers who are too far away. Leads to huge damage on hit. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2A</font> ====== | ====Crouching Normals==== | ||
======<font style="visibility:hidden; display:none;" size="0">2A</font> ====== | |||
{{MoveData | {{MoveData | ||
|image=TFH_Texas_2A.png | |image=TFH_Texas_2A.png | ||
|hitbox=TFH_Texas_2A_hb.png | |||
|caption= | |caption= | ||
|name={{clr|12|2A}} | |name={{clr|12|2A}} | ||
Line 118: | Line 180: | ||
|damage=30 | |damage=30 | ||
|guard=Mid | |guard=Mid | ||
|properties=Chains into Self | |||
|startup=6 | |startup=6 | ||
|active=5 | |active=5 | ||
|recovery=13 | |recovery=13 | ||
|hitstop=8 | |||
|hitstun=18 | |||
|airHitstun=25 | |||
|advHit=+1 | |advHit=+1 | ||
|advBlock=-1 | |airAdvHit=+8 | ||
| | |blockstop=8 | ||
| | |blockstun=16 | ||
|airBlockstun=19 | |||
|advBlock={{clr|15|-1}} | |||
|airAdvBlock=+2 | |||
|firstJD=0 | |||
|baseJD=15 | |||
|JDG=0.95 | |||
|description=Not a low. | |description=Not a low. | ||
Texas's fastest strike punish option. | Texas's fastest strike punish option. | ||
While modest by Texas standards, it's still quite large for its speed, reaching nearly as far as Oleander's enormous {{clr|12|5A}} - far enough to beat out some popular roundstart buttons with extended hurtboxes like Tianhuo and Paprika's {{clr|13|5B}}s, or another Texas's {{clr|13|2B}} | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2B</font> ====== | ====== <font style="visibility:hidden; display:none;" size="0">2B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Texas_2B.png | |image=TFH_Texas_2B.png | ||
|caption= | |hitbox=TFH_Texas_2B_hb.png | ||
|caption=bap bap | |||
|name={{clr|13|2B}} | |name={{clr|13|2B}} | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=2B | |version=2B | ||
|damage=90 | |damage=90 | ||
|guard=Low | |guard=Low | ||
|properties=Chains into 2BB | |||
|startup=10 | |startup=10 | ||
|active=6 | |active=6 | ||
|recovery=11 | |recovery=11 | ||
|advHit= | |hitstop=10 | ||
|hitstun=Until Knockdown | |||
|advHit=SKD | |||
|blockstop=10 | |||
|blockstun=17 | |||
|airBlockstun=23 | |||
|advBlock=+1 | |advBlock=+1 | ||
| | |airAdvBlock=+7 | ||
| | |firstJD=-20 | ||
|baseJD=40 | |||
|JDG=0.95 | |||
|description=Texas's fastest low. | |description=Texas's fastest low. | ||
Line 154: | Line 237: | ||
Good neutral tool, being disjointed and whiffing about as fast as an A normal. It can also be whiff-cancelled into 2BB, making whiff punishing it very scary. | Good neutral tool, being disjointed and whiffing about as fast as an A normal. It can also be whiff-cancelled into 2BB, making whiff punishing it very scary. | ||
Good pressure tool as well, having several cancel options and being plus on block. Useful for catching the prejump of opponents trying to escape your command grab. | Good pressure tool as well, having several cancel options and being plus on block. Useful for catching the prejump of opponents trying to escape your command grab. | ||
Due to the hitbox near his face that extends far vertically above his crouching hurtbox and being faster than his {{clr|12|6A}}, this move is also usually Texas's best anti-air against shorthopping opponents. | |||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=2BB | |version=2BB | ||
|damage=90 | |damage=90 | ||
|guard=Low | |guard=Low | ||
|properties= | |||
|startup=9 | |startup=9 | ||
|active=5 | |active=5 | ||
|recovery=14 | |recovery=14 | ||
|advHit= | |hitstop=6 | ||
|advBlock=-1 | |hitstun=Until Knockdown | ||
| | |advHit=SKD | ||
| | |blockstop=6 | ||
|blockstun=17 | |||
|airBlockstun=23 | |||
|advBlock={{clr|15|-1}} | |||
|airAdvBlock=+5 | |||
|firstJD=-20 | |||
|baseJD=40 | |||
|JDG=0.95 | |||
|description=A followup to 2B that gives you... Another {{clr|13|2B}}! Basically identical to {{clr|13|2B}}, although this one is -1. | |description=A followup to 2B that gives you... Another {{clr|13|2B}}! Basically identical to {{clr|13|2B}}, although this one is -1. | ||
Line 175: | Line 268: | ||
}} | }} | ||
====== <font style="visibility:hidden | ====== <font style="visibility:hidden; display:none;" size="0">2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Texas_2C.png | |image=TFH_Texas_2C.png | ||
|caption= | |hitbox=TFH_Texas_2C_hb.png | ||
|caption=You thought you were safe from my low just cause you're airborne? | |||
|name={{clr|14|2C}} | |name={{clr|14|2C}} | ||
|data= | |data= | ||
Line 226: | Line 278: | ||
|damage=125 | |damage=125 | ||
|guard=Low | |guard=Low | ||
|properties=Hard Knockdown | |||
|startup=13 | |startup=13 | ||
|active=11 | |active=11 | ||
|recovery=23 | |recovery=23 | ||
|advHit=+30 HKD | |hitstop=16 | ||
|advBlock=-11 | |hitstun=Until Knockdown | ||
| | |advHit=+30 (HKD) | ||
| | |blockstop=16 | ||
|description=Huge, disjointed low. Very important for Texas's combos, allowing him to combo into 22X. | |blockstun=22 | ||
|advBlock={{clr|13|-11}} | |||
|firstJD=-50 | |||
|baseJD=50 | |||
|JDG=0.97 | |||
|description=Huge, disjointed, and very active low. Very important for Texas's combos, allowing him to combo into 22X. | |||
Can be awkward to hit confirm on grounded opponents in neutral, as the shallow launch trajectory will cause a 22X followup to whiff unless cancelled into almost immediately. | |||
}} | }} | ||
}} | }} | ||
====== | ====Jumping Normals==== | ||
====== <font style="visibility:hidden" size="0">j.A</font> ====== | ====== <font style="visibility:hidden; display:none;" size="0">j.A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Texas_jA.png | |image=TFH_Texas_jA.png | ||
|hitbox=TFH_Texas_jA_hb.png | |||
|caption= | |caption= | ||
