Them's Fightin' Herds/Paprika/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.

Neutral

Paprika has dominant neutral buttons with the 2nd largest jab in the game, a disgustingly large 5b, and an even larger 2C. Any stray hit off of these easily converts into a highly damaging full combo with charge, and sometimes without if you're really fast with 6C cancels.


Paprika's runs are also very useful, allowing for unpredictable and consistent movement on the ground for footsies and approaching, especially with backdashes possibly letting you invuln through your opponent's buttons and punish with your own. Unfortunately, Paprika's initial dash is one of the slowest and shortest in the game, so her microdashing and dashblocking tends to be weaker for her compared to the other members of the cast.


However, her dominant neutral on the ground is counterbalanced by having a weaker anti-air and air game than most of the cast.

The input overlap between her mediocre 6A and Cart A can make it hard to properly antiair someone if you've been holding back in neutral, as you need to get rid of the charge early enough that your opponent isn't already on top of you before you can even start to antiair them. Flop is also a strong antiair with stupid high damage and extreme low profile, but requires downcharge and is always punishable on block, even airblock. Finally, Paprika has good horizonal buttons, so an antiair option that sometimes works is backdashing into her 5B or 2B so their air normal whiffs and you hit them during trip guard.

Overall, Paprika tends to use 6A when the opponent is closer, backdash button when the opponent is farther, and Flop in blockstrings to antiair. Each of these options have plenty of weaknesses to exploit, but are still effective antiairs when used well.

Combos

Combo Theory

Combos mostly revolve around doing normals into launching with a Cartwheel, shorthopping, and connecting with an air normal like jC before landing and repeating the process until JD gets high enough you need to move onto your ender.

  • Example: 5A 5B 5C Cart B shjC 2B 2C Cart B (JDmax) shjC 2B 2C Cart C jC Ender

Enders

Enders generally consist of using Cart C if groundbounce hasn't been used yet to add another cartwheel "cycle" for damage and corner carry, into either Flop for damage and normal SKD oki or, in the corner, a normal like 2B, 2C or 3C at high JDG into 2D to set up high gift toss oki, which is much stronger at the cost of some magic and damage.

Many enders are dependent on current JDG, because once it gets high enough "extra" normals may cause the next, more important normal to drop and in extreme cases with high JDG and not much height, the 2nd hit of Flop may whiff.

A Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5A 5B 5C [4]6B shjc j.C 2B 5C [4]6B shjc j.C 2B 2C [2]8X

1299

Anywhere

Max JD
SKD

Easy

.tfhc

Video

2A 2C [4]6B jc j.C 2B 2C [4]6B shjc j.C 2B 2C [4]6C shjc j.C [2]8X

1462

Corner Only

Max JD
SKD

Medium

Side Switch combo from being in the Corner

.tfhc

Video

2A 2C [4]6B shjc j.C [4]6B shjc j.C 2C [4]6B shjc j.B j.C 2B 2C [4]6C shjc j.C [2]8X

1675

Anywhere

Max JD
SKD

Medium

.tfhc

Video

2A 5C [4]6B shjc j.C [4]6B shjc j.C 5C [4]6B shjc j.B j.C 2B 2C [4]6C 3C tk.[4]9B 3C tk.[2]8x

1736

Anywhere

Max JD
SKD

Hard

TK cart example

.tfhc

Video


B Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5B 5C [4]6B shjc j.C 2B 2C [4]6B shjc j.C 2B 2C [4]6C > 2B 2C [2]8X

1689

Anywhere

Max JD
SKD

Easy

.tfhc

Video

5B 2C [4]6B shjc j.C 5B 5C [4]6B shjc j.C 2C [4]6B shjc j.B j.C 2B 2C [4]6C shjc j.C [2]8X

1949

Anywhere

Max JD
SKD

Medium

5B poke confirm into a combo

.tfhc

Video

5B 5C [4]6B shjc j.C 5B [4]6B shjc j.C 5C [4]6B shjc j.B j.C 2B 2C [4]6C shjc j.C [2]8X

1998

Anywhere

Max JD
SKD

Medium

5B Close to the opponent

.tfhc

Video

C Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5C [4]6B shjc j.C 5C [4]6B shjc j.C 2B 5C [4]6C > 2B 2C [2]8X

