|
|
Line 335: |
Line 335: |
| |advHit=- | | |advHit=- |
| |advBlock=- | | |advBlock=- |
| |First Hit Juggle Decay=-150 | | |First Hit Juggle Decay=-50 |
| |Base Juggle Decay=150 | | |Base Juggle Decay=150 |
| |description=A multi-hit air heavy that can hit a maximum 6 times. Good in combos, and works will with shorthops in neutral. | | |description=A multi-hit air heavy that can hit a maximum 6 times. Good in combos, and works will with shorthops in neutral. |
Line 342: |
Line 342: |
|
| |
|
| ---- | | ---- |
| | |
| ===Special Moves=== | | ===Special Moves=== |
| ====== <font style="visibility:hidden; display:none;" size="0">[4]6A</font> ====== | | ====== <font style="visibility:hidden; display:none;" size="0">[4]6A</font> ====== |
Paprika
|
Species:
|
Alpaca
|
Playstyle:
|
All-rounder, Tricky
|
HP:
|
5350
|
Meter Size:
|
190
|
Movement Options:
|
Short Hop, Superjump, Forward/Backwards Run, Teleport
|
Voice Actor:
|
Marieve Herington
|
Stage(s):
|
Alpake Highlands, Now Extra Depressing
|
Profile
High in the Huacaya Mountains, alpaca roam though inhospitable wilderness as their ancestors have since the dawn of time. The harsh, barren environment leaves little room for any pursuits other than raw survival.
But there is one among them who eschews their sober, serious attitude. Her name is Paprika, and she’s brimming with vigorous affection. Some say she aims to fill the world with love the land never had for her, but whatever her reasons, she feels compelled to share all she has and more, whether you’re willing or not.
Paprika is a basket case and a whole bag of tricks, tossing a variety of gifts and zipping around the stage faster than anyone is able to keep track of. Crushing embraces and surprising kisses make for some of her deadliest techniques. Once she decides you’re the love of her life, there can be no escape. [1]
Gameplay
Strengths
- High health and damage output
- High mobility with teleports, dashes and short hops
- Big hitboxes from normals and specials
Weaknesses
- A variety of unsafe block strings and moves
- Easily denied with a well-timed pushblock
- Teleports are reactable and punishable
- Magic does not regenerate in most situations
- Cross-ups will change your charge moves
Movement Options
Shorthop: Paprika can hop slightly off the ground while moving forward, backward, or standing in place. This has a duration of 30 frames, including prejump.
Forward/backward dash: Paprika can run forward and backwards. Inputting a backdash and holding back will result in a different type of run that has no invuln frames but can be crouch cancelled at any time. Quickly inputting backdash and not holding back will result in the usual backdash, with invuln frames and a set amount of frames before blocking is allowed.
Super jump: "It's a jump, but super." —Oleander
Zippy teleports: Paprika's [6]4B and [6]4C allow her to teleport right behind or above her opponent, respectively.
Command List
Normal Moves
5A
5A Tag, you're it! No tag backs. Tag, you're it! No tag backs.
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
30
|
Mid
|
-
|
5
|
6
|
12
|
vs. Grounded
|
|
|
2
|
|
|
-1
|
|
|
|
vs. Airborne
|
Paprika's signature light attack. Comes out the fast, has good range for a 5A, and can chain into two rapid fast attacks.
|
|
6A
6A "Mwha!" "Mwha!"
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
60
|
Mid
|
-
|
9
|
5
|
29
|
vs. Grounded
|
|
|
-8, Staggers on Airborne (25)
|
|
|
-5
|
|
|
|
vs. Airborne
|
Paprika smooches the air to kiss her opponents. Shows that love knows no bounds. Works as an anti-air, but can be difficult to utilize due to command overlap with her charge specials. It sends midair opponents into a stagger state, unlike any other anti air, making followup combos or mixups easy.
|
|
5B
5B And how do you do? And how do you do?
