Them's Fightin' Herds/Arizona: Difference between revisions
Agusmanquin (talk | contribs) (→Normal Moves: rewriting some descriptions to be more useful) |
Agusmanquin (talk | contribs) (→Special Moves: changing descriptions to be more informative) |
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|First Hit Juggle Decay=45 | |First Hit Juggle Decay=45 | ||
|Base Juggle Decay=45 | |Base Juggle Decay=45 | ||
|description=Whiffs crouchers, cancels into {{clr|13|236B}} or {{clr|14|236C}}. | |description=Whiffs crouchers, cancels into {{clr|13|236B}} or {{clr|14|236C}}. Can be deliberately whiffed after a hard knockdown to create ambiguous left-right mixups. | ||
}} | }} | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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{{MoveData | {{MoveData | ||
|image=TFH_Arizona_22A.png | |image=TFH_Arizona_22A.png | ||
|caption={{clr|12|A}} version | |caption= Not so stubby now ({{clr|12|A}} version) | ||
|image2=TFH_Arizona_22B.png | |image2=TFH_Arizona_22B.png | ||
|caption2={{clr|13|B}} version | |caption2={{clr|13|B}} version | ||
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|First Hit Juggle Decay=20,45 | |First Hit Juggle Decay=20,45 | ||
|Base Juggle Decay=20,45 | |Base Juggle Decay=20,45 | ||
|description=All non-magic stomps have two hitboxes. One comes out faster and will only hit up-close, grounded opponents. The second hitbox is the mid-range shockwave. which comes out 2 frames after the initial close hitbox. Arizona's {{clr|12|22A}} can be cancelled into {{clr|13|22B}} or {{clr|14|22C}} | |description=All non-magic stomps have two hitboxes. One comes out faster and will only hit up-close, grounded opponents. The second hitbox is the mid-range shockwave. which comes out 2 frames after the initial close hitbox. They also have increasing levels of low-crush during startup. All Stomps can cancel into any version of Headbuck or Ropes on block. | ||
This is how Arizona keeps up in neutral with the rest of the cast's grounded normals. The {{clr|12|A}} version is the safest one on block when spaced. Canceling into more stomps against mashing, {{clr|15|4D}} against jumping and {{clr|15|2D}} against ground blocking is how you pressure even after getting pushed out of range of your normals. | |||
{{clr|12|22A}} can be cancelled into {{clr|13|22B}} or {{clr|14|22C}} on hit and block. | |||
}} | }} | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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|First Hit Juggle Decay=20,70 | |First Hit Juggle Decay=20,70 | ||
|Base Juggle Decay=20,70 | |Base Juggle Decay=20,70 | ||
|description= Not as useful in combos as the other two stomps, and strikes a middle ground of speed and range. | |description= Not as useful in combos as the other two stomps, and strikes a middle ground of speed and range. | ||
}} | }} | ||
{{AttackData-TFH | {{AttackData-TFH | ||
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|First Hit Juggle Decay=60,75 | |First Hit Juggle Decay=60,75 | ||
|Base Juggle Decay=60,75 | |Base Juggle Decay=60,75 | ||
|description=Pops the opponent up a decent amount, allowing for combos. All stomps are jump-cancellable, but {{clr|14|22C}} utilizes this the most | |description=Pops the opponent up a decent amount, allowing for combos. All stomps are jump-cancellable, but {{clr|14|22C}} utilizes this the most. | ||
}} | }} | ||
}} | }} |
Revision as of 11:56, 7 November 2022
Arizona | |
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Species: | Cow |
Playstyle: | Rushdown, Grounded |
HP: | 5350 |
Meter Size: | 360 |
Movement Options: | Short Hop, Superjump, Forward Run, Magic Dash |
Voice Actor: | Tara Strong |
Stage(s): | Sunset Prairie, Peaceful Homestead |
Profile
Prairie born 'n raised, Arizona is the youngest daughter of Texas and Minnesota, Head Bull and Cow of her cattlekind clan.
Despite her small size, she's incredibly strong. Though lacking in experience, she's undeterred by obstacles. Many older folks underestimate Arizona, but few are more dependable or trustworthy. When called to action, her powerful headbucks and quaking stomps send opponents flying, then she reels 'em back in with her trusty lasso.
