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

From Mizuumi Wiki
Jump to navigation Jump to search
 
(33 intermediate revisions by 2 users not shown)
Line 10: Line 10:


===Combo Theory===
===Combo Theory===
==Enders==
----
Very generally speaking, unless going for a specific metergain route or HKD setup, a Texas combo tends to look something like:
 
Chain normals into Stomp (22X) -> Shorthop jump cancel -> Hit the opponent into bullseye range -> Land a bullseye cowbell to launch the opponent back toward Texas -> Repeat the previous steps if possible until around JDMax -> Chain normals into Stomp (22X) -> Use groundbounce -> Go into an ender
 
====A Note About Starters====
----
While the choice of starter changing what kinds of routes might be optimal is not unique, Texas can be impacted by this even very early in a combo.
 
For just one example, starting a combo with {{clr|13|2B}} {{clr|14|2C}} 22X will juggle the opponent at a different height than if starting straight from {{clr|14|2C}} 22X. The latter will give slightly less height on launch - a seemingly insignificant difference, one that changes how you'll want to continue the combo, and which routes are the most optimal.
 
====Options after Shorthop Jump Cancelling====
----
At midscreen, Texas generally prefers not to use {{clr|14|3C}} launcher early, as the groundbounce from the {{clr|14|j.C}} that will follow is usually more useful when saved until later in a combo. {{clr|14|3C}} does have uses in corner combos, but that's for a different section.
 
There are several options for continuing a combo after jump cancelling 22X. Which one you use will depend on the desired level of precision required, and may change depending on how far away the opponent is when the combo begins.
 
Also important to note that all of these midscreen options rely on there being enough space between Texas and the corner for bullseyes to land. Being too close to the corner will require different routing.
 
*'''...22X -> shjc.{{clr|13|j.B}} -> {{clr|14|5C}} -> {{clr|15|(BE)5D}}...'''
This is arguably the easiest followup, and good for damage, but the least JD efficient option. For the shorthop jump cancel, you want to jump backwards if your combo begins very close to the opponent, and neutrally/in place if it begins around normal {{clr|13|2B}} range. At the very edge of this range, it may be necessary to shorthop forward to make sure {{clr|13|j.B.}} reaches.
 
*'''...22X -> shjc. -> (Land) -> {{clr|13|5B}} -> {{clr|14|5C}} -> {{clr|15|(BE)5D}}...'''
This is another option that's slightly more JD efficient than the previous, in exchange for making sure you have the timing down on pressing {{clr|13|B}} after Texas has landed so you don't accidentally get a {{clr|13|j.B}}, but not too late as to let the opponent touch the ground. In the same manner as before, you want to use the direction of your shorthop to make sure the rest of the combo connects at the right range.
 
*'''...22X -> shjc. -> (Land) -> {{clr|14|5C}} -> {{clr|15|(BE)5D}}...'''
Very similar to the previous combo, but a bit more efficient in exchange for being harder to time, as you will have a smaller window to land {{clr|14|5C}} than you did for {{clr|13|5B}}. There is a comparatively larger range where you may want to shorthop backwards, as {{clr|14|5C}} reaches really far, and having it hit at the tip of its range tends to set you up at a better distance for the rest of the combo.
 
A tip that can be important elsewhere, but is particularly important here, is that Texas can "fastfall" and land from a jump a few frames earlier by purposefully whiffing {{clr|12|j.A}} or Air Throw (j.BC). This is useful in any instance where you want to have a slightly larger window to connect with buttons after jump cancelling from 22X. There are some particular instances where this technique is even necessary for the combo to work at all - for example the starter {{clr|14|2C}} 22X backwards shjc. {{clr|14|5C (Tipper)}} {{clr|15|(BE)5D}} will not work without fastfalling after the shjc. Fastfalling with Air Throw is preferred in instances where the hitbox from {{clr|12|j.A}} would make contact with the opponent and disrupt the combo.
 
*'''...22X -> shjc.{{clr|15|j.D}} -> (Land) -> {{clr|15|(BE)5D}}'''
This is the most efficient route, but also arguably the hardest to time properly. Unlike the other combos, you usually want to shorthop forward, or sometimes neutrally, so that Texas is very close to the opponent when {{clr|15|j.D}} lands. If they are too far away, {{clr|15|5D}} will not reach.
 
====Followups from {{clr|15|(BE)5D}}====
----
Depending on your combo starter and how much JD you've racked up so far, you may want to combo into another {{clr|15|(BE) 5D}}, or go straight into normals that will lead to your ender.
 
*'''...[4]6~{{clr|14|C}}...'''
This option is intuitively the most straightfoward, but costs a lot of JD due to the use of {{clr|14|Run C}}, which limits your potential options for continuing and ending the combo. Some possible continuations for this option include {{clr|14|5C}} {{clr|15|(BE)5D}} {{clr|15|(BE)2DD}}, or {{clr|14|5C}} 22X shjc.{{clr|15|j.D}}.
 
*'''...[4]6~{{clr|12|A}}''' -> {{clr|13|5B}} -> {{clr|14|5C}}...'''
By initiating a Rodeo Run and then immediately cancelling it (this is commonly referred to as doing "runstop"), Texas can reposition himself after a bullseye to a more favorable position for landing normals, and avoid the high JD cost of Run C entirely. Saving JD/JDG in this manner is usually necessary to enable more sophisticated combo enders, such as the use of Stomp Loops. The {{clr|13|5B}} can sometimes be omitted for even more efficiency, but it's very spacing dependent if you intend follow up with a second {{clr|15|(BE)5D}}.
 
====Going into an Ender====
----
Not very long after you've reached JDMax, you want to start transitioning into your combo ender of choice. This is usually where you want to finally use your {{clr|14|j.C}} groundbounce.
 
*'''...{{clr|14|2C}} -> 22X -> shjc.{{clr|14|j.C}} -> (Land) -> 22X -> {{clr|15|(BE)2DD}}
If you don't like stomp loops, this is your best way to squeeze out the last bit of damage before finishing with restand. {{clr|15|(BE)2D}} -> [4]6~{{clr|13|B}} is also an option here, if you prefer a bit more damage over restand, or want to go into super.
 