|name={{clr|12|j.A}} | |name={{clr|12|j.A}} | ||
Line 269: | Line 312: | ||
|active=Until Landing | |active=Until Landing | ||
|recovery= | |recovery= | ||
|advHit= | |hitstop=9 | ||
|hitstun=21 | |||
|airHitstun=29 | |||
|advHit=≤+21 | |||
|airAdvHit=≤+29 | |||
|blockstop=9 | |||
|blockstun=16 | |||
|advBlock=≤+16 | |advBlock=≤+16 | ||
| | |firstJD=-30 | ||
| | |airFirstJD=-65 | ||
|baseJD=85 | |||
|airBaseJD=50 | |||
|JDG=0.90 | |||
|description=Big air-to-air button. Texas's air normals all remain active until he lands. | |description=Big air-to-air button. Texas's air normals all remain active until he lands. | ||
Very slightly increases Texas's falling speed, so it can be whiffed intentionally to make certain combo routes less strict in their timing. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j.B</font> ====== | ====== <font style="visibility:hidden; display:none;" size="0">j.B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Texas_jB.png | |image=TFH_Texas_jB.png | ||
|caption= | |hitbox=TFH_Texas_jB_hb.png | ||
|caption= The most active dropkick | |||
|name={{clr|13|j.B}} | |name={{clr|13|j.B}} | ||
|data= | |data= | ||
Line 289: | Line 344: | ||
|active=Until Landing | |active=Until Landing | ||
|recovery= | |recovery= | ||
|advHit= | |hitstop=12 | ||
|hitstun=28 | |||
|airHitstun=36 | |||
|advHit=≤+28 | |||
|airAdvHit=≤+36 | |||
|blockstop=12 | |||
|blockstun=18 | |||
|advBlock=≤+18 | |advBlock=≤+18 | ||
| | |firstJD=-55 | ||
| | |airFirstJD=-85 | ||
|baseJD=105 | |||
|airBaseJD=75 | |||
|JDG=0.90 | |||
|description=Big mid-range airborne poke. Has incredible reach, making it difficult to punish effectively. The active frames make this move a very nice "wall". | |description=Big mid-range airborne poke. Has incredible reach, making it difficult to punish effectively. The active frames make this move a very nice "wall". | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j.C</font> ====== | ======<font style="visibility:hidden; display:none;" size="0">j.C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Texas_jC.png | |image=TFH_Texas_jC.png | ||
|caption= | |hitbox=TFH_Texas_jC_hb.png | ||
|caption=Paprika nods in approval <s>and then cries because flop loses to it.</s> | |||
|name={{clr|14|j.C}} | |name={{clr|14|j.C}} | ||
|data= | |data= | ||
Line 306: | Line 371: | ||
|damage=180 | |damage=180 | ||
|guard=High | |guard=High | ||
|properties=Bounce (Air Only) | |||
|startup=20 | |startup=20 | ||
|active=Until Landing | |active=Until Landing | ||
|recovery=6 | |recovery=6 | ||
|advHit= | |hitstop=18 | ||
|hitstun=30 | |||
|advHit=≤+24 | |||
|airHitstun=- | |||
|airAdvHit=Bounce | |||
|blockstop=18 | |||
|blockstun=19 | |||
|advBlock=≤+13 | |advBlock=≤+13 | ||
| | |firstJD=-105 | ||
| | |airFirstJD=-115 | ||
|baseJD=95 | |||
|airBaseJD=85 | |||
|JDG=0.90 | |||
|description=Classic grappler body splash. Delays Texas's descent when used, and can cross up. Groundbounces opponents who are in the air. | |description=Classic grappler body splash. Delays Texas's descent when used, and can cross up. Groundbounces opponents who are in the air. | ||
}} | }} | ||
}} | }} | ||
==Special Moves== | ====Command Normals==== | ||
======<font style="visibility:hidden; display:none;" size="0">6A</font> ====== | |||
{{MoveData | |||
|image=TFH_Texas_6A.png | |||
|hitbox=TFH_Texas_6A_hb.png | |||
|caption='''Stop Jumping.''' | |||
|name={{clr|12|6A}} | |||
|data= | |||
{{AttackData-TFH | |||
|damage=90 | |||
|guard=Mid + Rising Unblockable | |||
|properties=Bounce (Air Only)<br>Damage Scaled to 80% (Air Only) | |||
|startup=12 | |||
|active=6 | |||
|recovery=27 | |||
|hitstop=16 | |||
|hitstun=18 | |||
|airHitstun=- | |||
|advHit={{clr|14|-14}} | |||
|airAdvHit=Bounce | |||
|blockstop=16 | |||
|blockstun=21 | |||
|airBlockstun=14 | |||
|advBlock={{clr|13|-11}} | |||
|airAdvBlock={{clr|14|-18}} | |||
|firstJD=40 | |||
|airFirstJD=65 | |||
|baseJD=55 | |||
|airBaseJD=80 | |||
|JDG=0.83 | |||
|description=Has the unique property of being unblockable on opponents who are rising, making it a potent mixup option with Texas's command grab. Be wary that it can be blocked during the opponent's prejump frames. | |||
A huge hitbox, good forward movement, and the ability to rebeat into a +1 on block 2B. Also gains a significant amount of meter on hit. | |||
Provides Texas with a useful groundbounce in juggles, although it forces 20% less damage on followups afterwards. | |||
}} | |||
}} | |||
======<font style="visibility:hidden; display:none;" size="0">3C</font> ====== | |||
{{MoveData | |||
|image=TFH_Texas_3C.png | |||
|hitbox=TFH_Texas_3C_hb.png | |||
|caption= | |||
|name={{clr|14|3C}} | |||
|data= | |||
{{AttackData-TFH | |||
|damage=160 | |||
|guard=Mid | |||
|properties=Jump-Cancellable on Hit | |||
|startup=18 | |||
|active=4 | |||
|recovery=36 | |||
|hitstop=14 | |||
|hitstun=26 (pre-JDmax)<br>24 (post-JDmax) | |||
|advHit={{clr|14|-13}} | |||
|blockstop=14 | |||
|blockstun=15 | |||
|advBlock={{clr|14|-24}} | |||
|firstJD=-70 | |||
|airFirstJD=-35 | |||
|baseJD=30 | |||
|airBaseJD=65 | |||
|JDG=0.83 | |||
|description=Standard launcher. Big damage, big hitbox, big unsafeness. | |||
}} | |||
}} | |||
===Throws=== | |||
---- | |||
====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | |||
{{MoveData | |||
|image=TFH_Texas_FT.png | |||
|hitbox=TFH_Texas_T_hb.png | |||
|caption= | |||
|name=Forward Throw | |||
|input= {{clr|13|B}}+{{clr|14|C}} / {{clr|13|6B}}+{{clr|14|C}} | |||
|data= | |||
{{AttackData-TFH | |||
|damage=200 | |||
|guard=Throw | |||
|properties=Damage Scaled to 50% | |||
|startup=6 | |||
|active=3 | |||
|recovery=23 | |||
|hitstop=- | |||