Arizona was the only one among cattlekind with courage enough to answer the Council's call in search of Foenum's Champion, knowing full well what dangers she faced. Thrust into the wider outside world, Arizona tries to make sense of it all (or decides not to care) while she charges headfirst into the fray. [1]
Gameplan
A character with great close-range normals and mixup potential, who uses more committal mid-range options to drag her opponents into the blender. Her magic system utilizes lassos to grab opponents from midrange or maneuver opponents mid-combo. Each successful lasso builds a magic stock, which allows her to use magic options to bolster her combos, defense, and neutral. Once she's built enough resources through her mixup game, she can unleash powerful combos with her Level 2 Super, which is the only move that refunds Juggle Decay mid-combo.
Strengths | Weaknesses |
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Normal Moves
5A
5A
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6A
6A Your best friend. Your best friend.
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5B
5B
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6B
6B The People's Elbow The People's Elbow
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5C
5C Meaty! Meaty!
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2A
2A
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2B
2B
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2C
2C
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3C
3C
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j.A
j.A
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j.B
j.B
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j.C
j.C DA BUBBLEBOOTS DA BUBBLEBOOTS
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Special Moves
Headbuck
Headbuck 236A/B/C A version A version B version B version C version C version
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Stomp
Stomp 22A/B/C Not so stubby now (A version) Not so stubby now (A version) B version B version C version C version
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Super
Trample 236XX Y'all in for a... Y'all in for a... Tramplin'! Tramplin'!
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Follow Up
Rebound 214XX Roundabout... Roundabout... Rodeo! Rodeo!
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Level 3 Super
Texas Throwdown 63214XX I... am at the end... I... am at the end... Of my rope! Of my rope!
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Throws
Forward Throw
Forward Throw
B+C / 6B+C |
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Back Throw
Back Throw
4B+C |
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Air Throw
Air Throw
j.B+C |
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Magic
Arizona can use magic for a wide variety of uses. She has a maximum of 3 stacks of mana, but can only obtain it by lassoing opponents.
5D
Lasso 5D 5D 2D 2D 4D 4D
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Magic Specials
Magic Specials Magic Headbuck - 236D Magic Headbuck - 236D Magic Stomp - 22D Magic Stomp - 22D Magic Dash - 41236D Magic Dash - 41236D 214D 214D Counter Counter
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Combos
Them's Fightin' Herds allows for a lot of creativity with your combos, and it's difficult to provide a list of BnBs because of how the Juggle Decay system works. The JD system creates many variable scenarios in which the same combo with the same starting attack may not work. The most consistent aspect of combos is a "JD Max Ender", which begins when the JD bar under the opponent's health fills up. It's far more useful to learn JD-Max enders, and to learn loops/routes that you can freestyle before the JD bar fills up. There is a spreadsheet linked at the end of this section that details various JD-Max Enders for Arizona. For now, these are the important things to note about Arizona's combos.
General BnB
If you want a generally applicable route that works in most scenarios regardless of starter, consider this route:
- (Starter) > 5C > 22A > 22C > Shorthop Forward > j.B > 5B > 5C > 22A > 22C > 236A > 236C > 2D
The above route and alternate versions of it can be seen here. This route usually works without consideration of the Juggle Decay system, but as a tradeoff you'll miss out on the benefits of playing around the JD system.
Combo States
Arizona has access to Groundbounces, a Wallstick, and a Stagger. Each of these is only allowed once per combo. You can have one bounce, one stagger, and one stick per combo. Attempting to do a second will usually leave the opponent in a soft knockdown.
Arizona has several Groundbounces to worry about. They are the following:
-6B (Even if used on a grounded opponent, it will eat your groundbounce.)
-j.C (Only the second hit, and only on airborne opponents.)
-4D (Also switches sides.)
-236C (The tumble state counts as a groundbounce.)
This means that you can only have one of these per combo, unless you plan on ending the combo with a second one. You must be mindful of this, or else you may prematurely and unexpectedly end a combo and be punished for trying to continue it.
It's much easier to remember her stagger and wallstick. Her stagger is 5D (Neutral Lasso), and her wallstick is 236D (Magic Headbuck). The stagger can be used to restand opponents and is great as a reset tool. The wallstick is pretty much only used as a combo extender.
Juggle Decay
Juggle Decay is the little bar underneath your opponent's health bar that fills up as you combo them. When it fills up, a few key things happen. Your opponent will automatically become airborne, meaning standing resets are no longer possible. They will become heavier as the combo continues, and will build more meter per hit than you. Staggers will end earlier, and any move (except super) that Hard Knockdowns the opponent will instead give a Soft Knockdown, which removes the possibility of guaranteed oki/setups.
