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 incredible array of options at any range. Up-close plus-frames and a true 50/50, unmatched midrange buttons, and several options to blow the opponent up even at fullscreen. Any touch leads to tons of damage and a powerful Restand, meaning any lost interaction against Texas could spell the end of a round.
Strengths
Weaknesses
Strong Ranged Tools: Texas has several moves which cover an immense amount of space, all leading to an incredible amount of damage should they hit. However, all of his fullscreen options are reactable and minus on block, and many of his quicker midrange options are still fairly slow compared to the rest of the cast's options. Despite all of this, his ranged tools allow him to dictate the pace of the match, with his fullscreen presence being near-uncontested and his midrange options, while riskier, leading to higher reward than most of the cast.
Powerful Mixups: Texas has many powerful ways to mix you up, including a powerful command grab, an anti-air which is unblockable when rising, and a plus on block low. He also has very strong ways of putting his opponent in situations where they need to guess, most notably his 2D followup, which will restand the opponent even when JD is maxed out.
Massive Damage: Does incredible damage from just about any touch.
High Health: Texas has the highest health in the game, at 5500.
Great Abare: Texas has the fastest attacks in the game, as well as quick long range normals, giving him significantly better abare than the rest of the cast.
Metergain: Texas operates on pre-3.0 rules, gaining much more meter when getting hit than anyone else in the cast. His meter size is also the second smallest in the game, and his command grab builds him plenty of meter.
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.
Normal Moves
5A
5A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
35
Mid
-
8
4
19
vs. Grounded
+2
-3
vs. Airborne
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.
Can be used as an anti-air, especially when you can't use 6A due to having charge built up.
6A
6A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90
Mid + Rising Unblockable
-
12
6
27
vs. Grounded
Groundbounce
-11
vs. Airborne
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.
Provides Texas with a useful groundbounce in juggles, although it forces 20% less damage on followups afterwards.
A 6A full of upsides, with its only downside being speed.
2A
2A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
30
Mid
-
6
5
13
vs. Grounded
+1
-1
vs. Airborne
Not a low.
Texas's fastest strike punish option.
2B
2B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90
Low
-
10
6
11
vs. Grounded
+53 SKD
+1
vs. Airborne
Texas's fastest low.
Launches the opponent slightly on hit, making confirms a bit awkward.
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.
90
Low
-
9
5
14
vs. Grounded
+53 SKD
-1
vs. Airborne
A followup to 2B that gives you... Another 2B! Basically identical to 2B, although this one is -1.
Being able to whiff cancel into this, it can be used to make 2B scary to whiff punish.
5B
5B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
100
Mid
-
12
8
16
vs. Grounded
+3
-4
vs. Airborne
Ever wanted a poke with more range than Oleander 5C, but the speed of her 5B, the active frames of a 5C, and the damage of Paprika's 5B, all while being safe on block and impossible to normal jump over? Here it is!
Will whiff on crouchers at longer ranges, so be sure to space it well.
5C
5C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
200
Mid
-
17
7
25
vs. Grounded
-3
-6
vs. Airborne
A monster of a 5C. Normal jumps can't go over it, and while it's -6, not even Ole 5A can punish it at most ranges. Whiffs on crouchers who are too far away. Leads to huge damage on hit.
2C
2C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
125
Low
-
13
11
23
vs. Grounded
+30 HKD
-11
vs. Airborne
Huge, disjointed low. Very important for Texas's combos, allowing him to combo into 22X.
3C
3C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
160
Mid
-
18
4
36
vs. Grounded
Launch
-24
vs. Airborne
Standard launcher. Big damage, big hitbox, big unsafeness.
j.A
j.A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
65
High
-
7
Until Landing
-
vs. Grounded
≤+16
vs. Airborne
Big air-to-air button. Texas's air normals all remain active until he lands.
j.B
j.B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
140
High
-
15
Until Landing
-
vs. Grounded
≤+18
vs. Airborne
Big mid-range airborne poke. Has incredible reach, making it difficult to punish effectively. The active frames make this move a very nice "wall".
j.C
j.C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
180
High
-
20
Until Landing
6
vs. Grounded
≤+13
vs. Airborne
Classic grappler body splash. Delays Texas's descent when used, and can cross up. Groundbounces opponents who are in the air.
Special Moves
Texas Smash
Texas Smash 632146X
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
1499
Throw
-
4
1
34
vs. Grounded
+27
vs. Airborne
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.
Rodeo Run
Rodeo Run [4]6X~A/B/C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
21
-
-
vs. Grounded
vs. Airborne
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.
