Sly Cooper Codexery

Bandana Attack

One red bandana, one clean knock-out—Sly's oldest and most trusted trick.

Bandana Attack

Bandana Attack is Sly Cooper's signature close-range combat move, present in every mainline entry of the Sly Cooper franchise. At its core, Sly hurls his iconic red bandana at one or more enemies to stun and knock them out, serving as the series' most fundamental and instantly recognizable attack. It is the move new players learn first and the one that defines the feel of a Sly Cooper fight: quick, stylish, and always tied to the raccoon's identity.

Across the franchise's evolution—from the single-target throw of the PS2 era to the multi-enemy line attacks and charge strikes of the modern entries—the Bandana Attack has been reworked repeatedly, but its role as Sly's default, gadget-free takedown has remained constant. It anchors the combat loop alongside gadgets, stealth takedowns, and the various partner abilities.

Character
Sly Cooper
Role
Signature close-range combat attack
First appears
Sly Cooper and the Thievius Raccoonus (2002)
Developer (main series)
Sucker Punch Productions
Type
Melee / thrown-attack mechanic
Platforms
PS2, PS3, PS4, Xbox One, Nintendo Switch, 3DS, mobile

Lore & Background

In the Cooper gang's informal combat doctrine, the Bandana Attack is the move you reach for when you have no gadget loaded, no partner in range, and a guard is looking right at you. It is unglamorous by the standards of a rocket launcher or a zipline, but every Cooper who has ever pulled a heist will tell you that a well-timed bandana flick across a guard's face is the quiet, reliable way to end a fight without drawing a crowd.

The bandana itself is more than a weapon. It is Sly's calling card—the red strip of cloth that marks him as a Cooper, that he ties over his eyes during a job, and that he unceremoniously hurls at anyone who gets in his way. In the fiction of the series, there is no manual, no tutorial, no explanation for why a piece of fabric can stagger a full-grown guard. It simply works, the way a well-placed elbow works, and the gang never questions it.

As the franchise expanded from the PS2 era into the 3D open-world entries, the Bandana Attack grew from a single-target flick into a broader toolkit: a line-hitting throw, a forward charge that plows through a row of enemies, and in the latest reboot, a reimagined combo that keeps the move feeling fresh while preserving the one thing players expect—Sly, his bandana, and a satisfying *thwack*.

In Their Own Story

The vault was quiet. Too quiet. Sly crouched behind a marble column, one ear pressed to the cool stone, counting the footsteps on the other side. Two guards. Maybe three. He didn't have the grappling hook loaded—Bentley was still arguing with the elevator panel—so he reached up, pulled the red bandana from around his eyes, and let it dangle from his fingers like a lasso.

He counted to four. Threw.

The bandana snapped off his hand in a flat arc, caught the first guard square across the jaw, and the man folded like a lawn chair. The second guard spun, raised his rifle, and Sly was already moving, the bandana back in his hand, the next throw already loading in his shoulder. The third guard never saw it coming. Three down. Four seconds. Bentley stopped arguing with the elevator and, for once, said nothing.

Reader's Guide

In the earliest entries, the Bandana Attack is straightforward: aim at a single enemy and throw. Sly flicks the bandana, it connects, the guard drops. It is your default takedown when no gadget is equipped, and the loop is simple—spot a guard, throw, move on. It feels snappy and forgiving, with a short wind-up and a satisfying impact.

By the third mainline title, the move splits into two distinct actions. The Bandana Attack becomes a line-hitting throw: you aim down a corridor or a row of guards and the bandana travels in a straight line, staggering everyone in its path. The Bandana Strike adds a forward charge—Sly lunges through a tight cluster, taking out two or three in a single burst. This two-button setup (throw vs. charge) carries forward into Thieves in Time and the 2020 reboot, where the line throw and the charge are refined with better hitboxes and more forgiving timing.

Pro tip one: in the line-throw versions, the Bandana Attack travels a fixed distance. Learn that range. Aiming slightly past the last guard in a row lets the bandana carry through all of them without you having to re-aim. Pro tip two: the charge strike is your escape tool as much as your attack. When a guard is winding up a shot, a well-timed Bandana Strike closes the gap and ends the engagement before the bullet leaves the barrel. Use it to break line-of-sight, not just to deal damage.

Did You Know?

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