|hitstun=- | |||
|advHit=+21 | |||
|blockstop=- | |||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=- | |||
|JDG=- | |||
|description=Allows for links directly into powerful normals such as 5B, 5C, or 2C. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | |||
{{MoveData | |||
|image=TFH_Texas_Bthrow.png | |||
|hitbox=TFH_Texas_T_hb.png | |||
|caption= | |||
|name=Back Throw | |||
|input={{clr|13|4B}}+{{clr|14|C}} | |||
|data= | |||
{{AttackData-TFH | |||
|damage=200 | |||
|guard=Throw | |||
|properties=Damage Scaled to 50%<br>Stagger | |||
|startup=6 | |||
|active=3 | |||
|recovery=23 | |||
|hitstop=- | |||
|hitstun=- | |||
|advHit=+22 (Stagger) | |||
|blockstop=- | |||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=- | |||
|JDG=- | |||
|description= Similar to Forward Throw, although the opponent is sent a bit further away. {{clr|13|5B}} and {{clr|14|2C}} work as followups. {{clr|14|5C}} will also connect, but push them too far away to start a good combo outside of corner. Consumes Texas's Stagger upon use. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | |||
{{MoveData | |||
|image=TFH_Texas_AT.png | |||
|hitbox=TFH_Texas_AT_hb.png | |||
|caption=Like Father, Like Daughter. | |||
|name=Air Throw | |||
|input= {{clr|13|j.B}}+{{clr|14|C}} | |||
|data= | |||
{{AttackData-TFH | |||
|damage=300 | |||
|guard=Throw | |||
|properties=Hard Knockdown | |||
|startup=8 | |||
|active=3 | |||
|recovery=18 | |||
|hitstop=- | |||
|hitstun=- | |||
|advHit=- | |||
|airAdvHit=+49 (HKD) | |||
|blockstop=- | |||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=- | |||
|JDG=- | |||
|description=Brings the opponent straight down and leaves them in a HKD situation. No combos possible. | |||
Whiffing air throw also causes the same fast-falling effect as moves like jA that makes Texas land from a jump a few frames faster. | |||
}} | |||
}} | |||
===Special Moves=== | |||
---- | |||
====== <font style="visibility:hidden" size="0">Texas Smash</font> ====== | ====== <font style="visibility:hidden" size="0">Texas Smash</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Texas_TexasSmash.png | |image=TFH_Texas_TexasSmash.png | ||
|caption= | |hitbox=TFH_Texas_632146X_hb.png | ||
|caption=Die. Now. | |||
|name=Texas Smash | |name=Texas Smash | ||
|input=632146X | |input=632146X | ||
Line 327: | Line 561: | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage=1499 | |damage=1499 | ||
|guard=Throw | |guard=Command Grab | ||
|properties=Invulnerable (4)<br>Throw-Invulnerable (1-19)<br>Hard Knockdown | |||
|startup=4 | |startup=4 | ||
|active=1 | |active=1 | ||
|recovery=34 | |recovery=34 | ||
|advHit=+ | |hitstop=- | ||
|advBlock= | |hitstun=- | ||
| | |advHit=+29 (HKD) | ||
| | |blockstop=- | ||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=-150 | |||
|baseJD=-250 | |||
|JDG=- | |||
|description=Full invuln on the first active frame, throw invuln frames 1-19. | |description=Full invuln on the first active frame, throw invuln frames 1-19. | ||
Big-damage command grab. Is uniquely fast at 4f, being faster than the universal standard of 5f for every other characters' "fastest attacks". 1500 damage, good metergain, and a HKD that allows for walkup meaties, or a sneaky second command grab. Core to Texas's up-close mixup. | Big-damage command grab. Is uniquely fast at 4f, being faster than the universal standard of 5f for every other characters' "fastest attacks". 1500 damage, good metergain, and a HKD that allows for walkup meaties, or a sneaky second command grab. Core to Texas's up-close mixup. | ||
Autocorrects to face the other direction if the opponent switches sides on the exact frame of activation. | |||
}} | }} | ||
}} | }} | ||
Line 344: | Line 586: | ||
{{MoveData | {{MoveData | ||
|image=TFH_Texas_RodeoRun.png | |image=TFH_Texas_RodeoRun.png | ||
|caption= | |image2=TFH_Texas_46A.png | ||
|image3=TFH_Texas_46B.png | |||
|image4=TFH_Texas_46C.png | |||
|hitbox2=TFH_Texas_46X_hb.png | |||
|hitbox3=TFH_Texas_46XB_hb.png | |||
|hitbox4=TFH_Texas_46XC_hb.png | |||
|caption=*train horn blares* | |||
|caption2=[4]6X~{{clr|12|A}} / Stop | |||
|caption3=[4]6X~{{clr|13|B}} / Spinner | |||
|caption4=[4]6X~{{clr|14|C}} / Trample | |||
|name=Rodeo Run | |name=Rodeo Run | ||
|input=[4]6X~{{clr|12|A}}/{{clr|13|B}}/{{clr|14|C}} | |input=[4]6X~{{clr|12|A}}/{{clr|13|B}}/{{clr|14|C}} | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=[4]6X | |version=[4]6X | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|properties=Armor [x2] (4-120) | |||
|startup=21 | |startup=21 | ||
|active= | |active=- | ||
|recovery= | |recovery=- | ||
|advHit= | |hitstop=- | ||
|advBlock= | |hitstun=- | ||
| | |advHit=- | ||
| | |blockstop=- | ||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=- | |||
|JDG=- | |||
|description=Texas's armored command run, with an actionable state at frame 22, and 2 hits of armor starting on frame 4. Will continue until an attack button is input, also stops naturally on frame 120. | |description=Texas's armored command run, with an actionable state at frame 22, and 2 hits of armor starting on frame 4. Will continue until an attack button is input, also stops naturally on frame 120. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=~A | |version=~A | ||
Line 369: | Line 626: | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advHit= | |hitstop=- | ||
|advBlock= | |hitstun=- | ||
| | |advHit=- | ||
| | |blockstop=- | ||
|description=Run-brake. Maintains any unused hits of armor. When done as fast as possible, Rodeo Run into Stop lasts | |blockstun=- | ||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=- | |||
