Them's Fightin' Herds/Arizona/Combos

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Notation Help
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.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
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
5A 5B 5C 236A 236B 2D > 66 Reset shjcj.C

731

tbd

Midscreen

215 JD
HKD

Easy

5A into HKD oki route. Go into a reset instead of a full combo off of 5A starter.

.tfhc

Video

5A 5C 2C 236B 5D > 6A 5B 5C 2C 22A 22C 4D > 442D

866

tbd

Midscreen

Max JD
SKD

Easy

Easy 3 rope magic combo

.tfhc

Video

5A 5C 22C > 5C 236B 5D > 6A 5C 2C 236D > 445C 5D

952

tbd

Midscreen to Corner

Max JD
SKD

Medium

.tfhc

Video

5A 5C 22C > 2C 236B 5D > 5B 5C 2C 22C > 4D > 5C 3C tk.236B 2D

1102

tbd

Midscreen

Max JD
SKD

Hard

Advance 3 rope magic combo

.tfhc

Video

5A 5B 5C 22C > md.5C 2C 22C > md.5C 2C 22C > 5B 2C 22C 236A 236C > 2B 2C 3C 4D

1313

tbd

Midscreen

Max JD
SKD

Hard

5A damage BnB route

.tfhc

Video

2A 5C 3C tk.236B > 5B 5C 2C 22C > md.5B 5C 2C 22C > 5B 2B 5C 2C 3C tk.236A 236C > 2B 2C 3C tk.236B

1533

tbd

Corner

Max JD
SKD

Hard

2A into tk.headbuck combo.

.tfhc

Video

B Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5B 5C 3C jc j.B j.A j.B 5B 5C 2C 22C > 2B 5C 2C 236C > 442B 2C 5D

1352

tbd

Midscreen

Max JD
SKD

Easy

Non-stomp loop combo.

.tfhc

Video

5B 5C 22C > md.5C 2C 22C > md.5C 2C 22C 236A 236C > md.2B 2C 5D

1360

tbd

Midscreen

Max JD
SKD

Medium

5B damage BnB route into rope.

.tfhc

Video

6B > md.5C 2C 22C > md.5C 2C 22C > md.5C 2C 22C 236A 236B 2D

1686

tbd

Midscreen

Max JD
SKD

Medium

6B damage BnB route into one magic

.tfhc

Video


6B > md.5C 2C 22C > md.5C 2C 22C > md.5B 5C 2C 22C > 5B 2B 5C 2C 3C tk.236A 236C

1859

tbd

Anywhere

Max JD
SKD

Hard

.tfhc

Video

C Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5C 22C >md.5C 2C 236C 5D > 6A 5C 2C 22C 4D > 2C 3C tk.236B 2D

1533

tbd

Anywhere

Max JD
SKD

Medium

3 magic routes off from 5C

.tfhc

Video

5C 22C > md.5C 2C 22C > 5C 2C 22C > 2C 22C > 5B 2C 22C 236A 236C > 2B 2C 3C 4D

1736

tbd

Anywhere

Max JD
SKD

Medium

Normal 5C combo with 3C > 4D ender.

.tfhc

Video

5C 22C > md.5C 2C 22C > md.5B 5C 2C 22C > 5B 2B 5C 2C 3C tk.236A 236C > 5B 2C 3C tk.236B

1906

tbd

Anywhere

Max JD
SKD

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.

.tfhc

Video

Anti-Air Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
6A 5C 236A 236C 5D > 6A 5B 5C 22C 4D > 442C 3C 4D

1187

tbd

Corner to Midscreen

Max JD
SKD

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.

.tfhc

Video

6A 236A 236C 5D > 6A 5B 5C 22C 4D > 5C 2C 3C tk.236B 2D

1195

tbd

Midscreen

Max JD
SKD

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.

.tfhc

Video

66 > 6A shjc j.B 5B 5C 2C 236B 5D > 5B 5C 2C 22C 4D > 5C 3C 4D

1202

tbd

Midscreen

Max JD
SKD

Medium

Standard 6A > shjB to 3 magic rope combo

.tfhc

Video

6A shjc j.B 5B 5C 2C 22C > 5C 2C 22C > 6A 5C 2C 3C tk.236B 5D

1318

tbd

Midscreen

Max JD
SKD

Medium

Standard 6A > shjB to one magic rope

.tfhc

Video

236B 5D > 445A > 5B 22B 4D > 442D > Reset md.j.C 5C 2C 22C > md.5B 5C 2C 22C 236A 236C > 2B 2C 3C tk.236A 236B

716 + 1477

tbd

Midscreen

Max JD
SKD

Medium

236B AA into 3 magic reset combo.

.tfhc

Video

CH 6A 5C 22C > 5C 2C 22C > md.5C 2C 22C 236B 236D > md.6A 5C 2C 3C tk.236C > 5B 3C tk.236A

1775

tbd

Midscreen to Corner

Max JD
SKD

Hard

.tfhc

Video

Special Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
236D > md.5D > 5B 5C 2C 22C > 5C 2C 22C 4D > 2C 3C tk.236B 2D

1080

tbd

Midscreen

Max JD
SKD

Medium

236D hit into 3 magic combo

.tfhc

Video


22C 4D > 445D > 445A 5C 2C 2D > Reset md.j.C 5C 2C 22C > md.5B 5C 2C 22C 236A 236C > 2B 2C 3C tk.236A 236B

613 + 1477

tbd

Midscreen

Max JD
SKD

Medium

22C max range into 3 magic reset combo that leads to more dmg.

.tfhc

Video


Rebound Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5C 236XX214XX > 41236D > 5C 2C 22C > 5C 2C 22C > 5C >2C 22C > md.5B 5C 2C 22C > 6A 5C 2C 22C 236B 236D > 6A 3C tk.236C

2684

tbd

Corner only

Max JD
SKD

Medium

LV2 Magic dash confirm

.tfhc

Video

6B > 236XX214XX > 6[6] 5C 2C 22C > md.5B 5C 2C 22C > md.5B 5C 2C 22C > md.5B 5C 2C 22C > 5B 2B 5C 2C 3C tk.236A 236C

2764

tbd

Corner only

Max JD
SKD

Hard

.tfhc

Video

5C 236XX214XX > 6[6] 5C 2C 22C > md.5C 2C 22C > md.5C 2C 22C > md.5B 5C 2C 22C > 2C 22C > md.5B 5C 2C 22C > 5B 2B 5C 2C 3C tk.236A 236C > 5B 2C 3C tk.236B

2788

tbd

Corner only

Max JD
SKD

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.

.tfhc

Video


General
Controls
FAQ
Glossary
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Arizona
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Pom
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