This is important for Arizona because it heavily influences the way her combos work. She is one of the characters that has to pay the most attention to Juggle Decay, due to how useful resets and HKDs are for her.
Basic Routes
- 5A 5B 5C 3C (Jump Cancel) j.A j.B j.C, 5A 5B 5C - Known as the Magic Series, this is the "universal" combo route that is shown in every character's command list. It's only listed here because it shows that you can use jC to extend combos, but overall this combo is not recommended at all. It does pretty bad damage, it's inconsistent with the way jC hits, and it teaches bad habits, such as using 3C. The only purpose this combo serves is if you can't perform special moves at all. Otherwise the next combo is much better for beginners.
- (Normals) 5C 22A 22C 236A 236C 2D - BnB combo/ender. This ender is probably the best route if you're just starting off or if you don't know where to take a combo. It makes use of Arizona's specials cancelling into each other, it gives you a magic stock, and more often than not it ends in a Hard Knockdown depending on how many normals you use before 5C. Cancelling into 22A is far safer on block than 3C, and if you realize the opponent is blocking, you can stop there. Most people are bad at punishing 22A, especially with the threat of frametrapping into 22C, so you can generally end there safely. Remember that 236C cannot tumble the opponent if you've already used a bounce, which is most important to remember after 6B. If you're unsure, do 236B instead of 236C.
- (Normals) 2C 236B 5D - This route makes use of the 5D stagger. You can end the combo here for a reset, or combine it with the above route for a decently damaging combo that gives you two magic. If you use both in one combo, you probably won't be getting a HKD.
- (Normals) 2C 22C j.B - You can do this a couple times in one combo. It's a pretty decent route, though nailing the timing of 2C 22C can be difficult. Doing 22A 22C is easier, though less efficient in terms of JD and damage.
- 3C (Jump Cancel) j.B j.A j.B - One of the only routes to use 3C. The main purpose of this is to extend a combo pre-JD without using your groundbounce. The timing differs depending on if you used 2C before the 3C or not.
Corner
- 236C 2B 2C 22B 236B - It's much easier to use 236C as a combo extender in the corner. If the opponent is cornered, try to save your groundbounce for this ender to increase your damage.
- 3C j.C (Backdash) 5B 5C 2C 5D - You can also do this after 236C. It's one of the only ways to land a rope on a cornered opponent.
- 22C 236B 5A - You can link 5A after 236B in the corner, which can help add some damage.
- 236D - Very easy tool to use in the corner for extensions.
Super
Don't end with Level 1 Super unless it will kill. It does very low damage at the end of combos, and is not worth the meter usually. Save your meter for Level 2. You can extend after a Level 2 with the following techniques:
- Dash into 4D/5D - The easiest extender. Don't use these if you already used them before the Super. (You probably shouldn't use ropes before super anyway, because ropes lower the damage for the rest of your combo.)
- Magic Dash - Moves you to the perfect position to catch the opponent with some normals.
- Forward Dash - Very tricky to time, but with good dashing and timing, you can link normals without needing to use Magic Dash.
Hard Knockdowns/Resets
Arizona thrives on the mixup game. Here are some important moves that allow you to mix your opponent up. Remember that these only work if Juggle Decay is not maxed out.
- 2C: Easy to use combo ender, leaves you +32, giving you plenty of time to go for a crossup/shorthop/dashup low/dashup throw/whatever you want.
- 2D: Another good combo ender, usually used after a 236B or 236C. This one leaves you further than 2C, but you can still cross the opponent up with dash jC from that range. Be aware that it switches sides on connect.
- 5D: Restands the opponent and allows a reset. You're not quite + enough to safely go for a shorthop/6B, as the opponent can 5A to interrupt.
- 6A: Forces the opponent to stand and jump cancels. You can do this after a 5D to better cover your reset.
- Throw: It's possible to combo into throw after 5D, though the opponent can tech it if they're paying attention. Throw has decent damage and oki while adding nothing to the JD bar.
- 236A: On a grounded opponent, it leaves the opponent close to you and leaves you +5. Many people don't expect a reset here.
More Resources
Candel's Arizona Guide (Comes with combo files for practicing different routes.): https://docs.google.com/document/d/1gN2awIxSJEmhTGsmoNF8Xw9P76Hiu_CReVFHNKM40QM/edit?usp=sharing
More difficult, optimized Arizona routes with damage numbers: https://docs.google.com/spreadsheets/d/1EDUOAf8N3j_IRVIw9SaigzV4Ydk7ClBVGr9v5_JxWG4/edit?usp=sharing
Frame Data
Colors