Them's Fightin' Herds/Shanty/Combos: Difference between revisions
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=== | ==={{clr|15|Avast}} Combo=== | ||
{{ComboHeader-TFH}} | |||
{{TFH}} | {{Combo-TFH | ||
| notation = | |||
:236XX214XX > {{clr|14|236C}} > {{clr|15|5D}}~{{clr|13|5B}} > {{clr|15|5D}}~{{clr|13|5B}} > {{clr|13|22B}} > {{clr|12|W.8A}} > {{clr|12|W.5A}} > {{clr|12|W.8A}} > {{clr|12|W.2A}} > {{clr|13|W.5B}} > 66 > {{clr|12|6A}} > {{clr|14|5C}} > {{clr|14|3C}} > jc tk.{{clr|12|236A}} > {{clr|15|5D}}~{{clr|14|5C}} > {{clr|12|6A}} > {{clr|14|5C}} > {{clr|14|3C}} jc tk.{{clr|12|236A}} | |||
| damage = 2026 | |||
| metergain = tbd | |||
| location = Midscreen Only | |||
| juggledecay = JD Max | |||
| kdtype = SKD | |||
| difficulty = {{clr|7|Medium}} | |||
| notes = | |||
| combofile = | |||
coming soon | |||
}} | |||
{{Combo-TFH | |||
| notation = | |||
:ch.{{clr|14|236C}} > {{clr|15|5D}}~{{clr|13|5B}} > {{clr|15|5D}}~{{clr|13|5B}} > {{clr|15|5D}}~{{clr|13|5B}} > 236XX214XX > {{clr|14|236C}} > {{clr|15|5D}}~{{clr|13|5B}} > {{clr|15|5D}}~{{clr|13|5B}} > {{clr|14|22C}} > {{clr|12|W.8A}} > {{clr|12|W.5A}} > {{clr|12|W.8A}} > {{clr|12|W.2A}} > {{clr|13|W.5B}} > {{clr|12|6A}} > {{clr|14|5C}} > {{clr|14|3C}} > {{clr|12|236A}} > {{clr|15|5D}}~{{clr|13|5B}} > 236XX | |||
| damage = 2975 | |||
| metergain = tbd | |||
| location = Midscreen Only | |||
| juggledecay = Max | |||
| kdtype = SKD | |||
| difficulty = {{clr|4|Hard}} | |||
| notes = | |||
| combofile = | |||
coming soon | |||
}} | |||
|} |
Revision as of 19:21, 19 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
Enders
Pre-Max JD
2C
- Good plus frames, can cancel into meaty 22[A] for magic and advantage, at the cost of some mix.
3C > tk.236B
- Heavy on JD, but gives extremely good oki. Before the opponent hits the ground, you have enough time to dash under them for a crossup, however you do need to hit the 3C extremely close. After they get knocked down, you have enough plus frames to short hop over them for another crossup, giving you plenty of mixup opportunities.
6A > 236B
- Many of the same advantages and disadvantages as above, but with easier execution and more precise spacing. You do get slightly worse oki, as you can't dash under the opponent, but it is still a very good option.
Max JD
2C
- Again, good to use for its plus frames. Again, you can cancel into 22[A] for magic gain and advantage, however this time you want to release as soon as possible, as you want to whiff it.
3C > tk.236A
- The easiest TK ender. Good for plus frames, although it doesn't have the greatest oki midscreen, as the opponent will be launched relatively far away. If you want magic, you can use 22A, but it can be risky, as you're only +3 on instant tech with a frame perfect link.
3C > tk.236B
- The hardest TK ender. You have to TK on the first frame of your pre-jump, otherwise it will blue-beat or whiff. Despite the high-execution, you are very well rewarded, as you can get insane amounts of plus frames (up to +60!), and the opponent is launched right next to you. You often have enough time to whiff 22A for magic gain, although this will change based on height.
3C > tk.22[A]
- Great magic gain, plus on block if the opponent instant air techs, although due to positioning Shanty likely will have to RPS a little. It also can be beat with a well timed air-tech, although this is tricky and can lead to a CH punish if the opponent doesn't guess right on their descent. However if the opponent respects it, and doesn't air tech, it does lead to slightly more damage and better oki than most options.
3C > tk.D~C
- High-execution, high damage ender with very good oki. You will be +37 on instant tech, meaning plenty of time to microdash should you need to, although due to D~C's launch angle, you likely won't.
236XX
- Only being +14, you don't have enough time to safely shj.C, meaning your oki and subsequent mix will be heavily limited. Despite this, it is guaranteed HKD even in max JD, so it does still have its uses.
