Them's Fightin' Herds/Oleander/Combos
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>jC jc>jBC 2B 3C... is the simplest juggle piece. A higher damage version of this can be done as 3C jc>jC jc>jC 2B 3C. This is more difficult, and only works from closer ranges compared to the simple version. Finally, doing 3C jc>jB delayed jC 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>jC j236C jc>jC 5C 3C loops for damage. The previous jC jC piece can also be used if the Juggle Decay allows it.
For combo enders, there is 2C for the simplest knockdown and +1 magic, 6C for +2 magic and decent frame advantage and j2C for max damage and +2 magic, but small frame advantage on a knockdown. The combos below will explain more how to route into these, but the only important combo ender piece that needs elaboration is 3C jc>j236C jc>jC j2C: this requires a TK input after 3C's jump cancel, with the timing of the C button determining how quickly after the jump the fireball comes out. Depending on the timing of your juggles you may need to do the fireball faster or slower, so be sure to practice this in order 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 may result on losing okizeme or getting punished.
Enders
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
|
---|---|---|---|---|---|---|---|---|
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 |
Medium |
2B Anti-air confirm. |
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}}} |