Them's Fightin' Herds/Paprika

From Mizuumi Wiki
Jump to navigation Jump to search


Character

Profile

Name: Paprika
Species: Alpaca
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. [1]

Gameplay

Strengths

  • 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

Weaknesses

  • 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

Movement Options

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 [6]4B and [6]4C allow her to teleport right behind or above her opponent, respectively.

Command List

Normal Moves

5A
5A
TFH Paprika 5A.png
Tag, you're it! No tag backs.
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
30 Mid 5 6 12 2 -1 0 15

Paprika's signature light attack. Comes out the fast, has good range for a 5A, and can chain into two rapid fast attacks.

6A
6A
TFH Paprika 6A.png
"Mwha!"
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
60 Mid 9 5 29 -8, Staggers on Airborne (25) -5 50 65

Paprika smooches the air to kiss her opponents. Shows that love knows no bounds. Works as an anti-air, but can be difficult to utilize due to command overlap with her charge specials. It sends midair opponents into a stagger state, unlike any other anti air, making followup combos or mixups easy.

5B
5B
TFH Paprika 5B.png
And how do you do?
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
100 Mid 9 5 28 3 -5 -30 30

Decently ranged medium attack. Paprika extends her head out to greet you. Will almost always combo into 2C, giving Paprika the potential for combos from long range pokes.

5C
5C
TFH Paprika 5C.png
♫ Get you love drunk off my humps ♫
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
150 Mid 14 10 31 -11 -13 -55 45

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.

2A
2A
TFH Paprika 2A.png
Got your toes!
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
25 Low 6 5 14 1 -2 0 15

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 two rapid hits. It has surprising range for a 2A, and will catch prejump.

2B
2B
TFH Paprika 2B.png
Paprika used Lick! It's super affectionate!
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
40, 50 Mid 9 4, 4 19 2 -4 -40,-40 20,20

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

2C
2C
TFH Paprika 2C.png
The peak of alpaca efficiency
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
140 Mid 13 8 25 -3 -12 -50 50

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.


3C
3C
TFH Paprika 3C.png
AACHOO!
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
140 Mid 17 3 28 Launch -16 -70 30

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.

6CCC
Free T-Shirt!
TFH Paprika 6C.png
The lass knits ye a sweater o' love...
TFH Paprika 6CC.png
... and ye kill 'er.
TFH Paprika 6CCC.png
How are ye gonna live with yerself?
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
6C 100 Mid 14 4 28 4 -8 -60 40

Paprika pulls an alarming amount of wool off her own body while extending her neck forward and "grabbing" the opponent. Jump cancels on hit. It's technically unsafe on block, but the chances of being punished are rare, as opponents are usually more concerned with blocking its followups. It can also cancel into Paprika's command grab on block or hit.

6CC 90 High 4 9 31 5 -9 -60 40

Paprika pulls the opponent in close to her while she begins to knit them a t-shirt. Jump cancellable on hit.

This move is an overhead. It vacuums the opponent. It can cancel into command grab on block or hit. Unsafe, but the potential for the third hit of the string and command grab cancels makes it hard to punish.

6CCC 130 High 5 4 26 Launch -13 -55 45

Paprika finishes her new friend's t-shirt and just can't wait to see them in it! This one is also an overhead, and launches the opponent on hit. Jump cancels on hit.

Unsafe on block, but can still cancel into command grab, making it tricky to punish.

j.A
j.A
TFH Paprika jA.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
40, 40 High 7 5(6)5 4 - - -5 110

A simple air jab that hits twice. Does very low blockstun, making it tricky to pushblock.

j.B
j.B
TFH Paprika jB.png
You... you MARSHMALLOW!
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
110 High 13 14 11 - - -30 130

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

j.C
j.C
TFH Paprika jC.png
Floofnado!
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
55[x5], 150 High 16 13 13 - - -150 150

A multi-hit air heavy that can hit a maximum 6 times. Good in combos, and works will with shorthops in neutral.



