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, Rope, and a strong 6A anti-air all work together to create a trifecta of tools that allow Arizona to be a constant threat at midrange and punish opponents for choosing the wrong approach. Her effectiveness at both very close and midrange can make it difficult for opponents, especially those with poor mobility, to put themselves in a spot where they feel comfortable.
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: Trying to play footsies with Arizona's relatively short and non-disjointed normals can be dangerous and leave many opportunities for an attentive opponent to whiff punish.
Burst Damage: Arizona needs magic stocks to get the most out of her combos, and must make a trade off between doing more unscaled damage or gaining more stocks for future use by using rope. Due to this, sometimes she can be more dependent on mixups after resets instead of lengthy combos for her offense.
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. She is also tied with Shanty for the longest standard and shorthop jump arcs.
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.
Command List
Normal Moves
Standing Normals
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
Chains into Self
5
5
14
vs. Grounded
6
19
+1
6
17
-1
0
15
0.83
vs. Airborne
16
-2
19
≤+1
Your fastest normal. Its stubby, but its speed makes it useful in up-close scenarios, such as challenging strings or quick punishes.
Toggle Hitboxes
Toggle Hitboxes
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
8
22
+1
8
19
-2
-30
30
0.95
vs. Airborne
SKD
25
≤+4
Good punish starter and combo filler. Can also be used to reset blockstrings, being only -2.
Toggle Hitboxes
Toggle Hitboxes
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
Forces Stand
12
10
15
vs. Grounded
9
24
0
9
20
-4
-55
45
0.97
vs. Airborne
30
SKD
33
≤+9
Can be made extremely plus when used as a meaty. Strong punish starter, and has a small disjoint on the first two active frames.
Toggle Hitboxes
Toggle Hitboxes
Crouching Normals
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
Chains into Self
6
5
13
vs. Grounded
7
18
+1
7
16
-1
0
15
0.83
vs. Airborne
16
SKD
19
≤+2
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.
Toggle Hitboxes
Toggle Hitboxes
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
9
20
+1
9
17
-2
-20
40
0.95
vs. Airborne
SKD
23
≤+4
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.
Toggle Hitboxes
Toggle Hitboxes
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
Hard Knockdown
13
8
24
vs. Grounded
7
>29
+32 (HKD)
7
22
-9
-50
50
0.97
vs. Airborne
>30
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.
Toggle Hitboxes
Toggle Hitboxes
Jumping Normals
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
7
21
+8 ~ +21
7
16
+3 ~ +16
-40
75
0.90
vs. Airborne
-75
40
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.
Toggle Hitboxes
Toggle Hitboxes
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
9
28
+10 ~ +28
9
18
0 ~ +18
-85
75
0.95
vs. Airborne
-115
45
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.
Toggle Hitboxes
Toggle Hitboxes
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
Bounce (Air Only)
19
1 (5) 3
8
vs. Grounded
4, 11
21, 30
+20 ~ +29
4, 11
17, 19
+9 ~ +19
-150, -145
50, 55
0.97 [x2]
vs. Airborne
Bounce
-150, -155
50, 45
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.
Toggle Hitboxes
Toggle Hitboxes
Command Normals
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
Forces Stand Jump-Cancellable on Hit
8
5
24
vs. Grounded
11
18
-10
11
21
-7
40
55
0.83
vs. Airborne
25
-3
14
-14
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.
Toggle Hitboxes
Toggle Hitboxes
6B
6B
The People's Elbow ("Wait, do cows have… Hrm…")
The People's Elbow ("Wait, do cows have… Hrm…")
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
Bounce
24
5
26
vs. Grounded
11
Varies
Bounce
11
20
-10
35
90
0.97
vs. Airborne
22
≤-8
-5
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.
Toggle Hitboxes
Toggle Hitboxes
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
Jump-Cancellable on Hit
11
3
30
vs. Grounded
12
26
-6
12
15
-17
-70
30
0.83
vs. Airborne
-35
65
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.
Toggle Hitboxes
Toggle Hitboxes
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, 413
Throw
Hard Knockdown
6
3
23
vs. Grounded
-
-
+22 (HKD)
-
-
-
-
-
-
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.
Toggle Hitboxes
Toggle Hitboxes
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, 413
Throw
Hard Knockdown
6
3
23
vs. Grounded
-
-
+35 (HKD)
-
-
-
-
-
-
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.
Toggle Hitboxes
Toggle Hitboxes
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
0, 310
Throw
Hard Knockdown
8
3
18
vs. Grounded
-
-
-
-
-
-
-
-
vs. Airborne
+17 (HKD)
Brings the opponent straight down and leaves them in a HKD situation. No combos possible.
Toggle Hitboxes
Toggle Hitboxes
Special Moves
Headbuck
Headbuck 236A/B/C
A version
A version
B version
B version
C version
C version
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
A
140 (60 Chip)
Mid
-
12
5
15
vs. Grounded
8
24
+5
8
10
-9
45
45
0.97
vs. Airborne
Whiffs crouchers, cancels into 236B or 236C. Can be deliberately whiffed after a hard knockdown to create ambiguous left-right mixups.