*'''...{{clr|14|2C}} -> 22X -> shjc.{{clr|14|j.C}} -> (Land) -> 22X -> tk.22X [multiple] -> 22X~22X -> {{clr|15|(BE)5D}} -> {{clr|15|(BE)2DD}}
With a 2258X input where the button is pressed during prejump, Texas can cancel stomps into... more stomps. The timing for this can be tricky and takes practice to get down, but it is very useful for squeezing extra damage out of a combo. The amount of tk. stomps needed before getting to the correct spacing for Earth Pull and Cowbell is dependent on how far away the opponent was when Texas did {{clr|14|j.C}}, which in turn is dependent on where he did {{clr|14|2C}}, which is also dependent on which moves he used before that. In instances where the opponent at the very edge of its range, you may need as few as 3 Stomps, but as many as 6 is they were right in your face. You'll have to get a feel for the correct amount for your particular combo of choice.
 
====Corner-Specific Options====
----
 
*'''Non-Bullseye Cowbells'''
In the corner, the fact that non-bullseye hits launch the opponent away from Texas rather than toward him becomes mostly irrelevant, as they have nowhere to go. This allows things such as a [4]6~{{clr|13|B}}/{{clr|14|C}} followup immediately from a {{clr|15|5D}}, or even a runstop into buttons if the opponent is juggled high enough.
 
*'''...{{clr|14|3C}} -> {{clr|15|6D}}...
Speaking of non-bullseye cowbells, being in the corner allows Texas to combo {{clr|14|3C}} into {{clr|15|6D}} without having to use a cowbell followup to continue to the combo. If you want to do a Rodeo Run move after {{clr|15|6D}}, be sure to start holding back very quickly after performing it so you'll build charge in time. Also, be aware that '''this only combos before hitting JDMax.''' After JDMax, {{clr|14|3C}} will have slightly shorter hitstun, and opponents will be able to tech out before {{clr|15|6D}} connects and counterhit you for it.
 
Also be aware that {{clr|14|3C}} uses much more JD when connecting on an airborne opponent than it does normally, which can be an issue when going for a very optimized combo. This will occur, for instance, if you launch an opponent off the ground with {{clr|13|2B}} or {{clr|14|2C}} before using {{clr|14|3C}}, but not when going into {{clr|14|3C}} straight after {{clr|14|5C}}.
 
*'''...[4]6~{{clr|13|B}}...
If you're close enough to the corner for the move to wallstick, Run B becomes much more useful as a combo piece. If the opponent is juggled high enough when hit with wallstick, you can easily follow up with even very slow and hard-hitting moves.  If you do use this, it's most effective early on in the combo, as the wallstick will be increasingly harder to utilize as JDG increases.
 
====Picking Up from Stray Bullseyes====
----
 
*'''{{clr|15|(BE)5D}}'''
Generally, a continuation from {{clr|15|(BE)5D}} looks a lot like going through the motions of a regular combo. Can usually be combo'd into a {{clr|15|(BE)2D}}, even at high JDG.
 
*'''{{clr|15|(BE)j.D}}'''
Airborne bullseyes can be continued in a couple different ways. With no followup, it can go into normals like {{clr|13|5B}} and {{clr|14|5C}} after Texas lands, much like you would after a {{clr|15|(BE)5D}}. At the further ends of its range, it may be a better idea to use the Followup ({{clr|15|j.DD}}). If the opponent wallbounced at a high height, you can continue after this with {{clr|15|(BE)6D}} into {{clr|15|(BE)5D}}, but if you're too close for 6D or the opponent is too low, you can just go straight to {{clr|15|(BE)5D}} instead.
 
*'''{{clr|15|(BE)2D}}'''
Overhead cowbell has a particularly large area where it can hit a bullseye. If you landed this raw on a grounded opponent in neutral, there aren't really any great options besides going straight into super, so you should probably just restand them. On a low airborne hit, you can sometimes follow up with quick lows before they hit the ground. On the other end, when {{clr|15|(BE)2D}} hits very high and far away from Texas at the tip of its range, you can follow up with a {{clr|15|(BE)6D}} or Run B/C.
 
*'''{{clr|15|(BE)6D}}'''
Unfortunately for Texas (or perhaps, mercifully, for his opponents), there aren't really any good ways to combo off of an anti-air bullseye without using the {{clr|15|6DD}} Followup, and your groundbounce along with it.
 
===Enders===
----
 
===={{clr|15|2DD}}====
 
*This is most often Texas's preferred ender for a Max JD combo, unless going for the kill. Its powerful restand state allows Texas to consistently put the opponent in a predictable position, setting them up for a guess between a low strike or a command grab.
 
Bullseye {{clr|15|2D}} is preferred as it guarantees a magic stock to perform restand, but it's not necessary if you already have at least one stock of magic.
 
===={{clr|15|(BE)2D}} [4]6X~{{clr|13|B}}====
 
*Alternative ender that foregoes restand in favor of extra damage. Can be followed up with super for even more damage.
 
===={{clr|15|5D}}====
 
*Not as common since Texas can often ignore the imposition of SKD, but a {{clr|15|5D}} with no followup can be used in a non-JD Max combo as a reset point, as it leaves the opponent in a hard knockdown right next to Texas.
 
===={{clr|12|6A}}====
 
*{{clr|12|6A}} can be used as an ender, trading off restand oki for additional super meter and putting the opponent in a soft knockdown near Texas.
 
====shjc. (Land) 22X (Whiff) 22X~22X {{clr|15|(BE)5D}} {{clr|15|(BE)2D}}====
 
*The whiffed stomp version of this is used specifically for combing after a Level 2 Super at high JD. It is important to note that this will '''not''' work at very high levels of JDG (once you start hitting the low 0.20s), so plan your combo accordingly if you want to use this ender.
 
