Them's Fightin' Herds/Texas

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Texas.png
Texas
Species: Bull
Playstyle: Grappler
HP: 5500
Meter Size: 320
Movement Options: Short Hop, Super Jump, Rodeo Run
Voice Actor: Patrick Seitz
Stage(s): Caravan Cattledome

Profile

A LIVING LEGEND

Texas has led a storied career of adventure and carries great pride for cattlekind, symbolized by the yoke and star he bears on his back. His place as Head Bull was earned with hard work, sacrifice, and good ol’ fashioned charm!

As Arizona’s father and with the whole of Foenum at stake, he yearns to do his part in support of his daughter’s quest to save the world. So despite his age, he sets out on his own for one last journey, leaving care of the clan to his wife Minnesota, before settling down for good. (Promise!!)

Wielding twin cowbells attached by ropes to his mighty yoke, Texas uses mass and momentum to send them flying towards his opponents, reeling them into range of his heaviest strikes. Everybody knows, you don’t mess with Texas!

Gameplan

Texas is a grappler with an incredible array of options at any range. Up-close plus-frames and a true 50/50, unmatched midrange buttons, and several options to blow the opponent up even at fullscreen. Any touch leads to tons of damage and a powerful Restand, meaning any lost interaction against Texas could spell the end of a round.


Strengths Weaknesses
  • Strong Ranged Tools: Texas has several moves which cover an immense amount of space, all leading to an incredible amount of damage should they hit. However, all of his fullscreen options are reactable and minus on block, and many of his quicker midrange options are still fairly slow compared to the rest of the cast's options. Despite all of this, his ranged tools allow him to dictate the pace of the match, with his fullscreen presence being near-uncontested and his midrange options, while riskier, leading to higher reward than most of the cast.
  • Powerful Mixups: Texas has many powerful ways to mix you up, including a powerful command grab, an anti-air which is unblockable when rising, and a plus on block low. He also has very strong ways of putting his opponent in situations where they need to guess, most notably his 2D followup, which will restand the opponent even when JD is maxed out.
  • Massive Damage: Does incredible damage from just about any touch.
  • High Health: Texas has the highest health in the game, at 5500.
  • Great Abare: Despite being the only character in the game without a 5f 5A, Texas boasts some of the best abare tools in the game with Texas Smash, as well as normals that are slightly slow but very large, giving him significantly better overall abare than the rest of the cast.
  • Defensive Demon: On defense, Texas' options are horrifying, with the insanity of IB Texas Smash, armor on top of armor, and more, all bleeding into a menacing presence even when you have the advantage.
  • Limited Mobility: With no forward dash, and a slow walk speed, Texas can have trouble closing in distance. He does have an armored command run to help, but it has large startup and the armor will break after 3 hits, with Texas taking first hit damage for each one, giving it a fair amount of risk.
  • Awkward Backdash: Despite having many invulnerability frames, the long, uncancellable animation on Texas's backdash gives it limited use, weakening his defense.
  • Large Hurtbox: His standing hurtbox is taller than the universal one others have, allowing for fuzzy overheads that only work on Texas.

Movement

Walk: Texas's default walk speed is quite slow, about the same as Oleander's in both directions.

Dashes: Texas has no forward dash at all, but a unique backdash with a longer than usual invulnerability frames and total animation length.

Rodeo Run: [4]6X is a cancellable command run that propels Texas forward at incredible speed, roughly equivalent to Arizona's forward run.

Jumps: Like his daughter, Texas can jump at three different heights - with a normal jump, a shorthop, and a super jump.

Command List

Normal Moves


Standing Normals

5A
5A
TFH Texas 5A.png
TFH Texas 5A hb.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
35 Mid Chains into Self 8 4 19 vs. Grounded 2 -3 0 15 0.83
vs. Airborne

The only 5A in the game to not be 5f, but has plenty of range to compensate. Sends the opponent at a downward angle when used in juggles, hurting its utility in combos.

Can be used as an anti-air, especially when you can't use 6A due to having charge built up.