B
200 (80 Chip)
Mid
-
17
5
15
vs. Grounded
8
27
+8
8
8
-11
65
65
0.90
vs. Airborne
Whiffs on crouchers. It can sometimes work as an incidental anti-air. Can easily combo into 5D.
C
270 (100 Chip)
Mid
Tumble
21
5
22
vs. Grounded
16
>49
Tumble
16
12
-14
75
75
0.90
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.
Toggle Hitboxes
Toggle Hitboxes
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
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
A
40, 70 (20, 15 Chip)
Low
Jump-Cancellable on Hit
10
2, 5
18
vs. Grounded
9
>26
SKD
9
15
-7
20, 45
20, 45
0.90 [x2]
vs. Airborne
45
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 (60, 45 Chip)
Low
Jump-Cancellable on Hit
15
2, 5
18
vs. Grounded
12
>37
SKD
12
13
-9
20, 70
20, 70
0.90 [x2]
vs. Airborne
70
70
Not as useful in combos as the other two stomps, and strikes a middle ground of speed and range.
C
140, 140 (110, 50 Chip)
Low
Jump-Cancellable on Hit
18
2, 6
19
vs. Grounded
19
>43
SKD
19
13
-11
60, 75
60, 75
0.90 [x2]
vs. Airborne
75
75
Pops the opponent up a decent amount, allowing for combos. All stomps are jump-cancellable, but 22C utilizes this the most.
Toggle Hitboxes
Toggle Hitboxes
Magic
Arizona can use magic for a wide variety of uses. She has a maximum of 3 stacks of magic, but can only obtain it by lassoing opponents.
5D
Lasso
5D
5D
2D
2D
4D
4D
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
5D
-
Command Grab
Stagger Forced 20% Scaling
20
1
25
vs. Grounded
-
-
+16 (Stagger)
-
-
-
55
55
1
vs. Airborne
Causes a stagger on hit. Only hits grounded, standing opponents in neutral. Can catch airborne opponents if they are being combo'd. 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. Also has full invulnerability on its single active frame, for some reason.
2D
150
Command Grab
Hard Knockdown
20
1
25
vs. Grounded
-
-
+32 (HKD)
-
-
-
30
30
1
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.
4D
100
Command Grab
Bounce Forced 20% Scaling
20
1
25
vs. Grounded
-
-
-
-
-
-
-
-
1
vs. Airborne
Bounce
100
100
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. Grants one magic stock on hit.
Toggle Hitboxes
Toggle Hitboxes
236D
Magic Headbuck 236D
Yeah!
Yeah!
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 (90 Chip)
Mid
Armor [x1] (1-14) Wallstick
13
5
25
vs. Grounded
16
Varies
Wallstick, SKD
16
12
-17
35
35
0.97
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.
Toggle Hitboxes
Toggle Hitboxes
22D
Magic Stomp 22D
YEEEEEE-
YEEEEEE-
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
Unblockable
Jump-Cancellable on Hit Projectile-Invulnerable (1-27)
34
2
35
vs. Grounded
20 (Arizona) 55 (Opponent)
44
+43
-
-
-
10
10
0.83
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.
Toggle Hitboxes
Toggle Hitboxes
214D
Counter
214D
214D
Successful Counter
Successful 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
-
-
-
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
6
>35
SKD
6
13
+1
0
0
0.96
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.
Toggle Hitboxes
Toggle Hitboxes
41236D
Magic Dash 41236D
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
-
-
Projectile-Invulnerable
-
-
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. Uses include corner escapes, easy followups from Level 2 super, or cancelling out of some normally punishable moves like 236C/D or 22C
Due to an engine quirk, unlike this game's half-circle back inputs, this move will not register without at least one frame of down (2), so additional attention to precision may be required for consistent use.
Toggle Hitboxes
Toggle Hitboxes
Super
Level 1
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 (220 Chip)
Mid
Forced HKD
3+2
31
65
vs. Grounded
18
>50
+19 (HKD)
18
14
-49
-
-
1
vs. Airborne
Very high first-hit damage, but extremely unsafe. 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.
Using this move from a long distance is very risky, as it hits as late as frame 16 if done from fullscreen, giving the opponent a decent amount of time to counter or evade unless they're stuck in a long animation.
Toggle Hitboxes
Toggle Hitboxes
Level 2 (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
Hard Knockdown
64
11
22
vs. Grounded
20
?
-
-
-
-
-
-
Resets to 1
vs. Airborne
+90 (HKD)
-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
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 (80 Chip)
Mid
Forced HKD
22, 35
6 (7) 17
30
vs. Grounded
8, 12
Cinematic
0
8, 12
8, 15
-31
65, 65
65, 65
-
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.