==Combos==
==Combos==
==={{clr|12|A}} Starters===
==={{clr|12|A}} Starters===
Line 39: Line 145:
| difficulty = {{clr|5|Medium}}
| difficulty = {{clr|5|Medium}}
| notes = 3 magic series combo that ends with a tech chase.  
| notes = 3 magic series combo that ends with a tech chase.  
| combofile = [ new soon]
| combofile = [https://wiki.gbl.gg/w/File:TX_1.2k_5A_wiki_v4.1.tfhc .tfhc]
| video = [https://youtu.be/-Y6hvrHtaxs Video]
| video = [https://youtu.be/-Y6hvrHtaxs Video]
}}
}}
Line 71: Line 177:
{{Combo-TFH
{{Combo-TFH
| notation =  
| notation =  
:{{clr|12|5A}} {{clr|13|2B}} {{clr|14|5C}} {{clr|14|2C}} 22X shjc.whiff whiff  {{clr|14|5C}} {{clr|15|(BE)5D}} [4]6X~{{clr|14|C}} {{clr|14|5C}} {{clr|15|(BE)5D}} {{clr|15|(BE)2D}} {{clr|15|6DD}} 22X tk.22X~22X {{clr|15|(BE)5D}} {{clr|15|(BE)2DD}}
:{{clr|12|5A}} {{clr|13|2B}} {{clr|14|5C}} {{clr|14|2C}} 22X shjc.(whiff {{clr|12|j.A}}) {{clr|14|5C}} {{clr|15|(BE)5D}} [4]6X~{{clr|14|C}} {{clr|14|5C}} {{clr|15|(BE)5D}} {{clr|15|(BE)2D}} {{clr|15|6DD}} 22X tk.22X~22X {{clr|15|(BE)5D}} {{clr|15|(BE)2DD}}
| damage = 1513
| damage = 1513
| metergain =
| metergain =
Line 77: Line 183:
| kdtype =Max JD<br/>Restand
| kdtype =Max JD<br/>Restand
| difficulty = {{clr|5|Medium}}
| difficulty = {{clr|5|Medium}}
| notes =  
| notes = Whiffing {{clr|12|j.A}} makes you land 2 frames earlier so it makes combos a little more lenient. Sometimes is a need to not mis-input an air button
| combofile = [https://wiki.gbl.gg/w/File:Texas_5A_1546_wiki_.tfhc .tfhc]
| combofile = [https://wiki.gbl.gg/w/File:Texas_5A_1546_wiki_.tfhc .tfhc]
| video = [https://youtu.be/xbQUkhTfQm4 Video]
| video = [https://youtu.be/xbQUkhTfQm4 Video]
Line 124: Line 230:
| difficulty = {{clr|5|Medium}}
| difficulty = {{clr|5|Medium}}
| notes = Most metergain combo from 2b  that leave into a Restand RPS
| notes = Most metergain combo from 2b  that leave into a Restand RPS
| combofile = [coming soon .tfhc]
| combofile = [https://wiki.gbl.gg/w/File:Texas_2B_Metergain_1571_wiki.tfhc .tfhc]
| video = [https://youtu.be/SIPv2pOnVy0 Video]
| video = [https://youtu.be/SIPv2pOnVy0 Video]
}}
}}
Line 153: Line 259:
| notes = When 2(BE)DD hit it will leave the opponent in a Restand state,
| notes = When 2(BE)DD hit it will leave the opponent in a Restand state,
can be used for grab Oki/RPS grab situation
can be used for grab Oki/RPS grab situation
| combofile = [Coming soon .tfhc]
| combofile = [https://wiki.gbl.gg/w/File:Texas_corner_2B_1782_wiki.tfhc .tfhc]
| video = [https://youtu.be/OH2W-Ui9MhI Video]
| video = [https://wiki.gbl.gg/w/File:Texas_corner_2B_1782_wiki.tfhc Video]
}}
}}


