YomiHustle/Cowboy

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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
  • 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.
  • 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.

Move List

Movement

Walk

Walk
YH Icon Dash.png
YH Cowboy Walk1.png
YH Cowboy WalkHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 8-15 - - 0 -
  • Actionability is on frame 8 by default
  • Slider determines how much the frame of actionability is in neutral. (0 distance = 8 frames; 10 distance = 15 frames)
  • Actionability changes depending on opponent’s Forward or Backward movement
Toggle Hitboxes
Toggle Hitboxes

Back Walk

Back Walk
YH Icon DashBack.png
YH Cowboy Walk1.png
YH Cowboy WalkHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 9 - - 0 -
  • Always interruptible when opponent is able to act
  • Does not become actionable if opponent uses forward movement
Toggle Hitboxes
Toggle Hitboxes

Super Dash

Super Dash
YH Icon SuperDash.png
YH Cowboy SuperDash.png
YH Cowboy SuperDashHB.png
very anime
very anime
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 25 - - 0 -
  • Interruptible on the opponent's turn

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

Toggle Hitboxes
Toggle Hitboxes

Dash

Dash
YH Icon CowboyDash.png
YH Cowboy Dash.png
YH Cowboy DashHB.png
Will get you over some lows and mids
Will get you over some lows and mids
YH Cowboy AirDash.png
YH Cowboy AirDashHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 8 - - 0 -
  • Pretty fast for a movement option, and has invuln from 0-4 when using grounded Dash
  • Sometimes useful on round start for steering around other pesky lows or such
  • Burst safe due to the invulnerability frames
Toggle Hitboxes
Toggle Hitboxes

Jump

Jump
YH Icon Jump.png
YH Cowboy Jump.png
YH Cowboy JumpHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 8-15 - - 0 -
  • Short jumps are 8f to act
  • Grounded large jumps are 11f to act, but are upped to 15f if jumping straight up or backwards
  • In the air, large jumps are always 11f
Toggle Hitboxes
Toggle Hitboxes

Super Jump

Super Jump
YH Icon SuperJump.png
YH Cowboy SuperJump.png
YH Cowboy SuperJumpHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
Toggle Hitboxes
Toggle Hitboxes

Teleport

Teleport
YH Icon Teleport.png
YH Cowboy Teleport.png
YH Cowboy TeleportHB.png
For holding forward with maximum efficiency
For holding forward with maximum efficiency
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 5 - 14 - - 0 -
  • Only available while the opponent is in hitstun
  • Gets additional recovery depending on how far back the teleport was (up to +9f recovery)
Toggle Hitboxes
Toggle Hitboxes

Spot Dodge

Spot Dodge
YH Icon SpotDodge.png
YH Cowboy Teleport.png
YH Cowboy SpotDodgeHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 4 - 10 - - 0 -
  • Air OK
  • Grab Invul frames 1-4
  • Invul frames 5-7

Cowboy teleports in the same spot to avoid grabs and attacks. This is THE grab counter of the game, but it can also be used to dodge some jabs and projectiles, or preserve momentum in the air, but other than that it isn't really worth using

Toggle Hitboxes
Toggle Hitboxes

Normals

Pommel

Pommel
YH Icon Pommel.png
YH Cowboy Pommel.png
YH Cowboy PommelHB.png
The closest you can get to a 5P in YH
The closest you can get to a 5P in YH
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400 4 2 14 - High 2 -1
  • Can be chained into itself as a starter
  • 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

Toggle Hitboxes
Toggle Hitboxes

Horiz. Slash

Horiz. Slash
YH Icon HSlash.png
YH Cowboy HSlashF1.png
YH Cowboy HSlashF1HB.png
YH Cowboy HSlashF2.png
YH Cowboy HSlashF2HB.png
YH Cowboy HSlashU1.png
YH Cowboy HSlashU1HB.png
YH Cowboy HSlashU2.png
YH Cowboy HSlashU2HB.png
Grounded versions
Grounded versions
YH Cowboy AirHSlash.png
YH Cowboy AirHSlashHB.png
Air version
Air version
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000 6/8 2/2 16 - High 1 -1
  • Has a shockwave hitbox that comes 2 frames after the sword hitbox
  • Has an up-angled version that is considered a separate move and has an extra frame of hitstun
  • Draw Cancellable

Fast and long ranged, but has a relatively thin hitbox and low hitstun. A powerful roundstart option

Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 6 4 19 - High - -
  • Moves Cowboy forward
  • Draw Cancellable

