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| |hitbox=YH_Cowboy_ShootGunHB.png | | |hitbox=YH_Cowboy_ShootGunHB.png |
| |caption= Shoot | | |caption= Shoot |
| |image2=YH_Cowboy_ShootHit.png | | |image2=YH_Cowboy_Bullet.png |
| |hitbox2=YH_Cowboy_ShootHitSelfHB.png | | |hitbox2=YH_Cowboy_BulletHB.png |
| |caption2= Self-Hit Hitbox | | |caption2= A bullet. |
| | |image3=YH_Cowboy_ShootHit.png |
| | |hitbox3=YH_Cowboy_SelfBulletHB.png |
| | |caption3= Self-Hit Hitbox |
| |data= | | |data= |
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Revision as of 15:27, 17 June 2024
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Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
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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
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- 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.
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- 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.
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Cowboy
Move List
Movement
Walk
Walk a leisurely stroll a leisurely stroll
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Movement Starts At
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Consumes Air Option
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First Actionable
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2
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No
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10-15
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- Always interruptible when the opponent is able to act.
- IASA scales based on distance in neutral, but is always 8 in combos.
- "auto" toggle will cause Cowboy to turn around mid dash to always be advancing towards the opponent.
The slowest of all dashes, granting the least distance and speed out of the rest of the cast. Not all downsides, as it allows for very minute adjustments in positioning.
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Toggle Hitboxes Toggle Hitboxes
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Back Walk
Back Walk footsies!? footsies!?
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Movement Starts At
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Consumes Air Option
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First Actionable
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2
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No
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11
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- Always interruptible when the opponent is able to act.
- Does not become actionable if the opponent uses forward movement.
- Grab immune frames 1-7.
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Toggle Hitboxes Toggle Hitboxes
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Dash
Dash Will get you over some lows and mids Will get you over some lows and mids
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Movement Starts At
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Consumes Air Option
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First Actionable
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1
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No
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10
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- Air OK.
- Always interruptible when the opponent is able to act.
- Projectile invuln frames 0-4 with initiative.
Fairly fast for a movement option, and can hop over lows.
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Toggle Hitboxes Toggle Hitboxes
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Super Dash
Super Dash very anime very anime
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Movement Starts At
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Consumes Air Option
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First Actionable
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8
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No
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22
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- Always interruptible when the opponent is able to act.
Cowboy takes a big hop forward, similar to his dash. Diferent to the rest of the cast, cowboy's super dash has very little charge time, making it a great way to close distance with out using meter
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Toggle Hitboxes Toggle Hitboxes
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Jump
Jump
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Movement Starts At
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Consumes Air Option
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First Actionable
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2, 5 (jumping backwards)
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Yes (if used in air)
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10-15
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- Short jumps are 10f to act.
- Grounded large jumps are 12f to act, but are upped to 15f if jumping straight up or backwards.
- In the air, large jumps are always 11f.
- Always interruptible when the opponent is able to act.
- Backwards movement does not become actionable if the opponent uses forward movement.
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Toggle Hitboxes Toggle Hitboxes
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Super Jump
Super Jump
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Movement Starts At
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Consumes Air Option
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First Actionable
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5
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No
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13
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- Interruptible when the opponent is able to act, after jumpsquat.
- Can only be manually aimed if the opponent is in hitstun.
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Toggle Hitboxes Toggle Hitboxes
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Spot Dodge
Spot Dodge
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Movement Starts At
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Consumes Air Option
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First Actionable
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-
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Yes
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11
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- Air OK.
- Grab Invuln frames 1-4.
- Invuln frames 5-7.
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.
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Toggle Hitboxes Toggle Hitboxes
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Grounded Normals
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Pommel
Pommel The closest you can get to a 5P in YH The closest you can get to a 5P in YH
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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400
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4
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2
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14
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+12
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High
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2
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-1
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- Can be chained into itself repeatedly.
- Spikes air opponents and ground bounces on the launching hit.
Important tool for close range RPS and to beat whiff cancels, your fastest button. Also useful for stabilizing combos if you have low frame advantage.
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Toggle Hitboxes Toggle Hitboxes
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Horiz. Slash
Horiz. Slash Upwards Version Upwards Version
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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1000
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6, 8
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2, 2
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16
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+13
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High
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1
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+0
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- Has a shockwave hitbox that comes out 2 frames after the sword.
- The up-angled version has an extra frame of hitstun, and is considered a separate move for hitstun scaling.
- Draw Cancellable.
Fast and long ranged, but has a relatively thin hitbox and low hitstun. Risky to contest at round start distance.
