Them's Fightin' Herds/Arizona

From Mizuumi Wiki
Jump to navigation Jump to search
Arizona 2.png
Arizona
Species: Cow
Playstyle: Rushdown, Grounded
HP: 5350
Meter Size: 360
Movement Options: Short Hop, Superjump, Forward Run, Magic Dash
Voice Actor: Tara Strong
Stage(s): Sunset Prairie, Peaceful Homestead

Profile

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
TFH Arizona 5A.png
TFH-Arizona-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 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
TFH Arizona 5B.png
TFH-Arizona-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 - 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
TFH Arizona 5C.png
TFH-Arizona-5C-hb.png
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
TFH Arizona 2A.png
TFH-Arizona-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 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
TFH Arizona 2B.png
TFH-Arizona-2B-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 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
TFH Arizona 2C.png
TFH-Arizona-2C-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
120 Low Hard Knockdown 13 8 24 vs. Grounded 7 30 (pre-JDmax)
28 (post-JDmax)
+32 (HKD) 7 22 -9 -50 50 0.97
vs. Airborne

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
TFH Arizona jA.png
TFH-Arizona-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
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
TFH Arizona jB.png
TFH-Arizona-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
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
TFH Arizona jC.png
TFH-Arizona-jC-hb-1.png
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, hitting crouchers on frame 24, and 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
TFH Arizona 6A.png
TFH-Arizona-6A-hb.png
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. 6A moves Arizona forward a decent amount, giving it an effective range nearing that of her longer normals. With its speed and area coverage, this move serves both as an excellent defensive tool to punish opponents jumping at Arizona (something her array of grounded tools will encourage), and an offensive tool to rebeat during pressure and contest opposing buttons during her own approach. The ability to jump cancel on hit into aerial attacks also allows for sneaky resets.

Toggle Hitboxes
Toggle Hitboxes
6B
6B
TFH Arizona 6B.png
TFH-Arizona-6B-hb.png
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
TFH Arizona 3C.png
TFH-Arizona-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 11 3 30 vs. Grounded 12 26 (pre-JDmax)
24 (post-JDmax)
-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
TFH Arizona FT.png
TFH-Arizona-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
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
TFH Arizona BT.png
TFH-Arizona-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
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
TFH Arizona AT.png
TFH-Arizona-AT-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
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
TFH Arizona 236A.png
TFH-Arizona-236A-hb.png
A version
A version
TFH Arizona 236B.png
TFH-Arizona-236B-hb.png
B version
B version
TFH Arizona 236C.png
TFH-Arizona-236C-hb.png
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 Armor Break
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
TFH Arizona 22A.png
TFH-Arizona-22A-hb-1.png
TFH-Arizona-22A-hb-2.png
TFH-Arizona-22A-hb3.png
Not so stubby now (A version)
Not so stubby now (A version)
TFH Arizona 22B.png
TFH-Arizona-22B-hb1.png
TFH-Arizona-22B-hb2.png
TFH-Arizona-22B-hb3.png
B version
B version
TFH Arizona 22C.png
TFH-Arizona-22C-hb-1.png
TFH-Arizona-22C-hb-2.png
TFH-Arizona-22C-hb-3.png
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
TFH Arizona 5D.png
TFH-Arizona-5D-hb.png
5D
5D
TFH Arizona 2D.png
TFH-Arizona-2D-hb.png
2D
2D
TFH Arizona 4D.png
TFH-Arizona-4D-hb.png
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
Damage Scaled to 80%
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.

[Bug] 2D Lasso from Player 2 Arizona cannot be escaped with a jump if the active frame lands precisely on the opponent's wakeup.

4D 100 Command Grab Bounce
Damage Scaled to 80%
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
TFH Arizona 236D.png
TFH-Arizona-236D-hb.png
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)
No Collision (1-2)
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
TFH Arizona 22D.png
TFH-Arizona-22D-hb-1.png
YEEEEEE-
YEEEEEE-
TFH-Arizona-22D-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
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
TFH Arizona 214D.png
TFH-Arizona-214D-hb.png
214D
214D
TFH Arizona 214Dsuccess.png
TFH-Arizona-Counter-hb.png
Successful Counter
Successful Counter
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
214D - - - 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.

Counter Activation 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
TFH Arizona 41236D.png
TFH-Arizona-41236D-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
- - 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

Toggle Hitboxes
Toggle Hitboxes

Super


Level 1

Trample
236XX
TFH Arizona Super.png
TFH-Arizona-236XX-hb.png
Y'all in for a...
Y'all in for a...
TFH Arizona Super2.png
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 Invulnerable (1-8)
Armor [x5] (9-30)
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 many hits of armor from frames 9-30. It loses damage the longer it's active - doing about 60% as much damage from fullscreen as it would from point blank. 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
TFH Arizona SuperFollowUp.png
Roundabout...
Roundabout...
TFH Arizona SuperFollowUp2.png
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 Invulnerable
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.

Because Level 2 is invulnerable during the entire duration, it can be used to bypass situations where Level 1 alone would normally trade (e.g. against Pom's Level 1 Super).

Level 3

Texas Throwdown
63214XX
TFH Arizona Level3.png
TFH-Arizona-63214XX-hb-1.png
I... am at the end...
I... am at the end...
TFH Arizona Level3 Finish.png
TFH-Arizona-63214XX-hb-2.png
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 Invulnerable (1-51)
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.

Toggle Hitboxes
Toggle Hitboxes

Cross-Canter

Cross-Canter
6XX (While Blocking)
TFH Arizona CC.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
80 (Recoverable Health) Mid Strike-Invulnerable (f1-16)
Autoguard (f17-25)
23 9 54 vs. Grounded - - 0 (HKD) 5 13 -49 0 0 1
vs. Airborne

In exchange for 1/2 a bar of super meter, cross-canter interrupts your blockstun with a strike-invulnerable counterattack. Leads to a hard knockdown on hit with no frame advantage, resetting both opponents to neutral at a medium distance apart. The user will also be locked out of gaining super meter for 5 seconds, stacking up to 10 seconds if cross-canter is used repeatedly.

This can be a strong option to escape pressure, but don't overdo it - it can be thrown during startup and is extremely punishable on block or whiff.

Colors

Arizona ( A )
Wisconsin ( B )
Jersey ( C )
Dakota ( D )
Holstein (TU)
Nebraska (VC)
Lactose Free ( A+B+C )
Cheerful ( D+TU+VC)
Mauve ( A+D )
Punk Funk Bunk ( A+B+D )
Dangerously Cheesy ( B+D )
How Now ( A+C+D )
MooMoo Farm ( B+C+D )
Blue Cow ( A+B+C+D )
Milk Delivery Service ( A+B )
Police Chief ( A+TU)
Koi Kow ( B+TU)
Milkpool ( A+B+TU)
Cowgirl ( C+TU)
Stealth Cow ( A+C+TU)
Gold & White ( B+C+TU)
Alaska ( A+B+C+TU)
Moonlit Ace ( D+TU)
Macho Cow ( A+D+TU)
Green Tea ( B+D+TU)
Kiwi/Strawberry ( A+B+D+TU)
Lemon ( C+D+TU)
Cowmooflage ( A+C+D+TU)
Sky Cow ( B+C+D+TU)
Effervescent Kicks ( A+B+C+D+TU)
GRL:D ( A+C )
Tennis Shoes ( B+D )
Dead Meat ( B+C )
One For All ( A+VC)
Marching Fishes ( C+VC)


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