Revision as of 19:06, 18 December 2022 by Lexy(talk | contribs)(on movement: replaced "dashes" section with "backdash", added magic dash, altered grammar at the end of "jumps")
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
Space Control: Stomp and Rope are far-reaching and allow Arizona to threaten opponents at midrange, incentivizing them to jump into her powerful 6A anti-air.
Grounded Movement: Arizona has some of the fastest dashes in the game, allowing her to cover great distances quickly to bolster her space control.
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.
Stubby Normals: Playing footsies with Arizona's normals is a dangerous game. Her normal buttons are short and not disjointed. This makes her vulnerable to being whiff punished, and makes universal tools like pushblock particularly effective against her.
Burst Damage: Arizona's damage is generally low until she gets a good starter and has 2 bars of meter. She relies on her strong mixups, and must be ready to quickly cash out once the opportunity presents itself.
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.
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.
Normal Moves
5A
5A
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
35
Mid
-
5
5
14
vs. Grounded
1
-1
vs. Airborne
Your fastest normal. Its stubby, but its speed makes it useful in up-close scenarios, such as challenging strings or quick punishes.
6A
6A
Your best friend.
Your best friend.
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
90
Mid
-
8
5
24
vs. Grounded
-10
-7
vs. Airborne
Arizona's dedicated anti-air is the second fastest in the game. Ari has ways to encourage the opponent to jump and this normal makes sure they can be punished for it up-close. Jump cancels on hit, allowing for sneaky resets. Moves forward slightly, so it can be used to rebeat into 5B/2B for pressure.
5B
5B
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
-
8
5
17
vs. Grounded
1
-2
vs. Airborne
Good punish starter and combo filler. Can also be used to reset blockstrings, being only -2.
6B
6B
The People's Elbow
The People's Elbow
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
185
High
-
24
5
26
vs. Grounded
Bounce
-10
vs. Airborne
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 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.
5C
5C
Meaty!
Meaty!
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
155
Mid
-
12
10
15
vs. Grounded
0
-4
vs. Airborne
Can be made extremely plus when used as a meaty. Strong punish starter, and has a small disjoint on the first two active frames.
2A
2A
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
Low
-
6
5
13
vs. Grounded
1
-1
vs. Airborne
The first of many lows. This is Arizona's fastest low normal. It can be cancelled into itself or 5A once per string. Great for tick-throws and pressure resets as it is only -1.
2B
2B
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
90
Low
-
8
5
15
vs. Grounded
1
-2
vs. Airborne
Arizona's second low. Moves forward slightly and has fast startup and recovery. It can replace 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.
2C
2C
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
120
Low
-
13
8
24
vs. Grounded
HKD +32
-9
vs. Airborne
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.
3C
3C
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
160
Mid
-
11
3
30
vs. Grounded
Launch
-17
vs. Airborne
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.
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
45
High
-
6
1
13
vs. Grounded
vs. Airborne
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.
j.B
j.B
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
-
10
5
14
vs. Grounded
vs. Airborne
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.
j.C
j.C
DA BUBBLEBOOTS
DA BUBBLEBOOTS
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
70, 90
High
-
19
1(5)3
8
vs. Grounded
vs. Airborne
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, 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 j.A right touching the ground. Groundbounces on air hit only.
Special Moves
Headbuck
Headbuck 236A/B/C
A version
A version
B version
B version
C version
C version
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
-
12
5
15
vs. Grounded
5
-9
vs. Airborne
Whiffs crouchers, cancels into 236B or 236C. Can be deliberately whiffed after a hard knockdown to create ambiguous left-right mixups.
200
Mid
-
17
5
15
vs. Grounded
KD
-11
vs. Airborne
Whiffs on crouchers. It can sometimes work as an incidental anti-air. Can easily combo into 5D.
270
Mid
-
21
5
22
vs. Grounded
Tumble
-14
vs. Airborne
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.
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
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
40,70
Low
-
10
2,5
18
vs. Grounded
KD
-7
vs. Airborne
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 A version is the safest one on block when spaced. Canceling into more stomps against mashing, 4D against jumping and 2D against ground blocking is how you pressure even after getting pushed out of range of your normals.
22A can be cancelled into 22B or 22C on hit and block.
70,110
Low
-
15
2,5
18
vs. Grounded
KD
-9
vs. Airborne
Not as useful in combos as the other two stomps, and strikes a middle ground of speed and range.
140,140
Low
-
18
2,6
19
vs. Grounded
KD
-11
vs. Airborne
Pops the opponent up a decent amount, allowing for combos. All stomps are jump-cancellable, but 22C utilizes this the most.
Super
Trample 236XX
Y'all in for a...
Y'all in for a...
Tramplin'!
Tramplin'!
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
280
Mid
-
5
31
64
vs. Grounded
HKD +19
-49
vs. Airborne
The highest first-hit damage and most unsafe move in the game. Has invincibility for the first 8 frames, and infinite armor frames 9-30. It loses damage the longer it's active. 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.
Follow Up
Rebound 214XX
Roundabout...
Roundabout...
Rodeo!
Rodeo!
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
180
Mid
-
64
11
22
vs. Grounded
19
vs. Airborne
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 4D/5D or Magic Dash.
Level 3 Super
Texas Throwdown 63214XX
I... am at the end...
I... am at the end...
Of my rope!
Of my rope!
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
230, 360, 200[x5], 800
Mid
-
22, 35
6, 17
30
vs. Grounded
0
-31
vs. Airborne
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.
Throws
Forward Throw
Forward Throw B+C / 6B+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
50,50,340
Throw
-
6
3
23
vs. Grounded
HKD +22
vs. Airborne
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.
Back Throw
Back Throw 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
50,50,340
Throw
-
6
3
23
vs. Grounded
HKD +35
vs. Airborne
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.
Air Throw
Air Throw 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
Throw
-
8
3
18
vs. Grounded
HKD +17
vs. Airborne
Brings the opponent straight down and leaves them in a HKD situation. No combos possible.
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
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
-
Grab
-
20
1
25
vs. Grounded
Stagger +16
vs. Airborne
Causes a stagger on hit. Only hits grounded, standing opponents in neutral. Can catch airborne opponents if they are being combo'd. Forces 20% extra scaling on the rest of the combo. 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.
150
Grab
-
20
1
25
vs. Grounded
HKD +32
vs. Airborne
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.
100
Grab
-
20
1
25
vs. Grounded
Bounce
vs. Airborne
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. Forces 20% extra scaling on the rest of the combo. Grants one magic stock on hit.
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
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
Mid
-
13
5
25
vs. Grounded
Wallstick
-14
vs. Airborne
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.
35
Unblockable
-
34
2
35
vs. Grounded
Launch
vs. Airborne
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.
-
-
-
-
-
32
vs. Grounded
vs. Airborne
Uses 1 Magic. Projectile invincible dash that can side switch. Has a low hurtbox, but can still be hit if you're not careful. Its main uses are corner escapes and easy followups from Level 2 super.
-
-
-
0
15
20
vs. Grounded
vs. Airborne
Uses 1 Magic. Counters any non-super strike or projectile during the first 15 frames. Vulnerable to throws.
400
Mid
-
33
9
4
vs. Grounded
KD
1
vs. Airborne
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.
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:
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.