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What is Them's Fightin' Herds?
Them’s Fightin’ Herds is a 2D Fighting game for Windows/Mac/Linux with adorable animals in an original universe designed by Lauren Faust. Beneath the cute and cuddly surface lies one hell of a serious and mechanically deep fighter.
Why Them's Fightin' Herds in Smash?
Well, it's quite simple: we need more diversity in the Smash cast. A Them's Fightin' Herds rep would be something new and exciting for the Smash roster.
Why Arizona in particular?
While any of the game's six characters would be great additions to the Smash cast, Arizona seems to be the "main character" of the game. She's the easiest to pick up and learn, and she is the star of the first chapter of the game's story mode.
So, what about the Moveset?
Well, since Them's Fightin' Herds is a fighting game, she conveniently already has most of her moveset made for her. However, in adapting it for Smash, I decided to take a few creative liberties.
Arizona won't have as many variations on her moves as Ryu, Ken, or Terry. She'll still have some, but not as many. She's a bit more of a "conventional" Smasher.
You can find Arizona's TFH Command List Here, and a more concise visual of the moveset here.
Jab Tap: 5A (Can be tapped repeatedly for rapid use)
Jab Hold: 5B
Dash Attack: 6B
Side Tilt: 5C
Up Tilt: 6A
Down Tilt Tap: 2A
Down Tilt Hold: 2B
Side Smash: Headbuck A (Input attack button a second time to chain it into a Headbuck B)
Up Smash: 3C
Down Smash: Stomp B
Neutral Air: jA
Forward Air: jB
Back Air: also jB, but flipped to face backwards, slower, and slightly harder-hitting than the forward air version.
Up Air: a sort of upside-down variation of jC. It's much faster to come out than the down air version, and with wider range (covering nearly a full half circle above Arizona), but it only hits once and has much more landing lag (although the air lag is reduced).
Down Air: jC (can meteor smash)
Pummel: Arizona doles out light headbutts while holding the grabbed opponent with her two front hooves. This is basically the only completely improvised move in Arizona's entire Smash kit.
Forward Throw: 6B+C
Back Throw: 4B+C
Up Throw: jB+C (drags opponent up into the air like Kirby's side throws)
Down Throw: Arizona slams the opponent on the ground and follows up with 2C
Neutral Special: Magic Stomp
Side Special Tap: Headbuck C
Side Special Hold: Magic Headbuck (Basically an armored but more laggy version of her normal side special)
Up Special (Grounded): Forward-Angled Lasso (Command Grab)
Up Special (Air): Upward-Angled Lasso (Homes in on Stage Ledges, and grabs airborne opponents within range)
Down Special - Magic Counter (Defensive state lasts 20 frames instead of 15)
Final Smash - Level 3 Super (not implemented into the game as of yet)
Arizona's Unique mechanics: While Arizona doesn't have any fighting-game command specials like Ryu, Ken, or Terry, she does have a few unique tricks up her sleeve.
Cross-Canter: Arizona doesn't have a traditional Perfect Shield. If she successfully perfect shields, Arizona will unleash a moderately damaging attack with some good knockback instead. However, there are some risks that come with it. For one, it takes a few frames to come out, meaning that if an opponent predicts your parry correctly, they can actually block it. It does do a good chunk of shield damage however. Secondly, and much more importantly, it leaves Arizona open for a noticeable amount of time, which is definitely a problem if used in free-for-alls, team battles, or against any opponent with low enough damage. It's especially risky against heavyweight characters, since they're not affected by knockback as much and may be able to easily trap Arizona in a combo. However, in the right situation, it can be VERY useful.
Push Block: The Cross-Canter isn't the only special defensive option Arizona's got. She's also got her Push Block. It's performed within the same time window as a Perfect Shield, but instead of letting go of the shield button, you continue to hold it while tapping the Special button. If successful, the opponent will take 2% of nonflinching damage and be pushed back QUITE far. The effects of this are basically the opposite of the Cross-Canter: while the Cross-Canter is a powerful defense-into-offense tactic, Arizona's Push Block gives a heftier amount of breathing room. In battle, it's wise to gauge the situation and decide whether a Cross-Canter, Push Block, or just a regular dodge would be the best choice.