|JDG=- | |||
|description=Run-brake. Maintains any unused hits of armor. When done as fast as possible, Rodeo Run into Stop lasts 39 frames. | |||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=~B | |version=~B | ||
|damage= | |damage=250<br>(100 Chip) | ||
|guard=Mid | |guard=Mid | ||
|properties=Wallstick | |||
|startup=9 | |startup=9 | ||
|active=7 | |active=7 | ||
|recovery=28 | |recovery=28 | ||
|advHit= | |hitstop=16 (Texas) / 30 (Opp.) | ||
|advBlock=-23 | |hitstun=Until Knockdown | ||
| | |advHit=Wallstick and/or SKD | ||
| | |blockstop=16 | ||
|description=Unsafe followup that leads to a wallstick in the corner. Does not maintain any of Rodeo Run's armor. Has a niche in being quick enough to punish moves that Rodeo Run armors, but otherwise | |blockstun=11 | ||
|advBlock={{clr|14|-23}} | |||
|firstJD=140 | |||
|baseJD=140 | |||
|JDG=0.83 | |||
|description=Unsafe followup that leads to a wallstick in the corner, useful for combo extensions. Does not maintain any of Rodeo Run's armor. Has a niche in being quick enough to punish moves that Rodeo Run armors, but otherwise not as useful in neutral compared to the C followup. | |||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=~C | |version=~C | ||
|damage= | |damage=250<br>(100 Chip) | ||
|guard=Mid | |guard=Mid | ||
|properties=Armor* (1-29)<br>(*any remaining from Rodeo Run) | |||
|startup=20 | |startup=20 | ||
|active=9 | |active=9 | ||
|recovery=16 | |recovery=16 | ||
|advHit= | |hitstop=10 (Texas) / 20 (Opp.) | ||
|advBlock=-3 | |hitstun=Until Knockdown | ||
| | |advHit=SKD | ||
| | |blockstop=10 | ||
|description=Much slower than the B followup, but leads to a very useful launch, maintains Rodeo Run's armor, and is safe on block. Core to many of Texas's combos. | |blockstun=21 | ||
|advBlock={{clr|15|-3}} | |||
|firstJD=140 | |||
|baseJD=140 | |||
|JDG=0.83 | |||
|description=Much slower than the B followup, but leads to a very useful launch, maintains Rodeo Run's armor through its startup and active frames, and is safe on block or even plus when spaced. Core to many of Texas's combos. | |||
}} | }} | ||
}} | }} | ||
Line 408: | Line 682: | ||
{{MoveData | {{MoveData | ||
|image=TFH_Texas_22X.png | |image=TFH_Texas_22X.png | ||
|caption= | |hitbox=TFH_Texas_22X_hb_1.png | ||
|caption=Get over here! | |||
|image2=TFH_Texas22X22X.png | |image2=TFH_Texas22X22X.png | ||
|hitbox2=TFH_Texas_22X_hb_2.png | |||
|caption2= | |caption2= | ||
|name=Stomp | |name=Stomp / Earth Pull | ||
|input=22X | |input=22X | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=22X | |version=22X | ||
|damage= | |damage=120 | ||
|guard=Low | |guard=Low | ||
|properties=Armor [x1] (10-35)<br>Jump-Cancellable on Hit<br>Hard Knockdown | |||
|startup=29 | |startup=29 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=34 | ||
|advHit=+56 HKD | |hitstop=14 (Texas) / 32 (Opp.) | ||
|advBlock=-8 | |hitstun=Until Knockdown | ||
| | |advHit=+56 (HKD) | ||
| | |blockstop=14 | ||
|description=Armored on frame 10 onwards. | |blockstun=31 | ||
|advBlock={{clr|13|-8}} | |||
|firstJD=50 | |||
|baseJD=50 | |||
|JDG=0.90 | |||
|description=Armored on frame 10 onwards. Does 0 damage on block. | |||
Cancels into Rodeo Run, jumps, and Cowbells on hit, and into Earth Pull on hit or block. | Cancels into Rodeo Run, jumps, and Cowbells on hit, and into Earth Pull on hit or block. Very important combo tool. | ||
Full screen armored stomp that leads to full combos no matter what range you land it from. It's only -8, making it impossible to punish from afar, and the combination of its armor and high-hitting hitbox can catch opponents trying to jump at you. | |||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version=22X~22X | |version=22X~22X | ||
|damage= | |damage=120 | ||
|guard=Low | |guard=Low | ||
|properties=Tumble | |||
|startup=21 | |startup=21 | ||
|active=12 | |active=12 | ||
|recovery=20 | |recovery=20 | ||
|advHit= | |hitstop=10 (Texas) / 32 (Opp.) | ||
|advBlock=-12 | |hitstun=Until Knockdown | ||
| | |advHit=Tumble, SKD | ||
| | |blockstop=10 | ||
| | |blockstun=19 | ||
|advBlock={{clr|14|-12}} | |||
Causes a Tumble state on hit, limiting followups, but is necessary for converting from fullscreen Stomp. | |firstJD=50 | ||
|baseJD=50 | |||
|JDG=0.90 | |||
|description=Causes a Tumble state on hit, limiting followups, but is necessary for converting from fullscreen Stomp. | |||
When done immediately, this is a true blockstring from Stomp, even if the opponent IBs. | When done immediately, this is a true blockstring from Stomp, even if the opponent IBs. | ||
Line 449: | Line 737: | ||
}} | }} | ||
= | ===Magic=== | ||
---- | |||
Texas's magic is filled through '''Bullseye''', which occurs when one of the moves below hits at the tip, where the bell is. Magic can then be used on '''Followup''', which is done by pressing the {{clr|15|D}} button again. Each Cowbell has a different Followup, which consumes 1 Magic, and can be done regardless of whether or not Bullseye occurred. All Followups force 20% damage reduction on the rest of the combo. | Texas's magic is filled through '''Bullseye''', which occurs when one of the moves below hits at the tip, where the bell is. Magic can then be used on '''Followup''', which is done by pressing the {{clr|15|D}} button again. Each Cowbell has a different Followup, which consumes 1 Magic, and can be done regardless of whether or not Bullseye occurred. All Followups force 20% damage reduction on the rest of the combo. | ||
