Them's Fightin' Herds/Paprika
- 1 Profile
- 2 Gameplay
- 3 Movement Options
- 4 Command List
- 4.1 Normal Moves
- 4.2 Special Moves
- 4.3 Super
- 4.4 Throws
- 4.5 Magic
- 5 Combos
- 6 Links
Stages: Alpake Highlands, Now Extra Depressing
Voice Actor: Marieve Herington
Her name is Paprika and she has a lot of love to give. A LOT. If only she could find somebody to give it to. Somebody. Anybody. She’s not picky. All you need to do is have a heartbeat and she will devote her heart, her life, her very SOUL to your mere existence. And should she have her heart set on you, whatever you do, don’t run. It seems that her neediness and desperation infuses her with some kind of super strength that makes her extremely dangerous! Her hugs are crushing, her declarations of adoration will burst your eardrums. She will leap passionately into your arms – and knock you through a brick wall. Once she decides you are the love of her life, there is no escape. You are doomed. Whenever Paprika the Alpaca is in the mix, love can KILL. 
- High health and damage output
- Simple combo structures
- High mobility with teleports, dashes and short hops
- Big hitboxes from normals and specials
- Free Okie with super
- A variety of unsafe block strings and moves
- Easily denied with a well-timed pushblock
- Teleports are reactable and punishable
- Magic does not regenerate in most situations
- Cross-ups will change your charge moves
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.
Forward/backward dash: Paprika can run forward and backwards. Inputting a backdash and holding back will result in a different type of run that has no invuln frames but can be crouch cancelled at any time. Quickly inputting backdash and not holding back will result in the usual backdash, with invuln frames and a set amount of frames before blocking is allowed.
Super jump: "It's a jump, but super." —Oleander
Zippy teleports: Paprika's 4B and 4C allow her to teleport right behind or above her opponent, respectively.
B+C / 4B+C
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:
|Apple||Regenerates health if eaten||Falls to ground upon colliding with anything except hurtboxes|
Disappears upon colliding with hurtboxes (e.g. Oleander magic traps)
Can be eaten by pressing A when within range
|Broccoli||Super meter gain if eaten|
|Potted Plant||Hits twice||Disappears upon collision|
|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 25 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.
|High Gift Toss
Paprika's combo game mostly revolves around using her Cartwheel specials and jump cancels to repeatedly juggle the opponent. These combos will almost always use a groundbounce, either starting with it (in the case of using Cartwheel C as an overhead or surprising the opponent with a Zippy Teleport C) or using it as a late-combo extender.
Here is a very basic Paprika combo that demonstrates how her combo structure works.
- 5A/2A > 5B/2B > 5C/2C > Cartwheel B > Jump Cancel Forward > j.B > j.C > 5A > 5B > 5C > Cartwheel C > Shorthop Cancel Forward > j.C > 2B > 2C > Cartwheel A > Super
A combo file for this combo can be found here. (Combo files go in Documents/My Games/Them's Fightin' Herds/combo)
There are definitely more optimal ways of chaining these Cartwheel loops together, but the above combo should give a beginner Paprika player a pretty good idea of what they should be doing. (This section will be elaborated on later.)