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 VertSlash.png
YH Cowboy VertSlashHB.png
Ground version
Ground version
YH Cowboy AirVSlash.png
YH Cowboy AirVSlashHB.png
Air version
Air version
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1150 10 2 13 - High - +3
  • Causes ground bounce on ground hit
  • Initiative bonus: startup reduced to 9f
  • Spikes on air hit
  • Draw Cancellable
  • Lets you frame trap grounded opponents if they get up right away, forcing them to softblock, and putting them at a -3 frame advantage

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
700 5 2 18 - High - -

Your fastest air move and main restand tool

Toggle Hitboxes
Toggle Hitboxes

Upward Swipe

Upward Swipe
YH Icon UpwardSwipe.png
YH Cowboy USwipe.png
YH Cowboy USwipeHB.png
Looks like a DP. Is not a DP
Looks like a DP. Is not a DP
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 8 4 23 - High - +1
  • Air OK
  • Draw Cancellable in air only
  • Is useful for calling out some aerial options from approaching opponents, and has a ton of hitstun during a combo
Toggle Hitboxes
Toggle Hitboxes

Stinger

Stinger
YH Icon Stinger.png
YH Cowboy Stinger1.png
YH Cowboy Stinger1HB.png
round start flip draw cancel stinger is my favorite opener
round start flip draw cancel stinger is my favorite opener
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 11 2 21 - High -1 0
  • Draw Cancellable
  • Wallsplats
    • Making it a very solid option in the corner. Especially with 1000 cuts
  • Guard breakes
    • It is very useful in block strings to open the opponent up, similar to impale
  • Can't follow up with a combo if the opponent DIs down

Sometimes useful as a last resort movement option due to the forward lunge Cowboy does when using this move. In round start, you can use this move flipped and draw cancel to get some distance from your opponent, wile entering the gun stance. And then, you can choose to shoot or setting up foresight for later use

Toggle Hitboxes
Toggle Hitboxes

Ankle Cutter

Ankle Cutter
YH Icon AnkleCutter.png
YH Cowboy ACutter.png
YH Cowboy ACutterHB.png
"Round start low disjoint?"
"Round start low disjoint?"
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 7 2 18 - Low - +0
  • Draw Cancellable

Most useful as a frame trap due to it hitting low and having Draw Cancel

Toggle Hitboxes
Toggle Hitboxes

Downward Cleave

Downward Cleave
YH Icon DownwardCleave.png
YH Cowboy DCleave.png
YH Cowboy DCleaveHB.png
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 11 4 18 - High - +2
  • Airborne frame 4
Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 9 Until landing 4 landing recovery frames - High - -
Toggle Hitboxes
Toggle Hitboxes

Throw

Grab
YH Icon Grab.png
YH Cowboy Grab.png
YH Cowboy GrabHB.png
You're landing this after tp aren't you?
You're landing this after tp aren't you?
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1500 3 3 15 - Throw 0 -
  • Air OK
  • Leads to a knockdown if the opponent hits the ground during hitstun

Useful as a combo tool in the air and general point blank RPS scenarios

Toggle Hitboxes
Toggle Hitboxes

Specials

Lightning Slice

Lightning Slice
YH Icon LightningSlice.png
YH Cowboy LSlice.png
YH Cowboy LSliceHB.png
Neutral Skip Detected
Neutral Skip Detected
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1100 9 (5) 1 17 - High 1 +1
  • Air OK
  • Can be cancelled into itself, but once cancelled cannot be aimed
  • Values in parentheses are for the followup version
  • Neutral version of the move has 12 hitstun instead of 18
Toggle Hitboxes
Toggle Hitboxes

Impale

Impale
YH Icon Impale.png
YH Cowboy Impale.png
YH Cowboy ImpaleHB.png
nothing personnel, kid
nothing personnel, kid
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
500+1500 13-21 4 41 - High - -4
  • Startup increases with distance from the opponent
  • Teleports on frame 7
  • Second hit has Minimum Damage 600
  • Burst cancellable
    • For capitalising your hard reads
  • Can be canceled into grab
  • Can NOT be free canceled in the newest version of the game.

