Them's Fightin' Herds/Arizona: Difference between revisions
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==Gameplan== | ==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 | 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 one of the only moves in the game that refunds Juggle Decay mid-combo. | ||
<!--Insert character overview: archetype, strengths, weaknesses, etc.--> | <!--Insert character overview: archetype, strengths, weaknesses, etc.--> | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*'''Space Control:''' Stomp and | *'''Space Control:''' Stomp, Rope, and a strong {{clr|12|6A}} anti-air all work together to create a trifecta of tools that allow Arizona to be a constant threat at midrange and punish opponents for choosing the wrong approach. Her effectiveness at both very close and midrange can make it difficult for opponents, especially those with poor mobility, to put themselves in a spot where they feel comfortable. | ||
*'''Mixups:''' Arizona has many ways to put the opponent in hard knockdown, leaving her with enough advantage to set up powerful 50/50s | *'''Grounded Movement:''' Arizona has some of the fastest dashes in the game, allowing her to cover great distances quickly to bolster her space control. | ||
*'''Great Defense:''' When she has magic or meter, Arizona can bully her way out of common pressure situations. Counter puts Arizona in auto-guard, magic headbuck grants 1 hit of armor, and her level 1 super is a 5 frame invincible reversal | *'''Mixups:''' Arizona has many ways to put the opponent in hard knockdown, leaving her with enough advantage to set up powerful 50/50s. | ||
*'''Great Defense:''' When she has magic or meter, Arizona can bully her way out of common pressure situations. Counter puts Arizona in auto-guard, magic headbuck grants 1 hit of armor, and her level 1 super is a 5 frame invincible reversal. | |||
|cons= | |cons= | ||
*'''Stubby Normals:''' | *'''Stubby Normals:''' Trying to play footsies with Arizona's relatively short and non-disjointed normals can be dangerous and leave many opportunities for an attentive opponent to whiff punish. | ||
*'''Burst Damage:''' Arizona | *'''Burst Damage:''' Arizona needs magic stocks to get the most out of her combos, and must make a trade off between doing more unscaled damage or gaining more stocks for future use by using rope. Due to this, sometimes she can be more dependent on mixups after resets instead of lengthy combos for her offense. | ||
}} | }} | ||
==Normal Moves== | ==Movement== | ||
====== <font style="visibility:hidden" size="0">5A</font> ====== | |||
<!--Many characters have unique mechanics, like Pom's air movement. Add that information here--> | |||
'''Walk''': Arizona is tied with Shanty for the fastest walk speeds, walking forward and backward at 7 hu/frame and 5 hu/frame respectively. | |||
'''Backdash''': Like everyone else, Arizona can dash backwards. | |||
'''Run''': By holding forward while trying to dash in that direction, Arizona will run continuously, with a top speed of 19 hu/frame. Arizona can not run backwards. | |||
'''Jumps''': Arizona has the ability to jump at three different heights. Including pre-jump, her shorthop, standard jump, and super jump have durations of 30, 45, and 58 frames respectively. She is also tied with Shanty for the longest standard and shorthop jump arcs. | |||
'''Magic Dash''': Arizona's magic dash is a very quick, projectile invulnerable, long range dash, letting her approach zoners more easily and quickly close any large gap. She has a crouching hurtbox throughout the dash, but she cannot block until it's over. | |||
==Command List== | |||
===Normal Moves=== | |||
---- | |||
====Standing Normals==== | |||
====== <font style="visibility:hidden; display:none;" size="0">5A</font> ====== | |||
{{MoveData | {{MoveData | ||
|image=TFH_Arizona_5A.png | |image=TFH_Arizona_5A.png | ||
|hitbox=TFH-Arizona-5A-HB.png | |||
|caption= | |caption= | ||
|name={{clr|12|5A}} | |name={{clr|12|5A}} | ||
Line 60: | Line 78: | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage=35 | |damage=35 | ||
|guard= | |guard=Mid | ||
|properties=Chains into Self | |||
|startup=5 | |startup=5 | ||
|active=5 | |active=5 | ||
|recovery=14 | |recovery=14 | ||
|advHit=1 | |hitstop=6 | ||
|advBlock=-1 | |hitstun=19 | ||
| | |airHitstun=16 | ||
| | |advHit=+1 | ||
|description= Your fastest normal. | |airAdvHit=-2 | ||
|blockstop=6 | |||
|blockstun=17 | |||
|airBlockstun=19 | |||
|advBlock={{clr|15|-1}} | |||
|airAdvBlock=≤+1 | |||
|firstJD=0 | |||
|baseJD=15 | |||
|JDG=0.83 | |||
|description= Your fastest normal. Its stubby, but its speed makes it useful in up-close scenarios, such as challenging strings or quick punishes. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ====== <font style="visibility:hidden; display:none;" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Arizona_5B.png | |image=TFH_Arizona_5B.png | ||
|hitbox=TFH-Arizona-5B-hb.png | |||
|caption= | |caption= | ||
|name={{clr|13|5B}} | |name={{clr|13|5B}} | ||
Line 100: | Line 109: | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage=100 | |damage=100 | ||
|guard= | |guard=Mid | ||
|startup=8 | |startup=8 | ||
|active=5 | |active=5 | ||
|recovery=17 | |recovery=17 | ||
|advHit=1 | |hitstop=8 | ||
|advBlock=-2 | |hitstun=22 | ||
| | |advHit=+1 | ||
| | |airAdvHit=SKD | ||
|blockstop=8 | |||
|blockstun=19 | |||
|airBlockstun=25 | |||
|advBlock={{clr|15|-2}} | |||
|airAdvBlock=≤+4 | |||
|firstJD=-30 | |||
|baseJD=30 | |||
|JDG=0.95 | |||
|description= Good punish starter and combo filler. Can also be used to reset blockstrings, being only -2. | |description= Good punish starter and combo filler. Can also be used to reset blockstrings, being only -2. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ====== <font style="visibility:hidden; display:none;" size="0">5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Arizona_5C.png | |image=TFH_Arizona_5C.png | ||
|hitbox=TFH-Arizona-5C-hb.png | |||
|caption=Meaty! | |caption=Meaty! | ||
|name={{clr|14|5C}} | |name={{clr|14|5C}} | ||
Line 142: | Line 138: | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage=155 | |damage=155 | ||
|guard= | |guard=Mid | ||
|properties=Forces Stand | |||
