Them's Fightin' Herds/Paprika

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Paprika 2.png
Paprika
Species: Alpaca
Playstyle: All-rounder, Tricky
HP: 5350
Meter Size: 380
Movement Options: Short Hop, Superjump, Forward/Backwards Run, Teleport
Voice Actor: Marieve Herington
Stage(s): Alpake Highlands, Now Extra Depressing

Profile

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, which itself can still lose to many common options as it regains vulnerability upon re-entering the screen. Flop functions well as a low profile to dodge specific options, but otherwise lacks invincibility.
  • 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. Its relatively slow travel time (compared to say, Oleander's teleports) and forward-charge requirement make it risky to use during neutral, but it provides nice mix during some resets and setups.

Command List

Normal Moves


Standing Normals

5A
5A
TFH Paprika 5A.png
TFH Paprika 5A hb.png
Tag, you're it! No tag backs.
Tag, you're it! No tag backs.
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 5 6 12 vs. Grounded 7 19 +2 7 16 -1 0 15 0.83
vs. Airborne

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.

Toggle Hitboxes
Toggle Hitboxes
5B
5B
TFH Paprika 5B.png
TFH Paprika 5B hb.png
Corndog.
Corndog.
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 - 9 5 20 vs. Grounded 8 27 +3 8 21 -3 -30 30 0.95
vs. Airborne

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.

Toggle Hitboxes
Toggle Hitboxes
5C
5C
TFH Paprika 5C.png
TFH Paprika 5C hb.png
♫ Get you love drunk off my humps ♫
♫ Get you love drunk off my humps ♫
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 Mid Forces Stand
No 2C Chain
14 10 31 vs. Grounded 9 29 -11 9 27 -13 -55 45 0.97
vs. Airborne

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. Unlike that of most other characters, this move cannot be cancelled into 2C.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2A
2A
TFH Paprika 2A.png
TFH Paprika 2A hb.png
Got your toes!
Got your toes!
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
25 Low Chains into Self 6 5 14 vs. Grounded 7 19 +1 7 16 -2 0 15 0.83
vs. Airborne

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.

Toggle Hitboxes
Toggle Hitboxes
2B
2B
TFH Paprika 2B.png
TFH Paprika 2B hb 1.png
TFH Paprika 2B hb 2.png
Paprika used Lick! It's super affectionate!
Paprika used Lick! It's super affectionate!
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
40, 50 Mid Forces Stand 9 4, 4 19 vs. Grounded 5, 10 21, 24 +2 5, 10 14, 18 -4 -40, -40 20, 20 0.95 [x2]
vs. Airborne

Despite its appearance, this double hitting move is a not a low. A good move to scoop opponents for combo extensions.

Toggle Hitboxes
Toggle Hitboxes
2C
2C
TFH Paprika 2C.png
TFH Paprika 2C hb.png
*breakdances towards you threateningly*
*breakdances towards you threateningly*
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 Mid Forces Stand 13 8 25 vs. Grounded 11 29 -3 11 20 -12 -50 50 0.97
vs. Airborne

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.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.A
j.A
TFH Paprika jA.png
TFH Paprika jA hb.png
Pure, unadulterated violence
Pure, unadulterated violence
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
40, 40 High - 7 5 (6) 5 4 vs. Grounded 6, 8 16, 21 -3 ~ +21 6, 8 15, 6 -2 ~ +15 -5 110 0.90 [x2]
vs. Airborne -65 50

A simple air jab that hits twice. The second hit has very low blockstun, making it tricky to pushblock. A solid air to air due to its speed and surprisingly good hitbox.

Toggle Hitboxes
Toggle Hitboxes
j.B
j.B
TFH Paprika jB.png
TFH Paprika jB hb 1.png
TFH Paprika jB hb 2.png
You... you MARSHMALLOW!
You... you MARSHMALLOW!
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 - 13 14 11 vs. Grounded 10 30 +6 ~ +30 10 17 -7 ~ +17 -30 130 0.95
vs. Airborne -110 50

A simple air medium. Can cross up, or be used in combos.

Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
TFH Paprika jC.png
TFH Paprika jC hb 1.png
TFH Paprika jC hb 2.png
TFH Paprika jC hb 3.png
Floofnado!
Floofnado!
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
55 [x5], 150 High - 16 2, 2, 4, 3, 2, 2
(15 Total)
13 vs. Grounded 1 [x5], 12 18 [x5], 40 -6 ~ +38 2 [x5], 12 14 [x5], 17 +3 ~ +17 -50 150 0.97 [x6]
vs. Airborne -130 70

A multi-hit air heavy that can hit up to 6 times. Good in combos, and works well with shorthops in neutral. This move is Paprika's only jumping normal that will hit crouchers when done immediately from a shorthop, doing so on frame 31. While this is fairly slow compared to some other character's shorthop options, it does have the advantage of great horizontal range and lots of active frames. In the right position, it can be used to meaty both an opponent's tech in place and their tech forward/backward.

