YomiHustle/Cowboy

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Cowboy is a playable character in Yomi Hustle specializing in mid-range thanks to their powerful buttons and teleport that lets them dictate the pace of neutral.

Strengths Weaknesses
  • Teleport: Teleport is a very powerful movement option that lets Cowboy extend combos easily, escape bad situations, whiff punish, etc.
  • Sword: Cowboy sports a good combination of range and speed on their attacks, letting them press buttons where some other characters might not have any options.
  • Unconventional movement options: No dash makes Cowboy's movement limited (especially on the ground), which coupled with teleport's recovery makes a lot of situations quite awkard to navigate.

Move List

Unique movement

Walk

Walk
YH Icon Dash.png
YH Cowboy Walk.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 9 - - 0 -
  • Walking back is first actionable on frame 12.

Placeholder

Teleport

Teleport
YH Icon Teleport.png
YH Cowboy Teleport.png
Your main movement tool
Your main movement tool
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 10 - - 0 -
  • Has 3f more startup when moving backwards.
  • Gets additional recovery depending on how far away the teleport was (up to +2f recovery going fowards, +5f going backwards).
  • Has a few frames of invulnerability after 'startup'.

Probably the move you'll use most. Very useful for combos, getting in on your opponent, making moves whiff, getting out of RPS situations... Be aware of its recovery though, as it can (and will) put you at a disadvantage if used carelessly.

Normals

Pommel

Pommel
YH Icon Pommel.png
YH Cowboy Pommel.png
YH Cowboy Pommel HB.png
Fastest mashing option
Fastest mashing option
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400 4 2 9 - High 0 -
  • Tied for fastest strike in the game.
  • Will not lead to a combo if cancelled into Teleport.

Important tool for close range RPS and to beat whiff cancels, your fastest button. Also useful for stabilizing combos if you have low frame advantage.

Toggle Hitboxes
Toggle Hitboxes

Horiz. Slash

Horiz. Slash
YH Icon HSlash.png
YH Cowboy HSlash.png
YH Cowboy HSlash HB.png
Ground version
Ground version
YH Cowboy jHSlash.png
YH Cowboy jHSlash HB.png
Air version
Air version
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000 6 2 20 - High 0 -
  • Placeholder

Fast and long ranged, but has a relatively thin hitbox and low hitstun. If cancelled into Teleport, can only combo into Pommel. A powerful roundstart option, especially when combined with a Free cancel.

Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 6 4 20 - High 0 -
  • Moves Cowboy forward.
  • Can be used even without air actions.

Fast move with good range thanks to its forward movement. Sometimes useful as a last resort air movement option.

Toggle Hitboxes
Toggle Hitboxes

Vert. Slash

Vert. Slash
YH Icon VSlash.png
YH Cowboy VSlash.png
YH Cowboy VSlash HB.png
Ground version
Ground version
YH Cowboy jVSlash.png
YH Cowboy jVSlash HB.png
Air version
Air version
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1150 11 2 13 - High 0 -
  • Causes ground bounce on ground hit.
  • Initiative bonus: startup reduced to 9f.

Has enough hitstun on ground hit to whiff Parry then Teleport and continue the combo, allowing you to safely counter immediate Bursts while not ending your offense.

Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Sends the opponent downwards.

Your fastest air move and main restand tool.

Toggle Hitboxes
Toggle Hitboxes

Upward Swipe

Upward Swipe
YH Icon UpwardSwipe.png
YH Cowboy UpwardSwipe.png
YH Cowboy UpwardSwipe HB.png
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
630 8 4 - - - 0 -
  • Placeholder

Placeholder

Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Placeholder

Placeholder

Toggle Hitboxes
Toggle Hitboxes

Stinger

Stinger
YH Icon Stinger.png
YH Cowboy Stinger.png
YH Cowboy Stinger HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1080 11 2 - - High -1 -
  • Knocks the opponent away

Placeholder

Toggle Hitboxes
Toggle Hitboxes

Ankle Cutter

Ankle Cutter
YH Icon AnkleCutter.png
YH Cowboy AnkleCutter.png
YH Cowboy AnkleCutter HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
630 7 2 - - Low 0 -
  • Cowboy's only Low.

Placeholder

Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw

Grab
YH Icon Grab.png
YH Throw.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 3 3 30 - Throw 0 -
  • Placeholder

Universal throw.