|startup=12 | |startup=12 | ||
|active=10 | |active=10 | ||
|recovery=15 | |recovery=15 | ||
|advHit=0 | |hitstop=9 | ||
|advBlock=-4 | |hitstun=24 | ||
| | |airHitstun=30 | ||
| | |advHit=0 | ||
|description=Can be made extremely | |airAdvHit=SKD | ||
|blockstop=9 | |||
|blockstun=20 | |||
|airBlockstun=33 | |||
|advBlock={{clr|15|-4}} | |||
|airAdvBlock=≤+9 | |||
|firstJD=-55 | |||
|baseJD=45 | |||
|JDG=0.97 | |||
|description=Can be made extremely plus when used as a meaty. Strong punish starter, and has a small disjoint on the first two active frames. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2A</font> ====== | ====Crouching Normals==== | ||
====== <font style="visibility:hidden; display:none;" size="0">2A</font> ====== | |||
{{MoveData | {{MoveData | ||
|image=TFH_Arizona_2A.png | |image=TFH_Arizona_2A.png | ||
|hitbox=TFH-Arizona-2A-hb.png | |||
|caption= | |caption= | ||
|name={{clr|12|2A}} | |name={{clr|12|2A}} | ||
Line 162: | Line 171: | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage=30 | |damage=30 | ||
|guard= | |guard=Low | ||
|properties=Chains into Self | |||
|startup=6 | |startup=6 | ||
|active=5 | |active=5 | ||
|recovery=13 | |recovery=13 | ||
|advHit=1 | |hitstop=7 | ||
|advBlock=-1 | |hitstun=18 | ||
| | |airHitstun=16 | ||
| | |advHit=+1 | ||
|description=The first of many lows. This is Arizona's fastest low normal. It can be cancelled into itself or {{clr|12|5A}} once per string. | |airAdvHit=SKD | ||
|blockstop=7 | |||
|blockstun=16 | |||
|airBlockstun=19 | |||
|advBlock={{clr|15|-1}} | |||
|airAdvBlock=≤+2 | |||
|firstJD=0 | |||
|baseJD=15 | |||
|JDG=0.83 | |||
|description=The first of many lows. This is Arizona's fastest low normal. It can be cancelled into itself or {{clr|12|5A}} once per string. Great for tick-throws and pressure resets as it is only -1. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2B</font> ====== | ====== <font style="visibility:hidden; display:none;" size="0">2B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Arizona_2B.png | |image=TFH_Arizona_2B.png | ||
|hitbox=TFH-Arizona-2B-hb.png | |||
|caption= | |caption= | ||
|name={{clr|13|2B}} | |name={{clr|13|2B}} | ||
Line 182: | Line 202: | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage=90 | |damage=90 | ||
|guard= | |guard=Low | ||
|startup=8 | |startup=8 | ||
|active=5 | |active=5 | ||
|recovery=15 | |recovery=15 | ||
|advHit=1 | |hitstop=9 | ||
|advBlock=-2 | |hitstun=20 | ||
| | |advHit=+1 | ||
| | |airAdvHit=SKD | ||
|description=Arizona's second low. | |blockstop=9 | ||
|blockstun=17 | |||
|airBlockstun=23 | |||
|advBlock={{clr|15|-2}} | |||
|airAdvBlock=≤+4 | |||
|firstJD=-20 | |||
|baseJD=40 | |||
|JDG=0.95 | |||
|description=Arizona's second low. Moves forward slightly and has fast startup and recovery. It can replace {{clr|13|5B}} as a punish starter in situations where you need the extra range. Has a very minor disjoint, but it's generally outclassed by other character's ground pokes. Also a great pressure reset point. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2C</font> ====== | ====== <font style="visibility:hidden; display:none;" size="0">2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Arizona_2C.png | |image=TFH_Arizona_2C.png | ||
|hitbox=TFH-Arizona-2C-hb.png | |||
|caption= | |caption= | ||
|name={{clr|14|2C}} | |name={{clr|14|2C}} | ||
Line 202: | Line 231: | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage=120 | |damage=120 | ||
|guard= | |guard=Low | ||
|properties=Hard Knockdown | |||
|startup=13 | |startup=13 | ||
|active=8 | |active=8 | ||
|recovery=24 | |recovery=24 | ||
|advHit= | |hitstop=7 | ||
|advBlock=-9 | |hitstun=30 (pre-JDmax)<br>28 (post-JDmax) | ||
| | |advHit=+32 (HKD) | ||
| | |blockstop=7 | ||
|description=Arizona's slowest and most unsafe normal | |blockstun=22 | ||
|advBlock={{clr|13|-9}} | |||
|firstJD=-50 | |||
|baseJD=50 | |||
|JDG=0.97 | |||
|description=Arizona's slowest and most unsafe low normal. It's her longest range normal, has many active frames, is very disjointed, and leads to a HKD. It's very useful in combos, both as filler and as an ender. | |||
}} | }} | ||
}} | }} | ||
====== | ====Jumping Normals==== | ||
====== <font style="visibility:hidden" size="0">j.A</font> ====== | ====== <font style="visibility:hidden; display:none;" size="0">j.A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Arizona_jA.png | |image=TFH_Arizona_jA.png | ||
|hitbox=TFH-Arizona-jA-hb.png | |||
|caption= | |caption= | ||
|name={{clr|12|j.A}} | |name={{clr|12|j.A}} | ||
Line 244: | Line 260: | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage=45 | |damage=45 | ||
|guard= | |guard=High | ||
|startup=6 | |startup=6 | ||
|active=1 | |active=1 | ||
|recovery=13 | |recovery=13 | ||
|advHit= | |hitstop=7 | ||
|advBlock= | |hitstun=21 | ||
| | |advHit=+8 ~ +21 | ||
| | |blockstop=7 | ||
| | |blockstun=16 | ||
| | |advBlock=+3 ~ +16 | ||
|description=Arizona's | |firstJD=-40 | ||
|airFirstJD=-75 | |||
|baseJD=75 | |||
|airBaseJD=40 | |||
|JDG=0.90 | |||
|description=Arizona's fastest air normal, hitting in front and slightly under her. It moves her hurtbox up a bit, allowing it to hit the opponent even when done very close to the ground. Its speed also makes it ideal for fuzzy overheads after other blocked air normals. Only has one active frame, so it must be done close to the opponent if you intend to air-to-air them with it. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j.B</font> ====== | ====== <font style="visibility:hidden; display:none;" size="0">j.B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Arizona_jB.png | |image=TFH_Arizona_jB.png | ||
|hitbox=TFH-Arizona-jB-hb.png | |||
|caption= | |caption= | ||
|name={{clr|13|j.B}} | |name={{clr|13|j.B}} | ||
Line 266: | Line 288: | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage=110 | |damage=110 | ||
|guard= | |guard=High | ||
|startup=10 | |startup=10 | ||
|active=5 | |active=5 | ||
|recovery=14 | |recovery=14 | ||
|advHit= | |hitstop=9 | ||
|advBlock= | |hitstun=28 | ||
| | |advHit=+10 ~ +28 | ||
| | |blockstop=9 | ||
| | |blockstun=18 | ||
| | |advBlock=0 ~ +18 | ||
|description= | |firstJD=-85 | ||
|airFirstJD=-115 | |||
|baseJD=75 | |||
|airBaseJD=45 | |||
|JDG=0.95 | |||