Bullseye will also extend the hitstun of Cowbell, and pull the opponent towards Texas rather than away, as well as allow the Cowbell to be cancelled into other Cowbells, or into his [4]6 Rodeo Run. | Bullseye will also extend the hitstun of Cowbell, and pull the opponent towards Texas rather than away, as well as allow the Cowbell to be cancelled into other Cowbells, or into his [4]6 Rodeo Run. | ||
Cowbells will not cancel into other cowbells if they have already been used once since the last followup or other non-cowbell move. So, for example, something like {{clr|15|j.DD}} {{clr|15|6D}} {{clr|15|5D}} {{clr|15|2D}} {{clr|15|6D}} will not work due to the second {{clr|15|6D}}. | |||
====== <font style="visibility:hidden" size="0">Cowbell (Standing)</font> ====== | ====== <font style="visibility:hidden" size="0">Cowbell (Standing)</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Texas_5D.png | |image=TFH_Texas_5D.png | ||
|hitbox=TFH_Texas_5D_hb.png | |||
|caption= | |caption= | ||
|name=Cowbell (Standing) | |name=Cowbell (Standing) | ||
|input={{clr|15|5D}} | |input={{clr|15|5D}} | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=5D | |version=5D | ||
|damage= | |damage=240<br>(80 Chip) | ||
|guard=Mid | |guard=Mid | ||
|properties=Hard Knockdown | |||
|startup=25 | |startup=25 | ||
|active=16 | |active=16 | ||
|recovery=36 | |recovery=36 | ||
|advHit=+ | |hitstop=18 (Texas) / 24 (Opp.) / 36 (Opp, Bullseye) | ||
|advBlock=-14 | |hitstun=Until Knockdown | ||
| | |advHit=+Varies (HKD) | ||
| | |blockstop=6 | ||
|blockstun=37 / 43 (Bullseye) | |||
|advBlock={{clr|14|-14}} / {{clr|13|-8}} (Bullseye) | |||
|firstJD=100 | |||
|baseJD=100 | |||
|JDG=0.83 | |||
|description=Long-range, completely disjointed poke. | |description=Long-range, completely disjointed poke. | ||
Whiffs on up-close crouchers, but far-away opponents aren't safe, nor can they easily jump over this, or punish it on block. | Whiffs on up-close crouchers, but far-away opponents aren't safe, nor can they easily jump over this, or punish it on block. | ||
Landing a Bullseye | Landing a 5D Bullseye can provide full, high-damage combos, granting Texas a highly threatening presence even from very long range. | ||
Launches the opponent away from Texas with a non-Bullseye hit, and toward Texas with a Bullseye hit, giving different utility for each. | |||
Can be cancelled into from other successful Bullseyes by inputting {{clr|15|4D}}. | Can be cancelled into from other successful Bullseyes by inputting {{clr|15|4D}}. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version= | |version=5DD | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|properties=Stagger<br>Damage Scaled to 80% | |||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advHit=+ | |hitstop=- | ||
|advBlock= | |hitstun=- | ||
| | |advHit=+80 (Stagger) | ||
| | |blockstop=- | ||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=20 | |||
|JDG=- | |||
|description=Instantly pulls the opponent in for a Stagger. Can be used for easier combo followups, or to combo into command grab for a powerful HKD and metergain. | |description=Instantly pulls the opponent in for a Stagger. Can be used for easier combo followups, or to combo into command grab for a powerful HKD and metergain. | ||
}} | }} | ||
Line 626: | Line 803: | ||
====== <font style="visibility:hidden" size="0">Cowbell (Overhead)</font> ====== | ====== <font style="visibility:hidden" size="0">Cowbell (Overhead)</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=TFH_Texas_2D.png | ||
|hitbox=TFH_Texas_2D_hb.png | |||
|caption= | |caption= | ||
|name=Cowbell (Overhead) | |name=Cowbell (Overhead) | ||
|input={{clr|15|2D}} | |input={{clr|15|2D}} | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=2D | |version=2D | ||
|damage= | |damage=240<br>(60 Chip) | ||
|guard= | |guard=High | ||
|properties=Hard Knockdown | |||
|startup=27 | |startup=27 | ||
|active=8 | |active=8 | ||
|recovery=24 | |recovery=24 | ||
|advHit=+ | |hitstop=18 (Texas) / 24 (Opp.) / 46 (Opp, Bullseye) | ||
|advBlock=-14 | |hitstun=Until Knockdown | ||
| | |advHit=+Varies (HKD) | ||
| | |blockstop=6 (Texas) / 11 (Opp.) | ||
|description=Learn to love this move. Bullseye is very generous and easy to set up for this Cowbell. Examples include after a 5D Bullseye, or after a 2C xx Stomp. | |blockstun=10 | ||
|advBlock=<abbr title="Usually -12 in practice. The move is technically active earlier but doesn't connect on a grounded standing opponent until the 5th active frame. Can be more minus against an airborne opponent and will be -14 vs. a standing Texas or Stronghoof due to their taller hurtboxes.">{{clr|14|-12}}*</abbr> | |||
|firstJD=120 | |||
|baseJD=120 | |||
|JDG=0.83 | |||
|description= | |||
Learn to love this move. Bullseye is very generous and easy to set up for this Cowbell. Examples include after a 5D Bullseye, or after a 2C xx Stomp. | |||
After a successful Bullseye on an opponent who is somewhat airborne, Texas can link afterwards, usually into 5B or 2C. Essential for his stronger combos. | After a successful Bullseye on an opponent who is somewhat airborne, Texas can link afterwards, usually into 5B or 2C. Essential for his stronger combos. | ||
As great as this move (and its Followup) is in combos, it is | As great as this move (and its Followup) is in combos, it is not the best as a mixup. It's among the slowest overheads in the game, hitting crouchers on frame 31, and moving the camera abruptly to make itself even more reactable. Very risky, but rewarding. | ||
The move also moves Texas's hurtbox backward quite a bit during startup, so it can sometimes cause whiff punishes on opponents trying to poke him from the edge of their range. | |||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version= | |version=2DD | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|properties=Restand<br>Damage Scaled to 80% | |||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advHit=+ | |hitstop=- | ||
