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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
35
Mid
5
5
14
1
-1
0
15
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
90
Mid
8
5
24
-10
-7
40
55
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
100
Mid
8
5
17
1
-2
-30
30
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
185
High
24
5
26
Bounce
-10
35
90
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
155
Mid
12
10
15
0
-4
-55
45
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
30
Low
6
5
13
1
-1
0
15
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
90
Low
8
5
15
1
-2
-20
40
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
120
Low
13
8
24
HKD +32
-9
50
-50
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
160
Mid
11
3
30
Launch
-17
-70
30
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
45
High
6
1
13
-
-
-40
75
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
110
High
10
5
14
-
-
-85
75
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
70, 90
High
19
1(5)3
8
-
-
-150,-145
50,55
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
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
A
140
Mid
12
5
15
5
-9
45
45
Whiffs crouchers, cancels into 236B or 236C. Can be deliberately whiffed after a hard knockdown to create ambiguous left-right mixups.
B
200
Mid
17
5
15
KD
-11
-
-
Whiffs on crouchers. It can sometimes work as an incidental anti-air. Can easily combo into 5D.
C
270
Mid
21
5
22
Tumble
-14
75
75
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
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
A
40,70
Low
10
2,5
18
KD
-7
20,45
20,45
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.
B
70,110
Low
15
2,5
18
KD
-9
20,70
20,70
Not as useful in combos as the other two stomps, and strikes a middle ground of speed and range.
C
140,140
Low
18
2,6
19
KD
-11
60,75
60,75
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
280
Mid
5
31
64
HKD +19
-49
-
-
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
180
Mid
64
11
22
19
-
-
-240
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
230, 360, 200[x5], 800
Mid
22, 35
6, 17
30
0
-31
65, 65
65, 65
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
50,50,340
Throw
6
3
23
HKD +22
-
-
-
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
50,50,340
Throw
6
3
23
HKD +35
-
-
-
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
300
Throw
8
3
18
HKD +17
-
-
-
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
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
5D
-
Grab
20
1
25
Stagger +16
-
55
55
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.
2D
150
Grab
20
1
25
HKD +32
-
30
30
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.
4D
100
Grab
20
1
25
Bounce
-
-
-
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
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
236D
210
Mid
13
5
25
Wallstick
-14
35
35
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.
22D
35
Unblockable
34
2
35
Launch
-
10
10
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.
41236D
-
-
-
-
32
-
-
-
-
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.
214D
-
-
0
15
20
-
-
-
-
Uses 1 Magic. Counters any non-super strike or projectile during the first 15 frames. Vulnerable to throws.
214D (Success)
400
Mid
33
9
4
KD
1
0
0
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.