Toggle Hitboxes
Toggle Hitboxes
5B
5B
TFH Texas 5B.png
TFH Texas 5B hb.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
100 Mid - 12 8 16 vs. Grounded 3 -4 -20 40 0.95
vs. Airborne

Long range, high damage poke. Will whiff on crouchers at longer ranges, so be sure to space it well.

Toggle Hitboxes
Toggle Hitboxes
5C
5C
TFH Texas 5C.png
TFH Texas 5C hb.png
HERE COMES THE GIANT HOOF!
HERE COMES THE GIANT HOOF!
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
200 Mid Forces Stand 17 7 25 vs. Grounded -3 -6 -35 65 0.95
vs. Airborne

A monster of a 5C. Normal jumps can't go over it, and while it's -6, not even Oleander's 5A can punish it at most ranges. Whiffs on crouchers who are too far away. Leads to huge damage on hit.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2A
2A
TFH Texas 2A.png
TFH Texas 2A hb.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
30 Mid Chains into Self 6 5 13 vs. Grounded 1 -1 0 15 0.95
vs. Airborne

Not a low.

Texas's fastest strike punish option.

Toggle Hitboxes
Toggle Hitboxes
2B
2B
TFH Texas 2B.png
TFH Texas 2B hb.png
bap bap
bap bap
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 Cancels into Self*
Knockdown
10 6 11 vs. Grounded 53 (SKD) 1 -20 40 0.95
vs. Airborne

Texas's fastest low.

Launches the opponent slightly on hit, making confirms a bit awkward.

Good neutral tool, being disjointed and whiffing about as fast as an A normal. It can also be whiff-cancelled into 2BB, making whiff punishing it very scary.

Good pressure tool as well, having several cancel options and being plus on block. Useful for catching the prejump of opponents trying to escape your command grab.

90 Low Knockdown 9 5 14 vs. Grounded 53 (SKD) -1 -20 40 0.95
vs. Airborne

A followup to 2B that gives you... Another 2B! Basically identical to 2B, although this one is -1.

Being able to whiff cancel into this, it can be used to make 2B scary to whiff punish.

Toggle Hitboxes
Toggle Hitboxes
2C
2C
TFH Texas 2C.png
TFH Texas 2C hb.png
You thought you were safe from my low just cause you're airborne?
You thought you were safe from my low just cause you're airborne?
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
125 Low Hard Knockdown 13 11 23 vs. Grounded 30 (HKD) -11 -50 50 0.97
vs. Airborne

Huge, disjointed low. Very important for Texas's combos, allowing him to combo into 22X.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.A
j.A
TFH Texas jA.png
TFH Texas jA hb.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
65 High - 7 Until Landing - vs. Grounded ≤21 ≤16 -30 (Grounded)
-65 (Airborne)
85 (Grounded)
50 (Airborne)
0.90
vs. Airborne

Big air-to-air button. Texas's air normals all remain active until he lands.

Toggle Hitboxes
Toggle Hitboxes
j.B
j.B
TFH Texas jB.png
TFH Texas jB hb.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
140 High - 15 Until Landing - vs. Grounded ≤28 ≤18 -55 (Grounded)
-85 (Airborne)
105 (Grounded)
75 (Airborne)
0.90
vs. Airborne

Big mid-range airborne poke. Has incredible reach, making it difficult to punish effectively. The active frames make this move a very nice "wall".

Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
TFH Texas jC.png
TFH Texas jC hb.png
Paprika nods in approval and then cries because flop loses to it.
Paprika nods in approval and then cries because flop loses to it.
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 High Bounce (Air Only) 20 Until Landing - vs. Grounded ≤24 (Grounded)
Bounce (Airborne)
≤13 -105 (Grounded)
-115 (Airborne)
95 (Grounded)
85 (Airborne)
0.90
vs. Airborne

Classic grappler body splash. Delays Texas's descent when used, and can cross up. Groundbounces opponents who are in the air.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

6A
6A
TFH Texas 6A.png
TFH Texas 6A hb.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
90 Mid + Rising Unblockable Bounce (Air Only)
Forced 20% Scaling (Air Only)
12 6 27 vs. Grounded Bounce -11 (Grounded)
-18 (Falling Airborne)
40 (Grounded)
65 (Airborne)
55 (Grounded)
80 (Airborne)
0.83
vs. Airborne

Has the unique property of being unblockable on opponents who are rising, making it a potent mixup option with Texas's command grab. Be wary that it can be blocked during the opponent's prejump frames.

