Them's Fightin' Herds/Oleander/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

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 of 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.A j.B j.C djc j.B j.C 2B 3C jc j.C djc j.B j.C 2B 5C 2C 5D(1)

884

Midscreen

Max JD
SKD

Easy

Simplest air juggle into +1 Read.

coming soon

[ Video]

5A 5B 2C 6B 22D > 2B 2C 22D > 2B 2C 5D(1)

720

Midscreen

340 JD
HKD

Medium

Comboing into 22D for meterstealing.

.tfhc

Video

5A 5B 5C 3C jc j.C 22D > 2B 3C jc j.C 22D > 2B 6A 6C j.D(2)

945

Midscreen

Max JD
SKD

Medium

Ole 5A 2magic 2 read ender

[ .tfhc]

[ Video]

5A 5B 5C 3C jc j.C djc j.B j.C 2B 5C 3C jc j.C djc j.B j.C 2B 6A 5C 3C jc j.C j.236C djc j.D(2)

998

Midscreen

Max JD
SKD

Medium

Route for sending the opponent fullscreen.

.tfhc

Video

5A 5B 5C 3C jc j.C djc j.B j.C md.2B 3C jc j.C djc j.B j.C 2B 3C jc j.C j.236C djc j.C j.2C j.D(2)

1120

Midscreen to Corner

Max JD
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 5C 3C jc j.C j.236C djc dl.j.C 66 2B 3C jc j.C j.236C djc dl.j.C 2B 5C 3C jc tk.j.236C djc j.C djc j.2C 5[D]

1353

Midscreen To Corner

Max JD
SKD

Hard

Opponent needs to be very close to when the 5A hits. Also needs to be close enough to the corner so that the second Very high damage route with 2 read ender. Oleander is only +2 after the reads, making oki more difficult.

.tfhc

Video

5A 5B 5C 3C jc j.C j.236C 214D jc j.C j.236C djc j.C 2B 3C jc j.C j.236C djc j.C j.2C 2C 3C tk.j.236C djc j.C j.2C

1395

Corner

Max JD
SKD

Hard

Ole 5A damage dump with three bar of magic in stock.

[ .tfhc]

[ Video]

5A 5B 5C 3C jc j.C djc j.C 22D > 2B 3C jc j.C j.236C djc j.C 2B 3C jc j.C j.236C djc j.C j.2C 2C 3C tk.j.236C djc j.C j.2C

1412

Corner

Max JD
SKD

Hard

Ole 5A damage dump with one bar of magic in stock.

[ .tfhc]

[ Video]

B Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5B 5C 3C jc j.C lvl2j.236D jc j.D j.22D > 2B 5C 3C jc j.C djc j.B j.C 2B 6A 6C 5D

1230

Midscreen

Max JD
SKD

Medium

Comboing out of 236D wallsplats. Jumpback is important to ensure the opponent reaches the screen. Also works with lvl3 version.

.tfhc

Video

5B 5C 3C jc j.C djc j.B j.C 2B 3C jc j.C djc j.B j.C 2B 5C 3C jc j.B j.C j.236C djc j.B j.C j.2C j.D(2)

1356

Midscreen

Max JD
SKD

Medium

Midscreen combo when you can't reach the corner.

.tfhc

Video

5B 5C 3C jc j.C djc j.C 2B 3C jc j.C djc j.B j.C 2B (5C) 3C jc j.C j.236C djc j.B j.C 2B 3C jc j.236C djc j.C j.2C j.D(2)

1493

Midscreen to Corner

Max JD
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.

.tfhc

Video

5B 5C 3C jc j.B j.2C 2B 3C jc j.C djc j.B j.C 2B 5C 3C jc j.C j.236C djc j.B j.C 2B 5C 3C jc j.236C djc j.C j.2C j.D(1)

1514

Corner sideswap

Max JD
SKD

Hard

Sideswap combo into corner. Use j.AB j.2C if far away.

coming soon

Video

5B 5C 3C jc j.C djc j.C 2B 5C 3C jc j.C j.236C djc j.C 2B 5C 3C jc j.C j.236C djc j.B j.C 2B 5C 3C jc j.236C djc j.C j.2C j.D(2)

1589

Corner

Max JD
SKD

Hard

Corner route.

coming soon

Video

C Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
2C 6B jc j.2C md.2B 5C 3C jc j.B dl.j.C 2B 5C 3C jc j.C j236C djc jB j.C 2B 5C 3C jc j236C djc j.C j.2C j.D(1)

1623

Midscreen to Corner

Max JD
SKD

Hard

Long range 6B confirms when 3C would fail to connect.

.tfhc

Video

5C 3C jc j.C jdc j.C 2B 5C 3C jc j.C j.236C djc j.C 2B 5C 3C jc j.C j.236C djc j.B j.C 2B 5C 3C jc j.236C djc j.C j.2C j.D(2)

1789

Corner

Max JD
SKD

Hard

Max damage from 5C in the corner

coming soon

Video

Anti-Air Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
2B 5C 3C jc j.C djc j.B j.C 2B 3C jc j.C djc j.B j.C 2B (5C) 3C jc j.B j.C j.236C djc j.C j.2C j.D(2)

1424

Midscreen

Max JD
SKD

Easy

2B Anti-air confirm.

.tfhc

Video

6A jc j.2C djc j.C 5C 3C jc j.C djc j.B j.C 2B 5C 3C jc j.C j.236C djc j.B j.C j.2C j.D(1)

1496

Midscreen

Max JD
SKD

Easy

6A Anti-air confirm for opponents that are very high up.

.tfhc

Video

6A 5C 3C jc j.C djc j.B j.C 665C 3C jc>j.C jc>j.BC 2B 6A 3C jc j.C j.236C djc j.D(2)

1437

Midscreen

Max JD
SKD

Medium

Anti-air for opponents in range of your ground normals. Preserving groundbounce for better oki and magic building.

coming soon

Video

Throw Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
BC 22D > 5A 2B 3C jc j.C djc j.B j.C 2B 5C 3C jc j.C j.236C djc j.B j.C 2B 6A 6C 5D(2)

587

Midscreen to corner

Max JD
SKD

Medium

Combo from a throw. Can link 5A instead for an easier juggle.

coming soon

Video

Special Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
CH 236A > 5A 5C 3C jc j.B j.C md.2B 3C jc j.C djc j.B j.C 2B 3C jc j.C j.236C djc j.B j.C 2B 3C jc j.236C djc j.C j.2C j.D(2)

1455

Midscreen to corner

Max JD
SKD

Hard

Hitconfirming off of CH fireballs. Needs to hit slightly spaced, buffering dash before 5A can help with the timing and distance.

.tfhc

Video

Fred Combos

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5B 5C 236XX 214XX 2B 3C jc j.C j.2C 2[D] 5D(1) 2B 3C jc j.C j.236C djc j.C 2D 3C jc j.C j.236C djc j.C 2D 3C jc j.C j.236C djc j.C j.236C 3[D] j.D(2)

1732

Corner

Max JD
SKD

Medium

A corner combo when Fred is available.

.tfhc

Video

236XX 214XX 236XX 4[D] 5C 3C jc j.C j.236C djc j.C 2D 3C jc j.C j.236C djc j.C 2D 3C jc j.C j.236C djc j.C 2D 3C jc j.2C 6[D] j.D(2)

2126

Midscreen

Max JD
SKD

Hard

3 bar fullscreen pickup into a Fred midscreen route for corner carry.

.tfhc

Video


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