1742

Anywhere

Max JD
SKD

Easy

.tfhc

Video

2C [4]6B shjc j.C [4]6A shjc j.C [4]6A shjc j.C [4]6B sh.jc j.B j.C 2B 2C [4]6C shjc j.C [2]8X

2065

Anywhere

Max JD
SKD

Medium

2C poke confirm into a combo

.tfhc

Video

5C [4]6B shjc j.C 5B 5C [4]6B shjc j.C 5B 5C [4]6B shjc j.B j.C 2B 2C [4]6C shjc j.C [2]8X

2135

Anywhere

Max JD
SKD

Medium

.tfhc

Video

5C [4]6C shjc 2C [4]6B shjc j.C [4]6A shjc j.C 2C [4]6B sh.jc j.B j.C 2C [4]6B 3C tk.[4]9B 3C tk.[2]8x

2353

Anywhere

Max JD
SKD

Hard

TK cart example

.tfhc

Video

Anti-Air Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
6A 2C [4]6C shjc [2]8X

1023

Anywhere

280 JD
HKD

Easy

.tfhc

Video

2B [4]6B shjc j.C [4]6B shjc j.C 2B 2C [4]6C > 2B 2C [2]8X

1405

Anywhere

Max JD
SKD

Medium

.tfhc

Video

6A 5C [4]6B jc j.C [4]6B shjc j.C 5C [4]6B shjc j.B j.C 2B 2C [4]6C 3C tk.[4]9B 3C tk.[2]8x

1811

Anywhere

Max JD
SKD

Hard

6A into TK cart

.tfhc

Video

Throw Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
BC 6A jc j.C 5C [4]6B shjc j.C 5C [4]6B shjc j.C 2B 2C [4]6C shjc j.C [2]8X

1189

Anywhere

Max JD
SKD

Medium

.tfhc


BC 6A jc j.C 5C [4]6B shjc j.C 5C [4]6B shjc j.B j.C 2B 2C [4]6C 3C tk.[4]9B [2]8X

1227

Anywhere

Max JD
SKD

Hard

TK cart example

.tfhc

Special Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
623X > 5C [4]6C shjc [2]8X

836

Anywhere

355 JD
HKD

Easy

Kiss confirm into HKD when JD is max

.tfhc

Video

[4]6A 6CC [4]6B shjc j.C 5B 5C [4]6B shjc j.B j.C 2B 2C [4]6C shjc j.C [2]8X

1761

Anywhere

Max JD
SKD

Medium

Cart A into Combo

.tfhc

Video

623X > 5C [4]6B shjc j.C [4]6B shjc j.C [4]6B shjc j.C 5B 2C [4]6B shjc j.B j.C 2B 2C [4]6C shjc j.C [2]8X

1801

Anywhere

Max JD
SKD

Medium

Kiss confirm into a full combo

.tfhc

Video

[4]6C shjc j.C 5B 5C [4]6B shjc j.C 5C [4]6B shjc j.B j.C 2B 2C [4]6A 3C tk.[2]8X

2070

Anywhere

Max JD
SKD

Medium

Cart C into Combo

.tfhc

Video

Magic Resets

These combos rely on the opponent being at low JD. They allow Paprika to reset her combos to setup powerful strike/command grab/overhead/crossup setplay with the aid of her gifts.

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
BC jc j.A j.B 6A 4D > 6C~C (4D Hit) > Reset shjc

681

Midscreen Only

285 JD
HKD

Easy

Mid-screen reset with 4D.

.tfhc

Video


5A 5B 5C [4]6C shjc 2B 6A2D > Reset [4]6B

718

Midscreen Only

240 JD
HKD

Easy

Mid-screen reset. 2D is RNG base so Oki can vary.

.tfhc

Video

5A 5B 5C [4]6C shjc 2B 214XX 22X > 4D [6]4B (4D Hit) shjc Reset j.C [6]4D

977

Midscreen Only

215 JD
HKD

Medium

Mid-screen reset with LV2. Reset can be ambiguous Left/Right mixes.

.tfhc

Video


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