A huge hitbox, good forward movement, and the ability to rebeat into a +1 on block 2B.

Provides Texas with a useful groundbounce in juggles, although it forces 20% less damage on followups afterwards.

A 6A full of upsides, with its only downside being speed.

Toggle Hitboxes
Toggle Hitboxes
3C
3C
TFH Texas 3C.png
TFH Texas 3C hb.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
160 Mid Jump-Cancellable on Hit 18 4 36 vs. Grounded Launch -24 -70 (Grounded)
-35 (Airborne)
30 (Grounded)
65 (Airborne)
0.83
vs. Airborne

Standard launcher. Big damage, big hitbox, big unsafeness.

Toggle Hitboxes
Toggle Hitboxes

Throws


Forward Throw
Forward Throw
B+C / 6B+C
TFH Texas FT.png
TFH Texas T hb.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
200 Throw Forced 50% Scaling 6 3 23 vs. Grounded 21
vs. Airborne

Allows for links directly into powerful normals such as 5B, 5C, or 2C.

Toggle Hitboxes
Toggle Hitboxes
Back Throw
Back Throw
4B+C
TFH Texas Bthrow.png
TFH Texas T hb.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
200 Throw Forced 50% Scaling
Stagger
6 3 23 vs. Grounded 22 (Stagger)
vs. Airborne

Similar to Forward Throw, it consumes Texas's Stagger upon use.

Toggle Hitboxes
Toggle Hitboxes
Air Throw
Air Throw
j.B+C
TFH Texas AT.png
TFH Texas AT hb.png
Like Father, Like Daughter.
Like Father, Like Daughter.
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 Hard Knockdown 8 3 18 vs. Grounded 49 (HKD)
vs. Airborne

Brings the opponent straight down and leaves them in a HKD situation. No combos possible.

Toggle Hitboxes
Toggle Hitboxes

Special Moves


Texas Smash
Texas Smash
632146X
TFH Texas TexasSmash.png
TFH Texas 632146X hb.png
Die. Now.
Die. 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
1270 Command Grab Invulnerable (4)
Throw-Invulnerable (1-19)
Hard Knockdown
4 1 34 vs. Grounded 27 -150
vs. Airborne

Full invuln on the first active frame, throw invuln frames 1-19.

Big-damage command grab. Is uniquely fast at 4f, being faster than the universal standard of 5f for every other characters' "fastest attacks". 1500 damage, good metergain, and a HKD that allows for walkup meaties, or a sneaky second command grab. Core to Texas's up-close mixup.

Toggle Hitboxes
Toggle Hitboxes
Rodeo Run
Rodeo Run
[4]6X~A/B/C
TFH Texas RodeoRun.png
TFH Texas 46X hb.png
TFH Texas 46XB hb.png
TFH Texas 46XC hb.png
*train horn blares*
*train horn blares*
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
- - Armor [x2] (4...) 21 - - vs. Grounded
vs. Airborne

Texas's armored command run, with an actionable state at frame 22, and 2 hits of armor starting on frame 4. Will continue until an attack button is input, also stops naturally on frame 120.

- - - 18 - - vs. Grounded
vs. Airborne

Run-brake. Maintains any unused hits of armor. When done as fast as possible, Rodeo Run into Stop lasts 40 frames.

250
(100 Chip)
Mid Wallstick 9 7 28 vs. Grounded 70 (SKD) -23 140 140 0.83
vs. Airborne

Unsafe followup that leads to a wallstick in the corner. Does not maintain any of Rodeo Run's armor. Has a niche in being quick enough to punish moves that Rodeo Run armors, but otherwise largely useless compared to the C followup.

