Them's Fightin' Herds/Paprika/Strategy: Difference between revisions

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Compared to most of the roster, Paprika's antiair game is somewhat lacking. Many players will attempt to jump at you, as 5B and 2C are not very high profile and can be called out by opposing jump ins. Paprika's nature as a charge character means that she does not always have access to her universal antiair 6A. She instead uses Cart A, air to air jA, or system mechanics such as pushblock and backdash to evade air options. Belly flop ([2]8X) is a risky, high reward callout on jump ins but relies on having a down charge and can be baited.
Compared to most of the roster, Paprika's antiair game is somewhat lacking. Many players will attempt to jump at you, as 5B and 2C are not very high profile and can be called out by opposing jump ins. Paprika's nature as a charge character means that she does not always have access to her universal antiair 6A. She instead uses Cart A, air to air jA, or system mechanics such as pushblock and backdash to evade air options. Belly flop ([2]8X) is a risky, high reward callout on jump ins but relies on having a down charge and can be baited.


In order to get in range, Pap primarily uses dashblocking--inputting 664 in this game allows you to block incoming mids while still advancing forward. She is somewhat slow compared to the rest of the cast, so often against zoners Paprika needs to be somewhat patient in her approaches. Backdash from neutral is cancellable into normals, so backdash 5B is a great tool for spacing in general. Her teleports can be used to suddenly skip neutral, but be careful about this, they're somewhat slow and attentive players will punish you for attempting them too often.
In order to get in range, Pap primarily uses dashblocking--inputting 664 in this game allows you to block incoming mids while still advancing forward. She is somewhat slow compared to the rest of the cast, so often against zoners Paprika needs to be somewhat patient in her approaches. Backdash from neutral is cancellable into normals, so backdash 5B is a great tool for spacing in general. Her teleports can be used to suddenly skip neutral, but be careful about this, they're somewhat slow and attentive players will punish you for attempting them too often.


==Offense==  
==Offense==  

Revision as of 22:21, 11 November 2022

Neutral

Paprika's ground normals are very powerful. 5B and 2C are very long buttons that come out quite fast, making them great pokes for footsies. Cartwheel A ([4]6A) has some utility as well as an advancing button that can catch jump-ins, but it is much worse to whiff as it puts Paprika right next to the opponent for a punish. Pap's neutral gameplan is therefore focused on keeping herself in range and attempting to whiff punish or connect a normal on the opponent's block in order to begin running offense with Cart A. Paprika's shorthop jC also is good for controlling space due to its massive wide hitbox and great plus frames on block.

Compared to most of the roster, Paprika's antiair game is somewhat lacking. Many players will attempt to jump at you, as 5B and 2C are not very high profile and can be called out by opposing jump ins. Paprika's nature as a charge character means that she does not always have access to her universal antiair 6A. She instead uses Cart A, air to air jA, or system mechanics such as pushblock and backdash to evade air options. Belly flop ([2]8X) is a risky, high reward callout on jump ins but relies on having a down charge and can be baited.

In order to get in range, Pap primarily uses dashblocking--inputting 664 in this game allows you to block incoming mids while still advancing forward. She is somewhat slow compared to the rest of the cast, so often against zoners Paprika needs to be somewhat patient in her approaches. Backdash from neutral is cancellable into normals, so backdash 5B is a great tool for spacing in general. Her teleports can be used to suddenly skip neutral, but be careful about this, they're somewhat slow and attentive players will punish you for attempting them too often.

Offense

Okizeme

Defense

Matchups

TFH icon Arizona.png
Arizona[No Data]
[Character Page]


TFH icon Oleander.png
Oleander[No Data]
[Character Page]


TFH icon Paprika.png
Paprika[No Data]
[Character Page]


TFH icon Pom.png
Pom[No Data]
[Character Page]


TFH icon Tianhuo.png
Tianhuo[No Data]
[Character Page]


TFH icon Velvet.png
Velvet[No Data]
[Character Page]


TFH icon Shanty.png
Shanty[No Data]
[Character Page]



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