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
Paprika is best described as a neutral character who can convert long pokes into consistently high damage and great okizeme. Buttons like her 5A, 5B, and 2C reach incredibly far, and her signature [4]6X Cartwheels allow her to go from a poke to being right in your face. Her mixups and setplay are quite strong as well, having access to a powerful command grab, fast and tricky overheads, and plus on block specials. Her D items add a layer to this, with the food locking the opponent out of their fast A buttons and the plant allowing for a much safer mixup attempt. Her mobility is amazing too, with a fast run and multiple jump arcs complimented by a teleport. This is all held back by her weaknesses on defense, and her only low being 2A. Her reversal options are mediocre and easily beaten, and without a good ranged low, she can't stop people from jumping away easily.
Strengths
Weaknesses
Good Grounded Neutral: Paprika has several great pokes that lead to massive damage at most ranges. 5B and 5A being the most common, with 2C serving as a more committal whiff punish. If you like traditional "footsies", this the character for you!
High Meterless Damage: Paprika has some of the highest damage in the game, making her neutral pokes and mixup game incredibly deadly.
Strong Setplay: Paprika can use her magic to create strong setplay, with broccoli/apple locking the opponent out of their A normals, and potted plant allowing her to safely use Cartwheel C or Kiss!.
Extremely Strong Mixups: With access to an unreactable overhead, command grab, and safe-on-block specials, Paprika's mixups can be incredibly difficult to escape. Combined with her high damage, she can wind up 3-touching after winning a single neutral interaction.
Tanky: Paprika is tied with Arizona for the second highest health total, meaning she can use her health as a resource to get in.
Poor Defense: Pap's only truly invincible reversal is Super. Flop functions well as a low profile to dodge specific options, but otherwise lacks invincibility. While Smother does have some invuln properties, it is completely vulnerable after she reappears on screen, and this loses to many common options.
Charge: While charge mechanics can make certain combos easier, charging also makes you more vulnerable to crossups, makes it harder to cover soft knockdowns, leads to input overlap issues, and makes it difficult to use anti-airs in neutral.
Weak to Pushblock: With her only low normal being a short 2A, she can lose very quickly to a well timed pushblock. This is made worse thanks to her microdash, making it very difficult to keep close enough to mix with her strongest mixups.
Weak to Upback & Airborne Play: Because 2A is Paprika's only low normal, it's a struggle from stopping people from upbacking out of her pressure. Additionally, Pap's 6A relies on not having charge, and her Flop requires down-charge. This makes both of them difficult to utilize in neutral alongside her strong ground game.
Weak Air Game: None of Paprika's air normals hit below her, making them lose to many non-6A anti airs, and she lacks any form of airborne mobility, making her fulljumps and superjumps very exploitable.
Movement
Walk: Paprika is much faster approaching than retreating, walking forward and backward at 6 hu/frame and 4 hu/frame respectively.
Run: Paprika can run both forward and backwards. Paprika will transition into a run out of a dash if the direction is held when a dash ends. She has a top speed of 15 hu/frame when running forward and 13 hu/frame when running backward. Running ends as soon as the direction is no longer held.
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.
Super jump: "It's a jump, but super." —Oleander
Zippy Teleport: Paprika's Zippy Teleport lets her run off screen, before reappearing either from the left, right, or above her opponent, with the teleport from above having a hitbox. It's slow duration, and forward-charge requirement, makes it risky to use during neutral, but it provides nice mix during some resets and setups.
Command List
Normal Moves
5A
5A
Tag, you're it! No tag backs.
Tag, you're it! No tag backs.
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
30
Mid
5
6
12
2
-1
0
15
Paprika's primary light attack. Comes out fast, has good range for a 5A, and can chain into itself or 2A on whiff for two rapid pokes.
6A
6A
A kissaroo from me to you!
A kissaroo from me to you!
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
60
Mid
9
5
28
-8, Staggers on Airborne (25)
-5
50
65
Paprika smooches the air to kiss her opponents. Works as an anti-air, but can be difficult to utilize due to input overlap with cart A. It sends midair opponents into a stagger state, unlike any other anti air, after which Paprika can either continue the combo or try to set up a mix.
