Them's Fightin' Herds/Oleander/Combos: Difference between revisions
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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. | 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}} jc>{{clr|14| | *A loop of {{clr|14|3C}} jc>{{clr|14|j.C}} jc>{{clr|13|j.B}}{{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| | *A higher damage version of this can be done as {{clr|14|3C}} jc>{{clr|14|j.C}} jc>{{clr|14|j.C}} {{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| | *Finally, doing {{clr|14|3C}} jc>{{clr|13|j.B}} delayed {{clr|14|j.C}} {{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 piece is {{clr|14|3C}} jc>{{clr|14| | *Once in the corner, the most basic piece is {{clr|14|3C}} jc>{{clr|14|j.C}} {{clr|14|j.236C}} jc>{{clr|14|j.C}} {{clr|14|5C}} {{clr|14|3C}} loops for damage. The previous {{clr|14|j.C}} {{clr|14|j.C}} piece can also be used if the Juggle Decay allows it. | ||
==Enders== | ==Enders== |
Revision as of 17:02, 7 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>j.C jc>j.BC 2B 3C... is the simplest juggle piece.
- A higher damage version of this can be done as 3C jc>j.C jc>j.C 2B 3C. This is more difficult, and only works from closer ranges compared to the simple version.
- Finally, doing 3C jc>j.B delayed j.C 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>j.C j.236C jc>j.C 5C 3C loops for damage. The previous j.C j.C piece can also be used if the Juggle Decay allows it.
Enders
Oleander's combo enders are reliant on groundbounces, which she can use to build magic or spend it for okizeme setups. Pay attention to the opponent's Juggle Decay and gravity scaling to know what options are still available for you at that time.
2C
- This is Oleander's most basic combo ender. It gives her a hard knockdown when the Juggle Decay bar is not full, which makes her opponent's wakeup predictable. At JD Max it is able to consistently combo in most routes for a simple +1 magic knockdown, though in some situations you may need to skip this in favor or quicker normals.
j236C
- An air fireball is the most common ender for combos to send the opponent away from you and return to neutral or start zoning. Less damage than the other alternatives, but it lets you build 2 magic safely. You can also go for 3 magic if you are okay with having the opponent close the distance you just created.
6C
- Canceling the first or second hit of 6C lets Oleander gain 2 magic safely and setup a decently advantegous knockdown to be able to react to the opponent's tech options. This comes at the cost of some damage, but building magic is always important. Will usually send the opponent a bit farther away from you than other options.
j2C
- One of your highest damage combo ender options. It gives a less advantageous knockdown than 6C (especially at very high Juggle Decay levels) but it still allows you to meaty an instant quickrise. Do as low to the ground as possible to maximize frame advantage, since you'll usually end up very close to the opponent. Typically better than 6C once you have them in the corner.
3C tkj236C
- Oleander's highest damage combo ender. Inputting 2369 after 3C will give you a low to the ground air Shadow spark with the timing of the C button determining how late after the jump the fireball is launched. Only works when the gravity scaling has reached its peak. Depending on the timing of your juggles you will need to alter the precise timing of the fireball, so be sure to practice this ender to use it consistently in a match!
The combos below wil use the notation of 5D(x) to signify the amount of magic stocks you can generate safely after canceling into Read for that particular combo. Holding D for extra stocks can result on losing okizeme or getting punished.
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}}} | |
5A 5B 5C 3C jc>jC jc>jBjC dash 2B 3C jc>jC jc>jBC 2B 5C C jc>jC j236C jc>jC j2C jD(2) |
1120 |
Midscreen to Corner |
SKD |
Medium |
Consistent and optimal corner carry juggle into a simple corner ender. Dash can be buffered shortly before reaching the ground. |
coming soon |
{{{video}}} |
B Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
5B 5C 3C jc>jC jc>jBC 2B 3C jc>jC jc>jBC 2B 5C 3C jc>jBC j236C jc>jBC j2C jC(2) |
1356 |
Midscreen |
SKD |
Medium |
Midscreen combo when you can't reach the corner. |
coming soon |
{{{video}}} | |
5B 5C 3C jc>jB j2C 2B 3C jc>jC jc>jBC 2B 5C 3C jc>jC j236C jc>jBC 2B 5C 3C jc>j236C jc>jC j2C jD(1) |
1514 |
Corner sideswap |
SKD |
Hard |
Sideswap combo into corner. Use jAB j2C if far away. |
coming soon |
{{{video}}} | |
5B 5C 3C jc>jC jc>jC 2B 3C jc>jC jc>jB C 2B (5C) 3C jc>jC j236C jc>jB jC 2B 3C jc>j236C jc>jC j2C jD(2) |
1493 |
Midscreen to Corner |
SKD |
Hard |
Showcasing max damage juggle (jC jC) and max damage combo ender (3c tk j236c). 5Cs on the ground adds damage but it may be skipped for consistency. |
coming soon |
{{{video}}} |
C Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
2C 6B jc>j2C dash 2B 5C 3C jc>jB delay jC 2B 5C 3C jc>jC j236C jc>jBC 2B 5C 3C jc>j236C jc>jC j2C jD(1) |
1623 |
Midscreen to Corner |
SKD |
Hard |
Max range 6B confirms when 3C would fail to connect. |
coming soon |
{{{video}}} |
Anti-Air Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
6A j2C jc>jC 5C 3C jc>jC jc>jBC 2B 5C 3C jc>jC j236C jc>jBC j2C jD(1) |
1496 |
Midscreen |
SKD |
Easy |
6A Anti-air confirm for opponents that are very high up. |
coming soon |
{{{video}}} | |
2B 5C 3C jc>jC jc>jBC 2B/5C 3C jc>jC jc>jBC 2B (5C) 3C jc>jBC j236C jc>jC j2C jD(2) |
1472 |
Midscreen |
SKD |
Easy |
2B Anti-air confirm. |
coming soon |
{{{video}}} |