The first five hits don't have as much hitstun, so it can be more difficult to follow up on if the last hit doesn't connect.

Only the first hit that connects must be blocked high - any remaining hits will behave as mids.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

6A
6A
TFH Paprika 6A.png
TFH Paprika 6A hb.png
A kissaroo from me to you!
A kissaroo from me to you!
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
60 Mid Forces Stand
Jump-Cancellable on Hit
Stagger (Air Only)
9 5 28 vs. Grounded 9 24 -8 9 27 -5 50 65 0.83
vs. Airborne 9 (Pap) / 15 (Opp.) 51 (Stagger) +25 23 -9

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.

Toggle Hitboxes
Toggle Hitboxes
6CCC
6C
TFH Paprika 6C.png
TFH Paprika 6C hb.png
The lass knits ye a sweater o' love...
The lass knits ye a sweater o' love...
TFH Paprika 6CC.png
TFH Paprika 6CC hb.png
... and ye kill 'er.
... and ye kill 'er.
TFH Paprika 6CCC.png
TFH Paprika 6CCC hb.png
How are ye gonna live with yerself?
How are ye gonna live with yerself?
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
6C 100 Mid Jump-Cancellable on Hit 14 4 28 vs. Grounded 6 35 +4 6 23 -8 -60 40 0.97
vs. Airborne

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.

All variants of 6C have a unique property of keeping the opponent in a pre-block state until Paprika has recovered, preventing them from escaping with up-back during gaps.

6CC 90 High Jump-Cancellable on Hit 4 9 31 vs. Grounded 2 44 +5 2 30 -9 -60 40 0.90
vs. Airborne

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 Jump-Cancellable on Hit 5 4 26 vs. Grounded 11 21 -8 11 16 -13 -55 45 0.90
vs. Airborne

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.

Toggle Hitboxes
Toggle Hitboxes
3C
3C
TFH Paprika 3C.png
TFH Paprika 3C hb.png
AACHOO!
AACHOO!
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 Mid Jump-Cancellable on Hit 17 3 28 vs. Grounded 12 26 (pre-JDmax)
24 (post-JDmax)
-4 (pre-JDmax)
-6 (post-JDmax)
12 14 -16 -70 30 0.83
vs. Airborne -35 65

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.

Toggle Hitboxes
Toggle Hitboxes

Throws


Ground Throw
Throw
B+C / 4B+C
TFH Paprika Throw.png
TFH Paprika 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
400 Throw Damage Scaled to 50% 6 3 23 vs. Grounded - - ~+11 (Launch) - - - - - -
vs. Airborne

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 for a traditional combo, or [2]8X for a quick HKD. Builds a lot of meter on hit. Forces 50% scaling on the rest of the combo.

400 Throw Damage Scaled to 50% 6 3 23 vs. Grounded - - ~+11 (Launch) - - - - - -
vs. Airborne

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.

Toggle Hitboxes
Toggle Hitboxes
Air Throw
Air Grab
j.B+C
TFH Paprika Air Grab.png
TFH Paprika 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
300 Throw Damage Scaled to 50% 8 3 18 vs. Grounded - - Launch, SKD - - - - - -
vs. Airborne

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.

Toggle Hitboxes
Toggle Hitboxes

Special Moves


[4]6A
Cartwheels
[4]6A/B/C
Pap cart a.png
TFH Paprika 46A hb.png
Do a barrel roll!
Do a barrel roll!
Pap cart b.png
TFH Paprika 46B hb 1.png
TFH Paprika 46B hb 2.png
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!
Pap cart c.png
TFH Paprika 46C hb 1.png
TFH Paprika 46C hb 2.png
TRUST FALL!
TRUST FALL!
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 100 [x2]
(30 [x2] Chip)
Mid Chains Into 6C
Chains Into 3C
Jump-Cancellable on Hit
9 2, 4 22 vs. Grounded 5, 11 ?, 24 -1 5, 11 ?, 22 -3 40, 40 40, 40 0.97 [x2]
vs. Airborne

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. It can only be cancelled this way once per blockstring or combo, so looping 6Cs and [4]6As is not allowed.

While the fastest cartwheel, it has the shortest range of the three. It will whiff when cancelled into from a max range 2C, and can be especially vulnerable to the move preceding it being pushblocked, so make sure to be aware of spacing when using it.

B 145 [x2]
(40 [x2] Chip)
Mid Chains Into 3C
Knockdown
Jump-Cancellable on Hit
13 5 (4) 5 20 vs. Grounded 5, 13 24, 37 +13 5, 13 11, 15 -9 40, 50 40, 50 0.97 [x2]
vs. Airborne

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.

