Them's Fightin' Herds/Arizona
- 1 Profile
- 2 Gameplan
- 3 Unique Mechanics
- 4 Normal Moves
- 5 Special Moves
- 6 Super
- 7 Throws
- 8 Magic
- 9 Combos
- 10 Frame Data
Stages: Sunset Prarie, Peaceful Homestead
Voice Actor: Tara Strong
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 the only move that refunds Juggle Decay mid-combo.
Short Hop, Super Jump, Forward Run
B+C / 6B+C
Arizona can use magic for a wide variety of uses. She has a maximum of 3 stacks of mana, but can only obtain it by lassoing opponents.
Them's Fightin' Herds allows for a lot of creativity with your combos, and it's difficult to provide a list of BnBs because of how the Juggle Decay system works. For now, these are the important things to note about Arizona's combos.
Arizona has access to Groundbounces, a Wallstick, and a Stagger. Each of these is only allowed once per combo. You can have one bounce, one stagger, and one stick per combo. Attempting to do a second will usually leave the opponent in a soft knockdown.
Arizona has several Groundbounces to worry about. They are the following:
-6B (Even if used on a grounded opponent, it will eat your groundbounce.)
-jC (Only the second hit, and only on airborne opponents.)
-4D (Also switches sides.)
-236C (The tumble state counts as a groundbounce.)
This means that you can only have one of these per combo, unless you plan on ending the combo with a second one. You must be mindful of this, or else you may prematurely end a combo unexpectedly and be punished for trying to continue it.
It's much easier to remember her stagger and wallstick. Her stagger is 5D (Neutral Lasso), and her wallstick is 236D (Magic Headbuck). The stagger can be used to restand opponents and is great as a reset tool. The wallstick is pretty much only used as a combo extender.
Juggle Decay is the little bar underneath your opponent's health bar that fills up as you combo them. When it fills up, a few key things happen. Your opponent will automatically become airborne, meaning standing resets are no longer possible. They will become heavier as the combo continues, and will build more meter per hit than you. Staggers will end earlier, and any move (except super) that Hard Knockdowns the opponent will instead give a Soft Knockdown, which removes the possibility of guaranteed oki/setups.
This is important for Arizona because it heavily influences the way her combos work. She is one of the characters that has to care the most about Juggle Decay, due to how useful resets and HKDs are for her.
5A 5B 5C 3C jA jB jC 5A 5B 5C - Known as the Magic Series, this is the "universal" combo route that is shown in every character's command list. It's only listed here because it shows that you can use jC to extend combos, but overall this combo is not recommended at all. It does pretty bad damage, it's inconsistent with the way jC hits, and it teaches bad habits, such as using 3C. The only purpose this combo serves is if you can't perform special moves at all. Otherwise the next combo is much better for beginners.
(Normals) 5C 22A 22C 236A 236C 2D - BnB combo/ender. This ender is probably the best route if you're just starting off or if you don't know where to take a combo. It makes use of Arizona's specials cancelling into each other, it gives you a magic stock, and more often than not it ends in a Hard Knockdown depending on how many normals you use before 5C. Cancelling into 22A is far safer on block than 3C, and if you realize the opponent is blocking, you can stop there. Most people are bad at punishing 22A, especially with the threat of frametrapping into 22C, so you can generally end there safely. Remember that 236C cannot tumble the opponent if you've already used a bounce, which is most important to remember after 6B. If you're unsure, do 236B instead of 236C.
(Normals) 2C 236B 5D - This route makes use of the 5D stagger. You can end the combo here for a reset, or combine it with the above route for a decently damaging combo that gives you two magic. If you use both in one combo, you probably won't be getting a HKD.
(Normals) 2C 22C jB - You can do this a couple times in one combo. It's a pretty decent route, though nailing the timing of 2C 22C can be difficult. Doing 22A 22C is easier, though less efficient in terms of JD and damage.
3C jB jA jB - One of the only routes to use 3C. The main purpose of this is to extend a combo pre-JD without using your groundbounce. The timing differs depending on if you used 2C before the 3C or not.
236C 2B 2C 22B 236B - It's much easier to use 236C as a combo extender in the corner. If the opponent is cornered, try to save your groundbounce for this ender to increase your damage.
3C jC (Backdash) 5B 5C 2C 5D - You can also do this after 236C. It's one of the only ways to land a rope on a cornered opponent.
22C 236B 5A - You can link 5A after 236B in the corner, which can help add some damage.
236D - Very easy tool to use in the corner for extensions.
Don't end with Level 1 Super unless it will kill. Save your meter for Level 2. You can extend after a Level 2 with the following techniques:
-Dash into 4D/5D: The easiest extender. Don't use these if you already used them before the Super. (You probably shouldn't use ropes before super anyway, because ropes lower the damage for the rest of your combo.)
-Magic Dash: Moves you to the perfect position to catch the opponent with some normals.
-Forward Dash: Very tricky to time, but with good dashing and timing, you can link normals without needing to use Magic Dash.
Arizona thrives on the mixup game. Here are some important moves that allow you to mix your opponent up. Remember that these only work if Juggle Decay is not maxed out.
-2C: Easy to use combo ender, leaves you +32, giving you plenty of time to go for a crossup/shorthop/dashup low/dashup throw/whatever you want.
-2D: Another good combo ender, usually used after a 236B or 236C. This one leaves you further than 2C, but you can still cross the opponent up with dash jC from that range. Be aware that it switches sides on connect.
-5D: Restands the opponent and allows a reset. You're not quite + enough to safely go for a shorthop/6B, as the opponent can 5A to interrupt.
-6A: Forces the opponent to stand and jump cancels. You can do this after a 5D to better cover your reset.
-Throw: It's possible to combo into throw after 5D, though the opponent can tech it if they're paying attention. Throw has decent damage and oki while adding nothing to the JD bar.
-236A: On a grounded opponent, it leaves the opponent close to you and leaves you +5. Many people don't expect a reset here.
Candel's Arizona Guide (Comes with combo files for practicing different routes.): https://docs.google.com/document/d/1gN2awIxSJEmhTGsmoNF8Xw9P76Hiu_CReVFHNKM40QM/edit?usp=sharing
More difficult, optimized Arizona routes with damage numbers: https://docs.google.com/spreadsheets/d/1EDUOAf8N3j_IRVIw9SaigzV4Ydk7ClBVGr9v5_JxWG4/edit?usp=sharing