Combos
A Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
658 |
tbd |
Anywhere |
SKD |
Easy |
Universal Combo |
coming soon |
{{{video}}} |
|
697 |
tbd |
Conner only |
HKD |
Easy |
Common Shanty ender |
coming soon |
{{{video}}} |
|
777 |
tbd |
Anywhere |
SKD |
Easy |
Quick way to build magic in combos. Best use in the corner. Can still be used Anywhere just tricky timing midscreen. |
coming soon |
{{{video}}} |
|
1239 |
tbd |
Anywhere |
SKD |
Medium |
coming soon |
{{{video}}} | |
|
1256 |
tbd |
Anywhere |
SKD |
Medium |
j.B j.A j.B loops with groundbounce ender. Microdashes are optional in the corner. Gives full corner carry. |
coming soon |
{{{video}}} |
|
1310 |
tbd |
Anywhere |
SKD |
Medium |
coming soon |
{{{video}}} | |
|
1427 |
tbd |
Anywhere |
SKD |
Hard |
Great corner carry from a 5A starter. |
coming soon |
{{{video}}}
|
|
1668 |
tbd |
Anywhere |
SKD |
Hard |
66 dash at the end is for closing the distance to the corner. |
coming soon |
{{{video}}} |
|
1871 |
tbd |
Center |
SKD |
Hard |
Best use midscreen to not get an accidental side switch when reaching the corner. |
coming soon |
{{{video}}} |
B Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1042 |
tbd |
Anywhere |
HKD |
Easy |
coming soon |
{{{video}}} | |
|
1077 |
tbd |
Anywhere |
HKD |
Easy |
coming soon |
{{{video}}} | |
|
1267 |
tbd |
Anywhere |
SKD |
Easy |
coming soon |
{{{video}}} | |
|
1577 |
tbd |
Anywhere |
SKD |
Medium |
coming soon |
{{{video}}} | |
|
1595 |
tbd |
Anywhere |
SKD |
Medium |
coming soon |
{{{video}}} | |
|
1660 |
tbd |
Corner only |
SKD |
Medium |
coming soon |
{{{video}}}
| |
|
1705 |
tbd |
Anywhere |
SKD |
Hard |
coming soon |
{{{video}}}
| |
|
1917 |
tbd |
Anywhere |
SKD |
Hard |
coming soon |
{{{video}}}
| |
|
2000 |
tbd |
Anywhere |
SKD |
Hard |
If too close to the corner combo can drop when doing 22B. To fix this just do 22C vs 22B. |
coming soon |
{{{video}}} |
C Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1243 |
tbd |
Anywhere |
HKD |
Easy |
coming soon |
{{{video}}} | |
|
1313 |
tbd |
Anywhere |
HKD |
Easy |
coming soon |
{{{video}}} | |
|
1470 |
tb |
Midscreen to Corner |
SKD |
Easy |
coming soon |
{{{video}}} | |
|
1633 |
tbd |
Anywhere |
SKD |
Medium |
coming soon |
{{{video}}} | |
|
1702 |
tbd |
Corner only |
SKD |
Medium |
coming soon |
{{{video}}} | |
|
1884 |
tbd |
Anywhere |
SKD |
Medium |
coming soon |
{{{video}}} | |
|
1937 |
tbd |
Midscreen Only |
SKD |
Hard |
coming soon |
{{{video}}} | |
|
1959 |
tbd |
Anywhere |
SKD |
Hard |
coming soon |
{{{video}}} | |
|
2141 |
tbd |
Anywhere |
SKD |
Hard |
coming soon |
{{{video}}} |
Anti-Air Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1409 |
tbd |
Anywhere |
SKD |
Medium |
coming soon |
{{{video}}}
| |
|
1802 |
tbd |
Midsrceen to Corner |
SKD |
Medium |
coming soon |
{{{video}}} | |
|
1582 |
tbd |
Anywhere |
SKD |
Hard |
coming soon |
{{{video}}} |
Special Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1762 |
tbd |
Midscreen Only |
SKD |
Hard |
coming soon |
{{{video}}} | |
|
1893 |
tbd |
Midscreen Only |
SKD |
Hard |
coming soon |
{{{video}}} |
Avast Combo
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
2026 |
tbd |
Midscreen Only |
SKD |
Medium |
coming soon |
{{{video}}} | |
|
2975 |
tbd |
Midscreen Only |
SKD |
Hard |
coming soon |
{{{video}}} |