Them's Fightin' Herds/Arizona

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Character

Profile

Name: Arizona
Species: Cow
Stages: Sunset Prarie, Peaceful Homestead
Voice Actor: Tara Strong


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 the only move that refunds Juggle Decay mid-combo.

Unique Mechanics

Short Hop, Super Jump, Forward Run

Normal Moves

5A
5A
TFH Arizona 5A.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
35 HL 5 5 14 1 -1 0 15

Your fastest normal. Not the best range, but its speed makes it useful in up-close scenarios.

6A
6A
TFH Arizona 6A.png
Your best friend.
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
90 HL 8 5 24 -10 -7 40 55

Arizona's only reliable anti-air, and a good one at that. Works very well in conjunction with her mid-range tools, and is necessary for certain matchups. One of Arizona's best normals, so learn to use it well.

5B
5B
TFH Arizona 5B.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
100 HL 8 5 17 1 -2 -30 30

Good punish starter and combo filler.

6B
6B
TFH Arizona 6B.png
The People's Elbow
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
185 H 24 5 26 Bounce -10 -15 45

Airborne on frame 10, can high-profile many lower-hitting normals. Uses a groundbounce, even on a grounded opponent. 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 unsafe on block though, so don't overdo it.

5C
5C
TFH Arizona 5C.png
Meaty!
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
175 HL 12 10 15 0 -4 -55 45

Can be made extremely + on hit/block if used meaty. Strong punish starter, and has a small disjoint on the first active frame.

2A
2A
TFH Arizona 2A.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
30 L 6 5 13 1 -1 0 15

The first of many lows. This is Arizona's fastest low normal. It can be cancelled into itself or 5A once per string. It has very low damage for a combo starter, but it also an incredibly safe confirm starter due to being only -1.

2B
2B
TFH Arizona 2B.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
90 L 8 5 15 1 -2 -20 40

Arizona's second low. It moves Arizona forward a bit, and has good framedata overall. It reaches further than 5B while having the same startup, making it more reliable in iffy punish scenarios.

2C
2C
TFH Arizona 2C.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
140 L 13 8 24 HKD +32 -9 50 -50

Arizona's slowest and most unsafe normal (not counting 3C). It has many active frames, is very disjointed, hits low, and leads to a HKD when JD is not maxed out. It's very useful in combos, both as filler and as an ender.

3C
3C
TFH Arizona 3C.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
160 HL 11 3 30 Launch -17 -70 30

Probably Arizona's worst normal. Horrible on block, whiffs on crouchers, and doesn't lead to any good combo routes. You probably shouldn't use this, unless you're a beginner.


j.A
j.A
TFH Arizona jA.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
45 H 6 1 13 - - -40 40

Arizona's quickest air normal, hitting in front and slightly under her. It moves her hurtbox up a bit, and therefore can be done extremely low to the ground. Its speed also makes it ideal for fuzzy guard scenarios, if you can convince your opponent to not pushblock. Its biggest downside is the fact that it only has a single active frame, making it less than ideal for air-to-air scenarios.

j.B
j.B
TFH Arizona jB.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
110 H 10 5 14 - - -85 75

Good horizontal reach. Not good as a jump-in, due to not hitting underneath Arizona at all. It is best used in conjunction with shorthops, effectively as a mid-range poke. Otherwise, works great in combos and as an air-to-air.

j.C
j.C
TFH Arizona jC.png
Crossup: The Normal
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
80, 100 H 19 1(5)3 8 - - -150,-145 50,55

The definitive Arizona normal. A slow, two-hit air normal with a huge variety of uses. When used on an airborne opponent, it causes a groundbounce. It hits below her, making it her best jump-in. It works ridiculously well as a crossup. When used with shorthops, it becomes a decently quick overhead that leads to pressure on block and some of her longer combos on hit. It can work as an air-to-air when used with superjump. Overall, this is one of her best moves.


Special Moves

Headbuck
Headbuck
236A/B/C/D
TFH Arizona 236A.png
236A
TFH Arizona 236B.png
236B
TFH Arizona 236C.png
236C
TFH Arizona 236D.png
236D
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
A 160 HL 12 5 15 5 -9 45 45

Whiffs crouchers, cancels into 236B or 236C.

B 230 HL 17 5 15 KD -11 - -

Whiffs on crouchers. It can sometimes work as an incidental anti-air.