Special Food Conditions: Arizona will refuse to eat any non-vegetarian food items. She will instead kick them away. While this doesn't deal any damage, it CAN trip up opponents, so that's a very niche opportunity for casual team battles. This one is really more of an Easter Egg than an actual mechanic, though.
You can find Arizona's TFH Command List Here, and a more concise visual of the moveset here.
Jab Tap: 5A (Can be tapped repeatedly for rapid use)
Jab Hold: 5B
Dash Attack: 6B
Side Tilt: 5C
Up Tilt: 6A
Down Tilt Tap: 2A
Down Tilt Hold: 2B
Side Smash: Headbuck A (Input attack button a second time to chain it into a Headbuck B)
Up Smash: 3C
Down Smash: Stomp B
Neutral Air: jA
Forward Air: jB
Back Air: also jB, but flipped to face backwards, slower, and slightly harder-hitting than the forward air version.
Up Air: a sort of upside-down variation of jC. It's much faster to come out than the down air version, and with wider range (covering nearly a full half circle above Arizona), but it only hits once and has much more landing lag (although the air lag is reduced).
Down Air: jC (can meteor smash)
Pummel: Arizona doles out light headbutts while holding the grabbed opponent with her two front hooves. This is basically the only completely improvised move in Arizona's entire Smash kit.
Forward Throw: 6B+C
Back Throw: 4B+C
Up Throw: jB+C (drags opponent up into the air like Kirby's side throws)
Down Throw: Arizona slams the opponent on the ground and follows up with 2C
Neutral Special: Magic Stomp
Side Special Tap: Headbuck C
Side Special Hold: Magic Headbuck (Basically an armored but more laggy version of her normal side special)
Up Special (Grounded): Forward-Angled Lasso (Command Grab)
Up Special (Air): Upward-Angled Lasso (Homes in on Stage Ledges, and grabs airborne opponents within range)
Down Special - Magic Counter (Defensive state lasts 20 frames instead of 15)
Final Smash - Level 3 Super (not implemented into the game as of yet)
Arizona's Unique mechanics: While Arizona doesn't have any fighting-game command specials like Ryu, Ken, or Terry, she does have a few unique tricks up her sleeve.
Cross-Canter: Arizona doesn't have a traditional Perfect Shield. If she successfully perfect shields, Arizona will unleash a moderately damaging attack with some good knockback instead. However, there are some risks that come with it. For one, it takes a few frames to come out, meaning that if an opponent predicts your parry correctly, they can actually block it. It does do a good chunk of shield damage however. Secondly, and much more importantly, it leaves Arizona open for a noticeable amount of time, which is definitely a problem if used in free-for-alls, team battles, or against any opponent with low enough damage. It's especially risky against heavyweight characters, since they're not affected by knockback as much and may be able to easily trap Arizona in a combo. However, in the right situation, it can be VERY useful.
Push Block: The Cross-Canter isn't the only special defensive option Arizona's got. She's also got her Push Block. It's performed within the same time window as a Perfect Shield, but instead of letting go of the shield button, you continue to hold it while tapping the Special button. If successful, the opponent will take 2% of nonflinching damage and be pushed back QUITE far. The effects of this are basically the opposite of the Cross-Canter: while the Cross-Canter is a powerful defense-into-offense tactic, Arizona's Push Block gives a heftier amount of breathing room. In battle, it's wise to gauge the situation and decide whether a Cross-Canter, Push Block, or just a regular dodge would be the best choice.
Special Food Conditions: Arizona will refuse to eat any non-vegetarian food items. She will instead kick them away. While this doesn't deal any damage, it CAN trip up opponents, so that's a very niche opportunity for casual team battles. This one is really more of an Easter Egg than an actual mechanic, though.
Well, I think that's just about all! If you support Arizona in Smash, make sure to let me know, and Support Arizona on Global Smash Roster!
Supporters:
@GothFluttershy
T Trevenant






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