Them's Fightin' Herds/Oleander/Combos: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(→‎Combo Theory: More combo theory wip)
Line 5: Line 5:
In one of the following tables, you can download a .tfhc file. This is a combo trial you can place into your game through <code>Documents/My Games/Them's Fightin' Herds/combo</code>. If you do not have a combo folder in the TFH game folder, create one. The file can then be accessed in-game through Practice mode. Once the practice fight is launched, go to the pause menu, and go to <code>Combo Training > Combo Recording > Load Combo</code>.  
In one of the following tables, you can download a .tfhc file. This is a combo trial you can place into your game through <code>Documents/My Games/Them's Fightin' Herds/combo</code>. If you do not have a combo folder in the TFH game folder, create one. The file can then be accessed in-game through Practice mode. Once the practice fight is launched, go to the pause menu, and go to <code>Combo Training > Combo Recording > Load Combo</code>.  
===Combo Theory===
===Combo Theory===
Oleander's combos involve juggling the opponent with her 3C and air normals for her damage. There are a few ways to go about this:
Oleander's combos involve juggling the opponent with her {{clr|14|3C}} and air normals for her damage. There are a few ways to go about this.


A loop of {{clr|14|3C}}>{{clr|14|jC}}>jc>{{clr|13|jB}}{{clr|14|C}}>{{clr|13|2B}}>{{clr|14|3C}}... is the simplest juggle piece. A higher damage version of this can be done as {{clr|14|3C}}>{{clr|14|jC}}>jc>{{clr|14|jC}}>{{clr|13|2B}}>{{clr|14|3C}}. This is more difficult, and only works from closer ranges compared to the simple version. Finally, doing {{clr|13|jB}}> delayed  {{clr|14|jC}}>{{clr|13|2B}}>{{clr|14|3C}} helps to squeeze more corner carry into your combos and saving up on Juggle Decay with minimal effort, at the cost of some damage.
A loop of {{clr|14|3C}} jc>{{clr|14|jC}} jc>{{clr|13|jB}}{{clr|14|C}} {{clr|13|2B}} {{clr|14|3C}}... is the simplest juggle piece. A higher damage version of this can be done as {{clr|14|3C}} jc>{{clr|14|jC}} jc>{{clr|14|jC}} {{clr|13|2B}} {{clr|14|3C}}. This is more difficult, and only works from closer ranges compared to the simple version. Finally, doing {{clr|14|3C}} jc>{{clr|13|jB}} delayed  {{clr|14|jC}} {{clr|13|2B}} {{clr|14|3C}} helps to squeeze more corner carry into your combos and saving up on Juggle Decay with minimal effort, at the cost of some damage.


Once in the corner, the most basic loop is {{clr|14|3C}}>{{clr|14|jC}}>{{clr|14|j236C}}>{{clr|14|jC}}>{{clr|14|5C}}>{{clr|14|3C}} for damage. The previous {{clr|14|jC}}>{{clr|14|jC}} can also be used if the Juggle Decay allows it.  
Once in the corner, the most basic piece is {{clr|14|3C}} jc>{{clr|14|jC}} {{clr|14|j236C}} jc>{{clr|14|jC}} {{clr|14|5C}} {{clr|14|3C}} loops for damage. The previous {{clr|14|jC}} {{clr|14|jC}} piece can also be used if the Juggle Decay allows it.  


For combo enders, there is {{clr|14|2C}} for the simplest knockdown and +1 magic, {{clr|14|6C}} for +2 magic and decent frame advantage and {{clr|14|j2C}} for max damage and +2 magic, but small frame advantage on a knockdown. The combos below will explain more how to route into these, but the only important combo ender piece that requires elaboration is {{clr|14|3C}}>{{clr|14|j236C}}>jc>{{clr|14|jC}}>{{clr|14|j2C}}. This requires a TK input after {{clr|14|3C}}'s jump cancel, with the timing of the {{clr|14|C}} button determining how quickly after the jump the fireball comes out. Depending on the timing of your juggles you may need to do the fireball faster or slower, so be sure to practice this in order to use it consistently in a match.
For combo enders, there is {{clr|14|2C}} for the simplest knockdown and +1 magic, {{clr|14|6C}} for +2 magic and decent frame advantage and {{clr|14|j2C}} for max damage and +2 magic, but small frame advantage on a knockdown. The combos below will explain more how to route into these, but the only important combo ender piece that needs elaboration is {{clr|14|3C}} jc>{{clr|14|j236C}} jc>{{clr|14|jC}} {{clr|14|j2C}}: this requires a TK input after {{clr|14|3C}}'s jump cancel, with the timing of the {{clr|14|C}} button determining how quickly after the jump the fireball comes out. Depending on the timing of your juggles you may need to do the fireball faster or slower, so be sure to practice this in order to use it consistently in a match.


==Enders==
==Enders==

Revision as of 17:42, 6 October 2022

Getting Started

How to use .TFHC Files

In one of the following tables, you can download a .tfhc file. This is a combo trial you can place into your game through Documents/My Games/Them's Fightin' Herds/combo. If you do not have a combo folder in the TFH game folder, create one. The file can then be accessed in-game through Practice mode. Once the practice fight is launched, go to the pause menu, and go to Combo Training > Combo Recording > Load Combo.

Combo Theory

Oleander's combos involve juggling the opponent with her 3C and air normals for her damage. There are a few ways to go about this.

A loop of 3C jc>jC jc>jBC 2B 3C... is the simplest juggle piece. A higher damage version of this can be done as 3C jc>jC jc>jC 2B 3C. This is more difficult, and only works from closer ranges compared to the simple version. Finally, doing 3C jc>jB delayed jC 2B 3C helps to squeeze more corner carry into your combos and saving up on Juggle Decay with minimal effort, at the cost of some damage.

Once in the corner, the most basic piece is 3C jc>jC j236C jc>jC 5C 3C loops for damage. The previous jC jC piece can also be used if the Juggle Decay allows it.

For combo enders, there is 2C for the simplest knockdown and +1 magic, 6C for +2 magic and decent frame advantage and j2C for max damage and +2 magic, but small frame advantage on a knockdown. The combos below will explain more how to route into these, but the only important combo ender piece that needs elaboration is 3C jc>j236C jc>jC j2C: this requires a TK input after 3C's jump cancel, with the timing of the C button determining how quickly after the jump the fireball comes out. Depending on the timing of your juggles you may need to do the fireball faster or slower, so be sure to practice this in order to use it consistently in a match.

Enders

Combos

A Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video

5A 5B 5C 3C jc>j.ABC jc>j.BC 2B 3C jc>j.C jc>j.BC 2B 5C 2C 5D(1)

884

Midscreen

SKD

Easy

Simplest air juggle into +1 Read.

coming soon

{{{video}}}

B Starters

C Starters

Anti-Air Starters

Special Starters

Magic Starters

General
Controls
FAQ
Glossary
HUD
Links
System
Characters
Arizona
Oleander
Paprika
Pom
Tianhuo
Velvet
Shanty
Texas
Stronghoof
Nidra
Baihe
Predators
Huggles
Events