Them's Fightin' Herds

Them's Fightin' Herds

View Stats:
Arizona Thread!
Post whatever tips and tricks you got for either as or against Arizona. If you see any innaccuracies, or anything you can't replicate in the comments, please correct me!

I've only played a bit online, but I have messed around A LOT in training mode, and a bit in Arcade mode. I've figured out some interesting and potentially useful stuff with Arizona

(Formatting will probably be a mess for a bit, and kinda hard to read. I would use numpad notation, but it's easier for me to type these out otherwise, and I feel that most people here are new and would probably appreciate these instead)

As Arizona:
Getting her magic up is really important, as that's where she really opens up in terms of approaching and combo extension. Here's a few moves that can confirm into lasso reliably from what I've done and seen online.

Headbuck.C -> Low Lasso
Midscreen Stomp.C -> High Lasso
Mid Stage Magic Headbuck -> Low/Mid Lasso
Secound Super -> Air Lasso (From Mahogany)

And here's a small combo into lasso, with follow up afterwards possible:
s.A -> s.A -> s.B -> s.C -> Stomp.B/C -> High Lasso (You can also pause a moment after s.C and do mid lasso, but the timing is odd as you have to wait for them to stumble)

Pushblocks are an interesting case for Arizona, as when you either get or do pushblocks, you're usually at just the right range for a Low or Mid Lasso. This means that, pushblocking as Arizona, and against Arizona, puts the opponent in a dangerous situation where they have to move or be lassoed. There is important info here to note about this. After a pushblock, opponents hurtboxes become grab invulnerable for a moment afterwards. This means you have to time your lasso if you want it to connect after a pushblock. You can test this by setting an NPC to always block, and to pushblock after the first hit. Try and lasso immediately after a s.A and you'll see that even if the hitbox is on them, it won't hit. You'll have to wait until you're nearly done sliding back to lasso.

Here are some moves that can connect that seem vital to building strong combos.
c.C -> Launcher. This gives a lot of air time when used in later combos, allowing you to sneak in some hits when juggle decay starts activating.
From Mahogany: Arizona's second Super can also chain into Air Lasso - which itself can keep your combo going if the enemy hasn't groundbounced already.


Fun Fact: Hammer down to get some taunts, Only Arizona and Velvet have this atm.
Last edited by Alice of The Stars; Feb 24, 2018 @ 11:47am
< >
Showing 1-13 of 13 comments
Ravio Feb 24, 2018 @ 11:09am 
Hi, just messed around for the first time with Arizona in Training and online. This is helpful, I need to try out that combo (:
One general question: how do you do pushblocks? And has anyone also difficulties to pull the magic dash move off? I don't use this move currently in online because the chanche to just lasso and whiff is to high...
Muro Feb 24, 2018 @ 11:10am 
Originally posted by Ravio:
One general question: how do you do pushblocks?
While blocking, simultaneously press any two attack buttons (so A+B, A+C or B+C).
Alice of The Stars Feb 24, 2018 @ 11:10am 
To pushblock it's any two Attack combos, so A+B, A+C, B+C.
And yeah, the magic headbuck I have problems doing too, it seems like if your input isnt clean enough it defaults to just the lasso.
Ravio Feb 24, 2018 @ 11:18am 
Thanks!
It kinda helps to show directional input in training mode. I think I have one down to much: 214236 instead of 21436. Kinda hard to get consistently right, even on a fightstick.
Mahogany Feb 24, 2018 @ 11:41am 
Arizona's second Super can also chain into Air Lasso - which itself can keep your combo going if the enemy hasn't groundbounced already.
Alice of The Stars Feb 24, 2018 @ 11:46am 
Originally posted by Mahogany:
Arizona's second Super can also chain into Air Lasso - which itself can keep your combo going if the enemy hasn't groundbounced already.
Right, I forgot about that! Added to the main post.
Petralicious Feb 24, 2018 @ 12:58pm 
I've been trying to pick up Arizona, but can't quite get to grips with her.
Anyone found a use for the half-circle magic dash? I couldn't find any combo extensions off of it, and it's too laggy to use for pressure or to escape the corner.
Not sure what I'm doing wrong here.

Also, some BnB (bread'n'butter) combos would be a great addition to this thread.
What are the max damage BnBs you're finding starting off lights (midscreen)?
I'm having two issues currently:
- I don't know if I should do full magic series or not. On one hand the damage scaling seems to depend purely on the number of hits, so going as soon as possible into heavy buttons should net you more damage, but on the other hand adding more buttons nets more damage too. What is clear is that there's a massive damage loss if I confirm into super off several buttons instead of one button.
- I've been trying two combo paths, one going into seismo>headbutt>lasso>launcher and the other one going into headbutt>lasso>launcher. The first one is damaging but the stun is almost entirely used when I go into the launcher, while in the other one I can easily get two seismos+one headbutt on landing. Ideally I always want the lasso in to get some free magic off it.

Originally posted by Petralicious:
Anyone found a use for the half-circle magic dash? I couldn't find any combo extensions off of it, and it's too laggy to use for pressure or to escape the corner.
Not sure what I'm doing wrong here.
I think it's strictly an anti-zoning tool. Her very low hurtbox seems to be designated to go under fireballs.
Petralicious Feb 24, 2018 @ 1:35pm 
Generally you want to use as many heavies as possible and as little everything else (unless a heavy won't link at all) as you can for optimal damage.
I'm working on a list of BnBs for Tianhuo to exemplify this better which I hope to post here this weekend.
Magic series can help confirm and buy you time to process everything and input your next special move but the less you rely on them the more damage you'll do.

On another note, doesn't her magic dash have a lot of recovery frames that leave her exposed even if she uses it to dash through some zoner's bullet hell?
I know it's invincible, but still very laggy so you won't be able to do much even after successfully evading attacks with it... I think..?
Yeah I'm not very impressed by that move... I think it's situational at best. She already has great jump-ins and the lasso to deal with zoners.
I'm not going to be able to update the thread atm with the BnB's ive found, but later tonight I'll add some. Including raw damage or ones to get you 1 magic.
I already posted it elsewhere so I might just do it again here.
Here's the combo I was dabbling on:
https://www.dropbox.com/s/h8krijxn2kkh64x/Arizona%20combo.tfhc?dl=0
By removing just a single light attack I managed to increase the damage by ~150. Interestingly enough, doing two mediums will end up doing the same damage after the heavy, but it will scale the rest of the combo heavier. So indeed the less the inputs the more damage you gain off later heavier attacks.
It's hilarious the amount of damage you do by just confirming 5C>236C into super. And for two bars you get the combo extension with lasso as well.

I was also working on a good corner combo based off the same concept (double stomp into double headbutt). I managed to get two reps of it into a 236D wall bounce but from there I can't find much else to do.
Oh and is there really no good way to get magic in the corner? That's kind of a bummer.
Petralicious Feb 25, 2018 @ 12:50pm 
If they're in the corner maybe dash back and lasso or catch any attempts to escape the corner with a 2D or 4D and drag them back in..?
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Feb 24, 2018 @ 10:59am
Posts: 13