250
(100 Chip)
Mid - 20 9 16 vs. Grounded 87 (SKD) -3 140 140
vs. Airborne

Much slower than the B followup, but leads to a very useful launch, maintains Rodeo Run's armor, and is safe on block. Core to many of Texas's combos.

Toggle Hitboxes
Toggle Hitboxes
Stomp
Stomp
22X
TFH Texas 22X.png
TFH Texas 22X hb 1.png
Get over here!
Get over here!
TFH Texas22X22X.png
TFH Texas 22X hb 2.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
120 Low Armor [x1] (10...)
Jump-Cancellable on Hit
Hard Knockdown
29 6 35 vs. Grounded 56 (HKD) -8 50 50 0.90
vs. Airborne

Armored on frame 10 onwards. Does 0 damage on block.

Cancels into Rodeo Run, jumps, and Cowbells on hit, and into Earth Pull on hit or block. Very important combo tool.

Full screen armored stomp that leads to full combos no matter what range you land it from. It's only -8, making it impossible to punish from afar, and the combination of its armor and high-hitting hitbox can catch opponents trying to jump at you.

120 Low Tumble 21 12 20 vs. Grounded 55 (SKD) -12 50 50 0.90
vs. Airborne

Causes a Tumble state on hit, limiting followups, but is necessary for converting from fullscreen Stomp.

When done immediately, this is a true blockstring from Stomp, even if the opponent IBs.

Toggle Hitboxes
Toggle Hitboxes

Magic


Texas's magic is filled through Bullseye, which occurs when one of the moves below hits at the tip, where the bell is. Magic can then be used on Followup, which is done by pressing the D button again. Each Cowbell has a different Followup, which consumes 1 Magic, and can be done regardless of whether or not Bullseye occurred. All Followups force 20% damage reduction on the rest of the combo.

Bullseye will also extend the hitstun of Cowbell, and pull the opponent towards Texas rather than away, as well as allow the Cowbell to be cancelled into other Cowbells, or into his [4]6 Rodeo Run.

Cowbell (Standing)
Cowbell (Standing)
5D
TFH Texas 5D.png
TFH Texas 5D hb.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
240
(80 Chip)
Mid Hard Knockdown 25 16 36 vs. Grounded 26 (HKD)
43 (HKD, Bullseye)
-14
-8 (Bullseye)
100 100 0.83
vs. Airborne

Long-range, completely disjointed poke.

Whiffs on up-close crouchers, but far-away opponents aren't safe, nor can they easily jump over this, or punish it on block.

Landing a Bullseye with this provides full, high-damage combos. The threat level this grants Texas from long range is insane.

Can be cancelled into from other successful Bullseyes by inputting 4D.

- - Stagger
Forced 20% Scaling
- - - vs. Grounded 81 (Stagger) 20
vs. Airborne

Instantly pulls the opponent in for a Stagger. Can be used for easier combo followups, or to combo into command grab for a powerful HKD and metergain.

Toggle Hitboxes
Toggle Hitboxes
Cowbell (Overhead)
Cowbell (Overhead)
2D
TFH Texas 2D.png
TFH Texas 2D hb.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
240
(60 Chip)
High Hard Knockdown 27 8 24 vs. Grounded 14 (HKD)
37 (HKD, Bullseye)
-14 120 120 0.83
vs. Airborne

Learn to love this move. Bullseye is very generous and easy to set up for this Cowbell. Examples include after a 5D Bullseye, or after a 2C xx Stomp.

After a successful Bullseye on an opponent who is somewhat airborne, Texas can link afterwards, usually into 5B or 2C. Essential for his stronger combos.

As great as this move (and its Followup) is in combos, it is terrible outside of combos. The most reactable overhead in the game, hitting crouchers on frame 31, and moving the camera abruptly to make itself even more reactable. Very risky, but also rewarding to attempt as a mixup.

- - Restand
Forced 20% Scaling
- - - vs. Grounded 25 200
vs. Airborne

Causes a unique state known as a "Restand". Very good to extend combos at the cost of adding a lot of Juggle Decay to your opponent.