|description=Her best air-to-air, being disjointed with good horizontal reach. The hitbox is lacking as a jump-in, so it's best used from shorthops against grounded opponents. Works great in combos. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j.C</font> ====== | ====== <font style="visibility:hidden; display:none;" size="0">j.C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Arizona_jC.png | |image=TFH_Arizona_jC.png | ||
|hitbox=TFH-Arizona-jC-hb-1.png | |||
|caption=DA BUBBLEBOOTS | |caption=DA BUBBLEBOOTS | ||
|name={{clr|14|j.C}} | |name={{clr|14|j.C}} | ||
Line 288: | Line 316: | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage=70, 90 | |damage=70, 90 | ||
|guard= | |guard=High | ||
|properties=Bounce (Air Only) | |||
|startup=19 | |startup=19 | ||
|active=1(5)3 | |active=1 (5) 3 | ||
|recovery=8 | |recovery=8 | ||
|advHit= | |hitstop=4, 11 | ||
|advBlock= | |hitstun=21, 30 | ||
| | |airHitstun=- | ||
| | |advHit=+20 ~ +29 | ||
| | |airAdvHit=Bounce | ||
| | |blockstop=4, 11 | ||
|description= | |blockstun=17, 19 | ||
|advBlock=+9 ~ +19 | |||
|firstJD=-150, -145 | |||
|airFirstJD=-150, -155 | |||
|baseJD=50, 55 | |||
|airBaseJD=50, 45 | |||
|JDG=0.97 [x2] | |||
|description=A slow, two-hit air normal with a huge variety of uses. It is her best jump-in option and a ridiculous crossup normal. When done from a shorthop it is her most reliable overhead option, hitting crouchers on frame 24, and leading to further pressure on block or combos on hit. If both hits are blocked early enough from a jump or superjump, Ari recovers in time to sneak in a {{clr|12|j.A}} right touching the ground. Groundbounces on air hit only. | |||
}} | }} | ||
}} | }} | ||
== | ====Command Normals==== | ||
====== <font style="visibility:hidden" size="0"> | |||
====== <font style="visibility:hidden; display:none;" size="0">6A</font> ====== | |||
{{MoveData | {{MoveData | ||
|image= | |image=TFH_Arizona_6A.png | ||
| | |hitbox=TFH-Arizona-6A-hb.png | ||
|caption=Your best friend. | |||
| | |name={{clr|12|6A}} | ||
|name | |||
|data= | |data= | ||
{{AttackData-TFH | {{AttackData-TFH | ||
| | |damage=90 | ||
| | |guard=Mid | ||
| | |properties=Forces Stand<br>Jump-Cancellable on Hit | ||
|startup= | |startup=8 | ||
|active=5 | |active=5 | ||
|recovery= | |recovery=24 | ||
| | |hitstop=11 | ||
| | |hitstun=18 | ||
| | |airHitstun=25 | ||
| | |advHit=-10 | ||
| | |airAdvHit=-3 | ||
|blockstop=11 | |||
|blockstun=21 | |||
| | |airBlockstun=14 | ||
| | |advBlock={{clr|12|-7}} | ||
| | |airAdvBlock={{clr|14|-14}} | ||
| | |firstJD=40 | ||
|baseJD=55 | |||
|JDG=0.83 | |||
|description=Arizona's dedicated anti-air is the second fastest in the game. 6A moves Arizona forward a decent amount, giving it an effective range nearing that of her longer normals. With its speed and area coverage, this move serves both as an excellent defensive tool to punish opponents jumping at Arizona (something her array of grounded tools will encourage), and an offensive tool to rebeat during pressure and contest opposing buttons during her own approach. The ability to jump cancel on hit into aerial attacks also allows for sneaky resets. | |||
}}}} | |||
| | |||
| | |||
| | |||
| | |||
| | |||
}} | |||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden; display:none;" size="0">6B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=TFH_Arizona_6B.png | ||
| | |hitbox=TFH-Arizona-6B-hb.png | ||
|caption=The People's Elbow<br><small>("Wait, do cows have… Hrm…")</small> | |||
| | |name={{clr|13|6B}} | ||
|name= | |||
|data= | |data= | ||
{{AttackData-TFH | {{AttackData-TFH | ||
| | |damage=185 | ||
| | |guard=High | ||
| | |properties=Bounce | ||
|startup= | |startup=24 | ||
|active= | |active=5 | ||
|recovery= | |recovery=26 | ||
|advHit= | |hitstop=11 | ||
| | |hitstun=Varies | ||
| | |advHit=Bounce | ||
| | |blockstop=11 | ||
| | |blockstun=20 | ||
|airBlockstun=22 | |||
{{clr| | |advBlock={{clr|13|-10}} | ||
|airAdvBlock=≤{{clr|13|-8}} | |||
|firstJD=35 | |||
| | |airFirstJD=-5 | ||
| | |baseJD=90 | ||
|JDG=0.97 | |||
|description=Airborne on frame 10, can high-profile many lower-hitting normals. Groundbounces on air and grounded hit. Can be cancelled into from any normal besides {{clr|14|3C}}, making it great for up-close mixups, especially considering how many lows Arizona has. It's punishable on block though, so don't overdo it. | |||
| | |||
| | |||
|description= | |||
}} | }} | ||
}} | }} | ||
== | ====== <font style="visibility:hidden; display:none;" size="0">3C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=TFH_Arizona_3C.png | ||
| | |hitbox=TFH-Arizona-3C-hb.png | ||
|caption= | |||
| | |name={{clr|14|3C}} | ||
|name= | |||
| | |||
|data= | |data= | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage= | |damage=160 | ||
|guard= | |guard=Mid | ||
| | |properties=Jump-Cancellable on Hit<br>No Special Cancel on Block | ||
|startup=11 | |||
|active=3 | |||
|startup= | |||
|active= | |||
|recovery=30 | |recovery=30 | ||
|advHit= | |hitstop=12 | ||
|advBlock=- | |hitstun=26 (pre-JDmax)<br>24 (post-JDmax) | ||
| | |advHit=-6 | ||
| | |blockstop=12 | ||
|description= | |blockstun=15 | ||
|advBlock={{clr|14|-17}} | |||
|firstJD=-70 | |||
|airFirstJD=-35 | |||
|baseJD=30 | |||
|airBaseJD=65 | |||
|JDG=0.83 | |||
|description=Probably Arizona's worst normal. Whiffs on crouchers, and doesn't lead to many good combo routes without some tricky execution. Never do this on block or in neutral. | |||
}} | }} | ||
}} | }} | ||
==Throws== | ===Throws=== | ||
---- | |||
====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Arizona_FT.png | |image=TFH_Arizona_FT.png | ||
|hitbox=TFH-Arizona-T-hb.png | |||
|caption= | |caption= | ||
|name=Forward Throw | |name=Forward Throw | ||
Line 490: | Line 440: | ||
|data= | |data= | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage=50,50, | |damage=50, 50, 413 | ||
|guard=Throw | |guard=Throw | ||
|properties=Hard Knockdown | |||
|startup=6 | |startup=6 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
|advHit= | |hitstop=- | ||
|advBlock= | |hitstun=- | ||
| | |advHit=+22 (HKD) | ||
| | |blockstop=- | ||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=- | |||
|JDG=- | |||