C 320
(90 Chip)
High Chains Into 3C
Bounce
Jump-Cancellable on Hit
18 5 30 vs. Grounded 17 Bounce Varies 17 19 -15 60 60 0.97
vs. Airborne

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 for mixups when the opponent is in 2A range.

Slower than [4]6B when in range of its first hit, but slightly faster where only the second would connect (18 vs. 22f), meaning Cart C can confirm some longer range hits with a looser reaction time - at the cost of using groundbounce early and more minus frames if blocked.

Toggle Hitboxes
Toggle Hitboxes
[6]4D
Zippy Teleports
[6]4A/B/C/D
Pap tele a.png
Pap tele a.png
Wanna see me do it again?
Wanna see me do it again?
Pap tele b.png
Pap tele b.png
Omae mwha mou shinderu!
Omae mwha mou shinderu!
Pap tele c.png
TFH Paprika 64C hb.png
Justice Love rains from above!
Justice Love rains from above!
Pap basket pop.png
TFH Paprika 64D hb 1.png
TFH Paprika 64D hb 2.png
Pop goes the 'paca!
Pop goes the 'paca!
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 - - - 2 ~ 15 8 (Invulnerability Frames) 19 ~ 32 vs. Grounded - - - - - - - - -
vs. Airborne

Paprika will dash off then back on screen where she input the special. Startup and recovery vary depending on screen position.

B - - - 2 ~ 15 13 (Invulnerability Frames) 11 ~ 24 vs. Grounded - - - - - - - - -
vs. Airborne

Paprika dashes off screen then back behind her opponent based on the opponent's position at the moment the teleport was input. Startup and recovery vary depending on screen position.

C 295
(90 Chip)
High Bounce
Invulnerable (2-9 ~ 15-22)
16 ~ 29 Until Landing 33 vs. Grounded 17 Bounce Varies 17 19 -14 140 140 0.97
vs. Airborne

Paprika dashes off screen then back above the opponent, based on their position when the move was input, with a coinciding hurt box and hit box that ground bounces on hit. Can cross up from the expected direction if the opponent moves forward after the move starts. Unsafe on block. Startup varies depending on screen position.

When performed while cornered with minimum possible startup, hits:
- Standing Texas or Stronghoof on frame 27.
- Other standing opponents on frame 28.
- Crouching opponents on frame 30.

The hitbox disappears right before actually reaching all the way to the ground, so this move will whiff on super low profiles.

D 400
(100 Chip)
Low Invulnerable (2 ~ 15...) 24 ~ 37 12 17 vs. Grounded 0 (Pap) / 22 (Opp.) Varies Varies 0 (Pap) / 22 (Opp.) 13 +7 0
+40 per Gift
0
+40 per Gift
0.97
+0.97 per Gift
vs. Airborne

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.

Toggle Hitboxes
Toggle Hitboxes
236A
Belly Flop
[2]8A/B/C
TFH Paprika 28X.png
TFH Paprika 28X hb 1.png
TFH Paprika 28X hb 2.png
TFH Paprika 28X hb 3.png
oomf is in her flop era </3
oomf is in her flop era </3
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, 160
(90 [x2] Chip)
Mid, High Hard Knockdown 9 45 19 vs. Grounded 17, 17 ?, Until Knockdown +9 (HKD) 17 19, 19 -7 60, 60 60, 60 0.97 [x2]
vs. Airborne ≥ +9 (HKD)

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.

When descending, it's slightly more minus on block against standing taller characters (-9 vs. Texas and -10 vs. Stronghoof), as they can block it earlier in the active frames.

Toggle Hitboxes
Toggle Hitboxes
236A
Kiss!
623A/B/C
TFH Paprika 623X.png
TFH Paprika 623X hb.png
Arizona, you forgot your kissy-kissy!
Arizona, you forgot your kissy-kissy!
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
60 Command Grab Stagger 11 1 32 vs. Grounded - - +25 (Stagger) - - - -150 -250 -
vs. Airborne

A command grab that staggers your opponent and refunds a considerable amount of Juggle Decay, at the cost of first hit bonus damage. 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. Doesn't reach as far as the animation implies.

Toggle Hitboxes
Toggle Hitboxes

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 ~400 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 Builds ~100 super meter 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
TFH Paprika 5D.gif
TFH Paprika 5D hb 1.png
TFH Paprika 5D hb 2.png
TFH Paprika 5D hb 3.png
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 Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
5D 230
(70 Chip)
Mid Projectile
Armor Break
35 45 20 vs. Grounded ≥+21 (Apple/Broccoli)
? (Stop) + 30

≥+17 (Potted Plant)
? (Stop) + 26, ? (Stop) 45

≥+11 (Apple/Broccoli)
? (Stop) + 20

≥+11 (Potted Plant)
? (Stop) + 20, ? (Stop) + 20

40 40 0.97
vs. Airborne

Costs 1 magic.