Line 166: Line 272:
| difficulty = {{clr|5|Medium}}
| difficulty = {{clr|5|Medium}}
| notes =  
| notes =  
| combofile = [coming soon .tfhc]  
| combofile = [https://wiki.gbl.gg/w/File:Texas_2b_corner_2.3k_wiki.tfhc .tfhc]  
| video = [https://youtu.be/X6IwWuWHo2g Video]
| video = [https://youtu.be/X6IwWuWHo2g Video]
}}
}}
Line 179: Line 285:
| difficulty = {{clr|4|Hard}}
| difficulty = {{clr|4|Hard}}
| notes =  
| notes =  
| combofile = [coming soon .tfhc]  
| combofile = [https://wiki.gbl.gg/w/File:TX_5B_2.4K.tfhc .tfhc]  
| video = [https://youtu.be/RA-zLQOaAfI Video]
| video = [https://youtu.be/RA-zLQOaAfI Video]
}}
}}
Line 192: Line 298:
| difficulty = {{clr|4|Hard}}
| difficulty = {{clr|4|Hard}}
| notes =  
| notes =  
| combofile = [coming soon .tfhc]  
| combofile = [https://wiki.gbl.gg/w/File:Texas_2b_corner_2495_wiki.tfhc .tfhc]  
| video = [https://youtu.be/fuNb47O5Pjo Video]
| video = [https://youtu.be/fuNb47O5Pjo Video]
}}
{{Combo-TFH
| notation =
:{{clr|13|2B}} {{clr|14|2C}} 22X shjc.{{clr|14|j.C}} 22X tk.22X tk.22X tk.22X tk.22X~22X {{clr|15|(BE)5D}} {{clr|15|(BE)2DD}}
| damage = 1254
| metergain =
| location = Midscreen
| kdtype =  Max JD<br/>Restand
| difficulty = {{clr|4|Hard}}
| notes = Combo from {{clr|13|2B}} after a Max JD restand, which returns to starting position with another restand.
Can alternatively be done with a backward shorthop instead of a neutral one, which will require only 3 stomps instead of 5 before earth pull, but do a little bit less damage.
This combo also works from a {{clr|13|2BB}}, with only slightly tighter stomp timing.
| combofile = [https://wiki.gbl.gg/w/File:Tex-JDMax-2B-1254-Midscreen.tfhc .tfhc]
| video = [https://youtu.be/ixcv-oH9veU Video]
}}
}}
|}
|}
Line 206: Line 329:
| damage = 1913
| damage = 1913
| metergain = TBA
| metergain = TBA
| location = Corner only
| location = Corner  
| kdtype = Max JD<br/>SKD
| kdtype = Max JD<br/>SKD
| difficulty = {{clr|5|Medium}}
| difficulty = {{clr|5|Medium}}
Line 223: Line 346:
| difficulty = {{clr|5|Medium}}
| difficulty = {{clr|5|Medium}}
| notes =  
| notes =  
| combofile = [coming soon .tfhc]
| combofile = [https://wiki.gbl.gg/w/File:TX_5C_2.6k_wiki.tfhc .tfhc]
| video = [https://youtu.be/oCcERQ9NsSk Video]
| video = [https://youtu.be/oCcERQ9NsSk Video]
}}
}}
Line 236: Line 359:
| difficulty = {{clr|5|Medium}}
| difficulty = {{clr|5|Medium}}
| notes =  Meter dump dmg
| notes =  Meter dump dmg
| combofile = [coming soon .tfhc]
| combofile = [https://wiki.gbl.gg/w/File:TX_far_5C_3k_wiki.tfhc .tfhc]
| video = [https://youtu.be/miFT3snfyB0 Video]
| video = [https://youtu.be/miFT3snfyB0 Video]
}}
{{Combo-TFH
| notation =
: {{clr|14|5C}} {{clr|14|3C}} {{clr|15|6D}} [4]6X~{{clr|14|C}} {{clr|14|5C}} {{clr|14|2C}} {{clr|15|2D}} [4]6X~{{clr|13|B}} {{clr|14|5C}} {{clr|14|2C}} 22X shjc {{clr|14|j.C}} 22X {{clr|15|2DD}}
| damage = 2094
| metergain = TBA
| location = Corner
| kdtype = Max JD<br>Restand
| difficulty = {{clr|5|Medium}}
| notes = Corner example with restand oki. Demonstrates 6D[4] to Run C link.
| combofile = [https://wiki.gbl.gg/w/File:TX_corner_5C_2k_wiki.tfhc .tfhc]
| video = [https://www.youtube.com/watch?v=h-Ymy7c1LU0 Video]
}}
}}
|}
|}
Line 253: Line 389:
| kdtype = Max JD<br/>SKD
| kdtype = Max JD<br/>SKD
| difficulty = {{clr|7|Medium}}
| difficulty = {{clr|7|Medium}}
| notes =  
| notes = Standard {{clr|12|6A}} combo
| combofile = [https://wiki.gbl.gg/w/File:TX_AA_6a_1.6k_wiki.tfhc .tfhc]
| combofile = [https://wiki.gbl.gg/w/File:TX_AA_6a_1.6k_wiki.tfhc .tfhc]
| video = [https://youtu.be/czqGadQYi-4 Video]
| video = [https://youtu.be/czqGadQYi-4 Video]
Line 260: Line 396:
{{Combo-TFH
{{Combo-TFH
| notation =
| notation =
:{{clr|12|6A}} {{clr|14|5C}} {{clr|15|(BE)5D}} [4]6X~{{clr|14|C}} {{clr|14|5C}} {{clr|14|2C}} {{clr|15|5D}} [4]6X~{{clr|13|B}} {{clr|13|5B}} {{clr|14|5C}} {{clr|14|2C}} 22X TK22X TK22X {{clr|15|(BE)2DD}}  
:{{clr|12|6A}} {{clr|14|5C}} {{clr|15|(BE)5D}} [4]6X~{{clr|14|C}} dl.{{clr|14|5C}} {{clr|14|2C}} {{clr|15|5D}} [4]6X~{{clr|13|B}} {{clr|13|5B}} {{clr|14|5C}} {{clr|14|2C}} 22X (TK22x)x2 {{clr|15|(BE)2DD}}  
| damage = 1523
| damage = 1523
| metergain =  TBA
| metergain =  TBA
Line 266: Line 402:
| kdtype = Max JD<br/>SKD
| kdtype = Max JD<br/>SKD
| difficulty = {{clr|7|Medium}}
| difficulty = {{clr|7|Medium}}
| notes =  
| notes = {{clr|12|6A}} to side switch instead of using {{clr|15|6DD}}.  With how {{clr|15|(BE)5D}} pull in the opponent. [4]6X~{{clr|14|C}} can pass through them, however with how big Texas if you don't delay {{clr|14|5C}} he will miss with how his center line works.
| combofile = [https://wiki.gbl.gg/w/File:Texas_6a_Cornersteal_1523_wiki.tfhc .tfhc]
| combofile = [https://wiki.gbl.gg/w/File:Texas_6a_Cornersteal_1523_wiki.tfhc .tfhc]
| video = [https://youtu.be/e6qWOzvJugE Video]
| video = [https://youtu.be/e6qWOzvJugE Video]
Line 279: Line 415:
| kdtype = Max JD<br/>SKD
| kdtype = Max JD<br/>SKD
| difficulty = {{clr|7|Medium}}
| difficulty = {{clr|7|Medium}}
| notes =  
| notes = {{clr|13|2B}} although not having any head iunv can be used as an AA like most members. Situations like IAD from Pom or Tainhuo are where {{clr|13|2B}} can be seen used.
| combofile = [https://wiki.gbl.gg/w/File:TX_AA_2B_1.6k_wiki.tfhc .tfhc]
| combofile = [https://wiki.gbl.gg/w/File:TX_AA_2B_1.6k_wiki.tfhc .tfhc]
| video = [https://youtu.be/sgcsNyMGuj0 Video]
| video = [https://youtu.be/sgcsNyMGuj0 Video]
Line 286: Line 422:
{{Combo-TFH
{{Combo-TFH
| notation =
| notation =
:{{clr|12|6A}} {{clr|14|5C}} {{clr|15|(BE)5D}} {{clr|15|(BE)2D}} {{clr|13|5B}} {{clr|14|5C}} 22X 9 {{clr|15|(BE)j.D}} 22X TK.22X 9 {{clr|15|(BE)j.DD}} {{clr|15|(BE)6D}} {{clr|15|(BE)5D}} {{clr|15|(BE)2D}} [4]6X~{{clr|13|B}} 236XX
:{{clr|12|6A}} {{clr|14|5C}} {{clr|15|(BE)5D}} {{clr|15|(BE)2D}} {{clr|13|5B}} {{clr|14|5C}} 22X shjc.{{clr|15|(BE)j.D}} 22X TK.22X shjc.{{clr|15|(BE)j.DD}} {{clr|15|(BE)6D}} {{clr|15|(BE)5D}} {{clr|15|(BE)2D}} [4]6X~{{clr|13|B}} 236XX
| damage = 2031
| damage = 2031
| metergain =  TBA
| metergain =  TBA
Line 292: Line 428:
| kdtype = Max JD<br/>SKD
| kdtype = Max JD<br/>SKD
| difficulty = {{clr|4|Hard}}
| difficulty = {{clr|4|Hard}}
| notes =  
| notes = {{clr|12|6A}} mid-screen that leads into super. If Texas doesn't have the bar he can end at {{clr|15|(BE)2DD}} and go for RPS situations.
| combofile = [https://wiki.gbl.gg/w/File:Texas_6A_2031_1_bar_wiki.tfhc .tfhc]
| combofile = [https://wiki.gbl.gg/w/File:Texas_6A_2031_1_bar_wiki.tfhc .tfhc]
| video = [https://youtu.be/TnjFLZ7FU64 Video]
| video = [https://youtu.be/TnjFLZ7FU64 Video]
Line 305: Line 441:
{{Combo-TFH
{{Combo-TFH
| notation =  
| notation =  
:22X dl.22X {{clr|14|2C}} {{clr|14|3C}} {{clr|15|(BE)6D}} {{clr|15|(BE)2D}} [4]6X~{{clr|14|C}} {{clr|14|2C}} 22X jc {{clr|15|j.DD}} {{clr|15|(BE)6D}} {{clr|15|(BE)5D}} {{clr|15|(BE)2DD}}
:22X dl.22X {{clr|14|2C}} {{clr|14|3C}} {{clr|15|(BE)6D}} {{clr|15|(BE)2D}} [4]6X~{{clr|14|C}} {{clr|14|2C}} 22X shjc {{clr|15|j.DD}} {{clr|15|(BE)6D}} {{clr|15|(BE)5D}} {{clr|15|(BE)2DD}}
| damage = 1427
| damage = 1427
| metergain = TBA
| metergain = TBA
Line 342: Line 478:
}}
}}


