Them's Fightin' Herds/Pom/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

Combos with Pom can vary a lot, depending on what dogs, if any, you have out, as well as if you want to prioritize damage, meter gain, or oki.

The Basics


Starter
  • 5A > 5B > 2B > 5C > 3C > jump cancel > j.A > j.B > j.C
- If there's one thing I would say to practice first, its this. It may just be her ground chain into her air chain, but it also leads to her main way to combo into dog summons, which leads to high damage/good oki.
J.B Loops
  • Vs airborne opponent > 2B > IAD > j.B > land > repeat
  • Vs airborne opponent > 2B > jump cancel > j.B > air dash/float > j.B > land > repeat
- Also important to know, these are useful if you're looking to build meter, or just for dogless filler/corner carry in combos. These are also interchangeable.
Enders
  • At max JD > 5B > 2B > 6A > 5B > 2B > 5C > (2C) > [4]6C > 236XX > summon dogs
- For when you want to go for damage, this is generally what you will do. The 2C can be included when JDG isn't too high.
  • At <=280 JD > 5B > 5C > 2C > summon dog
- For when you want to go for oki, 2C causes a hard knockdown, and canceling into summon lets you recover faster.

The Advanceds


Starter
  • 5A > 5B > 2B > 5C > 3C > jump cancel > slight delay > j.A > j.B > slight delay > j.C > land > (236B > 5B > etc)
  • 5A > 5B > 2B > 5C > 3C > jump cancel > slight delay > j.A > air dash/forward float > j.A > j.C > land > (236B > 5B > etc)
- Probably one of the most important things to learn about comboing with Pom is the fact that she can use j.C groundbounce to summon bitey mid-combo, and use him for either oki, or damage. The second version uses less JD, but is ultimately less damage.
Digger
  • With Digger out, vs grounded opponent > 5C~6D > 236B/214B > Bitey/Airbud Combo
  • With Digger out, vs airborne opponent > 6D~2B > 236B/214B > Bitey/Airbud Combo
- Better ways to summon Bitey/Airbud mid-combo if you have digger ready.
Bitey
  • After starter > 236B > 5B > 5C > 2C > [4]6AD > Bitey hits > 2B > 5C > 2C > [4]6A~D > Bitey hits > 5B > 2B > 6A > 5B > 2B > 5C > 2C > [4]6C > 236XX
- My go-to BNB for damage, after a certain input-leniency change /salt. Works as long as JD is not max for at least the first bitey hit.
  • After starter > 236B > (dash) > 5B > 5C > 2C > summon digger
- For when you want to go for a HKD instead of damage.
  • With Bitey out, vs grounded opponent > 5C > 6D > dash > (5B) > (2B) > 5C > (2C) > 6D > dash > ender
- Very high damage start, you may have to add the 5B/2B/2C if the opponent is too close to bitey.
Airbud
  • After starter > 214B > dash > 5B > 2B > IAD > j.B > 6D > Airbud hits > land > 5B > 2B > IAD > 6D > Airbud hits > land > 5B > 2B > 6A > 5B > 2B > 5C > [4]6C > 236XX
- If you want to combo into Airbud instead of Bitey for some reason.
  • After starter > 214B > (dash) > 5B > 5C > 2C > summon digger
- For when you want to go for a HKD instead of damage.
  • With Airbud out > (2C/5C/3C) > 3D > Airbud hits > dash > delay > 2B > IAD > 6D > Airbud hits > j.B loops > ender
- Confirm from Airbud groundbounce that uses up the charges as fast as possible in order to be ready to summon again for the ender.
  • With Airbud out > (2C/5C/3C) > 3D > Airbud hits > dash > delay > 2B > 214AD > Airbud hits > (dash under side swap) > 2B > j.B loops > Ender
- Similar to above, but with the option to side swap, and a follower digger summon thrown in.
Momma
  • After starter > 236C > 5A > 2B > 2C > [4]6A > 3D/9D
- Very strong mom setup, 3D can be timed to be meaty, or 9D can be used for a tick grab setup.

Example Combos


  • 5A > 5B > 2B > 5C > 3C > jump cancel > slight delay > j.A > j.B > j.C > land > 236B > dash > 5B > 5C > 2C > 236A
- My go-to HKD combo, leads to any number of dirty mixups.
  • 5A > 5B > 2B > 5C > 3C > jump cancel > slight delay > j.A > j.B > j.C > land > 236B > 5B > 5C > 2C > [4]6AD > Bitey hits > 2B > 5C > 2C > [4]6A~D > Bitey hits > 5B > 2B > 6A > 5B > 2B > 5C > 2C > [4]6C > 236XX
- My go-to damage combo, you can pick up off of the super for even more damage as well.