-
-
-
18
-
-
vs. Grounded
vs. Airborne
Run-brake. Maintains any unused hits of armor. When done as fast as possible, Rodeo Run into Stop lasts 40 frames.
627
Mid
-
9
7
28
vs. Grounded
+70 SKD
-23
vs. Airborne
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 largely useless compared to the C followup.
627
Mid
-
20
9
16
vs. Grounded
+87 SKD
-3
vs. Airborne
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.
Stomp
Stomp 22X
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
301
Low
-
29
6
35
vs. Grounded
+56 HKD
-8
vs. Airborne
Armored on frame 10 onwards.
Cancels into Rodeo Run, jumps, and Cowbells on hit, and into Earth Pull on hit or block.
Full screen armored stomp that leads to full combos no matter where you land it. What's the catch? Nothing. It's only -8, and its hitbox can catch opponents trying to jump at you. Abuse this.
301
Low
-
21
12
20
vs. Grounded
+55 SKD
-12
vs. Airborne
Also jump cancellable on hit.
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.
Super
Prairie Pummel 236XX
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
1038
Mid
-
6+3
8
39
vs. Grounded
+35 HKD
-25
vs. Airborne
Fully invincible before the flash, armored for the rest of the startup and on active frame. Does a decent chunk of damage, but leaves Texas at an undesirable range.
Follow Up
Pummel Pillar 214XX
Ya ain't going nowhere 'til I say so!
Ya ain't going nowhere 'til I say so!
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
-
-
-
vs. Grounded
+181 SKD
vs. Airborne
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 (although it is unlikely he will get 5 bars for this).
Level 3 Super
Cattlepult 360XX
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
2251
Throw
-
3+0
1
36
vs. Grounded
0
vs. Airborne
The single fastest move in the game. 3f command grab super with full invincibility, and cannot be jumped out of post-freeze.
Throws
Forward Throw
Forward Throw B+C / 6B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
200
Throw
-
6
3
23
vs. Grounded
+21
vs. Airborne
Allows for links directly into powerful normals such as 5B, 5C, or 2C.
Back Throw
Back Throw 4B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
200
Throw
-
6
3
23
vs. Grounded
Stagger +22
vs. Airborne
Similar to Forward Throw, it consumes Texas's Stagger upon use.
Air Throw
Air Throw j.B+C
Like Father, Like Daughter.
Like Father, Like Daughter.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
300
Throw
-
8
3
18
vs. Grounded
HKD +49
vs. Airborne
Brings the opponent straight down and leaves them in a HKD situation. No combos possible.
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.
Cowbell (Standing)
Cowbell (Standing) 5D
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
602, 652 (BE)
Mid
-
25
16
36
vs. Grounded
+26 HKD, +43 HKD (BE)
-14, -8 (BE)
vs. Airborne
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.
Landing a Bullseye with this provides full, high-damage combos. The threat level this grants Texas from long range is insane.
Can be cancelled into from other successful Bullseyes by inputting 4D.
-
-
-
-
-
-
vs. Grounded
+81 Stagger
vs. Airborne
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.
Cowbell (Overhead)
Cowbell (Overhead) 2D
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
602, 652 (BE)
Mid
-
27
8
24
vs. Grounded
+14 HKD, +37 HKD (BE)
-14
vs. Airborne
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.
As great as this move (and its Followup) is in combos, it is terrible outside of combos. The most reactable overhead in the game, hitting crouchers on frame 31, and moving the camera abruptly to make itself even more reactable. Don't use it as a mixup.
-
-
-
-
-
-
vs. Grounded
+25
vs. Airborne
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.
This state bends the rules of TFH's Juggle Decay system, being able to be used multiple times per combo, and allowing Texas to keep the opponent standing even after the JD bar is maxed out.
An excellent combo ender that gives you a command grab/low mixup.
Cowbell (Anti-Air)
Cowbell (Anti-Air) 6D
Be careful of the not fly zone.
Be careful of the not fly zone.
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
602, 652 (BE)
Mid
-
25
16
36
vs. Grounded
+28 HKD, +29 HKD (BE)
-14
vs. Airborne
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.
Although it's called an anti air, this move doesn't grant a lower hurtbox in use.
91
-
-
-
-
-
vs. Grounded
+95 SKD
vs. Airborne
Groundbounces the opponent and side-switches.
Cowbell (Air-to-Air)
Cowbell (Air-to-Air) j.D
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
602, 652 (BE)
Mid
-
27
7
Until Landing
vs. Grounded
+50 HKD, +67 HKD (BE)
-25
vs. Airborne
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.
-
-
-
-
-
-
vs. Grounded
+104 SKD
vs. Airborne
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.