|advBlock= | |hitstun=- | ||
| | |advHit=+24 | ||
| | |blockstop=- | ||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=200 | |||
|JDG=- | |||
|description=Causes a unique state known as a "Restand". Very good to extend combos at the cost of adding a lot of Juggle Decay to your opponent. | |description=Causes a unique state known as a "Restand". Very good to extend combos at the cost of adding a lot of Juggle Decay to your opponent. | ||
Line 670: | Line 865: | ||
====== <font style="visibility:hidden" size="0">Cowbell (Anti-Air)</font> ====== | ====== <font style="visibility:hidden" size="0">Cowbell (Anti-Air)</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=TFH_Texas_6D.png | ||
|caption=Be careful of the | |hitbox=TFH_Texas_6D_hb.png | ||
|caption=Be careful of the no fly zone. | |||
|name=Cowbell (Anti-Air) | |name=Cowbell (Anti-Air) | ||
|input={{clr|15|6D}} | |input={{clr|15|6D}} | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=6D | |version=6D | ||
|damage= | |damage=240<br>(70 Chip) | ||
|guard=Mid | |guard=Mid | ||
|startup=25 | |startup=25 | ||
|properties=Hard Knockdown | |||
|active=16 | |active=16 | ||
|recovery=36 | |recovery=36 | ||
|advHit=+ | |hitstop=- | ||
|advBlock=- | |airHitstop=18 (Texas) / 24 (Opp.) / 36 (Opp, Bullseye) | ||
| | |hitstun=- | ||
| | |airHitstun=Until Knockdown | ||
|advHit=- | |||
|airAdvHit=+Varies (HKD) | |||
|blockstop=- | |||
|airBlockstop=6 | |||
|blockstun=- | |||
|airBlockstun=44 | |||
|advBlock=- | |||
|airAdvBlock={{clr|13|-Varies}} | |||
|firstJD=- | |||
|airFirstJD=100 | |||
|baseJD=- | |||
|airBaseJD=100 | |||
|JDG=0.83 | |||
|description=A disjoint that hits in an upward diagonal angle. While opponents already cannot jump over 5D, this move covers super jump height, allows for a good confirm on call outs, and it's a filler for combos. | |description=A disjoint that hits in an upward diagonal angle. While opponents already cannot jump over 5D, this move covers super jump height, allows for a good confirm on call outs, and it's a filler for combos. | ||
Line 692: | Line 902: | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version= | |version=6DD | ||
|damage= | |damage=100 | ||
|guard= | |guard= | ||
|properties=Bounce<br>Damage Scaled to 80% | |||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advHit= | |hitstop=- | ||
|advBlock= | |hitstun=Until Knockdown | ||
| | |advHit=Bounce, SKD | ||
| | |blockstun=- | ||
|blockstop=- | |||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=80 | |||
|JDG=- | |||
|description=Groundbounces the opponent and side-switches. | |description=Groundbounces the opponent and side-switches. | ||
}} | }} | ||
Line 710: | Line 926: | ||
====== <font style="visibility:hidden" size="0">Cowbell (Air-to-Air)</font> ====== | ====== <font style="visibility:hidden" size="0">Cowbell (Air-to-Air)</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=TFH_Texas_jD.png | ||
|hitbox=TFH_Texas_jD_hb.png | |||
|caption= | |caption= | ||
|name=Cowbell (Air-to-Air) | |name=Cowbell (Air-to-Air) | ||
|input={{clr|15|j.D}} | |input={{clr|15|j.D}} | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=j.D | |version=j.D | ||
|damage= | |damage=240<br>(80 Chip) | ||
|guard=Mid | |guard=Mid | ||
|properties=Hard Knockdown | |||
|startup=27 | |startup=27 | ||
|active=7 | |active=7 | ||
|recovery=Until Landing | |recovery=Until Landing | ||
|advHit=+ | |hitstop=18 (Texas) / 24 (Opp.) / 36 (Opp, Bullseye) | ||
|advBlock=- | |hitstun=Until Knockdown | ||
| | |advHit=+Varies (HKD) | ||
| | |blockstop=8 (Texas) / 13 (Opp.) | ||
|blockstun=14 | |||
|advBlock={{clr|13|-Varies}} | |||
|firstJD=100 | |||
|baseJD=100 | |||
|JDG=0.83 | |||
|description=About as much range as 5D, with just as much disjoint and combo potential on ranged hit. | |description=About as much range as 5D, with just as much disjoint and combo potential on ranged hit. | ||
Hits higher than 5D, making it better for controlling jumps, but it cannot reach crouching opponents at all. Use j.D and 5D in tandem for powerful space control. | Hits higher than 5D, making it better for controlling jumps, but it cannot reach crouching opponents at all. Use j.D and 5D in tandem for powerful space control. | ||
Like 5D, this launches the target away from Texas normally, but toward him with Bullseye. | |||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|header=no | |header=no | ||
|version= | |version=j.DD | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|properties=Wallbounce<br>Damage Scaled to 80% | |||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advHit= | |blockstop=- | ||
| | |blockstun=- | ||
| | |advBlock=- | ||
| | |hitstop=- | ||
|hitstun=- | |||
|advHit=Wallbounce, SKD | |||
|firstJD=- | |||
|baseJD=20 | |||
|JDG=- | |||
|description=Throws the opponent towards the wall, with enough advantage to easily link a 5D from fullscreen into a full combo. A very useful followup for confirming combos. | |description=Throws the opponent towards the wall, with enough advantage to easily link a 5D from fullscreen into a full combo. A very useful followup for confirming combos. | ||
}} | }} | ||
}} | |||
===Super=== | |||
---- | |||
====Level 1==== | |||
{{MoveData | |||
|image=TFH_Texas_236XX.png | |||
|hitbox=TFH_Texas_236XX_hb.png | |||
|caption=MUDA MUDA MUDA! | |||
|name=Prairie Pummel | |||
|input=236XX | |||
|data= | |||
{{AttackData-TFH | |||