Paprika pulls out a random gift and throws it at the opponent as a projectile.

214D 230
(70 Chip)
Mid Projectile
Armor Break
35 45 20 vs. Grounded ≥+21
? (Stop) + 30
≥+11
? (Stop) + 20
40 40 0.97
vs. Airborne

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
(70 [x2] Chip)
Mid Projectile
Armor Break
35 45 (29) ? 20 vs. Grounded ≥+17
? (Stop) + 26, ? (Stop) + 45
≥+11
? (Stop) + 20, ? (Stop) + 20
40, 40 40, 40 0.97 [x2]
vs. Airborne

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.

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2D
High Gift Toss
2D
TFH Paprika 2D.gif
TFH Paprika 2D hb.png
An offering to the RNG Gods above.
An offering to the RNG Gods above.
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
(70 Chip)
Mid Projectile
Armor Break
30 79 20 vs. Grounded ? (Stop) + 30 (Apple/Broccoli)

? (Stop) + 26, ? (Stop) 45 (Potted Plant)

? (Stop) + 20 (Apple/Broccoli)

? (Stop) + 20, ? (Stop) + 20 (Potted Plant)

40 40 0.97
vs. Airborne

Costs 1 magic.

Similar to Paprika's 5D, but instead of throwing the gift forward, Paprika throws it up in the air.

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4D
Rolling Gift
4D
TFH Paprika 4D.png
TFH Paprika 4D hb 1.png
TFH Paprika 4D hb 2.png
Beautiful Cinnamon Roll Too Good For This World, Too Pure
Beautiful Cinnamon Roll Too Good For This World, Too Pure
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
(60 Chip)
Low Projectile
Hard Knockdown
30 ? 19 vs. Grounded ≥+78 (HKD) ? (Stop) + 7 40 40 0.97
vs. Airborne

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.

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Super


Level 1

Super
Smother
214/236XX
TFH Paprika Super.png
TFH Paprika 214XX hb.png
"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 Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
210, 20 [x15], 105, 400
(110 Chip)
Mid Forced HKD 4 + 4 32 50 vs. Grounded +14 (HKD) -34
vs. Airborne

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.

Hits opponents on frame 9 at the earliest if it connects immediately upon re-entry, but as late as frame 18 if Paprika has to travel fullscreen. Thus, the choice of which side version of Smother to use as an effective reversal against something like a meaty for example, will depend on whether the opponent's option is a very active move (in which case it will trade with a front-incoming super) or one with a very short recovery (in which case the opponent may recover in time to block your incoming super). This can also be relevant in some combos, where an opponent may drop to the ground before a slower super can hit them.

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Level 2 (Follow Up)

Picnic Basket
22XX
TFH Character SuperFollowUp.png
Your life ends 30 frames from now.
Your life ends 30 frames from 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
- N/A - 0 0 0 vs. Grounded - -
vs. Airborne

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

Deadly Affection
63214XX
TFH Paprika Level3.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
- - - - - 18 vs. Grounded
vs. Airborne

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
TFH Paprika Embrace.png
TFH Paprika Lv3X hb.png
TFH Paprika Lv3jX hb.png
COME AT ME BRO!
COME AT ME BRO!
TFH Paprika Level3 Finish.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, 200, 400, 600, 800 Command Grab Forced HKD 16 6 22 vs. Grounded 0 (HKD)
vs. Airborne

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.

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Sneeze
TFH Paprika Sneeze.png
TFH Paprika Lv3Sneeze 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
360 Mid Wallstick 17 3 57 vs. Grounded Wallstick -16 35 35
vs. Airborne

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.

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Cross-Canter

Cross-Canter
6XX (While Blocking)
TFH Paprika 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

Paprika ( A )
Seasoning ( B )
Emperor ( C )
Pirate ( D )
Plush (TU)
Chocolate (VC)
Arupaka ( A+B+C )
Crossing ( D+TU+VC)
Merchant ( A+D )
Cinnamon ( A+B+D )
Herd Leader ( C+D )
Garlic Salt ( A+C+D )
Hot Sauce ( B+C+D )
Meanie ( A+B+C+D )
Papourri ( A+B )
Bergamot ( A+TU)
Royal Blue ( B+TU)
Who? ( A+B+TU)
Spicy ( C+TU)
Seasoned ( A+C+TU)
Beachy Keen ( B+C+TU)
Peppery ( A+B+C+TU)
Zesty ( D+TU)
Smash! ( A+D+TU)
Ten-Ton Magical Paca ( B+D+TU)
HNTD ( A+B+D+TU)
Loving Dead Girl ( B+C )
MofuMofu (?)
Fifth Slash (?)


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