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Toggle Hitboxes Toggle Hitboxes
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Vert. Slash
Vert. Slash
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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1150
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11
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2
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19
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+35
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High
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0
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+3
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- Causes ground bounce on a grounded opponent, or spikes an aerial one.
- Startup is reduced to 9f, and is actionable frame 17 with initiative.
- Draw Cancellable.
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Toggle Hitboxes Toggle Hitboxes
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Upward Swipe
Upward Swipe Looks like a DP. Is not a DP Looks like a DP. Is not a DP
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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700
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8
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4
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23
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+32
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High
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0
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+1
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Yes
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- Propels Cowboy upwards significantly while grounded, and a fair amount whilst aerial.
- The inherent momentum granted from the aerial version decays from use in combos.
Can be useful for calling out some aerial options from approaching opponents, stalling in the air, and has plenty of hitstun during a combo.
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Toggle Hitboxes Toggle Hitboxes
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Stinger
Stinger round start flip draw cancel stinger is my favorite opener round start flip draw cancel stinger is my favorite opener
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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1200
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11
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2
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21
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+42
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High (Guardbreak)
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-1 (1 on Guardbreak)
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+0
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- Draw Cancellable.
- Wallsplats.
- Causes soft knockdown.
Sometimes useful as a movement option due to the forward lunge, allowing escapes from certain situations, or to reposition into gun stance.
Grants significant corner carry, but is somewhat weak to DI diagonally down/away if Stinger hits near the end of its range, a weakness removed in the corner.
Can be looped into itself with the use of Foresight/Teleport.
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Toggle Hitboxes Toggle Hitboxes
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Ankle Cutter
Ankle Cutter "Round start low disjoint?" "Round start low disjoint?"
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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810
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7
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2
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18
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15
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Low
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-
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+0
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- Draw Cancellable.
- Slightly pulls the opponent closer on block.
- Shortens Cowboy's hitbox very slightly.
Cowboy's only 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.
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Toggle Hitboxes Toggle Hitboxes
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Downward Cleave
Downward Cleave
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Ground
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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630
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12
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4
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19
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+11
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High
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0
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+2
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Air
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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700
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9
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Until Landing
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On Landing + 4
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+15
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High
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0
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-
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- Grounded version is airborne frame 3.
- Causes a soft knockdown on aerial opponents.
- Draw cancellable.
Hops over grabs and lows in neutral, and even jumps over certain highs.
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Toggle Hitboxes Toggle Hitboxes
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Throw
Grab You're landing this after tp aren't you? You're landing this after tp aren't you?
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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1500
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3
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3
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16
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-
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Throw
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2
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-
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Yes
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- Universal throw.
- Causes soft knockdown.
- Not free cancellable.
Weak to DI down, but still grants soft knockdown pressure. If the opponent doesn't DI down, a grounded grab can sometimes lead into a combo, or free set-up time.
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Toggle Hitboxes Toggle Hitboxes
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Pistol Whip
Pistol Whip
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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1280
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11
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3
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18
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+24
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High (Guardbreak)
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0 (1 on Guardbreak)
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+1
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Yes
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- Usable grounded while in Gun stance, or at anytime while airborne.
- Draw cancellable.
Effectively replaced Cowboy's noninteractive aerial grab loops. Due to throw forwards and throw downwards being identical, Pistol Whip functionally acts as a down throw used to in a combo, except against DI down.
Can sometimes catch opponents trying to avoid bullets and attack with projectile invulnerability.
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Toggle Hitboxes Toggle Hitboxes
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Aerials
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Horiz. Slash
Horiz. Slash (air)
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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900
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6
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4
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19
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+17
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High
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0
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+1
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- Propels Cowboy forward.
- Draw Cancellable.
A fast move with good range thanks to its forward movement. Sometimes useful as a last resort air movement option.
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Toggle Hitboxes Toggle Hitboxes
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Vert. Slash
Vert. Slash (air)
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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700
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5
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2
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18
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16
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High
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1
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+1
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Cowboy's fastest aerial outside of grab, with decent coverage to boot. Also Cowboy's main restand tool.
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Toggle Hitboxes Toggle Hitboxes
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Specials
Lightning Slice
Lightning Slice Neutral Skip Detected Neutral Skip Detected
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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1100
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9
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1
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22
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+15
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High
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0
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+1
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Yes
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- Can be cancelled into itself, but loses the ability to be freely aimed.
- The follow-up has 5f of startup, but only grants +10 frame advantage.
- In combos, Lightning Slice grants +20 frame advantage.
