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

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===Magic Starters===
===Magic Starters===
{{ComboHeader-TFH}}
{{Combo-TFH
| notation =
:
}}
|}


{{TFH}}
{{TFH}}


[[Category:Them's Fightin' Herds]]
[[Category:Them's Fightin' Herds]]

Revision as of 08:47, 18 November 2022

Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Cam's Notation and Input Primer

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
> Indicates a link. For example, Oleander 6C > 5A is a link.
dl.X There should be delay before inputting "X".
W.X Shanty specific, normals pressed during Wall mode.
j.X Button "X" is input while jumping or in the air.
iad An instant airdash, done by pressing 9 then 6, or 6 then 6 if already in the air.
jc Jump cancel the previous action.
shjc Shorthop jump cancel the previous action. Applicable to Arizona, Paprika and Shanty.
djc Double jump cancel the previous action. Specific to Oleander.
md.X Perform a micro-dash before performing "X".
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
k.xx Kara cancel, or cancelling into another move during startup of the initial move.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
AA The attack must be an Anti-Air.

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.

Console versions of TFH currently do not support combo file sharing, but you can still make your own locally. Due to this, video examples are, or will be included.

Combo Theory

Enders

Combos

Routes by GOTHOPPRESSION, Oscarglez93 and Hamit

A Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5A 5B 5C 3C jc > j.A j.B 66 j.B > 5B 5C 3C jc j.A j.B j.C > 5B 2B 5C [4]6C 214B

997

Anywhere

SKD

Medium

j.B staircase combo, demonstrates mid-combo airdashes

.tfhc

Video

5A 5B 5C 3C jc > j.A j.B j.C > [2B 96 j.B]x2 > 5B 2B 6A 5B 2B 5C [4]6C 214B

1010

Anywhere

SKD

Medium

2B jump cancel loop

.tfhc

Video

2A 2B 3C jc > j.A [9]j.A j.C > 214A > 2B 6A 5B 2B 5C [4]6C Super > 5C 214A > 5B 2B 6A 5B 2B 5C 236B

1367

Corner

SKD

Hard

Post-JDMax route off corner 2A

.tfhc

Video

B Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
2B 3C jc > j.A j.B j.C > 214A > 2B 2C 236B

863

Anywhere

HKD

Easy

Basic 2B starter BnB. Digging Pup meaty is demonstrated in the combo file.

.tfhc

Video

5B > 5C > 3C jc > j.A j.B j.C > IAD > 2B > 2C > 236B

912

Anywhere

HKD

Easy

Basic side switch combo

tba

tba

2B 3C jc > j.A j.B j.C > 236B > 5B 2B 5C 2C [4]6A > 6D > 66 5B 2B 5C 2C 236A > 6D > 5B 2B 6A 5B 2B 5C 6D > 2C [4]6C 236B

1398

Midscreen to Corner

SKD

Hard

Corner carry

.tfhc

Video

C Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
(236B)
5C 6D > 66 66 2B 5C 6D > 66 66 2B 3C jc > j.A j.B j.C > 236B > 66 5B 5C 2C 214A

1471

Midscreen

HKD

Medium

Bitey loop

.tfhc

Video

(236B)
2C > [4]6A > 6D > 2B > 2C > [4]6A > 6D > 2B > 2C > 3C > j.A > j.B > j.C > 236B > 2B > 5C > 2C > 236A6D > 5B > 2B > 6A > 5B > 2B > 5C > 6D

1802

Anywhere

SKD

Medium

2C poke with Bitey in range to continue the combo

tba

tba

(236B)
j.C > [5C 2C 6D > 66] x2 > 5C 3C jc > j.A j.B j.C > 236B > 2B 5C 2C 6D > 5B 2B 5C 2C 6D Lvl 1 Super > 5C 214A > 5B 2B 6A 5B 2B 5C [4]6C Lvl 1 Super > 5C 236B > 5B 2B 6A 6BD 2B 5C Lvl 1 Super > 5C 214A > 5B 2B 6A 6BD 2B 5C

3597

Corner

SKD

Hard

Max damage corner combo

.tfhc

Video

Anti-Air Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
2B > 5C > 3C jc > j.A > j.B > j.C > 236B > 2C > [4]6A > jc > [8] > RESET > 3D > j.B

970

Midscreen

HKD

Easy

The combo is a very flexible reset. Dogs to use on Oki can vary/personal choice

tba

tba

2B > 5C > 3C > jc > j.C > 2B > jc > IADj.B > 2B > 2C > 236B > jc > Reset > IADj.A

1041

Midscreen

HKD

Medium

Combo Reset that leads into High/Low Mix

tba

tba

66 > 6A > 5C > 3C > jc > j.A > j.B > j.C > 236B > 2B > 2C > [4]6A > 6D > 5B > 2B > 5C > 236A6D > 5B > 2B > 6A > 5B > 5C4D > [4]6C > 236B

1352

Midscreen to Corner

SKD

Hard

tba

tba


Special Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
(236C)
2C > [4]9C 9D > (66)x2 > 5B > 5C > 3C > jc > j.A > j.B > j.C > 5DD > 2B > jc > IADj.B > 2B > 6A > 5B > 2B > 5C > [4]6C

1386

Midscreen

SKD

Medium

2C into Bark Mama dog grab combo

tba

tba


[4]6C > 236B > 66 > jc > j.C > IADj.B > 5B > 5C > 3C > jc > j.A > j.B > j.C > 5DD > 66 > 5B > 2B > 6A > 5B > 5C > [4]6C > 236A

965

Midscreen to Corner

SKD

Hard

tba

tba


Magic Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video

{{{damage}}}

{{{metergain}}}

{{{location}}}

{{{kdtype}}}

{{{difficulty}}}

{{{notes}}}

{{{combofile}}}

{{{video}}}










General
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Pom
Tianhuo
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