|damage=150, 60 [x16], 350<br>(100 Chip) | |||
|guard=Mid | |||
|properties=Invulnerable (1-6)<br>Armor<br>Wallstick<br>Forced HKD | |||
|startup=6+3 | |||
|active=8 | |||
|recovery=39 | |||
|hitstop=- | |||
|hitstun=- | |||
|advHit=+29 (HKD) | |||
|blockstop=20 | |||
|blockstun=21 | |||
|advBlock={{clr|14|-25}} | |||
|firstJD=- | |||
|baseJD=- | |||
|JDG=- | |||
|description=Fully invincible before the flash, armored for the rest of the startup and on active frame. Among the more damaging Level 1 supers, and relatively quite resistant to damage scaling - although it leaves Texas further away than he'd usually like to be. | |||
In the corner, the pushback from this move can be avoided by performing it from a small distance away instead of at point blank. | |||
Because all of Texas's normals are prohibited from super-cancelling during startup and he has no 236 motion specials to cancel out of, Texas cannot kara-cancel into super with two buttons staggered slightly apart. For this reason it may be prudent to exercise extra precision or use a macro for more consistent supers. | |||
}} | |||
}} | |||
====Level 2 (Follow Up)==== | |||
{{MoveData | |||
|image=TFH_Texas_214XX.png | |||
|caption=Ya ain't going nowhere 'til I say so! | |||
|name=Pummel Pillar | |||
|input=214XX | |||
|data= | |||
{{AttackData-TFH | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitstop=120 (Opponent) | |||
|hitstun=Until Knockdown | |||
|advHit=SKD | |||
|blockstop=- | |||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=- | |||
|JDG=- | |||
|description=Texas creates two rock walls that shorten the size of the stage temporarily, and leaves the opponent in a large amount of hitstun. Walls can be eliminated by Level 3 supers, either from the opponent or Texas himself. | |||
}} | |||
}} | |||
====Level 3==== | |||
{{MoveData | |||
|image=TFH_Texas_Lvl3.png | |||
|hitbox=TFH_Texas_632147896XX_hb.png | |||
|caption= | |||
|image2=TFH_Texas_Lvl3Finish.png | |||
|caption1= | |||
|name=Cattlepult | |||
|input=360XX | |||
|data= | |||
{{AttackData-TFH | |||
|damage=500, 574, 1000 | |||
|guard=Command Grab | |||
|properties=Invulnerable (1-3)<br>Throw-Invulnerable (4-9)<br>Forced HKD | |||
|startup=3+0 | |||
|active=1 | |||
|recovery=36 | |||
|hitstop=- | |||
|hitstun=- | |||
|advHit=0 | |||
|blockstop=- | |||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=-150 | |||
|baseJD=- | |||
|JDG=- | |||
|description= The single fastest move in the game. 3f command grab super with full invincibility, and cannot be jumped out of post-freeze. | |||
If you're feeling particularly evil, it is possible to use a special move with slow startup to bait the opponent into blocking, and then cancel it into Level 3 right before it actually connects. | |||
The move doesn't require a perfect 360 motion as long as forward, down, back, up, and forward inputs are present in that order, so even something like 62486XX will suffice. The input buffer for this move seems to be shorter than usual though, so the motion needs to be performed fairly quickly and not too long before activation. An attempt that's too slow will usually result in a Texas Smash instead, which isn't the worst outcome considering Level 3 in effect a stronger version of it. | |||
}} | |||
}} | |||
====Cross-Canter==== | |||
{{MoveData | |||
|image=TFH_Texas_CC.png | |||
|hitbox= | |||
|name=Cross-Canter | |||
|input=6XX (While Blocking) | |||
|data= | |||
{{AttackData-TFH | |||
|damage=80 (Recoverable Health) | |||
|guard=Mid | |||
|properties=Strike-Invulnerable (f1-16)<br>Autoguard (f17-25) | |||
|startup=23 | |||
|active=9 | |||
|recovery=54 | |||
|hitstop=- | |||
|hitstun=- | |||
|advHit=0 (HKD) | |||
|blockstop=5 | |||
|blockstun=13 | |||
|advBlock={{clr|14|-49}} | |||
|firstJD=0 | |||
|baseJD=0 | |||
|JDG=1 | |||
|description=In exchange for 1/2 a bar of super meter, cross-canter interrupts your blockstun with a strike-invulnerable counterattack. Leads to a hard knockdown on hit with no frame advantage, resetting both opponents to neutral at a medium distance apart. The user will also be locked out of gaining super meter for 5 seconds, stacking up to 10 seconds if cross-canter is used repeatedly. | |||
This can be a strong option to escape pressure, but don't overdo it - it can be thrown during startup and is extremely punishable on block or whiff. | |||
}} | |||
}} | }} | ||
Line 749: | Line 1,104: | ||
<!--Check file prefix and add the color name in the text parameter.--> | <!--Check file prefix and add the color name in the text parameter.--> | ||
{{ColorGallery | filePrefix=TFH-Texas-| colors= | {{ColorGallery | filePrefix=TFH-Texas-| colors= | ||
{{ColorGallery/Color|1| text= Texas}} | {{ColorGallery/Color|1| text= Texas ( {{clr|12|A}} ) }} | ||
{{ColorGallery/Color|2| text= Durango}} | {{ColorGallery/Color|2| text= Durango ( {{clr|13|B}} ) }} | ||
{{ColorGallery/Color|3| text= Colorado}} | {{ColorGallery/Color|3| text= Colorado ( {{clr|14|C}} ) }} | ||
{{ColorGallery/Color|4| text= Delaware}} | {{ColorGallery/Color|4| text= Delaware ( {{clr|15|D}} ) }} | ||
{{ColorGallery/Color|5| text= EP035}} | {{ColorGallery/Color|15| text= Honglorns (TU) }} | ||
{{ColorGallery/Color|6| text= Soldier of Zepp}} | {{ColorGallery/Color|5| text= EP035 (VC) }} | ||
{{ColorGallery/Color|7| text= Behemoth Typhoon}} | {{ColorGallery/Color|6| text= Soldier of Zepp ( {{clr|12|A}}+{{clr|13|B}}+{{clr|14|C}} ) }} | ||
{{ColorGallery/Color|8| text= Red, White, and Moo}} | {{ColorGallery/Color|7| text= Behemoth Typhoon ( {{clr|15|D}}+TU+VC) }} | ||
{{ColorGallery/Color|9| text= Gives You Wings}} | {{ColorGallery/Color|8| text= Red, White, and Moo ( {{clr|12|A}}+{{clr|15|D}} ) }} | ||