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
100
|
Mid
|
-
|
9
|
5
|
28
|
vs. Grounded
|
|
|
3
|
|
|
-5
|
|
|
|
vs. Airborne
|
Decently ranged medium attack. Paprika extends her head out to greet you. Will almost always combo into 2C, giving Paprika the potential for combos from long range pokes.
|
|
5C
5C ♫ Get you love drunk off my humps ♫ ♫ Get you love drunk off my humps ♫
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
150
|
Mid
|
-
|
14
|
10
|
31
|
vs. Grounded
|
|
|
-11
|
|
|
-13
|
|
|
|
vs. Airborne
|
Paprika thrusts her behind forward to attack, pulling her slightly forward. Slow but hard-hitting normal, making it ideal for strong punish starters. Has many active frames, making it good at catching backdashes.
|
|
2A
2A Got your toes! Got your toes!
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
25
|
Low
|
-
|
6
|
5
|
14
|
vs. Grounded
|
|
|
1
|
|
|
-2
|
|
|
|
vs. Airborne
|
A rapid low hitting attack, one of three lows she possesses, and the most important for her pressure. Like her 5A, it can be chained into two rapid hits. It has surprising range for a 2A, and will catch prejump.
|
|
2B
2B Paprika used Lick! It's super affectionate! Paprika used Lick! It's super affectionate!
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
40, 50
|
Mid
|
-
|
9
|
4, 4
|
19
|
vs. Grounded
|
|
|
2
|
|
|
-4
|
|
|
|
vs. Airborne
|
Despite its appearance, this double hitting move is a not a low. A good move to scoop opponents for combo extensions.
|
|
2C
2C The peak of alpaca efficiency The peak of alpaca efficiency
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
140
|
Mid
|
-
|
13
|
8
|
25
|
vs. Grounded
|
|
|
-3
|
|
|
-12
|
|
|
|
vs. Airborne
|
A long ranged attack, hard to punish on block at certain ranges. Good combo move, helps with ranged confirms from 5B, and can be used as a ranged callout in neutral.
|
|
3C
3C AACHOO! AACHOO!
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
140
|
Mid
|
-
|
17
|
3
|
28
|
vs. Grounded
|
|
|
Launch
|
|
|
-16
|
|
|
|
vs. Airborne
|
Paprika sneezes and launches her opponent. Jumping after this moves defaults her to super jump to extend her combo further airborne. Furthermore it is the largest hitbox for an universal launcher. Whiffs against crouching opponents, and is super unsafe on block.
|
|
6CCC
Free T-Shirt! The lass knits ye a sweater o' love... The lass knits ye a sweater o' love... ... and ye kill 'er. ... and ye kill 'er. How are ye gonna live with yerself? How are ye gonna live with yerself?
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
100
|
Mid
|
-
|
14
|
4
|
28
|
vs. Grounded
|
|
|
4
|
|
|
-8
|
|
|
|
vs. Airborne
|
Paprika pulls an alarming amount of wool off her own body while extending her neck forward and "grabbing" the opponent. Jump cancels on hit. It's technically unsafe on block, but the chances of being punished are rare, as opponents are usually more concerned with blocking its followups. It can also cancel into Paprika's command grab on block or hit.
|
90
|
High
|
-
|
4
|
9
|
31
|
vs. Grounded
|
|
|
5
|
|
|
-9
|
|
|
|
vs. Airborne
|
Paprika pulls the opponent in close to her while she begins to knit them a t-shirt. Jump cancellable on hit.
This move is an overhead. It vacuums the opponent. It can cancel into command grab on block or hit. Unsafe, but the potential for the third hit of the string and command grab cancels makes it hard to punish.
|
130
|
High
|
-
|
5
|
4
|
26
|
vs. Grounded
|
|
|
Launch
|
|
|
-13
|
|
|
|
vs. Airborne
|
Paprika finishes her new friend's t-shirt and just can't wait to see them in it! This one is also an overhead, and launches the opponent on hit. Jump cancels on hit.
Unsafe on block, but can still cancel into command grab, making it tricky to punish.
|
|
j.A
j.A
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
40, 40
|
High
|
-
|
7
|
5(6)5
|
4
|
vs. Grounded
|
|
|
-
|
|
|
-
|
|
|
|
vs. Airborne
|
A simple air jab that hits twice. Does very low blockstun, making it tricky to pushblock.
|
|
j.B
j.B You... you MARSHMALLOW! You... you MARSHMALLOW!
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
110
|
High
|
-
|
13
|
14
|
11
|
vs. Grounded
|
|
|
-
|
|
|
-
|
|
|
|
vs. Airborne
|
A simple air medium. Can cross up, or be used in combos.
|
|
j.C
j.C Floofnado! Floofnado!