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Toggle Hitboxes Toggle Hitboxes
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Impale
Impale nothing personnel, kid nothing personnel, kid
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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500+1500
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13-21
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4
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41
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Infinite
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High (Guardbreak)
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2
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-4
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No
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- Punishable on block.
- Startup increases with distance from the opponent.
- Teleports on frame 7.
- Second hit has Minimum Damage 600
- Causes soft knockdown.
- Not free cancellable.
In older versions this move could be free canceled, making it one of the best (and fastest) ways to close distance. Today, it can only be used for hard reads such as punishing neutral setplay, or to be used as a combo ender.
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Toggle Hitboxes Toggle Hitboxes
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BackSlash
BackSlash HUGE hitbox goes brrrrrr HUGE hitbox goes brrrrrr
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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500, 600
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5, 7
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2, 3
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35
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+38 (2nd hit)
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High
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0
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+0
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No
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- Has a frame 9 sweetspot that deals 1300 damage.
- First hit is punishable on block.
- Swiftly propels Cowboy backwards a decent distance.
Cowboy's dedicated anti-air button, covering an absolutely massive area. Can be surprisingly hard to beat on the ground if spaced correctly.
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Toggle Hitboxes Toggle Hitboxes
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3Combo
3 Combo
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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400, 400, 1600
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8, 4, 11
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2, 2, 3
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38
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+34, +25, +30
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High
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0
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+2
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Yes (requires air option)
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- Downwards version is air only.
- Last hit has min damage 500.
- The last hit is your highest damage option besides Izuna Drop, but it's easy to DI out of if the first two hits connect.
- Known as "triple_ass_smacker" in the game files
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Toggle Hitboxes Toggle Hitboxes
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Quickdraw
Gun Stance Six bullets. More than enough to kill anything that moves. Six bullets. More than enough to kill anything that moves.
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Quickdraw
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
|
-
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12
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-
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12
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-
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-
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0
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-
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Yes
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- Enters Gun stance
- Draw toggle reduces recovery on eligible attacks down to as little as 6f.
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Toggle Hitboxes Toggle Hitboxes
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Shoot Shoot Shoot A bullet. A bullet. Self-Hit Hitbox Self-Hit Hitbox
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Damage
|
Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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1300-1000
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4
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58
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10
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+21
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High
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0
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+2
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Yes
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- Only usable in Gun stance.
- Consumes a Bullet.
- Shoots an incredibly fast, unparriable, ricocheting projectile.
- Angle can be adjusted.
- Bullet velocity, damage, hitstun and size falls off over time.
- An additional 15% damage and hitstun is lost with each ricochet, but refreshes the hitbox.
- Cowboy gains a hitbox if shot by his own bullet.
- DI affects the Bullet's ricochet angle off of foresight, rift, attacks, and the ground.
- Repeated shots increase the first actionable frame to 11.
- Pushblock freezes the Bullet for 10f.
- Wallsplats.
- Groundbounces.
- Causes a hard knockdown.
Words cannot overstate just how much space Shoot covers. This bullet is fast, damaging, highly controllable, and very threatening due to the hard knockdown. The bullet itself can be attacked to redirect it, affected by DI.
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Toggle Hitboxes Toggle Hitboxes
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Shoot Dodge
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Damage
|
Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
|
Air OK
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1300-1000
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4
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-
|
21
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+6
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High
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0
|
+2
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Yes (requires air option)
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- Only usable in Gun stance.
- Consumes a Bullet.
- Full invuln frames 4-13.
- Angle can be adjusted.
- Functions identically to Shoot, except with brief invulnerability at the cost of much longer recovery.
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Toggle Hitboxes Toggle Hitboxes
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Point Blank
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Damage
|
Startup
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Active
|
First Actionable
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Frame Advantage *
|
Guard
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Proration
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Block Advantage
|
Air OK
|
1400
|
4
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5
|
12
|
+25
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High
|
0
|
+2
|
Yes
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- Only usable in Gun stance.
- Consumes a Bullet.
- Angle can be adjusted.
- Unparriable.
- Does not hitcancel.
Quick, and with incredibly high damage and hitstun. Beats almost every option in range, and any trades are usually in your favour; only beaten by moves that outspeed, or outrange it.
Also counts as a melee strike, meaning projectile invuln won't work on this. Has a fairly precise hitbox, and will need to be angled slightly to prevent it from being low profiled.
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|
Toggle Hitboxes Toggle Hitboxes
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Holster
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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.
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|
Toggle Hitboxes Toggle Hitboxes
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|
|
Lasso
|
Lasso
|
Damage
|
Startup
|
Active
|
First Actionable
|
Frame Advantage *
|
Guard
|
Proration
|
Block Advantage
|
Air OK
|
-
|
9
|
46
|
21
|
-
|
High
|
0
|
+1
|
Yes
|
- Projectile spawns frame 8.