5B
5B
Corndog.
Corndog.
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
100
Mid
9
5
28
3
-3
-30
30
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
♫ Get you love drunk off my humps ♫
♫ Get you love drunk off my humps ♫
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
150
Mid
14
10
31
-11
-13
-55
45
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
Got your toes!
Got your toes!
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
25
Low
6
5
14
1
-2
0
15
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
Paprika used Lick! It's super affectionate!
Paprika used Lick! It's super affectionate!
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
40, 50
Mid
9
4, 4
19
2
-4
-40,-40
20,20
Despite its appearance, this double hitting move is a not a low. A good move to scoop opponents for combo extensions.
2C
2C
*breakdances towards you threateningly*
*breakdances towards you threateningly*
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
140
Mid
13
8
25
-3
-12
-50
50
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
AACHOO!
AACHOO!
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
140
Mid
17
3
28
Launch
-16
-70
30
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
6C
The lass knits ye a sweater o' love...
The lass knits ye a sweater o' love...
... and ye kill 'er.
... and ye kill 'er.
How are ye gonna live with yerself?
How are ye gonna live with yerself?
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
6C
100
Mid
14
4
28
4
-8
-60
40
Free T-Shirt! Paprika pulls an alarming amount of wool off her own body while extending her neck forward and "grabbing" the opponent.
This move can cancel into command grab on hit or block, and is also jump cancellable on hit. Technically unsafe on block, but opponents are usually more concerned with blocking its followup.
6CC
90
High
4
9
31
5
-9
-60
40
Paprika pulls the opponent in close to her while she begins to knit them a t-shirt.
This is an overhead (because t-shirts go over your head!), and also pulls the opponent closer. It can cancel into command grab on block or hit, and is also jump cancellable on hit. Unsafe, but the potential for the third hit of the string and command grab cancels makes it hard to punish.
6CCC
130
High
5
4
26
Launch
-13
-55
45
Paprika finishes her new friend's t-shirt and just can't wait to see them in it!
Also an overhead, and launches the opponent on hit. Once again jump cancellable on hit. Unsafe on block, but can still cancel into command grab, making it tricky to punish.
j.A
j.A
Pure, unadulterated violence
Pure, unadulterated violence
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
40, 40
High
7
5(6)5
4
-
-
-5
110
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
You... you MARSHMALLOW!
You... you MARSHMALLOW!
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
110
High
13
14
11
-
-
-30
130
A simple air medium. Can cross up, or be used in combos.
j.C
j.C
Floofnado!
Floofnado!
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
55[x5], 150
High
16
13
13
-
-
-50
150
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
Do a barrel roll!
Do a barrel roll!
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!
TRUST FALL!
TRUST FALL!
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
Cartwheel A
100[x2]
Mid
9
2,4
22
-1
-3
40,40
40,40
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.
Cartwheel B
145[x2]
Mid
13
5(4)5
20
KD
-9
40,50
40,50
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.
Cartwheel C
320
High
18
5
30
Bounce
-15
60
60
A fast but very powerful overhead that 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 cancellable 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
Wanna see me do it again?
Wanna see me do it again?
Omae mwha mou shinderu!
Omae mwha mou shinderu!
JusticeLove rains from above!
JusticeLove rains from above!
Pop goes the 'paca!
Pop goes the 'paca!
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
Zippy Teleport A
-
-
?
8
?
-
-
-
-
Paprika will dash off then back on screen where she inputted the special.
Zippy Teleport B
-
-
?
8
?
-
-
-
-
Paprika dashes off screen then back behind her opponent. Note: This teleport tracks where the opponent is when you input the special, NOT after.
Zippy Teleport C
295
High
?
8(6)17
30
Bounce
-14
140
140
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.
Zippy Teleport D
400
Low
?(8)15
12
17
-
7
-
-
A.K.A. Magic Teleport or Picnic Surprise. 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 pots and apples shower down on her opponent straight after. The ground explosion is a low, and can be positioned as an ambiguous crossunder.
Like all apples and pre-bounce pots, the gift hitboxes will become inactive once you make Paprika block something. This means you are vulnerable to anti-airs during this move.
