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.
Use attack "X" with "Y" follow-up input.
Input "X" then within a few frames, input "Y". Usually used for option selects.
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
Below Max JD
Notation
Damage
Meter Gain
Location
Knockdown
Difficulty
Notes
Combo File
Video
2C[4]6A/Summon
Anywhere
HKD
Easy
HKD, allowing time to summon or command dash and pressure their wakeup.
[4]6C Summon
Anywhere
HKD
Easy
Bark restand, allowing a summon and mixup attempt.
Max Juggle Decay
Notation
Damage
Meter Gain
Location
Knockdown
Difficulty
Notes
Combo File
Video
5B2B6A5B2B5C2C[4]6C Summon
Anywhere
SKD
Medium
Main MAX JD ender, grants SKD and summon. Make sure to get rid of charge before 6A. Omit 2C at high gravity. Commonly referred to as "Rebeat Ender"
3C jc Float
Anywhere
Easy
Niche airtech bait.
3C 2369A/B/C
Anywhere
Medium
Niche airtech bait with a bonus summon. Tiger Knee input required for 3C special cancel.
Combos
Routes by GOTHOPPRESSION, Digital Dog, Oscarglez93 and Hamit