In older versions this move could be free canceled, making it a the best (and fastest) way to close distance. Today it can only be used to make a hard read or to finish a combo

Toggle Hitboxes
Toggle Hitboxes

BackSlash

BackSlash
YH Icon BackSlash.png
YH Cowboy BackSlash1.png
YH Cowboy BackSlash1HB.png
YH Cowboy BackSlash3.png
YH Cowboy BackSlash3HB.png
HUGE hitbox goes brrrrrr
HUGE hitbox goes brrrrrr
YH Cowboy BackSlash3.png
YH Cowboy BackSlash2HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
500, 600 5, 7 2, 3 35 - High - +0
  • Has a frame 9 sweetspot that deals 1600 damage
  • Puts you at a severe frame disadvantage if your opponent softblocks the first hitbox, potentially leading to a combo

Your dedicated anti-air button. Very strong, but also very predictable

Toggle Hitboxes
Toggle Hitboxes

3Combo

3 Combo
YH Icon 3Combo.pngYH Icon 3ComboDown.png
YH Cowboy 3ComboU1.png
YH Cowboy 3ComboU1HB.png
YH Cowboy 3ComboU2.png
YH Cowboy 3ComboU2HB.png
YH Cowboy 3ComboU3.png
YH Cowboy 3ComboU3HB.png
3 Combo
3 Combo
YH Cowboy 3ComboD1.png
YH Cowboy 3ComboD1HB.png
YH Cowboy 3ComboD2.png
YH Cowboy 3ComboD2HB.png
YH Cowboy 3ComboD3.png
YH Cowboy 3ComboD3HB.png
3 Combo Down
3 Combo Down
3Combo Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400, 500, 1600 8, 13, 25 2, 2, 3 38 - High - +2
  • Air OK
  • Uses an air action
  • 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 you get the first two hits in. With enough frame advantage, you can try and set up to only land the third hit
3 Combo Down Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400, 500, 1600 8, 13, 25 2, 2, 3 38 - High - +2
  • 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 you get the first two hits in. With enough frame advantage, you can try and set up to only land the third hit
Toggle Hitboxes
Toggle Hitboxes

Quickdraw

Quickdraw
YH Icon Quickdraw.pngYH Icon Shoot.pngYH Icon ShootDodge.pngYH Icon Holster.png
YH Cowboy QuickDraw.png
YH Cowboy QuickDrawHB.png
Quickdraw
Quickdraw
YH Cowboy Holster.png
YH Cowboy HolsterHB.png
Holster
Holster
YH Cowboy ShootGun.png
YH Cowboy ShootGunHB.png
Shoot Gun
Shoot Gun
YH Cowboy ShootGun.png
YH Cowboy ShootDodgeHB.png
Shoot Dodge
Shoot Dodge
YH Cowboy ShootHit.png
YH Cowboy ShootHitHB.png
Shoot Hitbox
Shoot Hitbox
Quickdraw Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 8 - - - -
  • Air OK
  • Enters Gun stance
Shoot Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600-1500 5 2 10 - High 0 -
  • Uses a Bullet
  • Shoots a fast projectile that can be ricochet off walls or future sight multiple times, using the DI wheel to choose the direction of the ricochet
  • The velocity and the size of the Bullet falls off with distance
  • Wallsplats and causes a hard knockdown
  • The Bullets can not be parried
ShootDodge Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600-1500 5 2 22 - High 0 -
  • Uses a Bullet
  • The velocity and the size of the Bullet falls off with distance
  • Wallsplats and causes a hard knockdown
  • The Bullet can not be parried
  • Invul frames 4-16
Holster Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 10 - - - -
  • Leaves Gun stance
Toggle Hitboxes
Toggle Hitboxes

Lasso

Lasso
YH Icon Lasso.pngYH Icon IzunaDrop.pngYH Icon Pull.png
YH Cowboy Lasso1.png
YH Cowboy Lasso1HB.png
Lasso Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 9 until cancelled 22 - High - +1
  • Air OK
  • Enters Lasso stance on hit
Lasso~Izuna Drop Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1900 - - - - - - -
  • Minimum Damage 900

High damage combo ender. Leaves you even and miles away from your opponent. Probably the coolest way to end a round

Lasso~Pull Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400 - - - - - - -
  • Angle can be adjusted

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

Toggle Hitboxes
Toggle Hitboxes

Foresight

Foresight
YH Icon Foresight.pngYH Icon Shift.pngYH Icon Rift.png
YH Cowboy Teleport.png
YH Cowboy Foresight1HB.png
YH Cowboy Teleport.png
YH Cowboy TeleportHB.png
YH Cowboy Rift.png
YH Cowboy RiftHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800 3 - 11 - High - +0
  • Air OK
  • Places a stain on the screen
  • While the stain is on screen Cowboy has access to three toggles: Shift, Rift and Drift
    • Shift Teleports Cowboy to the stain and delays whatever action they do at the same time by 5 frames (uses an air option if Cowboy is airborne). Teleports Cowboy on frame 7
    • Rift implodes the stain on frame 6 and spawns a stationary hitbox
    • Activating Rift and using the Shoot DodgeYH Icon ShootDodge.png and Shoot GunYH Icon Shoot.png Specials will cause the bullet to shoot from the stain instead of the portal. The direction of the shot can be controlled with the DI wheel
    • The stain will also ricochet bullets passively
    • Drift requires one bar of meter and allows you to use a grounded move or variant of a move while aerial (such as Impale, for an easy example), and vice versa. Note that in order to do this the stain needs to be either grounded or aerial (depending on which move category you intend to access) and will not be useable if you are on the same axis as the stain
  • The stain will implode if: 100 frames pass, Cowboy or the stain is hit by an opponent, or leaves its range


