Them's Fightin' Herds/Pom/Combos: Difference between revisions
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2C poke with Bitey in range to continue the combo | 2C poke with Bitey in range to continue the combo | ||
| combofile = | | combofile = | ||
[https://anonfiles.com/04ZfkdI9y5/Pom_2C_1.8k_wiki_tfhc .tfhc] | |||
| video = | | video = | ||
[https://youtu.be/3NvoBwGdFks Video] | [https://youtu.be/3NvoBwGdFks Video] |
Revision as of 20:22, 18 November 2022
Notation Help | |
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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.
|
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 |
---|---|---|---|---|---|---|---|---|
|
997 |
Anywhere |
SKD |
Medium |
j.B staircase combo, demonstrates mid-combo airdashes |
|||
|
1010 |
Anywhere |
SKD |
Medium |
2B jump cancel loop |
|||
|
1367 |
Corner |
SKD |
Hard |
Post-JDMax route off corner 2A |
B Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
863 |
Anywhere |
HKD |
Easy |
Basic 2B starter BnB. Digging Pup meaty is demonstrated in the combo file. |
|||
|
912 |
Anywhere |
HKD |
Easy |
Basic side switch combo |
|||
|
1398 |
Midscreen to Corner |
SKD |
Hard |
Corner carry |
C Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1471 |
Midscreen |
HKD |
Medium |
Bitey loop |
|||
|
1802 |
Anywhere |
SKD |
Medium |
2C poke with Bitey in range to continue the combo |
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|
3597 |
Corner |
SKD |
Hard |
Max damage corner combo |
Anti-Air Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
970 |
Midscreen |
HKD |
Easy |
The combo is a very flexible reset. Dogs used on Oki can vary/personal choice |
tba |
||
|
1041 |
Midscreen |
HKD |
Medium |
Combo Reset that leads into High/Low Mix |
tba |
||
|
1352 |
Midscreen to Corner |
SKD |
Hard |
tba |
|
Special Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1386 |
Midscreen |
SKD |
Medium |
2C into Bark Mama dog grab combo |
tba |
| |
|
965 |
Midscreen to Corner |
SKD |
Hard |
tba |
|
Dog Combo ideas
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1257 |
Corner |
SKD |
Medium |
2 Mama dog use and the last one can be used for Oki/Meaty |
tba |
||
|
1377 |
Midscreen to Corner |
SKD |
Hard |
After Chopper hit them in the air wait a second for Pom to turn around and hit 5C |
tba |
||
|
1492 |
Midscreen to Corner |
SKD |
Hard |
With the way how Pom LV1 works best thing to do is Lv1 and then mash input Lv2 then buffer 5B to combo to connect. |
tba |
||
|
1556 |
Midscreen to Corner |
SKD |
Hard |
Used a dog use from both 236B and Papa and lead into a tech throw setup. |
tba |
||
|
1671 |
Corner |
SKD |
Hard |
Comboing in LV2, and Used a dog use from both 236B and Papa. Lead into a tech throw setup. |
tba |
|