{{ColorGallery/Color|10| | {{ColorGallery/Color|9| text= Gives You Wings ( {{clr|13|B}}+{{clr|15|D}} ) }} | ||
{{ColorGallery/Color|11| | {{ColorGallery/Color|10| text= Incredible ( {{clr|12|A}}+{{clr|13|B}}+{{clr|15|D}} ) }} | ||
{{ColorGallery/Color|12| text= | {{ColorGallery/Color|11| text= Gazelle Fan ( {{clr|14|C}}+{{clr|15|D}} ) }} | ||
{{ColorGallery/Color|12| text= Purplemenace ( {{clr|12|A}}+{{clr|14|C}}+{{clr|15|D}} ) }} | |||
{{ColorGallery/Color|13| text= TRMPLD ( {{clr|13|B}}+{{clr|14|C}}+{{clr|15|D}} ) }} | |||
{{ColorGallery/Color|14| text= Train to Moosan ( {{clr|13|B}}+{{clr|14|C}} ) }} | |||
{{ColorGallery/Color|16| text= Hammer Spark (?) }} | |||
}} | }} | ||
{{TFH}} | {{TFH}} |
Latest revision as of 22:31, 25 June 2024
Texas | |
---|---|
Species: | Bull |
Playstyle: | Grappler |
HP: | 5500 |
Meter Size: | 320 |
Movement Options: | Short Hop, Super Jump, Rodeo Run |
Voice Actor: | Patrick Seitz |
Stage(s): | Caravan Cattledome |
Profile
A LIVING LEGEND
Texas has led a storied career of adventure and carries great pride for cattlekind, symbolized by the yoke and star he bears on his back. His place as Head Bull was earned with hard work, sacrifice, and good ol’ fashioned charm!
As Arizona’s father and with the whole of Foenum at stake, he yearns to do his part in support of his daughter’s quest to save the world. So despite his age, he sets out on his own for one last journey, leaving care of the clan to his wife Minnesota, before settling down for good. (Promise!!)
Wielding twin cowbells attached by ropes to his mighty yoke, Texas uses mass and momentum to send them flying towards his opponents, reeling them into range of his heaviest strikes. Everybody knows, you don’t mess with Texas!
Gameplan
Texas is a grappler with an array of strong options - including an armored approach, up-close plus-frames, a true 50/50, huge buttons with surprisingly quick recovery, and long ranged disjoints to blow the opponent up even at fullscreen. Any touch can lead to tons of damage and a powerful restand, meaning just a few lost interactions against Texas may spell the end of a round.
Strengths | Weaknesses |
---|---|
|
|
Movement
Walk: Texas's default walk speed is quite slow, about the same as Oleander's forward, and even slower backward.
Dashes: Texas has no forward dash at all, but a unique backdash with a longer than usual invulnerability frames and total animation length.
Rodeo Run: [4]6X is a cancellable command run that propels Texas forward at incredible speed, roughly equivalent to Arizona's forward run.
Jumps: Like his daughter, Texas can jump at three different heights - with a normal jump, a shorthop, and a super jump. Perhaps a bit counterintuitively for what looks like by far the heaviest character in the game, Texas's normal jump and shorthop go a bit higher than normal, which also makes him take longer to land from them.
Command List
Normal Moves
Standing Normals
5A
5A
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
5B
5B
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
5C
5C
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Crouching Normals
2A
2A
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2B
2B
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2C
2C
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Jumping Normals
j.A
j.A
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
j.B
j.B
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
j.C
j.C
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Command Normals
6A
6A
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
3C
3C
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Throws
Forward Throw
Forward Throw
B+C / 6B+C |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Back Throw
Back Throw
4B+C |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Air Throw
Air Throw
j.B+C |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Special Moves
Texas Smash
Texas Smash
632146X |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Rodeo Run
Rodeo Run
[4]6X~A/B/C |
---|
Stomp
Stomp / Earth Pull
22X |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Magic
Texas's magic is filled through Bullseye, which occurs when one of the moves below hits at the tip, where the bell is. Magic can then be used on Followup, which is done by pressing the D button again. Each Cowbell has a different Followup, which consumes 1 Magic, and can be done regardless of whether or not Bullseye occurred. All Followups force 20% damage reduction on the rest of the combo.
Bullseye will also extend the hitstun of Cowbell, and pull the opponent towards Texas rather than away, as well as allow the Cowbell to be cancelled into other Cowbells, or into his [4]6 Rodeo Run.
Cowbells will not cancel into other cowbells if they have already been used once since the last followup or other non-cowbell move. So, for example, something like j.DD 6D 5D 2D 6D will not work due to the second 6D.
Cowbell (Standing)
Cowbell (Standing)
5D |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Cowbell (Overhead)
Cowbell (Overhead)
2D |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Cowbell (Anti-Air)
Cowbell (Anti-Air)
6D |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Cowbell (Air-to-Air)
Cowbell (Air-to-Air)
j.D |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Super
Level 1
Prairie Pummel
236XX |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Level 2 (Follow Up)
Pummel Pillar
214XX |
---|
Level 3
Cattlepult
360XX |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Cross-Canter
Cross-Canter
6XX (While Blocking) |
---|
Colors