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: Despite being the only character in the game without a 5f 5A, Texas boasts some of the best abare tools in the game with Texas Smash, as well as normals that are slightly slow but very large, giving him significantly better overall abare than the rest of the cast.
Defensive Demon: On defense, Texas' options are horrifying, with the insanity of IB Texas Smash, armor on top of armor, and more, all bleeding into a menacing presence even when you have the advantage.
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.
Large Hurtbox: His standing hurtbox is taller than the universal one others have, allowing for fuzzy overheads that only work on Texas.
Movement
Walk: Texas's default walk speed is quite slow, about the same as Oleander's in both directions.
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.
Command List
Normal Moves
Standing Normals
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
Chains into Self
8
4
19
vs. Grounded
2
-3
0
15
0.83
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.
Toggle Hitboxes
Toggle Hitboxes
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
-20
40
0.95
vs. Airborne
Long range, high damage poke. Will whiff on crouchers at longer ranges, so be sure to space it well.
Toggle Hitboxes
Toggle Hitboxes
5C
5C
HERE COMES THE GIANT HOOF!
HERE COMES THE GIANT HOOF!
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
Forces Stand
17
7
25
vs. Grounded
-3
-6
-35
65
0.95
vs. Airborne
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.
Toggle Hitboxes
Toggle Hitboxes
Crouching Normals
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
Chains into Self
6
5
13
vs. Grounded
1
-1
0
15
0.95
vs. Airborne
Not a low.
Texas's fastest strike punish option.
Toggle Hitboxes
Toggle Hitboxes
2B
2B
bap bap
bap bap
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
Cancels into Self* Knockdown
10
6
11
vs. Grounded
53 (SKD)
1
-20
40
0.95
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
Knockdown
9
5
14
vs. Grounded
53 (SKD)
-1
-20
40
0.95
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.
Toggle Hitboxes
Toggle Hitboxes
2C
2C
You thought you were safe from my low just cause you're airborne?
You thought you were safe from my low just cause you're airborne?
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
Hard Knockdown
13
11
23
vs. Grounded
30 (HKD)
-11
-50
50
0.97
vs. Airborne
Huge, disjointed low. Very important for Texas's combos, allowing him to combo into 22X.
Toggle Hitboxes
Toggle Hitboxes
Jumping Normals
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
≤21
≤16
-30 (Grounded) -65 (Airborne)
85 (Grounded) 50 (Airborne)
0.90
vs. Airborne
Big air-to-air button. Texas's air normals all remain active until he lands.
Toggle Hitboxes
Toggle Hitboxes
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
≤28
≤18
-55 (Grounded) -85 (Airborne)
105 (Grounded) 75 (Airborne)
0.90
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".
Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
Paprika nods in approval and then cries because flop loses to it.
Paprika nods in approval and then cries because flop loses to it.
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
Bounce (Air Only)
20
Until Landing
-
vs. Grounded
≤24 (Grounded) Bounce (Airborne)
≤13
-105 (Grounded) -115 (Airborne)
95 (Grounded) 85 (Airborne)
0.90
vs. Airborne
Classic grappler body splash. Delays Texas's descent when used, and can cross up. Groundbounces opponents who are in the air.
Toggle Hitboxes
Toggle Hitboxes
Command Normals
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
Bounce (Air Only) Forced 20% Scaling (Air Only)
12
6
27
vs. Grounded
Bounce
-11 (Grounded) -18 (Falling Airborne)
40 (Grounded) 65 (Airborne)
55 (Grounded) 80 (Airborne)
0.83
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.
Toggle Hitboxes
Toggle Hitboxes
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
Jump-Cancellable on Hit
18
4
36
vs. Grounded
Launch
-24
-70 (Grounded) -35 (Airborne)
30 (Grounded) 65 (Airborne)
0.83
vs. Airborne
Standard launcher. Big damage, big hitbox, big unsafeness.