Note: The amount of gifts produced by this teleport is dependent on the magic counter when Level 2 is active. If no gifts hit you and you are not at max Juggle Decay, this move causes a hard knockdown.
236A
Belly Flop [2]8A/B/C
oomf is in her flop era </3
oomf is in her flop era </3
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
-
Mid,High
9
45
19
HKD, 9
-7
60,60
60,60
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. Can be used as a way to reset a combo before a full Juggle Decay Meter thanks to it's quick HKD, it can lead into a grab / command grab. With full juggle decay, the opponents will be able to tech.
236A
Kiss! 623A/B/C
Arizona, you forgot your kissy-kissy!
Arizona, you forgot your kissy-kissy!
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
60
Grab
11
1
32
Stagger, 25
-
-150
-250
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
"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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
210, 20[x15], 105, 400
Mid
4+4
32
50
HKD, 14
-34
-
-
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
Your life ends 30 frames from now.
Your life ends 30 frames from now.
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
-
N/A
0
0
0
-
-
-
-
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.
Level 3 Super
Deadly Affection 63214XX
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
-
-
-
-
18
-
-
-
-
Spend 3 bars to perform an install where all her normals are replaced with Embrace. In this state, she may no longer use any of her specials or magic. She retains the ability to block, pushblock, throw tech, and all of her movement options, although she trades her runs for traditional dashes. A timer appears above her meter that slowly drains over time and when she attempts Embrace. If the timer runs out before she is able to land Embrace, she will sneeze and exit Deadly Affection. This move is also invincible for its entire 18 frame duration.
Embrace A/B/C
COME AT ME BRO!
COME AT ME BRO!
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
1826
Grab
16
6
22
HKD, 0
-
-
-
A very strong, advancing, Air OK command grab that can be combo'd into using stagger. It has armor from frame 1 onwards, although armoring through a move will cause her to stop moving forwards and grab in place, making it an ineffective fireball punish. Attempting it will drain roughly 1/3rd of Deadly Affection's timer, and successfully landing the grab will cause Paprika to exit the install. She is able to use it with reversal timing on wakeup, even with no time left on her install, as long as she hasn't sneezed yet.
Sneeze
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
850
HL
17
3
57
Wallstick
-16
35
35
Paprika will sneeze if her Deadly Affection timer runs out. It has 12 frames of invincibility on startup, a massive hitbox, and it will wallstick the opponent, but it is extremely unsafe if it doesn't hit. It is highly exploitable if Paprika gets combo'd during her install, because after the combo ends, she will be forced to either do reversal Embrace before she sneezes, or wakeup sneeze, giving the opponent a guaranteed punish.
Throws
Ground Throw
Throw B+C / 4B+C
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
B+C
400
Grab
6
3
23
Launch
-
-
-
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.
4B+C
400
Grab
6
3
23
Launch
-
-
-
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
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
300
Grab
8
3
18
50+
-
-
-
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 Hitbox disappears upon colliding with hurtboxes (e.g. Oleander magic traps), or if the opponent hits Paprika or her block Can be eaten by pressing A when within range
Broccoli
Super meter gain if eaten
Potted Plant
Hits twice.
Disappears upon collision or if the opponent hits Paprika or her block Second hit will retain hitbox on hit/block as long as the first bounce occurs.
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.
However, if the basket has only 1 magic left, you can still use a 2-magic move. This uses 1 magic but will otherwise work as normal.
5D
Gift Toss 5D/236D/214D
You get a gift and you get a gift and you get...
You get a gift and you get a gift and you get...
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
5D
230
Mid
35
45
20
21+
11+
40
40
Costs 1 magic.
Paprika pulls out a random gift and throws it at the opponent as a projectile.
214D
230
Mid
35
45
20
21+
11+
40
40
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.
236D
210, 120
Mid
35
45(29)?
20
17+
11
40,40
40,40
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
An offering to the RNG Gods above.
An offering to the RNG Gods above.
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
230
Mid
30
79
20
-
-
40
40
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
Beautiful Cinnamon Roll Too Good For This World, Too Pure
Beautiful Cinnamon Roll Too Good For This World, Too Pure
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
210
Low
30
?
19
HKD, 78
-
40
40
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.