ARIZONA

OVERVIEW

Prairie born ‘n raised, Arizona is the youngest daughter of Texas and Minnesota, Head Bull and Cow of her cattlekind clan.

Despite her small size, she’s incredibly strong. Though lacking in experience, she’s undeterred by obstacles. Many older folks underestimate Arizona, but few are more dependable or trustworthy. When called to action, her powerful headbucks and quaking stomps send opponents flying, then she reels ’em back in with her trusty lasso.

Arizona was the only one among cattlekind with courage enough to answer the Council’s call in search of Foenum’s Champion, knowing full well what dangers she faced. Thrust into the wider outside world, Arizona tries to make sense of it all (or decides not to care) while she charges headfirst into the fray.

PLAYSTYLE: Rushdown, Grounded

DIFFICULTY: Easy

CONCERNING CATTLEKIND

Cattlekind of The Prairie are nomadic, real salt-of-the-earth creatures who haul their earthly possessions around in wagons across the great grasslands and canyons of southwestern Foenum.

They live simple lives, but without want for anything. The lands they roam are bountiful but just tough enough to challenge them, and their culture is rich with old traditions: hearty recipes and campfire stories kept alive through generations since before the Great War with Predator-kind.

Prairie folk are large and intimidating but exude a soft-hearted nature. Everyone is welcome, that is unless you’re fixin’ to start trouble. In a fight, cattle rely on their instincts, powerful frames, and immovable spirit, leaving the worry and thinking to the nerds.

UNIQUE COMMANDS

RUN

:dbl6: (Hold)
Runs forward.

SHORT HOP

Quickly tap up in any direction ( :7: , :8: , or :9: )

SUPER JUMP

Tap :2: then up in any direction ( :7: , :8: , or :9: )

ELBOW DROP

:6: :b:
Hits overhead, groundbounces.

SPECIALS

HEADBUCK

:qcf: :atk:
Advancing horn swipe.
:a: : Can continue to :b: or :c:
:b: : Launches on hit.
:c: : Tumble state on hit.

STOMP

:dbl2: :atk:
Stomps the ground. Hits low.
:a: : Sweeps. Can continue to :b: or :c:
:b: : Mini-Launch on hit.
:c: : Full launch on hit.

MAGIC SYSTEM

3 Stocks Max, gained when landing Lasso.

LASSO

Throws a lasso, gains 1 Magic on hit.
:d: : Pulls and staggers.
:4: :d: : Anti-air, groundbounces.
:2: :d: : Switches side, hard knockdown.

MAGIC HEADBUCK

:qcf: :d: (Costs 1 Magic)
Armored Headbuck that wallsplats.

MAGIC STOMP

:dbl2: :d: (Costs 2 Magic)
Fullscreen ground unblockable.

MAGIC DASH

:hcf: :d: (Costs 1 Magic)
Low profile, long range dash.

COUNTER

:qcb: :d: (Costs 1 Magic)
Armored, counterattacks when hit.

SUPER ATTACKS

LVL 1 – TRAMPLE

:qcf: :atkatk: (Costs 1 Super)
Armored, fullscreen rushing attack.

LVL 2 – REBOUND

:qcb: :atkatk: as Trample hits (Costs +1 Super)
Follow-up attack, removes some Juggle Decay.