Them's Fightin' Herds/Arizona/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 and Shanty. |
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
.tfhc files are custom combo trials you can load ingame through Practice Mode. To use a combo, download the file and save it to Documents/My Games/Them's Fightin' Herds/combo
. If this combo folder does not exist, create it. Once Practice Mode is launched, open the pause menu and view the list of available custom combo trials by navigating 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 included. To view all combos on this page as a video playlist, click here.
Combo Theory
Arizona has access to Groundbounces, a Wallstick, and a Stagger. Each of these is only allowed once per combo.
Attempting to do a second will usually leave the opponent in a soft knockdown.
Groundbounces
6B: Even if used on a grounded opponent, it will eat your ground bounce.
j.C: Only the second hit, and only on airborne opponents.
4D: Switches sides.
236C: The tumble state counts as a ground bounce.
Stagger
5D (Neutral Lasso)
Wallstick
236D (Magic Headbuck).
Enders
Combos
A Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
731 |
tbd |
Midscreen |
215 JD |
Easy |
5A into HKD oki route. Go into a reset instead of a full combo off of 5A starter. |
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|
866 |
tbd |
Midscreen |
Max JD |
Easy |
Easy 3 rope magic combo |
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|
952 |
tbd |
Midscreen to Corner |
Max JD |
Medium |
|||
|
1102 |
tbd |
Midscreen |
Max JD |
Hard |
Advance 3 rope magic combo |
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|
1313 |
tbd |
Midscreen |
Max JD |
Hard |
5A damage BnB route |
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|
1533 |
tbd |
Corner |
Max JD |
Hard |
2A into tk.headbuck combo. |
B Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1352 |
tbd |
Midscreen |
Max JD |
Easy |
Non-stomp loop combo. |
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|
1360 |
tbd |
Midscreen |
Max JD |
Medium |
5B damage BnB route into rope. |
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|
1686 |
tbd |
Midscreen |
Max JD |
Medium |
6B damage BnB route into one magic |
| |
|
1859 |
tbd |
Anywhere |
Max JD |
Hard |
C Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1533 |
tbd |
Anywhere |
Max JD |
Medium |
3 magic routes off from 5C |
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|
1736 |
tbd |
Anywhere |
Max JD |
Medium |
Normal 5C combo with 3C > 4D ender. |
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|
1906 |
tbd |
Anywhere |
Max JD |
Hard |
236C > 5B is a very tight link (1 frame link). 5B can be replaced with 2D for an easy ender just cutting the Dmg to 1788. |
Anti-Air Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1187 |
tbd |
Corner to Midscreen |
Max JD |
Easy |
6A > 5C is an uncommon combo route with how high 6A can hit. This an example of 6A hit low to the ground to combo into 5c. |
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|
1195 |
tbd |
Midscreen |
Max JD |
Medium |
Depending on how close you are 236C after 236A can sometimes cross up but the combo still works the same if their no cross up. |
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|
1202 |
tbd |
Midscreen |
Max JD |
Medium |
Standard 6A > shjB to 3 magic rope combo |
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|
1318 |
tbd |
Midscreen |
Max JD |
Medium |
Standard 6A > shjB to one magic rope |
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|
716 + 1477 |
tbd |
Midscreen |
Max JD |
Medium |
236B AA into 3 magic reset combo. |
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|
1775 |
tbd |
Midscreen to Corner |
Max JD |
Hard |
Special Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1080 |
tbd |
Midscreen |
Max JD |
Medium |
236D hit into 3 magic combo |
| |
|
613 + 1477 |
tbd |
Midscreen |
Max JD |
Medium |
22C max range into 3 magic reset combo that leads to more dmg. |
|
Rebound Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
2684 |
tbd |
Corner only |
Max JD |
Medium |
LV2 Magic dash confirm |
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|
2764 |
tbd |
Corner only |
Max JD |
Hard |
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|
2788 |
tbd |
Corner only |
Max JD |
Hard |
236C > 5B is a very tight link (1 frame link). 5B can be replaced with 2D for an easy ender just cutting the Dmg to 2670. |