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
55[x5], 150
|
High
|
-
|
16
|
13
|
13
|
vs. Grounded
|
|
|
-
|
|
|
-
|
|
|
|
vs. Airborne
|
A multi-hit air heavy that can hit a maximum 6 times. Good in combos, and works will with shorthops in neutral.
|
|
Special Moves
[4]6A
Cartwheels [4]6A/B/C Do a barrel roll! Do a barrel roll! Roses are red, violets are blue... I know you're allergic, but I got these for you! Roses are red, violets are blue... I know you're allergic, but I got these for you! TRUST FALL! TRUST FALL!
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
100[x2]
|
Mid
|
-
|
9
|
2,4
|
22
|
vs. Grounded
|
|
|
-1
|
|
|
-3
|
|
|
|
vs. Airborne
|
A double hit move designed to be safe on block, pushes Paprika a short distance forward and gives her a hurt box lower to the ground than normal. Can work as an anti air, and cancels into 6C on block.
|
145[x2]
|
Mid
|
-
|
13
|
5(4)5
|
20
|
vs. Grounded
|
|
|
KD
|
|
|
-9
|
|
|
|
vs. Airborne
|
An unsafe on block double hitting move (depending on the proximity to the opponent) for combo extensions and catching out mid air opponents. Covers more ground than Cartwheel A and Paprika's hurtbox stays standing with a quick low profile between hits. Can cancel into 3C on block.
|
320
|
High
|
-
|
18
|
5
|
30
|
vs. Grounded
|
|
|
Bounce
|
|
|
-15
|
|
|
|
vs. Airborne
|
A fast but very powerful overhead ground bounces the opponent on hit. Hurtbox extends forward by a marginal amount on start up but its hitbox covers and the distance of 3/4ths midscreen. Jump cancels on hit, can cancel into 3C on block. Despite its long reach, it is most useful when the opponent is in 2A range.
|
|
[6]4D
Zippy Teleports [6]4A/B/C/D Think I left the oven on, BRB. Think I left the oven on, BRB. Omae mwha mou shinderu! Omae mwha mou shinderu! Justice Love rains from above! Justice Love rains from above! Pop goes the 'paca! Pop goes the 'paca!
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
-
|
-
|
-
|
?
|
8
|
?
|
vs. Grounded
|
|
|
-
|
|
|
-
|
|
|
|
vs. Airborne
|
Paprika will dash off then back on screen where she inputted the special.
|
-
|
-
|
-
|
?
|
8
|
?
|
vs. Grounded
|
|
|
-
|
|
|
-
|
|
|
|
vs. Airborne
|
Paprika dashes off screen then back behind her opponent. Note: This teleport tracks where the opponent is when you input the special, NOT after.
|
295
|
High
|
-
|
?
|
8(6)17
|
30
|
vs. Grounded
|
|
|
Bounce
|
|
|
-14
|
|
|
|
vs. Airborne
|
Paprika dashes off screen then back above their opponent. Paprika's fall has a coinciding hurt box and hit box and ground bounces on hit. Unsafe on block. When in the corner, Paprika only has 1 frame of vulnerability before she leaves the screen and becomes invincible.
|
400
|
Low
|
-
|
?(8)15
|
12
|
17
|
vs. Grounded
|
|
|
-
|
|
|
7
|
|
|
|
vs. Airborne
|
A.K.A. Magic Teleport. Only available when Paprika's Level 2 is active. Paprika dashes off screen and explodes out of a gift basket, knocking opponents up on hit(Similar to her 3C), A myriad of gifts shower down on her opponent straight after. The ground explosion is a low. Note: The amount of gifts produced by this teleport is dependent on the magic counter when Level 2 is active.
|
|
236A
Kiss! 623A/B/C Up close and personal! Up close and personal!