This state bends the rules of TFH's Juggle Decay system, being able to be used multiple times per combo, and allowing Texas to keep the opponent standing even after the JD bar is maxed out.

An excellent combo ender that gives you a command grab/low mixup.

Toggle Hitboxes
Toggle Hitboxes
Cowbell (Anti-Air)
Cowbell (Anti-Air)
6D
TFH Texas 6D.png
TFH Texas 6D hb.png
Be careful of the no fly zone.
Be careful of the no fly zone.
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
240
(70 Chip)
Mid Hard Knockdown 25 16 36 vs. Grounded 28 (HKD)
29 (HKD, Bullseye)
-14 100 100 0.83
vs. Airborne

A disjoint that hits in an upward diagonal angle. While opponents already cannot jump over 5D, this move covers super jump height, allows for a good confirm on call outs, and it's a filler for combos.

Although it's called an anti air, this move doesn't grant a lower hurtbox in use.

100 - Bounce
Forced 20% Scaling
- - - vs. Grounded 95 (SKD) 80
vs. Airborne

Groundbounces the opponent and side-switches.

Toggle Hitboxes
Toggle Hitboxes
Cowbell (Air-to-Air)
Cowbell (Air-to-Air)
j.D
TFH Texas jD.png
TFH Texas jD hb.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
240
(80 Chip)
Mid Hard Knockdown 27 7 Until Landing vs. Grounded 50 (HKD)
67 (HKD, Bullseye)
100 100 0.83
vs. Airborne

About as much range as 5D, with just as much disjoint and combo potential on ranged hit.

Hits higher than 5D, making it better for controlling jumps, but it cannot reach crouching opponents at all. Use j.D and 5D in tandem for powerful space control.

- - Wallbounce
Forced 20% Scaling
- - - vs. Grounded 104 (SKD) 20
vs. Airborne

Throws the opponent towards the wall, with enough advantage to easily link a 5D from fullscreen into a full combo. A very useful followup for confirming combos.

Toggle Hitboxes
Toggle Hitboxes

Super


Level 1

Prairie Pummel
236XX
TFH Texas 236XX.png
TFH Texas 236XX hb.png
MUDA MUDA MUDA!
MUDA MUDA MUDA!
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, 60 [x16], 350
(100 Chip)
Mid Invulnerable (1-6)
Armor
Forced HKD
6+3 8 39 vs. Grounded 35 (HKD) -25
vs. Airborne

Fully invincible before the flash, armored for the rest of the startup and on active frame. Does a decent chunk of damage, but leaves Texas at an undesirable range.

Toggle Hitboxes
Toggle Hitboxes

Level 2 (Follow Up)

Pummel Pillar
214XX
TFH Texas 214XX.png
Ya ain't going nowhere 'til I say so!
Ya ain't going nowhere 'til I say so!
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
- - - - - - vs. Grounded 181 (SKD)
vs. Airborne

Texas creates two rock walls that shorten the size of the stage temporarily, and leaves the opponent in a large amount of hitstun. Walls can be eliminated by Level 3 supers, either from the opponent or Texas himself.

Level 3

Cattlepult
360XX
TFH Texas Lvl3.png
TFH Texas 632147896XX hb.png
TFH Texas Lvl3Finish.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
500, 574, 1000 Command Grab Invulnerable (1-3)
Throw-Invulnerable (4-9)
Forced HKD
2+0 1 36 vs. Grounded 0 -150
vs. Airborne

The single fastest move in the game. 3f command grab super with full invincibility, and cannot be jumped out of post-freeze.

Toggle Hitboxes
Toggle Hitboxes

Colors

Texas ( A )
Durango ( B )
Colorado ( C )
Delaware ( D )
Honglorns (TU)
EP035 (VC)
Soldier of Zepp ( A+B+C )
Behemoth Typhoon ( D+TU+VC)
Red, White, and Moo ( A+D )
Gives You Wings ( B+D )
Incredible ( A+B+D )
Gazelle Fan ( C+D )
Purplemenace ( A+C+D )
TRMPLD ( B+C+D )
Train to Moosan ( B+C )
Hammer Spark (?)


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