 
{{Combo-TFH
 
| notation =
 
:[4]6{{clr|13|B}} 22X (Whiff) ~22X {{clr|15|(BE)5DD}} {{clr|13|2B}} {{clr|14|5C}} {{clr|14|2C}} 22X tk.22X tk.22X tk.22X tk.22X ~22X {{clr|15|(BE)5D}} {{clr|15|(BE)2DD}}
| damage = 1549
| metergain = TBA
| location = Midscreen
| kdtype = Max JD<br/>Restand
| difficulty = {{clr|14|Hard}}
| notes = Fullscreen pickup from a spaced Run B that wallsticks, with stomp loops and restand ender.
| combofile = [https://wiki.gbl.gg/w/File:Tex-RunB-1549-Pickup.tfhc .tfhc]
| video = [https://www.youtube.com/watch?v=ldEvjq_W788 Video]
}}


|}
|}
Line 360: Line 505:
| kdtype = Max JD<br/>Restand
| kdtype = Max JD<br/>Restand
| difficulty = {{clr|5|Medium}}
| difficulty = {{clr|5|Medium}}
| notes = (BE)jDD confirm will leave the opponent in a Restand state
| notes = {{clr|15|(BE)jDD}} confirm will leave the opponent in a Restand state
| combofile = [https://wiki.gbl.gg/w/File:Texas_j.D_1.5k_wiki.tfhc .tfhc]
| combofile = [https://wiki.gbl.gg/w/File:Texas_j.D_1.5k_wiki.tfhc .tfhc]
| video = [https://youtu.be/TIoNDr5Y7ZA Video]
| video = [https://youtu.be/TIoNDr5Y7ZA Video]
Line 373: Line 518:
| kdtype = Max JD<br/>Restand
| kdtype = Max JD<br/>Restand
| difficulty = {{clr|5|Medium}}
| difficulty = {{clr|5|Medium}}
| notes = (BE)2DD confirm will leave the opponent in a Restand state
| notes = {{clr|15|(BE)2D}} confirm will leave the opponent in a Restand state. Whiffing {{clr|12|j.A}} makes you land 2 frames earlier so it makes combos a little more lenient. Sometimes is a need to not mis-input an air button.
| combofile = [https://wiki.gbl.gg/w/File:Texas_midscreen_BE_2D_1583_wiki.tfhc .tfhc]
| combofile = [https://wiki.gbl.gg/w/File:Texas_midscreen_BE_2D_1583_wiki.tfhc .tfhc]
| video = [https://youtu.be/vJ7DyRjcEco Video]
| video = [https://youtu.be/vJ7DyRjcEco Video]
Line 388: Line 533:
| kdtype = Max JD<br/>Restand
| kdtype = Max JD<br/>Restand
| difficulty = {{clr|5|Medium}}
| difficulty = {{clr|5|Medium}}
| notes = (BE)5D confirm will leave the opponent in a Restand state
| notes = {{clr|15|(BE)5D}} confirm will leave the opponent in a Restand state
| combofile = [https://wiki.gbl.gg/w/File:TX_5D_1.8k_wiki.tfhc .tfhc]
| combofile = [https://wiki.gbl.gg/w/File:TX_5D_1.8k_wiki.tfhc .tfhc]
| video = [https://youtu.be/jAZUYHEx1dw Video]
| video = [https://youtu.be/jAZUYHEx1dw Video]
Line 395: Line 540:
{{Combo-TFH
{{Combo-TFH
| notation =
| notation =
:{{clr|15|(BE)2D}} {{clr|15|5DD}} {{clr|14|5C}} {{clr|14|2C}} 22X shjc dl{{clr|14|j.C}} {{clr|14|5C}} {{clr|14|2C}} 22X (tk.22X)x5 ~22x {{clr|15|(BE)5D}} {{clr|15|(BE)2D}} [4]6X~{{clr|13|B}} 236XX
:{{clr|15|(BE)2D}} {{clr|15|5DD}} {{clr|14|5C}} {{clr|14|2C}} 22X shjc {{clr|14|dl.j.C}} {{clr|14|5C}} {{clr|14|2C}} 22X (tk.22X)x5 ~22x {{clr|15|(BE)5D}} {{clr|15|(BE)2D}} [4]6X~{{clr|13|B}} 236XX
| damage = 2106
| damage = 2106
| metergain = TBA
| metergain = TBA
Line 401: Line 546:
| kdtype = Max JD<br/>HKD
| kdtype = Max JD<br/>HKD
| difficulty = {{clr|5|Medium}}
| difficulty = {{clr|5|Medium}}
| notes = (BE)2D confirm ending with super
| notes = {{clr|15|(BE)2D}} confirm ending with super
| combofile = [https://wiki.gbl.gg/w/File:TX_2D_BE_TKstomps_2.1k_wiki_.tfhc .tfhc]
| combofile = [https://wiki.gbl.gg/w/File:TX_2D_BE_TKstomps_2.1k_wiki_.tfhc .tfhc]
| video = [https://youtu.be/UyWMO3CDV6g  Video]
| video = [https://youtu.be/UyWMO3CDV6g  Video]

Latest revision as of 02:20, 27 June 2024

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, Shanty, and Texas.
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


Very generally speaking, unless going for a specific metergain route or HKD setup, a Texas combo tends to look something like:

Chain normals into Stomp (22X) -> Shorthop jump cancel -> Hit the opponent into bullseye range -> Land a bullseye cowbell to launch the opponent back toward Texas -> Repeat the previous steps if possible until around JDMax -> Chain normals into Stomp (22X) -> Use groundbounce -> Go into an ender

A Note About Starters


While the choice of starter changing what kinds of routes might be optimal is not unique, Texas can be impacted by this even very early in a combo.