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
60
|
Grab
|
-
|
11
|
1
|
32
|
vs. Grounded
|
|
|
Stagger, 25
|
|
|
-
|
|
|
|
vs. Airborne
|
A command grab that staggers your opponent and refunds a considerable amount of Juggle Decay. Forces 20% extra damage scaling on the rest of the combo. Cancelling into this from close normals or from Free T-shirt can work as a potent mixup. Using it in resets alongside 2A can be powerful as well.
|
|
Super
Super
Smother 214/236XX
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
210, 20[x15], ?, ?
|
Mid
|
-
|
4+4
|
32
|
120
|
vs. Grounded
|
|
|
HKD, 14
|
|
|
-27
|
|
|
|
vs. Airborne
|
"The emotion implied is [...] up to interpretation." —Early Access Patch #17 Build Log
The side she emerges from is telegraphed by the direction she looks in as she dashes off screen. Hits 18 times, but can be cancelled into 22XX on any hit except for the last two(?). The final hit is a body slam which results in a hard knockdown. Adds a decent amount of damage and provides a good oki situation, making it a good combo ender.
Technically invincible on startup, but loses invincibility as Paprika runs in. This means it can be interrupted on the way in, making it questionable as a reversal.
|
|
Follow Up
Picnic Basket 22XX
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
-
|
N/A
|
-
|
0
|
0
|
0
|
vs. Grounded
|
|
|
-
|
|
|
-
|
|
|
|
vs. Airborne
|
Paprika's level 2 super. Smother is cancelled, leaving the opponent in an airborne hitstun state as Paprika pulls out a picnic basket. This basket remains on screen for 23 seconds and contains a maximum of 6 random gifts.
As long as Paprika is close enough to the basket, it can essentially function as a second magic meter, allowing her to toss gifts without using up any of her actual magic. However, the counter for the number of gifts in the basket will drop by a number equivalent to however many bars of magic the input would normally require (e.g. 1 for 5D, but 2 for 4D).
Paprika is also able to perform [6]4D while the basket is active. Doing so will consume the basket entirely.
|
|
Throws
Ground Throw
Throw B+C / 4B+C
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
400
|
Grab
|
-
|
6
|
1
|
18
|
vs. Grounded
|
|
|
Launch
|
|
|
-
|
|
|
|
vs. Airborne
|
Paprika grabs the opponent and pulls them into a tight hug, squeezing until they eventually pop out of her arms and are thrown forward. Combos into j.A or 6A. Builds a lot of meter on hit. Forces 50% scaling on the rest of the combo.
|
400
|
Grab
|
-
|
6
|
1
|
18
|
vs. Grounded
|
|
|
Launch
|
|
|
-
|
|
|
|
vs. Airborne
|
Exactly the same as B+C, except the opponent is thrown to the side opposite of the one they were on prior to being grabbed.
|
|
Air Throw
Air Grab j.B+C
|
Base Damage
|
Guard
|
Properties
|
Startup
|
Active
|
Recovery
|
|
Hitstop
|
Hitstun
|
Adv. on Hit
|
Blockstop
|
Blockstun
|
Adv. on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
JDG Multiplier
|
300
|
Grab
|
-
|
8
|
3
|
13
|
vs. Grounded
|
|
|
50+
|
|
|
-
|
|
|
|
vs. Airborne
|
Paprika grabs the opponent and pulls them into a hug mid-air, causing them to fall down. Depending on height, j.B or 5A are the ideal followups.
|
|
Magic
Overview
Paprika loves her friends. Paprika loves her friends very, very much. And what do you do when you love someone very, very much?
Spoil them with gifts, of course!
Though in this case, "drown them with gifts" may be a more fitting turn of phrase, if anything. Paprika uses magic to pull out gifts for her friends from the hammerspace confined inside her wool; she then throws the gifts, turning them into projectiles. She begins each round with 6 bars of magic, with each gift toss costing anywhere from 1-2 bars. Each projectile has their own unique quirk:
Gift Table
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Quirk
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Notes
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Apple
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Regenerates health if eaten
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Falls to ground upon colliding with anything except hurtboxes Disappears upon colliding with hurtboxes (e.g. Oleander magic traps) Can be eaten by pressing A when within range
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Broccoli
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Super meter gain if eaten
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Potted Plant
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Hits twice
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Disappears upon collision
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Cinnamon Roll
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Low with HKD on hit
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Disappears upon collision with any hurtbox or if the opponent lands a hit on Paprika Will eventually roll off screen otherwise
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Eating an edible gift takes 50 frames for recovery across all characters; however, if Paprika eats her own gifts (not including ones thrown by another Paprika), it only takes 25 frames. This is also a form of hitstun and thus will cancel certain hitboxes such as Velvet's icicles and Oleander's sparks.
