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

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{{ComboHeader-TFH}}
{{ComboHeader-TFH}}
{{Combo-TFH
| notation = {{clr|14|5C}} {{clr|14|3C}} jc {{clr|14|j.C}} jc {{clr|14|j.C}} {{clr|13|2B}} {{clr|14|5C}} {{clr|14|3C}} jc {{clr|14|j.C}} {{clr|14|j.236C}} jc {{clr|14|j.C}} {{clr|13|2B}} {{clr|14|5C}} {{clr|14|3C}} jc {{clr|14|j.C}} {{clr|14|j.236C}} jc {{clr|13|j.B}}{{clr|14|C}} {{clr|13|2B}} {{clr|14|5C}} {{clr|14|3C}} jc {{clr|14|j.236C}} jc {{clr|14|j.C}} {{clr|14|j.2C}} {{clr|15|j.D(2)}}
| metergain =
| damage= 1789
| location = Corner
| juggledecay = JD Max
| kdtype = SKD
| difficulty = {{clr|4|Hard}}
| notes =  Max damage from 5C in the corner
| combofile = coming soon
}}


{{Combo-TFH
{{Combo-TFH
Line 129: Line 141:
| kdtype = SKD
| kdtype = SKD
| difficulty = {{clr|4|Hard}}  
| difficulty = {{clr|4|Hard}}  
| notes =  Max range {{clr|13|6B}} confirms when {{clr|14|3C}} would fail to connect.
| notes =  Long range {{clr|13|6B}} confirms when {{clr|14|3C}} would fail to connect.
| combofile = coming soon
| combofile = coming soon
}}
}}

Revision as of 17:07, 9 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 once or twice 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.

j.236C

  • 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.

j.2C

  • 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 tkj.236C

  • 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>j.C jc>j.BC dash 2B 3C jc>j.C jc>j.B3C 2B 5C C jc>j.C j.236C jc>j.C j.2C j.D(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>j.C jc>j.BC 2B 3C jc>j.C jc>j.BC 2B 5C 3C jc>j.BC j.236C jc>j.BC j.2C j.D(2)

1356

Midscreen

SKD

Medium

Midscreen combo when you can't reach the corner.

coming soon

{{{video}}}

5B 5C 3C jc>j.B j.2C 2B 3C jc>j.C jc>j.BC 2B 5C 3C jc>j.C j.236C jc>j.BC 2B 5C 3C jc>j.236C jc>j.C j.2C j.D(1)

1514

Corner sideswap

SKD

Hard

Sideswap combo into corner. Use j.AB j.2C if far away.

coming soon

{{{video}}}

5B 5C 3C jc>j.C jc>j.C 2B 3C jc>j.C jc>j.B C 2B (5C) 3C jc>j.C j.236C jc>j.B j.C 2B 3C jc>j.236C jc>j.C j.2C j.D(2)

1493

Midscreen to Corner

SKD

Hard

Showcasing max damage juggle (j.C j.C) and max damage combo ender (3c tk j.236c). 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

5C 3C jc j.C jc j.C 2B 5C 3C jc j.C j.236C jc j.C 2B 5C 3C jc j.C j.236C jc j.BC 2B 5C 3C jc j.236C jc j.C j.2C j.D(2)

1789

Corner

SKD

Hard

Max damage from 5C in the corner

coming soon

{{{video}}}

2C 6B jc>j.2C dash 2B 5C 3C jc>j.B delay j.C 2B 5C 3C jc>j.C j236C jc>jBC 2B 5C 3C jc>j236C jc>j.C j.2C j.D(1)

1623

Midscreen to Corner

SKD

Hard

Long 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 j.2C jc>j.C 5C 3C jc>j.C jc>j.BC 2B 5C 3C jc>j.C j.236C jc>j.BC j.2C j.D(1)

1496

Midscreen

SKD

Easy

6A Anti-air confirm for opponents that are very high up.

coming soon

{{{video}}}

2B 5C 3C jc>j.C jc>j.BC 2B/5C 3C jc>j.C jc>j.BC 2B (5C) 3C jc>j.BC j.236C jc>j.C j.2C j.D(2)

1472

Midscreen

SKD

Easy

2B Anti-air confirm.

coming soon

{{{video}}}

Special Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video

B+C 22D 5A 2B 3C jc j.C jc j.BC 2B 5C 3C jc j.C j.236C jc j.BC 2B 6A 6C 5D(2)

585

Midscreen to corner

SKD

Medium

Combo from a throw.

coming soon

{{{video}}}

ch236A 5A 5C 3C jc>j.B~C 662B 3C jc>j.C jc>j.BC 2B 3C jc>j.C j.236C jc>j.BC 2B 3C jc>j.236C jc>jC j2C j.D(2)

1455

Midscreen to corner

SKD

Hard

Hitconfirming off of CH fireballs. Needs to hit slightly spaced, buffering dash before 5A can help with the timing and distance.

coming soon

{{{video}}}

Magic Starters

General
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