For just one example, starting a combo with 2B 2C 22X will juggle the opponent at a different height than if starting straight from 2C 22X. The latter will give slightly less height on launch - a seemingly insignificant difference, one that changes how you'll want to continue the combo, and which routes are the most optimal.

Options after Shorthop Jump Cancelling


At midscreen, Texas generally prefers not to use 3C launcher early, as the groundbounce from the j.C that will follow is usually more useful when saved until later in a combo. 3C does have uses in corner combos, but that's for a different section.

There are several options for continuing a combo after jump cancelling 22X. Which one you use will depend on the desired level of precision required, and may change depending on how far away the opponent is when the combo begins.

Also important to note that all of these midscreen options rely on there being enough space between Texas and the corner for bullseyes to land. Being too close to the corner will require different routing.

  • ...22X -> shjc.j.B -> 5C -> (BE)5D...

This is arguably the easiest followup, and good for damage, but the least JD efficient option. For the shorthop jump cancel, you want to jump backwards if your combo begins very close to the opponent, and neutrally/in place if it begins around normal 2B range. At the very edge of this range, it may be necessary to shorthop forward to make sure j.B. reaches.

  • ...22X -> shjc. -> (Land) -> 5B -> 5C -> (BE)5D...

This is another option that's slightly more JD efficient than the previous, in exchange for making sure you have the timing down on pressing B after Texas has landed so you don't accidentally get a j.B, but not too late as to let the opponent touch the ground. In the same manner as before, you want to use the direction of your shorthop to make sure the rest of the combo connects at the right range.

  • ...22X -> shjc. -> (Land) -> 5C -> (BE)5D...

Very similar to the previous combo, but a bit more efficient in exchange for being harder to time, as you will have a smaller window to land 5C than you did for 5B. There is a comparatively larger range where you may want to shorthop backwards, as 5C reaches really far, and having it hit at the tip of its range tends to set you up at a better distance for the rest of the combo.

A tip that can be important elsewhere, but is particularly important here, is that Texas can "fastfall" and land from a jump a few frames earlier by purposefully whiffing j.A or Air Throw (j.BC). This is useful in any instance where you want to have a slightly larger window to connect with buttons after jump cancelling from 22X. There are some particular instances where this technique is even necessary for the combo to work at all - for example the starter 2C 22X backwards shjc. 5C (Tipper) (BE)5D will not work without fastfalling after the shjc. Fastfalling with Air Throw is preferred in instances where the hitbox from j.A would make contact with the opponent and disrupt the combo.

  • ...22X -> shjc.j.D -> (Land) -> (BE)5D

This is the most efficient route, but also arguably the hardest to time properly. Unlike the other combos, you usually want to shorthop forward, or sometimes neutrally, so that Texas is very close to the opponent when j.D lands. If they are too far away, 5D will not reach.

Followups from (BE)5D


Depending on your combo starter and how much JD you've racked up so far, you may want to combo into another (BE) 5D, or go straight into normals that will lead to your ender.

  • ...[4]6~C...

This option is intuitively the most straightfoward, but costs a lot of JD due to the use of Run C, which limits your potential options for continuing and ending the combo. Some possible continuations for this option include 5C (BE)5D (BE)2DD, or 5C 22X shjc.j.D.

  • ...[4]6~A -> 5B -> 5C...

By initiating a Rodeo Run and then immediately cancelling it (this is commonly referred to as doing "runstop"), Texas can reposition himself after a bullseye to a more favorable position for landing normals, and avoid the high JD cost of Run C entirely. Saving JD/JDG in this manner is usually necessary to enable more sophisticated combo enders, such as the use of Stomp Loops. The 5B can sometimes be omitted for even more efficiency, but it's very spacing dependent if you intend follow up with a second (BE)5D.

Going into an Ender


Not very long after you've reached JDMax, you want to start transitioning into your combo ender of choice. This is usually where you want to finally use your j.C groundbounce.

  • ...2C -> 22X -> shjc.j.C -> (Land) -> 22X -> (BE)2DD

If you don't like stomp loops, this is your best way to squeeze out the last bit of damage before finishing with restand. (BE)2D -> [4]6~B is also an option here, if you prefer a bit more damage over restand, or want to go into super.

  • ...2C -> 22X -> shjc.j.C -> (Land) -> 22X -> tk.22X [multiple] -> 22X~22X -> (BE)5D -> (BE)2DD

With a 2258X input where the button is pressed during prejump, Texas can cancel stomps into... more stomps. The timing for this can be tricky and takes practice to get down, but it is very useful for squeezing extra damage out of a combo. The amount of tk. stomps needed before getting to the correct spacing for Earth Pull and Cowbell is dependent on how far away the opponent was when Texas did j.C, which in turn is dependent on where he did 2C, which is also dependent on which moves he used before that. In instances where the opponent at the very edge of its range, you may need as few as 3 Stomps, but as many as 6 is they were right in your face. You'll have to get a feel for the correct amount for your particular combo of choice.

Corner-Specific Options


  • Non-Bullseye Cowbells

In the corner, the fact that non-bullseye hits launch the opponent away from Texas rather than toward him becomes mostly irrelevant, as they have nowhere to go. This allows things such as a [4]6~B/C followup immediately from a 5D, or even a runstop into buttons if the opponent is juggled high enough.

  • ...3C -> 6D...

Speaking of non-bullseye cowbells, being in the corner allows Texas to combo 3C into 6D without having to use a cowbell followup to continue to the combo. If you want to do a Rodeo Run move after 6D, be sure to start holding back very quickly after performing it so you'll build charge in time. Also, be aware that this only combos before hitting JDMax. After JDMax, 3C will have slightly shorter hitstun, and opponents will be able to tech out before 6D connects and counterhit you for it.