|description=The only throw that is impossible to combo from, making it the weakest damage-wise. However, it still grants a close-range HKD, giving it its own utility. | |description=The only throw that is impossible to combo from, making it the weakest damage-wise. However, it still grants a close-range HKD, giving it its own utility. | ||
}} | }} | ||
Line 506: | Line 462: | ||
{{MoveData | {{MoveData | ||
|image=TFH_Arizona_BT.png | |image=TFH_Arizona_BT.png | ||
|hitbox=TFH-Arizona-T-hb.png | |||
|caption= | |caption= | ||
|name=Back Throw | |name=Back Throw | ||
Line 511: | Line 468: | ||
|data= | |data= | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage=50,50, | |damage=50, 50, 413 | ||
|guard=Throw | |guard=Throw | ||
|properties=Hard Knockdown | |||
|startup=6 | |startup=6 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
|advHit= | |hitstop=- | ||
|advBlock= | |hitstun=- | ||
| | |advHit=+35 (HKD) | ||
| | |blockstop=- | ||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=- | |||
|JDG=- | |||
|description= The only differences between this and her forward throw are the distance it leaves the opponent and the frame advantage afterwards. This one throws the opponent much further away. | |description= The only differences between this and her forward throw are the distance it leaves the opponent and the frame advantage afterwards. This one throws the opponent much further away. | ||
}} | }} | ||
Line 527: | Line 490: | ||
{{MoveData | {{MoveData | ||
|image=TFH_Arizona_AT.png | |image=TFH_Arizona_AT.png | ||
|hitbox=TFH-Arizona-AT-hb.png | |||
|caption= | |caption= | ||
|name=Air Throw | |name=Air Throw | ||
Line 532: | Line 496: | ||
|data= | |data= | ||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage= | |damage=0, 310 | ||
|guard=Throw | |guard=Throw | ||
|properties=Hard Knockdown | |||
|startup=8 | |startup=8 | ||
|active=3 | |active=3 | ||
|recovery=18 | |||
|hitstop=- | |||
|hitstun=- | |||
|airAdvHit=+17 (HKD) | |||
|blockstop=- | |||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=- | |||
|JDG=- | |||
|description=Brings the opponent straight down and leaves them in a HKD situation. No combos possible. | |||
}} | |||
}} | |||
===Special Moves=== | |||
---- | |||
====== <font style="visibility:hidden" size="0">Headbuck</font> ====== | |||
{{MoveData | |||
|image=TFH_Arizona_236A.png | |||
|hitbox=TFH-Arizona-236A-hb.png | |||
|caption={{clr|12|A}} version | |||
|image2=TFH_Arizona_236B.png | |||
|hitbox2=TFH-Arizona-236B-hb.png | |||
|caption2={{clr|13|B}} version | |||
|image3=TFH_Arizona_236C.png | |||
|hitbox3=TFH-Arizona-236C-hb.png | |||
|caption3={{clr|14|C}} version | |||
|name=Headbuck | |||
|input={{clr|12|236A}}/{{clr|13|B}}/{{clr|14|C}} | |||
|data= | |||
{{AttackData2-TFH | |||
|version='''A''' | |||
|damage=140<br>(60 Chip) | |||
|guard=Mid | |||
|startup=12 | |||
|active=5 | |||
|recovery=15 | |||
|hitstop=8 | |||
|hitstun=24 | |||
|advHit=+5 | |||
|blockstop=8 | |||
|blockstun=10 | |||
|advBlock={{clr|13|-9}} | |||
|firstJD=45 | |||
|baseJD=45 | |||
|JDG=0.97 | |||
|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. | |||
}} | |||
{{AttackData2-TFH | |||
|header=no | |||
|version='''B''' | |||
|damage=200<br>(80 Chip) | |||
|guard=Mid | |||
|properties= | |||
|startup=17 | |||
|active=5 | |||
|recovery=15 | |||
|hitstop=8 | |||
|hitstun=27 | |||
|advHit=+8 | |||
|blockstop=8 | |||
|blockstun=8 | |||
|advBlock={{clr|13|-11}} | |||
|baseJD=65 | |||
|firstJD=65 | |||
|JDG=0.90 | |||
|description=Whiffs on crouchers. It can sometimes work as an incidental anti-air. Can easily combo into {{clr|15|5D}}. | |||
}} | |||
{{AttackData2-TFH | |||
|header=no | |||
|version='''C''' | |||
|damage=270<br>(100 Chip) | |||
|guard=Mid | |||
|properties=Armor Break<br>Tumble | |||
|startup=21 | |||
|active=5 | |||
|recovery=22 | |||
|hitstop=16 | |||
|hitstun=>49 | |||
|advHit=Tumble | |||
|blockstop=16 | |||
|blockstun=12 | |||
|advBlock={{clr|14|-14}} | |||
|firstJD=75 | |||
|baseJD=75 | |||
|JDG=0.90 | |||
|description=Does high damage and leaves the opponent in a tumble state. The tumble counts as a groundbounce. Mostly used as a combo extender, especially in the corner. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Stomp</font> ====== | |||
{{MoveData | |||
|image=TFH_Arizona_22A.png | |||
|hitbox=TFH-Arizona-22A-hb-1.png | |||
|hitbox2=TFH-Arizona-22A-hb-2.png | |||
|hitbox3=TFH-Arizona-22A-hb3.png | |||
|caption3= Not so stubby now ({{clr|12|A}} version) | |||
|image4=TFH_Arizona_22B.png | |||
|hitbox4=TFH-Arizona-22B-hb1.png | |||
|hitbox5=TFH-Arizona-22B-hb2.png | |||
|hitbox6=TFH-Arizona-22B-hb3.png | |||
|caption6={{clr|13|B}} version | |||
|image7=TFH_Arizona_22C.png | |||
|hitbox7=TFH-Arizona-22C-hb-1.png | |||
|hitbox8=TFH-Arizona-22C-hb-2.png | |||
|hitbox9=TFH-Arizona-22C-hb-3.png | |||
|caption9={{clr|14|C}} version | |||
|name=Stomp | |||
|input={{clr|12|22A}}/{{clr|13|B}}/{{clr|14|C}} | |||
|data= | |||
{{AttackData2-TFH | |||
|version=A | |||
|damage=40, 70<br>(20, 15 Chip) | |||
|guard=Low | |||
|properties=Jump-Cancellable on Hit | |||
|startup=10 | |||
|active=2, 5 | |||
|recovery=18 | |recovery=18 | ||
|advHit= | |hitstop=9 | ||
|advBlock= | |hitstun=>26 | ||
| | |advHit=SKD | ||
| | |blockstop=9 | ||
|description= | |blockstun=15 | ||
|advBlock={{clr|12|-7}} | |||
|firstJD=20, 45 | |||
|airFirstJD=45 | |||
|baseJD=20, 45 | |||
|airBaseJD=45 | |||
|JDG=0.90 [x2] | |||
|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. | |||
}} | |||
{{AttackData2-TFH | |||
|header=no | |||
|version=B | |||
|damage=70, 110<br>(60, 45 Chip) | |||
|guard=Low | |||
|properties=Jump-Cancellable on Hit | |||
|startup=15 | |||
|active=2, 5 | |||
|recovery=18 | |||
|hitstop=12 | |||
|hitstun=>37 | |||
|advHit=SKD | |||
|blockstop=12 | |||
|blockstun=13 | |||
|advBlock={{clr|13|-9}} | |||
|firstJD=20, 70 | |||
|airFirstJD=70 | |||
|baseJD=20, 70 | |||
|airBaseJD=70 | |||
|JDG=0.90 [x2] | |||
|description= Not as useful in combos as the other two stomps, and strikes a middle ground of speed and range. | |||
}} | |||
{{AttackData2-TFH | |||
|header=no | |||
|version=C | |||
|damage=140, 140<br>(110, 50 Chip) | |||
|guard=Low | |||
|properties=Jump-Cancellable on Hit | |||
|startup=18 | |||
|active=2, 6 | |||
|recovery=19 | |||
|hitstop=19 | |||
