Them's Fightin' Herds/Paprika

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Paprika 2.png
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
  • Simple combo structures
  • High mobility with teleports, dashes and short hops
  • Big hitboxes from normals and specials
  • Free Okie with super

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
TFH Paprika 5A.png
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 itself or 2A on whiff for two rapid fast attacks.

6A
6A
TFH Paprika 6A.png
"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
TFH Paprika 5B.png
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. Speed and range make it key to Paprika's grounded neutral game. Will almost always combo into 2C, giving Paprika the potential for combos from long range pokes.

5C
5C
TFH Paprika 5C.png
♫ 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
TFH Paprika 2A.png
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 itself or 5A on whiff for two rapid hits. It has surprising range for a 2A, and will catch prejump.

2B
2B
TFH Paprika 2B.png
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
TFH Paprika 2C.png
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
TFH Paprika 3C.png
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!
TFH Paprika 6C.png
The lass knits ye a sweater o' love...
The lass knits ye a sweater o' love...
TFH Paprika 6CC.png
... and ye kill 'er.
... and ye kill 'er.
TFH Paprika 6CCC.png
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
TFH Paprika jA.png
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. A solid air to air due to its speed and surprisingly good hitbox.

j.B
j.B
TFH Paprika jB.png
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
TFH Paprika jC.png
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
Pap cart a.png
Do a barrel roll!
Do a barrel roll!
Pap cart b.png
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!
Pap cart c.png
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
Pap tele a.png
Think I left the oven on, BRB.
Think I left the oven on, BRB.
Pap tele b.png
Omae mwha mou shinderu!
Omae mwha mou shinderu!
Pap tele c.png
Justice Love rains from above!
Justice Love rains from above!
Pap basket pop.png
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. Do not get hit by this.

236A
Belly Flop
[2]8A/B/C
TFH Paprika 28X.png
oomf is in her flop era </3
oomf is in her flop era </3
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
- Mid,High - 9 45 19 vs. Grounded HKD, 9 -7
vs. Airborne

An evasive special move where Paprika flies up and slams the opponent, granting a hard knockdown. Not invincible, but has extreme low profile from frame 1. Useful as an anti-air.

236A
Kiss!
623A/B/C
TFH Paprika 623X.png
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
TFH Paprika Super.png
"The emotion implied is [...] up to interpretation." —Early Access Patch #17 Build Log
"The emotion implied is [...] up to interpretation." —Early Access Patch #17 Build Log
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 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
TFH Character SuperFollowUp.png
Your life ends 30 frames from now.
Your life ends 30 frames from now.
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
TFH Paprika Throw.png
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
TFH Paprika Air Grab.png
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
Quirk Notes
Apple Regenerates health if eaten 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
Broccoli Super meter gain if eaten
Potted Plant Hits twice Disappears upon collision
Cinnamon Roll Low with HKD on hit Disappears upon collision with any hurtbox or if the opponent lands a hit on Paprika
Will eventually roll off screen otherwise

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 35 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
TFH Paprika 5D.gif
You get a gift and you get a gift and you get...
You get a gift and you get a gift and you get...
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 Mid - 35 45 20 vs. Grounded 21+ 11+
vs. Airborne

Costs 1 magic.

Paprika pulls out a random gift and throws it at the opponent as a projectile.

230 Mid - 35 45 20 vs. Grounded 21+ 11+
vs. Airborne

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.

210, 120 Mid - 35 45(29)? 20 vs. Grounded 17+ 11
vs. Airborne

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.

2D
High Gift Toss
2D
TFH Paprika 2D.gif
Up, up and awry!
Up, up and awry!
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

210, 120

Mid - 30 79 20 vs. Grounded - -
vs. Airborne

Costs 1 magic.

Similar to Paprika's 5D, but instead of throwing the gift forward, Paprika throws it up in the air.

4D
Rolling Gift
4D
TFH Paprika 4D.png
Beautiful Cinnamon Roll Too Good For This World, Too Pure
Beautiful Cinnamon Roll Too Good For This World, Too Pure
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 Low - 30 ? 19 vs. Grounded HKD, 78 -
vs. Airborne

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.

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

Colors

Paprika
Seasoning
Emperor
Pirate
Plush
Chocolate
Arupaka
Crossing
Merchant
Cinnamon
Herd Leader
Garlic Salt
Hot Sauce
Meanie
Papourri
Bergamot
Royal Blue
Who?
Spicy
Seasoned
Beachy Keen
Peppery
Zesty
Smash!
Ten-Ton Magical Paca


Links

Detailed Frame Data


General
Controls
FAQ
Glossary
HUD
Links
System
Characters
Arizona
Oleander
Paprika
Pom
Tianhuo
Velvet
Shanty
Texas
Stronghoof
Nidra
Baihe
Predators
Huggles
Events