Specials

Lightning Slice

Lightning Slice
YH Icon LightningSlice.png
YH Cowboy LightningSlice.png
YH Cowboy LightningSlice HB.png
Footsies
Footsies
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
810 (320) 9 (5) 1 38 - High 0 -
  • Air OK.
  • Can be cancelled into itself.
  • Values in parentheses are for the followup version.

Incredible combo tool, hitting far away and having enough hitstun to teleport in and continue the combo afterwards. Also fast enough to hit movement options before they get a chance to react, though the hitbox isn't particularly big and the recovery is high.

Toggle Hitboxes
Toggle Hitboxes

Impale

Impale
YH Icon Impale.png
YH Cowboy Impale1.png
YH Cowboy Impale1 HB.png
First hit
First hit
YH Cowboy Impale2.png
YH Cowboy Impale2 HB.png
Second hit
Second hit
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
450 (1790) 9 - - - High 0 -
  • Knocks down on hit.
  • Values in parentheses are for the second hit.

Deals 2050 damage if both hits land.

Toggle Hitboxes
Toggle Hitboxes

BackSlash

BackSlash
YH Icon BackSlash.png
YH Cowboy BackSlash.png
YH Cowboy BackSlash1 HB.png
YH Cowboy BackSlash2 HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 5 - - - High 0 -
  • Has a sweetspot.

Your dedicated anti-air button.

Toggle Hitboxes
Toggle Hitboxes

3Combo

3 Combo
YH Icon 3Combo.pngYH Icon 3ComboDown.png
YH Cowboy 3Combo1.png
YH Cowboy 3Combo1 HB.png
YH Cowboy 3Combo2.png
YH Cowboy 3Combo2 HB.png
YH Cowboy 3Combo3.png
YH Cowboy 3Combo3 HB.png
3 Combo
3 Combo
YH Cowboy 3ComboDown1.png
YH Cowboy 3ComboDown1 HB.png
YH Cowboy 3ComboDown2.png
YH Cowboy 3ComboDown2 HB.png
YH Cowboy 3ComboDown3.png
YH Cowboy 3ComboDown3 HB.png
3 Combo Down
3 Combo Down
3Combo Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Air OK.
  • Uses an air action.

Placeholder

3Combo Down Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Air only.

Placeholder

Toggle Hitboxes
Toggle Hitboxes

Quickdraw

Quickdraw
YH Icon Quickdraw.pngYH Icon Shoot.pngYH Icon Holster.png
YH Cowboy Quickdraw.png
Quickdraw
Quickdraw
YH Cowboy Shoot.png
Shoot
Shoot
Quickdraw Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Air OK.

Placeholder

Shoot Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Uses a bullet.

Placeholder

Holster Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Placeholder

Placeholder

Lasso

Lasso
YH Icon Lasso.pngYH Icon Reel.pngYH Icon IzunaDrop.pngYH Icon Shoot.pngYH Icon Pull.png
YH Cowboy Lasso.png
YH Cowboy Lasso HB.png
Lasso Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Air OK.

Placeholder

Lasso~Reel Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
Lasso~Reel~Izuna Drop Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Placeholder.

High damage combo ender. Can be followed up on with some DIs.

Lasso~Reel~Shoot Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Uses a bullet.

Placeholder

Lasso~Pull Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Angle can be adjusted.

Strong combo extender, as long as you can hit your opponent with Lasso.

Toggle Hitboxes
Toggle Hitboxes

Supers

Temporal Round

Temporal Round
YH Icon TemporalRound.png
YH Cowboy TemporalRound.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Costs 1 bar.
  • Air OK.
  • Can only be done after Quickdraw, Lasso~Reel or a previous Temporal Round.
  • Bullet stays in place with no hitbox for 30 frames, then fires.
  • Does NOT cost a bullet, but can only be done if at least 1 bullet is available (for Quickdraw).

Powerful setup tool to cover yourself or put pressure on the opponent from a distance.

1000Cuts

1000Cuts
YH Icon 1000Cuts.png
YH Cowboy 1000Cuts.png
YH Cowboy 1000Cuts1 HB.png
YH Cowboy 1000Cuts2 HB.png
YH Cowboy 1000Cuts3 HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Costs 3 bars.
  • Air OK.
  • Destroys some projectiles on contact.

Your only super. A powerful tool, especially when used in tandem with evasive movement options like Teleport or roll since the swords can still hit while you're invincible.

Toggle Hitboxes
Toggle Hitboxes

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