|hitstun=>43 | |||
|advHit=SKD | |||
|blockstop=19 | |||
|blockstun=13 | |||
|advBlock={{clr|13|-11}} | |||
|firstJD=60, 75 | |||
|airFirstJD=75 | |||
|baseJD=60, 75 | |||
|airBaseJD=75 | |||
|JDG=0.90 [x2] | |||
|description=Pops the opponent up a decent amount, allowing for combos. All stomps are jump-cancellable, but {{clr|14|22C}} utilizes this the most. | |||
}} | }} | ||
}} | }} | ||
==Magic== | ===Magic=== | ||
---- | |||
Arizona can use magic for a wide variety of uses. She has a maximum of 3 stacks of | Arizona can use magic for a wide variety of uses. She has a maximum of 3 stacks of magic, but can only obtain it by lassoing opponents. | ||
====== <font style="visibility:hidden" size="0">5D</font> ====== | ====== <font style="visibility:hidden; display:none;" size="0">5D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Arizona_5D.png | |image=TFH_Arizona_5D.png | ||
|hitbox=TFH-Arizona-5D-hb.png | |||
|caption={{clr|15|5D}} | |caption={{clr|15|5D}} | ||
|image2=TFH_Arizona_2D.png | |image2=TFH_Arizona_2D.png | ||
|hitbox2=TFH-Arizona-2D-hb.png | |||
|caption2={{clr|15|2D}} | |caption2={{clr|15|2D}} | ||
|image3=TFH_Arizona_4D.png | |image3=TFH_Arizona_4D.png | ||
|hitbox3=TFH-Arizona-4D-hb.png | |||
|caption3={{clr|15|4D}} | |caption3={{clr|15|4D}} | ||
|name=Lasso | |name=Lasso | ||
|input= | |input= | ||
|data= | |data= | ||
{{ | {{AttackData2-TFH | ||
|version=5D | |version=5D | ||
|damage= | |damage= | ||
|guard=Grab | |guard=Command Grab | ||
|properties=Stagger<br>Damage Scaled to 80% | |||
|startup=20 | |startup=20 | ||
|active=1 | |active=1 | ||
|recovery=25 | |recovery=25 | ||
|advHit= | |hitstop=- | ||
|advBlock= | |hitstun=- | ||
| | |advHit=+16 (Stagger) | ||
| | |blockstop=- | ||
|description= Causes a stagger on hit. Only hits grounded, standing opponents in neutral. Can catch airborne opponents if they are being combo'd | |blockstun=- | ||
|advBlock=- | |||
|firstJD=55 | |||
|baseJD=55 | |||
|JDG=1 | |||
|description= Causes a stagger on hit. Only hits grounded, standing opponents in neutral. Can catch airborne opponents if they are being combo'd. Grants one magic stock on hit. Useful as a combo extender and as a reset tool. Be aware that if JD is maxed, the stagger becomes unusable for resets. Also has full invulnerability on its single active frame, for some reason. | |||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|version=2D | |version=2D | ||
|header=no | |header=no | ||
|damage=150 | |damage=150 | ||
|guard=Grab | |guard=Command Grab | ||
|properties=Hard Knockdown | |||
|startup=20 | |startup=20 | ||
|active=1 | |active=1 | ||
|recovery=25 | |recovery=25 | ||
|advHit= | |hitstop=- | ||
|advBlock= | |hitstun=- | ||
| | |advHit=+32 (HKD) | ||
| | |blockstop=- | ||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=30 | |||
|baseJD=30 | |||
|JDG=1 | |||
|description= Switches sides and leaves the opponent in a HKD. Can hit grounded opponents in neutral, even if they are crouching. Does not allow a combo afterwards, making it relatively unrewarding on hit compared to her other lassos. Grants one magic stock on hit. | |description= Switches sides and leaves the opponent in a HKD. Can hit grounded opponents in neutral, even if they are crouching. Does not allow a combo afterwards, making it relatively unrewarding on hit compared to her other lassos. Grants one magic stock on hit. | ||
[Bug] {{clr|15|2D}} Lasso from Player 2 Arizona cannot be escaped with a jump if the active frame lands precisely on the opponent's wakeup. | |||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|version=4D | |version=4D | ||
|header=no | |header=no | ||
|damage=100 | |damage=100 | ||
|guard=Grab | |guard=Command Grab | ||
|properties=Bounce<br>Damage Scaled to 80% | |||
|startup=20 | |startup=20 | ||
|active=1 | |active=1 | ||
|recovery=25 | |recovery=25 | ||
|advHit=Bounce | |hitstop=- | ||
|advBlock= | |hitstun=- | ||
| | |advHit=- | ||
| | |airAdvHit=Bounce | ||
|description= Only hits airborne opponents. Useful as a callout on midrange jumps or as a pickup after a ranged stomp. Switches sides and uses a groundbounce | |blockstop=- | ||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=- | |||
|airFirstJD=100 | |||
|baseJD=- | |||
|airBaseJD=100 | |||
|JDG=1 | |||
|description= Only hits airborne opponents. Useful as a callout on midrange jumps or as a pickup after a ranged stomp. Switches sides and uses a groundbounce. Grants one magic stock on hit. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden; display:none;" size="0">236D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=TFH_Arizona_236D.png | |image=TFH_Arizona_236D.png | ||
| | |hitbox=TFH-Arizona-236D-hb.png | ||
|caption=Yeah! | |||
| | |name= Magic Headbuck | ||
| | |input= {{clr|15|236D}} | ||
| | |||
|data= | |data= | ||
{{AttackData-TFH | {{AttackData-TFH | ||
| | |damage=210<br>(90 Chip) | ||
| | |guard=Mid | ||
| | |properties=Armor [x1] (1-14)<br>No Collision (1-2)<br>Wallstick | ||
|startup=13 | |startup=13 | ||
|active=5 | |active=5 | ||
|recovery=25 | |recovery=25 | ||
|advHit=Wallstick | |hitstop=16 | ||
|advBlock=- | |hitstun=Varies | ||
| | |advHit=Wallstick, SKD | ||
| | |blockstop=16 | ||
|description=Has one hit of armor, starting at frame 1. Costs one magic. Moves very quickly and has good range. Wallsticks the opponent, allowing for followups, especially in the corner. Its frame one armor is useful for punishing certain strings, though it loses to throws, multihit moves, and moves that recover fast enough for the opponent to block. | |blockstun=12 | ||
|advBlock={{clr|14|-17}} | |||
|firstJD=35 | |||
|baseJD=35 | |||
|JDG=0.97 | |||
|description=Has one hit of armor, starting at frame 1. Costs one magic. Moves very quickly and has good range. Wallsticks the opponent, allowing for followups, especially in the corner. Its frame one armor is useful for punishing certain strings, though it loses to throws, multihit moves, and moves that recover fast enough for the opponent to block. | |||
}} | }} | ||
}} | |||
====== <font style="visibility:hidden; display:none;" size="0">22D</font> ====== | |||
{{MoveData | |||
|image=TFH_Arizona_22D.png | |||
|hitbox=TFH-Arizona-22D-hb-1.png | |||
|hitbox2=TFH-Arizona-22D-hb-2.png | |||