Special Moves

[4]6A
Cartwheels
[4]6A/B/C
TFH Paprika 46A.gif
Do a barrel roll!
TFH Paprika 46B.gif
Roses are red, violets are blue... I know you're allergic, but I got these for you!
TFH Paprika 46C.png
TRUST FALL!
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
Cartwheel A 100[x2] Mid 9 2,4 22 -1 -3 40,40 40,40

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.

Cartwheel B 145[x2] Mid 13 5(4)5 20 KD -9 40,50 40,50

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.

Cartwheel C 320 High 18 5 30 Bounce -15 60 60

A fast but very powerful overhead 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 cancels on hit, can cancel into 3C on block. Despite its long reach, it is most useful when the opponent is in 2A range.


[6]4D
Zippy Teleports
[6]4A/B/C/D
TFH Paprika 64A.gif
Think I left the oven on, BRB.
TFH Paprika 64B.gif
Omae mwha mou shinderu!
TFH-Paprika-64C.gif
Justice Love rains from above!
TFH Paprika 64D.png
Not a gif. Basket
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
Zippy Teleport A - - ? 8 ? - - - -

Paprika will dash off then back on screen where she inputted the special.

Zippy Teleport B - - ? 8 ? - - - -

Paprika dashes off screen then back behind her opponent. Note: This teleport tracks where the opponent is when you input the special, NOT after.

Zippy Teleport C 295 High ? 8(6)17 30 Bounce -14 140 140

Paprika dashes off screen then back above their opponent. Paprika's fall has a coinciding hurt box and hit box and ground bounces on hit. Unsafe on block. When in the corner, Paprika only has 1 frame of vulnerability before she leaves the screen and becomes invincible.

Zippy Teleport D 400 Low ?(8)15 12 17 - 7 - -

A.K.A. Magic Teleport. 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 gifts shower down on her opponent straight after. The ground explosion is a low. Note: The amount of gifts produced by this teleport is dependent on the magic counter when Level 2 is active.


236A
Kiss!
623A/B/C
TFH Paprika 623X.png
Up close and personal!
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
60 Grab 11 1 32 Stagger, 25 - -150 -250

A command grab that staggers your opponent and refunds a considerable amount of Juggle Decay. Forces 20% extra damage scaling on the rest of the combo. 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.



Super

Super
Smother
214/236XX
TFH Paprika Super.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
210, 20[x15], ?, ? Mid 4+4 32 120 HKD, 14 -27 - -

"The emotion implied is [...] up to interpretation." —Early Access Patch #17 Build Log

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.


Follow Up

Picnic Basket
22XX
TFH Character SuperFollowUp.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
- /)N/A 0 0 0 - - - -

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.



Throws

Ground Throw
Throw
B+C / 4B+C
TFH Paprika Throw.png
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
B+C 400 Grab 6 1 18 Launch - - -

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. Builds a lot of meter on hit. Forces 50% scaling on the rest of the combo.

4B+C 400 Grab 6 1 18 Launch - - -

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.

Air Throw
Air Grab
j.B+C
TFH Paprika Air Grab.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
300 Grab 8 3 13 50+ - - -

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.



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 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.

5D
Gift Toss
5/236/214D
TFH Paprika 5D.gif
You get a gift and you get a gift and you get...
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
5D 230 Mid 35 45 20 21+ 11+ 40 40

Costs 1 magic.

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

214D 230 Mid 35 45 20 21+ 11+ 40 40

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 Mid 35 45(29)? 20 17+ 11 40,40 40,40

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.


2D
High Gift Toss
2D
TFH Paprika 2D.gif
Up, up and awry!
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
230

210, 120

Mid 30 79 20 - - 40 40

Costs 1 magic.

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


4D
Rolling Gift
4D
TFH Paprika 4D.png
Beautiful Cinnamon Roll Too Good For This World, Too Pure
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
210 Low 30 ? 19 HKD, 78 - 40 40

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.


Combos

General

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.)


Midscreen

Corner

Links

Detailed Frame Data

Them's Fightin' Herds
General

ControlsFAQGlossaryHUDLinksSystem

Characters

ArizonaOleanderPaprikaPomTianhuoVelvet

Events