When Paprika runs out of magic, she can no longer produce any more projectiles. The only way for Paprika to regain magic is if her opponent eats one of the gifts she has tossed. It is not possible to regain magic from potted plants or cinnamon rolls, nor by eating her own gifts.
Her level 2 super produces a picnic basket which remains on screen for 23 seconds, contains a maximum of 6 random items, and can essentially function as a second magic meter. When Paprika is standing close enough to it, gift toss inputs will not use up or even require any magic as she will instead pull from the basket. Keep in mind, however, that each gift pulled will make the counter go down by an amount equivalent to the number of magic bars it would cost to throw the gift normally. This means that while using 5D will decrease the counter by 1, using 214D or 4D, for example, will decrease the counter by 2.
5D
Gift Toss 5/236/214D You get a gift and you get a gift and you get... You get a gift and you get a gift and you get...
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
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Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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230
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Mid
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-
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35
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45
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20
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vs. Grounded
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21+
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11+
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vs. Airborne
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Costs 1 magic.
Paprika pulls out a random gift and throws it at the opponent as a projectile.
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230
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Mid
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-
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35
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45
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20
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vs. Grounded
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21+
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|
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11+
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vs. Airborne
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Costs 2 magic.
A version of 5D that gives you more control over the RNG, 214D pulls out an edible gift (apple or broccoli) and throws it at the opponent as a projectile.
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210, 120
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Mid
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-
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35
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45(29)?
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20
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vs. Grounded
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|
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17+
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|
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11
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|
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vs. Airborne
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Costs 2 magic.
A version of 5D without the RNG element, 236D pulls out a potted pot and throws it at the opponent as a projectile.
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2D
High Gift Toss 2D Up, up and awry! Up, up and awry!
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
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Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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230
210, 120
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Mid
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-
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30
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79
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20
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vs. Grounded
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|
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-
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-
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|
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vs. Airborne
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Costs 1 magic.
Similar to Paprika's 5D, but instead of throwing the gift forward, Paprika throws it up in the air.
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4D
Rolling Gift 4D Beautiful Cinnamon Roll Too Good For This World, Too Pure Beautiful Cinnamon Roll Too Good For This World, Too Pure
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
|
|
Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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210
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Low
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-
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30
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?
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19
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vs. Grounded
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|
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HKD, 78
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|
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-
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vs. Airborne
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Costs 2 magic.
One of Paprika's three lows. Paprika pulls out a cinnamon roll, gives it a kiss, and then lets it drop to the floor where it begins to slowly roll across the screen.
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Combos
General BnB
If you want a generally applicable route that works in most scenarios regardless of starter, consider this route:
- (Starter) > 6C > 6CC > 6CCC > Jump Cancel > j.B > j.C > 1B > 1C > [4]6C > Shorthop Cancel > j.C > 1B > 1C > [4]6A
The above route and alternate versions of it can be seen here. This route works without consideration of the Juggle Decay system, and thus you'll miss out on the benefits of playing around the JD system in the long run. This combo is fine if you're starting out and don't want to go too in-depth on combo optimization and JD.
General
Paprika's combo game mostly revolves around using her Cartwheel specials and jump cancels to repeatedly juggle the opponent. These combos will almost always use a groundbounce, either starting with it (in the case of using Cartwheel C as an overhead or surprising the opponent with a Zippy Teleport C) or using it as a late-combo extender.
Here is a very basic Paprika combo that demonstrates how her combo structure works.
- 5A/2A > 5B/2B > 5C/2C > Cartwheel B > Jump Cancel Forward > j.B > j.C > 5A > 5B > 5C > Cartwheel C > Shorthop Cancel Forward > j.C > 2B > 2C > Cartwheel A > Super
A combo file for this combo can be found here. (Combo files go in Documents/My Games/Them's Fightin' Herds/combo)
There are definitely more optimal ways of chaining these Cartwheel loops together, but the above combo should give a beginner Paprika player a pretty good idea of what they should be doing. (This section will be elaborated on later.)
Midscreen
Corner
Links
Detailed Frame Data
General
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Characters
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Predators
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Events
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