|name=Magic Stomp | |||
|input={{clr|15|22D}} | |||
|caption=YEEEEEE- | |||
|data= | |||
{{AttackData-TFH | {{AttackData-TFH | ||
|damage=35 | |damage=35 | ||
|guard=Unblockable | |guard=Unblockable | ||
|properties=Jump-Cancellable on Hit<br>Projectile-Invulnerable (1-27) | |||
|startup=34 | |startup=34 | ||
|active=2 | |active=2 | ||
|recovery=35 | |recovery=35 | ||
|advHit= | |hitstop=20 (Arizona)<br>55 (Opponent) | ||
|advBlock= | |hitstun=44 | ||
| | |advHit=+43 | ||
| | |blockstop=- | ||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=10 | |||
|baseJD=10 | |||
|JDG=0.83 | |||
|description=Fullscreen unblockable that costs 2 Magic. Can be jump-cancelled on hit, allowing for a followup from any distance. Can be useful as a surprise opener up close. | |description=Fullscreen unblockable that costs 2 Magic. Can be jump-cancelled on hit, allowing for a followup from any distance. Can be useful as a surprise opener up close. | ||
}} | }} | ||
}} | |||
====== <font style="visibility:hidden; display:none;" size="0">214D</font> ====== | |||
{{MoveData | |||
|image=TFH_Arizona_214D.png | |||
|hitbox=TFH-Arizona-214D-hb.png | |||
|caption={{clr|15|214D}} | |||
|image6=TFH_Arizona_214Dsuccess.png | |||
|hitbox6=TFH-Arizona-Counter-hb.png | |||
|caption6=Successful Counter | |||
|name=Counter | |||
|data= | |||
{{AttackData2-TFH | |||
{{ | |||
|version=214D | |version=214D | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
Line 666: | Line 839: | ||
|active=15 | |active=15 | ||
|recovery=20 | |recovery=20 | ||
|advHit= | |hitstop=- | ||
|advBlock= | |hitstun=- | ||
| | |advHit=- | ||
| | |blockstop=- | ||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=- | |||
|JDG=- | |||
|description=Uses 1 Magic. Counters any non-super strike or projectile during the first 15 frames. Vulnerable to throws. | |description=Uses 1 Magic. Counters any non-super strike or projectile during the first 15 frames. Vulnerable to throws. | ||
}} | }} | ||
{{ | {{AttackData2-TFH | ||
|version= | |version=Counter Activation | ||
|header=no | |header=no | ||
|damage=400 | |damage=400 | ||
|guard= | |guard=Mid | ||
|startup=33 | |startup=33 | ||
|active=9 | |active=9 | ||
|recovery=4 | |recovery=4 | ||
|advHit= | |hitstop=6 | ||
|advBlock=1 | |hitstun=>35 | ||
| | |advHit=SKD | ||
| | |blockstop=6 | ||
|blockstun=13 | |||
|advBlock=+1 | |||
|firstJD=0 | |||
|baseJD=0 | |||
|JDG=0.96 | |||
|description=If hit during the 15 frames of counter state, Arizona lashes out with a powerful counterattack. She has an all-guard state while attacking, meaning she can't take normal damage, only chip damage. She can be thrown out of this followup, though doing so is difficult. This move can never benefit from counterhit damage bonus. It launches the opponent on hit, allowing for a followup juggle. On block, it's +1, giving Arizona a slight advantage to start pressure with. | |description=If hit during the 15 frames of counter state, Arizona lashes out with a powerful counterattack. She has an all-guard state while attacking, meaning she can't take normal damage, only chip damage. She can be thrown out of this followup, though doing so is difficult. This move can never benefit from counterhit damage bonus. It launches the opponent on hit, allowing for a followup juggle. On block, it's +1, giving Arizona a slight advantage to start pressure with. | ||
}} | }} | ||
}} | }} | ||
== | ====== <font style="visibility:hidden; display:none;" size="0">41236D</font> ====== | ||
< | {{MoveData | ||
|image=TFH_Arizona_41236D.png | |||
=== | |hitbox=TFH-Arizona-41236D-hb.png | ||
|caption= | |||
|name=Magic Dash | |||
|input={{clr|15|41236D}} | |||
=== | |data= | ||
{{AttackData-TFH | |||
|damage= | |||
|guard= | |||
|properties=Projectile-Invulnerable | |||
- | |startup= | ||
|active= | |||
- | |recovery=32 | ||
|hitstop=- | |||
- | |hitstun=- | ||
|advHit=- | |||
- | |blockstop=- | ||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=- | |||
|JDG=- | |||
= | |description=Uses 1 Magic. Projectile invincible dash that can side switch. Has a low hurtbox, but can still be hit if you're not careful. Uses include corner escapes, easy followups from Level 2 super, or cancelling out of some normally punishable moves like {{clr|14|236C}}/{{clr|15|D}} or {{clr|14|22C}} | ||
}} | |||
}} | |||
= | |||
===Super=== | ===Super=== | ||
---- | |||
====Level 1==== | |||
{{MoveData | |||
|image=TFH_Arizona_Super.png | |||
|caption=Y'all in for a... | |||
|image2=TFH_Arizona_Super2.png | |||
|hitbox=TFH-Arizona-236XX-hb.png | |||
|caption2=Tramplin'! | |||
|name=Trample | |||
|input=236XX | |||
|data= | |||
{{AttackData-TFH | |||
|damage=280<br>(220 Chip) | |||
|guard=Mid | |||
|properties=Invulnerable (1-8)<br>Armor [x5] (9-30)<br>Forced HKD | |||
|startup=3+2 | |||
|active=31 | |||
|recovery=65 | |||
|hitstop=18 | |||
|hitstun=>50 | |||
|advHit=+19 (HKD) | |||
|blockstop=18 | |||
|blockstun=14 | |||
|advBlock={{clr|14|-49}} | |||
|firstJD=- | |||
|baseJD=- | |||
|JDG=1 | |||
|description=Very high first-hit damage, but extremely unsafe. Has invincibility for the first 8 frames, and many hits of armor from frames 9-30. It loses damage the longer it's active - doing about 60% as much damage from fullscreen as it would from point blank. Not good as a combo ender, due to suffering heavily from scaling and having terrible oki. A very scary reversal, leading to high damage with two bars. Can have up to 31 active frames, but will generally have less if closer to the opponent or hitting the wall. | |||
Using this move from a long distance is very risky, as it hits as late as frame 16 if done from fullscreen, giving the opponent a decent amount of time to counter or evade unless they're stuck in a long animation. | |||
}} | |||
}} | |||
====Level 2 (Follow Up)==== | |||
{{MoveData | |||
|image=TFH_Arizona_SuperFollowUp.png | |||
|caption=Roundabout... | |||
|image2=TFH_Arizona_SuperFollowUp2.png | |||
|caption2=Rodeo! | |||
|name=Rebound | |||
|input=214XX | |||
|data= | |||
{{AttackData-TFH | |||
|damage=180 | |||
|guard=Mid | |||
|properties=Invulnerable<br>Hard Knockdown | |||
|startup=64 | |||
|active=11 | |||
|recovery=22 | |||
|advHit=- | |||
|hitstop=20 | |||
|hitstun=? | |||
|airAdvHit=+90 (HKD) | |||