  • In addition, Cowboy has a Shift Toggle that allows him to place a stain on his position one frame into using any move. This costs one bar and can be useful for setting up either a Drift combo or any combo in general
Toggle Hitboxes
Toggle Hitboxes

Gun Throw

Gun Throw
YH Icon GunThrow.png
YH Cowboy GunThrow.png
YH Cowboy GunThrowHB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800 9 - 19 - High 0 -
  • Recoils up and shoots a bullet if it hits
  • Causes Cowboy to lose access to Quick Draw, Gun Throw and Lasso until the gun comes back
  • The gun projectile is totally independent to cowboy

The gun has the lasso tied to it, causing it to go back to you like a boomerang, useful for a lot of things such as:

  • Block strings

The gun cannot be parried, so if you throw it behind the opponent it will go back in their direction, and as it accelerates it will be harder to avoid it forcing them to block

  • Neutral control

If you and your opponent are in the long range, throwing you gun forward prevents them from running in your direction, but now you have lost your ability to shoot, so it is kinda useless if you don't have a Temporal Round already set up

  • Comboing

It can be a great combo extender because of the shoot it does after a successful hit, that does 30 frames of hitstun

Toggle Hitboxes
Toggle Hitboxes

Supers

Temporal Round

Temporal Round
YH Icon TemporalRound.png
YH Cowboy TemporalRound.png
YH Cowboy TemporalRoundHB.png
wait for iiiiittt . . . BANG!
wait for iiiiittt . . . BANG!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 5 - 10 - High - +2
  • Costs 1 bar
  • Air OK
  • Can only be done after Quickdraw
  • Bullet stays in place with no hitbox for 67 frames, then fires a projectile similar to a normal bullet
  • DOES NOT cost a bullet
  • The velocity and the size of the bullet falls off with distance
  • Wall splats and causes HK
  • You can choose to turn on a switch to make it fires at 24 frames instead of 67
  • The bullet doesn't hit cowboy until it bounces at least once
  • The direction of the bullet is controlled with the DI wheel
  • The shot comes out early if the temporal round gets hit. You can hit it yourself to try and catch your opponents off-guard
Toggle Hitboxes
Toggle Hitboxes

1000Cuts

1000 Cuts
YH Icon 1000Cuts.png
YH Cowboy 1KCuts1.png
YH Cowboy 1KCuts1HB.png
YH Cowboy 1KCuts2.png
YH Cowboy 1KCuts2HB.png
YH Cowboy 1KCuts3.png
YH Cowboy 1KCuts3HB.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
500 6 2; every tick 12 - Low/High/High - +1
  • Requires 3 bars, slowly drains your meter over time
  • Install Super that lasts for 145 frames; disappears when Cowboy is hit
  • Cycles between a low tick and 2 high ticks
  • Air OK
  • Destroys some projectiles on contact
  • Has 7 frame gaps in between every tick
  • Can be ended early with Fatal Cut or Time Splitter

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.

1k: Fatal Cut Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 - - 20 - - - -2
  • Requires 1000 Cuts to be active
  • Costs 1 bar and will remove 1000 cuts upon use
  • Air OK
1k: Time Splitter Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1450 - - 76 - 2 - 2
  • Requires 1000 Cuts to be active
  • Costs 1 bar and will remove 1000 cuts on use
  • Air OK

Teleport to a place within range, a sweeping barrage of cuts trailing you. High commitment and is easy to block/dodge due to its long startup time, so be careful using this move

Toggle Hitboxes
Toggle Hitboxes

Taunt

Hustle
YH Icon Taunt.png
YH Cowboy Hustle.png
YH Cowboy HustleHB.png
I am the gun
I am the gun
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
200 24 2 61 - High 0 +0
  • Builds 1 bar of super on frame 45

Useful to pressure your opponent into approaching, or to build meter after a combo when your opponent is in a lot of hitstun or if they are far away. It also has a hitbox, which makes it an incredible BM tool if you can fit it into a combo

Toggle Hitboxes
Toggle Hitboxes

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