Them's Fightin' Herds/Oleander/Combos
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
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}}} | |
5A 5B 2C 6B 22D 2B 2C 22D 2B 2C 5D(1) |
720 |
Midscreen |
HKD |
Medium |
Comboing into 22D for meterstealing. |
coming soon |
{{{video}}}
| |
5A 5B 5C 3C jc>j.C jcj.BC 2B 5C 3C jc>j.C jc>j.B C 2B 6A 5C 3C jC>j.C j.236C jc>j.D(2) |
1020 |
Midscreen |
SKD |
Medium |
Route for sending the opponent fullscreen. |
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.C lvl2j.236D jc>j.D j.22D 2B 5C 3C jc>j.C jc>j.BC 2B 6A 6C 5D |
1230 |
Midscreen |
SKD |
Medium |
Comboing out of 236D wallsplats. Jumpback is important to ensure the opponent reaches the screen. Also works with lvl3 version. |
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}}} | |
5B 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) |
1589 |
Corner |
SKD |
Hard |
Corner route. |
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}}} | |
6A 5C 3C jc>j.C jc>j.BC 665C 3C jc>j.C jc>j.BC 2B 6A 3C jc>j.C j.236C jc>j.D(2) |
1337 |
Midscreen |
SKD |
Medium |
Anti-air for opponents in range of your ground normals. |
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}}} |
Fred Combos
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
236XX 214XX 236XX 4[D] 5C 3C jc>j.C j.236C jc>j.C ~ 2D 3C jc>j.C j.236C jc>j.C ~ 2D 3C jc>j.C j.236C jc>j.C ~ 2D 3C jc>j.2C 6[D] j.D(2) |
2176 |
Midscreen |
SKD |
Hard |
3 bar fullscreen pickup into a Fred midscreen route for corner carry. |
coming soon |
{{{video}}}
| |
5B 5C 236XX 214XX 2B 3C jc>j.C j.2C ~ 2[D] 5D(1) 2B 3C jc>j.C j.236C jc>j.C ~ 2D 3C jc>j.C j.236C jc>j.C ~ 2D 3C jc>j.C j.236C jc>j.C jc>j.236C ~ 3[D]>j.D(2) |
1761 |
Corner |
SKD |
Medium |
A corner combo when Fred is available. |
coming soon |
{{{video}}} |