Toggle Hitboxes
Toggle Hitboxes
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
Forced 50% Scaling
6
3
23
vs. Grounded
21
vs. Airborne
Allows for links directly into powerful normals such as 5B, 5C, or 2C.
Toggle Hitboxes
Toggle Hitboxes
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
Forced 50% Scaling Stagger
6
3
23
vs. Grounded
22 (Stagger)
vs. Airborne
Similar to Forward Throw, it consumes Texas's Stagger upon use.
Toggle Hitboxes
Toggle Hitboxes
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
Hard Knockdown
8
3
18
vs. Grounded
49 (HKD)
vs. Airborne
Brings the opponent straight down and leaves them in a HKD situation. No combos possible.
Toggle Hitboxes
Toggle Hitboxes
Special Moves
Texas Smash
Texas Smash 632146X
Die. Now.
Die. Now.
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
1270
Command Grab
Invulnerable (4) Throw-Invulnerable (1-19) Hard Knockdown
4
1
34
vs. Grounded
27
-150
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.
Toggle Hitboxes
Toggle Hitboxes
Rodeo Run
Rodeo Run [4]6X~A/B/C
*train horn blares*
*train horn blares*
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
-
-
Armor [x2] (4...)
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.
250 (100 Chip)
Mid
Wallstick
9
7
28
vs. Grounded
70 (SKD)
-23
140
140
0.83
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.
250 (100 Chip)
Mid
-
20
9
16
vs. Grounded
87 (SKD)
-3
140
140
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.
Toggle Hitboxes
Toggle Hitboxes
Stomp
Stomp 22X
Get over here!
Get over here!
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
120
Low
Armor [x1] (10...) Jump-Cancellable on Hit Hard Knockdown
29
6
35
vs. Grounded
56 (HKD)
-8
50
50
0.90
vs. Airborne
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. 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.
120
Low
Tumble
21
12
20
vs. Grounded
55 (SKD)
-12
50
50
0.90
vs. Airborne
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.
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.
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
240 (80 Chip)
Mid
Hard Knockdown
25
16
36
vs. Grounded
26 (HKD) 43 (HKD, Bullseye)
-14 -8 (Bullseye)
100
100
0.83
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.
-
-
Stagger Forced 20% Scaling
-
-
-
vs. Grounded
81 (Stagger)
20
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.
Toggle Hitboxes
Toggle Hitboxes
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
240 (60 Chip)
High
Hard Knockdown
27
8
24
vs. Grounded
14 (HKD) 37 (HKD, Bullseye)
-14
120
120
0.83
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. Very risky, but also rewarding to attempt as a mixup.
-
-
Restand Forced 20% Scaling
-
-
-
vs. Grounded
25
200
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.
Toggle Hitboxes
Toggle Hitboxes
Cowbell (Anti-Air)
Cowbell (Anti-Air) 6D
Be careful of the no fly zone.
Be careful of the no 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
240 (70 Chip)
Mid
Hard Knockdown
25
16
36
vs. Grounded
28 (HKD) 29 (HKD, Bullseye)
-14
100
100
0.83
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.
100
-
Bounce Forced 20% Scaling
-
-
-
vs. Grounded
95 (SKD)
80
vs. Airborne
Groundbounces the opponent and side-switches.
Toggle Hitboxes
Toggle Hitboxes
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
240 (80 Chip)
Mid
Hard Knockdown
27
7
Until Landing
vs. Grounded
50 (HKD) 67 (HKD, Bullseye)
100
100
0.83
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.
-
-
Wallbounce Forced 20% Scaling
-
-
-
vs. Grounded
104 (SKD)
20
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.
Toggle Hitboxes
Toggle Hitboxes
Super
Level 1
Prairie Pummel 236XX
MUDA MUDA MUDA!
MUDA MUDA MUDA!
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
150, 60 [x16], 350 (100 Chip)
Mid
Invulnerable (1-6) Armor Forced HKD
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.
Toggle Hitboxes
Toggle Hitboxes
Level 2 (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.