Also be aware that 3C uses much more JD when connecting on an airborne opponent than it does normally, which can be an issue when going for a very optimized combo. This will occur, for instance, if you launch an opponent off the ground with 2B or 2C before using 3C, but not when going into 3C straight after 5C.

  • ...[4]6~B...

If you're close enough to the corner for the move to wallstick, Run B becomes much more useful as a combo piece. If the opponent is juggled high enough when hit with wallstick, you can easily follow up with even very slow and hard-hitting moves. If you do use this, it's most effective early on in the combo, as the wallstick will be increasingly harder to utilize as JDG increases.

Picking Up from Stray Bullseyes


  • (BE)5D

Generally, a continuation from (BE)5D looks a lot like going through the motions of a regular combo. Can usually be combo'd into a (BE)2D, even at high JDG.

  • (BE)j.D

Airborne bullseyes can be continued in a couple different ways. With no followup, it can go into normals like 5B and 5C after Texas lands, much like you would after a (BE)5D. At the further ends of its range, it may be a better idea to use the Followup (j.DD). If the opponent wallbounced at a high height, you can continue after this with (BE)6D into (BE)5D, but if you're too close for 6D or the opponent is too low, you can just go straight to (BE)5D instead.

  • (BE)2D

Overhead cowbell has a particularly large area where it can hit a bullseye. If you landed this raw on a grounded opponent in neutral, there aren't really any great options besides going straight into super, so you should probably just restand them. On a low airborne hit, you can sometimes follow up with quick lows before they hit the ground. On the other end, when (BE)2D hits very high and far away from Texas at the tip of its range, you can follow up with a (BE)6D or Run B/C.

  • (BE)6D

Unfortunately for Texas (or perhaps, mercifully, for his opponents), there aren't really any good ways to combo off of an anti-air bullseye without using the 6DD Followup, and your groundbounce along with it.

Enders


2DD

  • This is most often Texas's preferred ender for a Max JD combo, unless going for the kill. Its powerful restand state allows Texas to consistently put the opponent in a predictable position, setting them up for a guess between a low strike or a command grab.

Bullseye 2D is preferred as it guarantees a magic stock to perform restand, but it's not necessary if you already have at least one stock of magic.

(BE)2D [4]6X~B

  • Alternative ender that foregoes restand in favor of extra damage. Can be followed up with super for even more damage.

5D

  • Not as common since Texas can often ignore the imposition of SKD, but a 5D with no followup can be used in a non-JD Max combo as a reset point, as it leaves the opponent in a hard knockdown right next to Texas.

6A

  • 6A can be used as an ender, trading off restand oki for additional super meter and putting the opponent in a soft knockdown near Texas.

shjc. (Land) 22X (Whiff) 22X~22X (BE)5D (BE)2D

  • The whiffed stomp version of this is used specifically for combing after a Level 2 Super at high JD. It is important to note that this will not work at very high levels of JDG (once you start hitting the low 0.20s), so plan your combo accordingly if you want to use this ender.

Combos

A Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
2A 2BB 5C 2C 22X (BE)2D

756

Anywhere

HKD

Easy

Your most reliable way to guarantee both a HKD and one stock of magic.

.tfhc

Video

5A 5B 5C 2C 22X shjc.j.B 5B 5C (BE)5D (BE)2D (BE)6DD (BE)2DD

1208

Midscreen to Corner

Max JD
SKD

Medium

3 magic series combo that ends with a tech chase.

.tfhc

Video

5A 5B 5C 2C 22X shjc.j.B 5B 5C (BE)5D (BE)2D [4]6X~C 5B 2B 6A 5B 2C

1282

Midscreen to Corner

Max JD
SKD

Medium

2 magic series combo that ends with a tech chase closer to the corner.

.tfhc

Video

5A 5C 3C jc dl.j.A j.B 5C (BE)5D [4]6X~C 2C 22X (BE)2D [4]6X~B 5B 2B 6A 5C 2C

1413

Midscreen to Corner

Max JD
SKD

Medium

.tfhc

Video

5A 2B 5C 2C 22X shjc.(whiff j.A) 5C (BE)5D [4]6X~C 5C (BE)5D (BE)2D 6DD 22X tk.22X~22X (BE)5D (BE)2DD

1513

Midscreen to

Max JD
Restand

Medium

Whiffing j.A makes you land 2 frames earlier so it makes combos a little more lenient. Sometimes is a need to not mis-input an air button

.tfhc

Video

2A 5C 2C 22X shjc.j.B 5C (BE)5D [4]6X~C 5B 5C (BE)5D (BE)2D [4]6X~B (BE)5D (BE)2D [4]6X~B

1586

Midscreen to Corner

Max JD
SKD

Hard

Max dmg from 2A starter no resources

.tfhc

Video

B Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
2BB 5C 2C 3C jc j.B (BE)j.D 5C 3C jc j.B (BE)j.DD (BE)6D (BE)5D (BE)2DD

1515

Midscreen

Max JD
Restand

Medium

When 2(BE)DD hit it will leave the opponent in a Restand state, can be used for grab Oki/RPS grab situation

.tfhc

Video

2B 5C 2C 22X shjc 5B 5C (BE)5DD shjc (BE)2DD 5B 6A 5C 2C 22X tk.22X shjc.j.DD (BE)6D (BE)5D (BE)2DD

1571

Midscreen

Max JD
Restand

Medium

Most metergain combo from 2b that leave into a Restand RPS

.tfhc

Video


5B 5C 3C jc dl.j.A j.B 5B 5C 5D [4]6X~B (BE)2D [4]6X~C 5B 2B 6A 2C 5DD

1598

Corner

Max JD
SKD

Medium

Can be used as a tech chase or add super for more dmg (super at the end does 2111)

.tfhc

Video


2B 5C 2C 22X (BE)2D 5D [4]6X~C 5C 2C 22X (BE)2D 5D [4]6X~2B 22X~22X 2DD

1782

Midscreen

Max JD
Restand

Medium

When 2(BE)DD hit it will leave the opponent in a Restand state, can be used for grab Oki/RPS grab situation

.tfhc

Video

2B 5C 2C 22X shjc 5C 22X shjc.(whiff j.A) 5C 22X shjc.(BE)j.D 5C (BE)5D (BE)2D [4]6X~B 22X (BE)2D [4]6X~B 236XX