|blockstop=- | |||
|blockstun=- | |||
|advBlock=- | |||
|firstJD=- | |||
|baseJD=- | |||
|airBaseJD=-240 | |||
|JDG=Resets to 1 | |||
|description=Refunds 240 JD, and allows for followups afterwards. Can only be cancelled into from 236XX on hit. The JD refund is very useful for combo extensions, as well as resets or setups. The most common followups are Dash {{clr|15|4D}}/{{clr|15|5D}} or Magic Dash. | |||
Because Level 2 is invulnerable during the entire duration, it can be used to bypass situations where Level 1 alone would normally trade (e.g. against Pom's Level 1 Super). | |||
}} | |||
}} | |||
====Level 3==== | |||
{{MoveData | |||
|image=TFH_Arizona_Level3.png | |||
|hitbox=TFH-Arizona-63214XX-hb-1.png | |||
|caption=I... am at the end... | |||
|image2=TFH_Arizona_Level3_Finish.png | |||
|hitbox2=TFH-Arizona-63214XX-hb-2.png | |||
|caption2=Of my rope! | |||
|name=Texas Throwdown | |||
|input=63214XX | |||
|data= | |||
{{AttackData-TFH | |||
|damage=230, 360, 200 [x5], 800<br>(80 Chip) | |||
|guard=Mid | |||
|properties=Invulnerable (1-51)<br>Forced HKD | |||
|startup=22, 35 | |||
|active=6 (7) 17 | |||
|recovery=30 | |||
|hitstop=8, 12 | |||
|hitstun=Cinematic | |||
|advHit=0 | |||
|blockstop=8, 12 | |||
|blockstun=8, 15 | |||
|advBlock={{clr|14|-31}} | |||
|firstJD=65, 65 | |||
|baseJD=65, 65 | |||
|JDG=- | |||
|description=Invincible reversal that vacuums slightly, hits twice and causes a cinematic on hit. The first hit can catch opponents crossing Ari up, and the second hit goes extremely high. Suffers from damage scaling, as such it's often best used early in a combo, if you didn't intend on using Rebound. Has invincibility for the first 52 frames. | |||
}} | |||
}} | |||
=== | ====Cross-Canter==== | ||
{{MoveData | |||
|image=TFH_Arizona_CC.png | |||
|hitbox= | |||
|name=Cross-Canter | |||
|input=6XX (While Blocking) | |||
|data= | |||
{{AttackData-TFH | |||
|damage=80 (Recoverable Health) | |||
|guard=Mid | |||
|properties=Strike-Invulnerable (f1-16)<br>Autoguard (f17-25) | |||
|startup=23 | |||
|active=9 | |||
==== | |recovery=54 | ||
|hitstop=- | |||
|hitstun=- | |||
|advHit=0 (HKD) | |||
|blockstop=5 | |||
|blockstun=13 | |||
== | |advBlock={{clr|14|-49}} | ||
|firstJD=0 | |||
|baseJD=0 | |||
|JDG=1 | |||
|description=In exchange for 1/2 a bar of super meter, cross-canter interrupts your blockstun with a strike-invulnerable counterattack. Leads to a hard knockdown on hit with no frame advantage, resetting both opponents to neutral at a medium distance apart. The user will also be locked out of gaining super meter for 5 seconds, stacking up to 10 seconds if cross-canter is used repeatedly. | |||
This can be a strong option to escape pressure, but don't overdo it - it can be thrown during startup and is extremely punishable on block or whiff. | |||
}} | |||
}} | |||
==Colors== | ==Colors== | ||
<!--Check file prefix and add the color name in the text parameter.--> | <!--Check file prefix and add the color name in the text parameter.--> | ||
{{ColorGallery | filePrefix=TFH-Arizona-| colors= | {{ColorGallery | filePrefix=TFH-Arizona-| colors= | ||
{{ColorGallery/Color|1| text= Arizona}} | {{ColorGallery/Color|1| text= Arizona ( {{clr|12|A}} ) }} | ||
{{ColorGallery/Color|2| text= | {{ColorGallery/Color|2| text= Wisconsin ( {{clr|13|B}} ) }} | ||
{{ColorGallery/Color|3| text= Jersey}} | {{ColorGallery/Color|3| text= Jersey ( {{clr|14|C}} ) }} | ||
{{ColorGallery/Color|4| text= Dakota}} | {{ColorGallery/Color|4| text= Dakota ( {{clr|15|D}} ) }} | ||
{{ColorGallery/Color|5| text= Holstein}} | {{ColorGallery/Color|5| text= Holstein (TU) }} | ||
{{ColorGallery/Color|6| text= Nebraska}} | {{ColorGallery/Color|6| text= Nebraska (VC) }} | ||
{{ColorGallery/Color|7| text= Lactose Free}} | {{ColorGallery/Color|7| text= Lactose Free ( {{clr|12|A}}+{{clr|13|B}}+{{clr|14|C}} ) }} | ||
{{ColorGallery/Color|8| text= Cheerful}} | {{ColorGallery/Color|8| text= Cheerful ( {{clr|15|D}}+TU+VC) }} | ||
{{ColorGallery/Color|9| text= Mauve}} | {{ColorGallery/Color|9| text= Mauve ( {{clr|12|A}}+{{clr|15|D}} ) }} | ||
{{ColorGallery/Color|10| text= Punk Funk Bunk}} | {{ColorGallery/Color|10| text= Punk Funk Bunk ( {{clr|12|A}}+{{clr|13|B}}+{{clr|15|D}} ) }} | ||
{{ColorGallery/Color|11| text= Dangerously Cheesy}} | {{ColorGallery/Color|11| text= Dangerously Cheesy ( {{clr|13|B}}+{{clr|15|D}} ) }} | ||
{{ColorGallery/Color|12| text= How Now}} | {{ColorGallery/Color|12| text= How Now ( {{clr|12|A}}+{{clr|14|C}}+{{clr|15|D}} ) }} | ||
{{ColorGallery/Color|13| text= MooMoo Farm}} | {{ColorGallery/Color|13| text= MooMoo Farm ( {{clr|13|B}}+{{clr|14|C}}+{{clr|15|D}} ) }} | ||
{{ColorGallery/Color|14| text= Blue Cow}} | {{ColorGallery/Color|14| text= Blue Cow ( {{clr|12|A}}+{{clr|13|B}}+{{clr|14|C}}+{{clr|15|D}} ) }} | ||
{{ColorGallery/Color|15| text= Milk Delivery Service}} | {{ColorGallery/Color|15| text= Milk Delivery Service ( {{clr|12|A}}+{{clr|13|B}} ) }} | ||
{{ColorGallery/Color|16| text= Police Chief}} | {{ColorGallery/Color|16| text= Police Chief ( {{clr|12|A}}+TU) }} | ||
{{ColorGallery/Color|17| text= Koi Kow}} | {{ColorGallery/Color|17| text= Koi Kow ( {{clr|13|B}}+TU) }} | ||
{{ColorGallery/Color|18| text= Milkpool}} | {{ColorGallery/Color|18| text= Milkpool ( {{clr|12|A}}+{{clr|13|B}}+TU) }} | ||
{{ColorGallery/Color|19| text= Cowgirl}} | {{ColorGallery/Color|19| text= Cowgirl ( {{clr|14|C}}+TU) }} | ||
{{ColorGallery/Color|20| text= Stealth Cow}} | {{ColorGallery/Color|20| text= Stealth Cow ( {{clr|12|A}}+{{clr|14|C}}+TU) }} | ||
{{ColorGallery/Color|21| text= Gold & White}} | {{ColorGallery/Color|21| text= Gold & White ( {{clr|13|B}}+{{clr|14|C}}+TU) }} | ||
{{ColorGallery/Color|22| text= Alaska}} | {{ColorGallery/Color|22| text= Alaska ( {{clr|12|A}}+{{clr|13|B}}+{{clr|14|C}}+TU) }} | ||
{{ColorGallery/Color|23| text= Moonlit Ace}} | {{ColorGallery/Color|23| text= Moonlit Ace ( {{clr|15|D}}+TU) }} | ||
{{ColorGallery/Color|24| text= Macho Cow}} | {{ColorGallery/Color|24| text= Macho Cow ( {{clr|12|A}}+{{clr|15|D}}+TU) }} | ||
{{ColorGallery/Color|25| text= Green Tea}} | {{ColorGallery/Color|25| text= Green Tea ( {{clr|13|B}}+{{clr|15|D}}+TU) }} | ||
{{ColorGallery/Color|26| text= Kiwi/Strawberry}} | {{ColorGallery/Color|26| text= Kiwi/Strawberry ( {{clr|12|A}}+{{clr|13|B}}+{{clr|15|D}}+TU) }} | ||