- Enters Lasso stance on hit.
- Parrying the lasso yanks it, and forces Cowboy to roll forwards.
- After 21f, becomes always interruptible when the opponent is able to act.
|
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.
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|
Toggle Hitboxes Toggle Hitboxes
|
Foresight
Foresight Foresight Shift Shift 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.
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Toggle Hitboxes Toggle Hitboxes
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Gun Throw
Gun Throw A thrown gun. A thrown gun.
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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800, 1500
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9
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-
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16
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+48
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High
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0
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+0
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Yes
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Gun Pull
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Air OK
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800
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4
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-
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14
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+38
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High
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0
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+0
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Yes
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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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 For holding forward with maximum efficiency For holding forward with maximum efficiency
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Movement Starts At
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Consumes Air Option
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First Actionable
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7
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Yes
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13
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Temporal Round
Temporal Round wait for iiiiittt . . . BANG! wait for iiiiittt . . . BANG!
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Super Cost
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Air OK
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1200
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5
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53/20 (fast)
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10
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+19
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High
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0
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+2
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2
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Yes
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- DOES NOT cost a Bullet.
- Only usable in Gun stance.
- Shoots out a stationary bullet, which will automatically fire after 53 frames.
- Fast toggle causes the bullet to automatically fire after 20 frames.
- The stationary Temporal Round will become fully invulnerable 3 frames before firing.
- Bullet velocity, damage, hitstun and size falls off over time.
- An additional 15% damage and hitstun is lost with each ricochet, but refreshes the hitbox.
- The Bullet will not hit its owner, and ignores all hitboxes.
- The owner is determined by whoever fired the Bullet, including if an opponent hits it.
- The direction the Bullet is fired in is controlled by the DI wheel, but will automatically fire towards the opponent if no DI is set. (Right Click on the DI wheel.)
- The shot will fire prematurely if the Temporal Round is hit by a melee attack.
- Any attack that connects with the frozen round will be automatically Free Cancelled.
- DOES NOT disappear when the Cowboy is hit.
- Pushblock freezes the Bullet for 10f.
- Adds temp toggle to Shoot, firing the Temporal Round after using Shoot.
- Wall splats.
- Ground bounces.
- Causes hard knockdown.
All the goodness a normal Bullet provides, with even more benefits! After a short, interruptible delay, fires out a Bullet to aid in restricting your opponents options, blockstrings, combos, okizeme, and can even get you out of combos.
The stationary bullet is always set towards your opponent, even if you try to flip it.
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Toggle Hitboxes Toggle Hitboxes
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1000Cuts
1000 Cuts
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1000 Cuts Hit 1 Hit 1 Hit 2 Hit 2 Hit 3 Hit 3
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Super Cost
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Air OK
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500
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5
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2, 2, 2...
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12
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+9 (highly variable)
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Low/High/High
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0
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+1
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3
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Yes
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- 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.
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Toggle Hitboxes Toggle Hitboxes
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Fatal Cut
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Super Cost
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Air OK
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900
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5
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2
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20
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+24, Infinite if aerial
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High
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0
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-2
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0
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Yes
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- Requires 1000 Cuts to be active.
- Removes 1000 cuts on use.
- Does not hitcancel.
- Causes soft knockdown.
An incredibly expensive, but fast, decent range poke with a fair amount of hitstun. If hit on an aerial opponent, they'll be put into hitstun until they hit the ground, letting you do whatever you want.
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Time Splitter
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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Super Cost
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Air OK
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1450
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6
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2
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76
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Infinite
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High
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0
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+2
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1
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Yes (requires air option)
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- Requires 1000 Cuts to be active.
- Removes 1000 cuts on use.
- Teleports frame 5, and has full invuln.
- Each slash lasts for 2 frames, and hits every frame, one after another, in a line behind Cowboy.
- Unable to be Free Cancelled.
- Spikes the opponent downwards on hit.
Teleport to a place within range, a sweeping barrage of cuts trailing you. Reasonably threatening at around round start spacing, but is even more committal than Ninja's Uppercut. If this misses, you DIE.
Hard to Parry, as the timing varies based on where Cowboy teleports to; but you might want to reconsider burning 4 bars on a blockstring.
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Taunt
Hustle I am the gun I am the gun
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Damage
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Startup
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Active
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First Actionable
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Frame Advantage *
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Guard
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Proration
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Block Advantage
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200
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22
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2
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61
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30
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High
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0
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+0
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- 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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Navigation
General
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Characters
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Mechanics
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