C 290 HL 21 5 22 Tumble -14 75 75

The tumble counts as a groundbounce. Mostly used as a combo extender, especially in the corner.

D 210 HL 10 5 22 Wallstick -14 35 35

Has one hit of armor, starting at frame 1. Costs one magic.


Stomp
Stomp
22A/B/C/D
TFH Arizona 22A.png
22A
TFH Arizona 22B.png
22B
TFH Arizona 22C.png
22C
TFH Arizona 22D.png
22D
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
A 40,70 L 10 2,5 18 KD -7 20,45 20,45

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. Arizona's 22A can be cancelled into 22B or 22C, and any of her stomps can cancel into her headbucks (236X).

B 80,120 L 15 2,5 18 KD -9 20,70 20,70
C 150,150 L 18 2,5 19 KD -11 60,75 60,75

Pops the opponent up a decent amount, allowing for combos. All stomps are jump-cancellable, but 22C utilizes this the most. Can be jump cancelled to allow for Stomp Loops for style.

D 35 Unblockable 34 2 35 Launch - 10 10

Fullscreen unblockable that costs 2 Magic. Can be jump-cancelled on hit, allowing for a followup from any distance.


Super

Trample
236XX
FHT Arizona Super.png
Y'all in for a...
TFH Arizona Super2.png
Tramplin'!
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
770 HL 3 30 113 HKD +19 -49 - -

The single fastest, highest first-hit damage, most unsafe move in the game. Has invincibility for the first 10 frames, and infinite armor frames 11-32. It loses damage the longer it's active. Not good as a combo ender, due to suffering heavily from scaling and having terrible oki. A very scary reversal.

Follow Up

Rebound
214XX
TFH Arizona SuperFollowUp.png
Roundabout...
TFH Arizona SuperFollowUp2.png
Rodeo!
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
250 HL 64 11 22 - - - -240

Refunds 240 JD, and allows for followups afterwards. Can only be cancelled into from 236XX on hit.


Throws

Forward Throw
Forward Throw
B+C / 6B+C
TFH Arizona FT.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
50,50,340 Throw 6 1 18 HKD +22 - - -

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.


Back Throw
Back Throw
4B+C
TFH Arizona BT.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
50,50,340 Throw 6 1 18 HKD +35 - - -

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.

Air Throw
Air Throw
j.B+C
TFH Arizona AT.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
300 Throw 8 3 13 HKD +17 - - -

Brings the opponent straight down and leaves them in a HKD situation.


Magic

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.

5D
Lasso
TFH Arizona 5D.png
5D
TFH Arizona 2D.png
2D
TFH Arizona 4D.png
4D
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
5D - UNB 20 1 25 Stagger +16 - 55 55

Causes a stagger on hit. Only hits grounded, standing opponents in neutral. Can catch airborne opponents if they are being combo'd. Forces 20% extra scaling on the rest of the combo. Grants one magic stock on hit.

2D 150 UNB 20 1 25 HKD +32 - 30 30

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.

4D 100 UNB 20 1 25 Bounce - - -

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. Forces 20% extra scaling on the rest of the combo. Grants on magic stock on hit.


Magic Specials
Magic Specials
TFH Arizona 236D.png
Magic Headbuck - 236D
TFH Arizona 22D.png
Magic Stomp - 22D
TFH Arizona 41236D.png
Magic Dash
TFH Arizona 214D.png
TFH Arizona 214Dsuccess.png
Counter
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
236D 210 HL 10 5 22 Wallstick -14 35 35

Has one hit of armor, starting at frame 1. Costs one magic.

22D 35 Unblockable 34 2 35 Launch - 10 10

Fullscreen unblockable that costs 2 Magic. Can be jump-cancelled on hit, allowing for a followup from any distance.

41236D - - - - 29 - - - -

Uses 1 Magic. Projectile invincible dash that can side switch. Has a low hurtbox, but can still be hit if you're not careful. Training mode says it's 45 frames, but it's effectively 29 if you count for the slowdown.

214D - - 1 15 25 - - - -

Uses 1 Magic. Counters any non-super strike or projectile. Vulnerable to throws.

214D (Success) 400 HL 33 9 4 KD 1 0 0

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.


Combos

General

Midscreen

Corner

Frame Data

Detailed Frame Data

Them's Fightin' Herds
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