{{ColorGallery/Color|27| text= Lemon}} | {{ColorGallery/Color|27| text= Lemon ( {{clr|14|C}}+{{clr|15|D}}+TU) }} | ||
{{ColorGallery/Color|28| text= Cowmooflage}} | {{ColorGallery/Color|28| text= Cowmooflage ( {{clr|12|A}}+{{clr|14|C}}+{{clr|15|D}}+TU) }} | ||
{{ColorGallery/Color|29| text= Sky Cow}} | {{ColorGallery/Color|29| text= Sky Cow ( {{clr|13|B}}+{{clr|14|C}}+{{clr|15|D}}+TU) }} | ||
{{ColorGallery/Color|30| text= Effervescent Kicks}} | {{ColorGallery/Color|30| text= Effervescent Kicks ( {{clr|12|A}}+{{clr|13|B}}+{{clr|14|C}}+{{clr|15|D}}+TU) }} | ||
{{ColorGallery/Color|31| text= GRL:D}} | {{ColorGallery/Color|31| text= GRL:D ( {{clr|12|A}}+{{clr|14|C}} ) }} | ||
{{ColorGallery/Color|32| text= Tennis Shoes}} | {{ColorGallery/Color|32| text= Tennis Shoes ( {{clr|13|B}}+{{clr|15|D}} ) }} | ||
{{ColorGallery/Color|33| text= Dead Meat}} | {{ColorGallery/Color|33| text= Dead Meat ( {{clr|13|B}}+{{clr|14|C}} ) }} | ||
{{ColorGallery/Color|34| text= One For All ( {{clr|12|A}}+VC) }} | |||
{{ColorGallery/Color|35| text= Marching Fishes ( {{clr|14|C}}+VC) }} | |||
}} | }} | ||
{{TFH}} | {{TFH}} |
Latest revision as of 03:43, 16 June 2024
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 one of the only moves in the game that refunds Juggle Decay mid-combo.
Strengths | Weaknesses |
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Movement
Walk: Arizona is tied with Shanty for the fastest walk speeds, walking forward and backward at 7 hu/frame and 5 hu/frame respectively.
Backdash: Like everyone else, Arizona can dash backwards.
Run: By holding forward while trying to dash in that direction, Arizona will run continuously, with a top speed of 19 hu/frame. Arizona can not run backwards.
Jumps: Arizona has the ability to jump at three different heights. Including pre-jump, her shorthop, standard jump, and super jump have durations of 30, 45, and 58 frames respectively. She is also tied with Shanty for the longest standard and shorthop jump arcs.
Magic Dash: Arizona's magic dash is a very quick, projectile invulnerable, long range dash, letting her approach zoners more easily and quickly close any large gap. She has a crouching hurtbox throughout the dash, but she cannot block until it's over.
Command List
Normal Moves
Standing Normals
5A
5A
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Toggle Hitboxes Toggle Hitboxes
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5B
5B
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Toggle Hitboxes Toggle Hitboxes
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5C
5C
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Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
2A
2A
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Toggle Hitboxes Toggle Hitboxes
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2B
2B
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Toggle Hitboxes Toggle Hitboxes
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2C
2C
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Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
j.A
j.A
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Toggle Hitboxes Toggle Hitboxes
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j.B
j.B
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Toggle Hitboxes Toggle Hitboxes
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j.C
j.C
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Toggle Hitboxes Toggle Hitboxes
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Command Normals
6A
6A
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Toggle Hitboxes Toggle Hitboxes
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6B
6B
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Toggle Hitboxes Toggle Hitboxes
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3C
3C
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Toggle Hitboxes Toggle Hitboxes
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Throws
Forward Throw
Forward Throw
B+C / 6B+C |
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Toggle Hitboxes Toggle Hitboxes
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Back Throw
Back Throw
4B+C |
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Toggle Hitboxes Toggle Hitboxes
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Air Throw
Air Throw
j.B+C |
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Toggle Hitboxes Toggle Hitboxes
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Special Moves
Headbuck
Headbuck
236A/B/C |
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Toggle Hitboxes Toggle Hitboxes
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Stomp
Stomp
22A/B/C |
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Toggle Hitboxes Toggle Hitboxes
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Magic
Arizona can use magic for a wide variety of uses. She has a maximum of 3 stacks of magic, but can only obtain it by lassoing opponents.
5D
Lasso
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Toggle Hitboxes Toggle Hitboxes
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236D
Magic Headbuck
236D |
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Toggle Hitboxes Toggle Hitboxes
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22D
Magic Stomp
22D |
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Toggle Hitboxes Toggle Hitboxes
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214D
Counter
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Toggle Hitboxes Toggle Hitboxes
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41236D
Magic Dash
41236D |
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Toggle Hitboxes Toggle Hitboxes
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Super
Level 1
Trample
236XX |
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Toggle Hitboxes Toggle Hitboxes
|
Level 2 (Follow Up)
Rebound
214XX |
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Level 3
Texas Throwdown
63214XX |
|
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Toggle Hitboxes Toggle Hitboxes
|
Cross-Canter
Cross-Canter
6XX (While Blocking) |
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Colors