2314

Midscreen to Corner

Max JD
HKD

Medium

.tfhc

Video

5B 5C 2C 22X shjc.j.B 5C (BE)5D [4]6X~C 5C 5B 5C ((BE)5D (BE)2D [4]6X~B)x2 236XX

2423

Midscreen to Corner

Max JD
HKD

Hard

.tfhc

Video

2B 5C 2C 22X (BE)2D 5D [4]6X~C 5C 2C 22X shjc j.C 22X (tk.22X)x5 (BE)5D (BE)2D [4]6X~B 236XX

2495

Corner

Max JD
HKD

Hard

.tfhc

Video

2B 2C 22X shjc.j.C 22X tk.22X tk.22X tk.22X tk.22X~22X (BE)5D (BE)2DD

1254

Midscreen

Max JD
Restand

Hard

Combo from 2B after a Max JD restand, which returns to starting position with another restand.

Can alternatively be done with a backward shorthop instead of a neutral one, which will require only 3 stomps instead of 5 before earth pull, but do a little bit less damage.

This combo also works from a 2BB, with only slightly tighter stomp timing.

.tfhc

Video

C Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5C 3C jc dl.j.A j.B 5C 5D [4]6X~B (BE)2D > [4]6X~C 5B 2B 6A 5C 2C 5DD

1913

TBA

Corner

Max JD
SKD

Medium

.tfhc

Video

5C 2C 22X shjc.j.B 5C (BE)5D [4]6X~C 5B 5C ((BE)5D (BE)2D [4]6X~B)x2 236XX

2675

TBA

Midscreen to Corner

Max JD
HKD

Medium

.tfhc

Video

5C (BE)5D [4]6X~C 5B 5C (BE)5D (BE)2D (BE)6DD 5C (BE)5D [4]6X~B 236XX 214XX (Walkback) (BE)5D (BE)2D [4]6X~B 236XX

3014

TBA

Midscreen to Corner

Max JD
HKD

Medium

Meter dump dmg

.tfhc

Video

5C 3C 6D [4]6X~C 5C 2C 2D [4]6X~B 5C 2C 22X shjc j.C 22X 2DD

2094

TBA

Corner

Max JD
Restand

Medium

Corner example with restand oki. Demonstrates 6D[4] to Run C link.

.tfhc

Video

Anti-Air Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
6A 5C (BE)5D [4]6X~C 5B 5C (BE)5D (BE)2D [4]6X~B 5C 2C 5DD

1477

TBA

Midscreen Only

Max JD
SKD

Medium

Standard 6A combo

.tfhc

Video

6A 5C (BE)5D [4]6X~C dl.5C 2C 5D [4]6X~B 5B 5C 2C 22X (TK22x)x2 (BE)2DD

1523

TBA

Corner Only

Max JD
SKD

Medium

6A to side switch instead of using 6DD. With how (BE)5D pull in the opponent. [4]6X~C can pass through them, however with how big Texas if you don't delay 5C he will miss with how his center line works.

.tfhc

Video

2B 2C 22X (BE)2D [4]6X~B 5B 5C (BE)5D [4]6X~C 5B 5C 2C 5DD

1544

TBA

Midscreen Only

Max JD
SKD

Medium

2B although not having any head iunv can be used as an AA like most members. Situations like IAD from Pom or Tainhuo are where 2B can be seen used.

.tfhc

Video

6A 5C (BE)5D (BE)2D 5B 5C 22X shjc.(BE)j.D 22X TK.22X shjc.(BE)j.DD (BE)6D (BE)5D (BE)2D [4]6X~B 236XX

2031

TBA

Midscreen Only

Max JD
SKD

Hard

6A mid-screen that leads into super. If Texas doesn't have the bar he can end at (BE)2DD and go for RPS situations.

.tfhc

Video

Special Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
22X dl.22X 2C 3C (BE)6D (BE)2D [4]6X~C 2C 22X shjc j.DD (BE)6D (BE)5D (BE)2DD

1427

TBA

Fullscreen

Max JD
HKD

Medium

Fullscreen Confirm from 22X

.tfhc

Video

22X dl.22X 2C 3C (BE)6D (BE)2D [4]6X~C 5B 5C 2C 5D 236XX

1916

TBA

Fullscreen

Max JD
HKD

Medium

Fullscreen Confirm from 22X

.tfhc

Video

22X dl.22X 2C 3C (BE)6D (BE)2D [4]6X~C 5C 5D [4]6X~B 5B 3C tk.236XX

2022

TBA

Midscreen to Corner

Max JD
HKD

Medium

.tfhc

Video

[4]6B 22X (Whiff) ~22X (BE)5DD 2B 5C 2C 22X tk.22X tk.22X tk.22X tk.22X ~22X (BE)5D (BE)2DD

1549

TBA

Midscreen

Max JD
Restand

Hard

Fullscreen pickup from a spaced Run B that wallsticks, with stomp loops and restand ender.

.tfhc

Video

Magic Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
(Jump) (BE)jDD (BE)5D (BE)6D (BE)2D [4]6X~C 5B 2C 22X (BE)2DD

1285

TBA

Midscreen

Max JD
Restand

Medium

(BE)jDD confirm will leave the opponent in a Restand state

.tfhc

Video

(BE)2D 5DD 44 5C 2C 3C jc j.B (BE)jDD (whiff j.A) (BE)5D (BE)6D 22X TK22X~22X (BE)5D (BE)2DD

1583

TBA

Midscreen

Max JD
Restand

Medium

(BE)2D confirm will leave the opponent in a Restand state. Whiffing j.A makes you land 2 frames earlier so it makes combos a little more lenient. Sometimes is a need to not mis-input an air button.

.tfhc

Video


(BE)5D [4]6X~C 5C (BE)5D [4]6X~C 5C 2C 22X (BE)2DD

1748

TBA

Midscreen

Max JD
Restand

Medium

(BE)5D confirm will leave the opponent in a Restand state

.tfhc

Video

(BE)2D 5DD 5C 2C 22X shjc dl.j.C 5C 2C 22X (tk.22X)x5 ~22x (BE)5D (BE)2D [4]6X~B 236XX

2106

TBA

Midscreen

Max JD
HKD

Medium

(BE)2D confirm ending with super

.tfhc

Video


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