Enders

Below Max JD

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
2C [4]6A/Summon

Anywhere

HKD

Easy

HKD, allowing time to summon or command dash and pressure their wakeup.

[4]6C Summon

Anywhere

HKD

Easy

Bark restand, allowing a summon and mixup attempt.

Max Juggle Decay

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5B 2B 6A 5B 2B 5C 2C [4]6C Summon

Anywhere

SKD

Medium

Main MAX JD ender, grants SKD and summon. Make sure to get rid of charge before 6A. Omit 2C at high gravity. Commonly referred to as "Rebeat Ender"

3C jc Float

Anywhere

Easy

Niche airtech bait.

3C 2369A/B/C

Anywhere

Medium

Niche airtech bait with a bonus summon. Tiger Knee input required for 3C special cancel.

Combos

Routes by GOTHOPPRESSION, Digital Dog, Oscarglez93 and Hamit

A Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5A 5B 5C 3C jc j.A j.B 66j.B 5B 5C 3C jc j.A j.B j.C 5B 2B 5C [4]6C 214B

997

Anywhere

Max JD
SKD

Medium

j.B staircase combo, demonstrates mid-combo airdashes

.tfhc

Video

5A 5B 5C 3C jc j.A j.B j.C [2B 96 j.B]x2 5B 2B 6A 5B 2B 5C [4]6C 214B

1010

Anywhere

Max JD
SKD

Medium

2B jump cancel loop

.tfhc

Video

2A 2B 3C jc j.A [9]j.A j.C 214A > 2B 6A 5B 2B 5C [4]6C Super > 5C 214A > 5B 2B 6A 5B 2B 5C 236B

1367

Corner

Max JD
SKD

Hard

Post-JDMax route off corner 2A

.tfhc

Video

B Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
2B 3C jc j.A j.B j.C 214A > 2B 2C 236B Reset (6D)

863

Anywhere

235 JD
HKD

Easy

Basic 2B starter BnB. Digging Pup meaty is demonstrated in the combo file.

.tfhc

Video

5B 5C 3C jc j.A j.B j.C 66 2B 2C 236B

912

Anywhere

275 JD
HKD

Easy

Basic side switch combo

.tfhc

Video

2B 3C jc j.A j.B j.C 236B > 5B 2B 5C 2C [4]6A > 6D > md.5B 2B 5C 2C 236A > 6D 5B 2B 6A 5B 2B 5C 6D 2C [4]6C 236B

1398

Midscreen to Corner

Max JD
SKD

Hard

Corner carry

.tfhc

Video

C Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
(236B)
5C 6D 66x2 2B 5C 6D 66x2 2B 3C jc j.A j.B j.C 236B md.5B 5C 2C 214A

1471

Midscreen

370 JD
HKD

Medium

Bitey loop

.tfhc

Video

(236B)
2C [4]6A 6D > 2B 2C [4]6A 6D > 2B 2C 3C j.A j.B j.C 236B > 2B 5C 2C 236A 6D > 5B 2B 6A 5B 2B 5C 6D

1802

Anywhere

Max JD
SKD

Medium

2C poke with Bitey in range to continue the combo

.tfhc

Video

(236B)
j.C [5C 2C 6D > 66] x2 > 5C 3C jc j.A j.B j.C 236B > 2B 5C 2C 6D > 5B 2B 5C 2C 6D 236XX > 5C 214A > 5B 2B 6A 5B 2B 5C [4]6C 236XX > 5C 236B > 5B 2B 6A 6BD 2B 5C 236XX > 5C 214A > 5B 2B 6A 6BD 2B 5C

3597

Corner

Max JD
SKD

Hard

Max damage corner combo

.tfhc

Video

Anti-Air Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
2B 5C 3C jc j.A j.B j.C 236B > 2C [4]6A jc [8] > Reset 3D j.B

970

Midscreen

330 JD
HKD

Easy

The combo is a very flexible reset. Dogs used on Oki can vary/personal choice

.tfhc

Video

2B 5C 3C jc j.C 2B jc iad.j.B 2B 2C 236B jc Reset iad.j.A

1041

Midscreen

340 JD
HKD

Medium

Combo Reset that leads into High/Low Mix

.tfhc

Video

66A 5C 3C jc j.A j.B j.C 236B 2B 2C [4]6A 6D > 5B 2B 5C 236A 6D > 5B 2B 6A 5B 5C 4D > [4]6C 236B

1352

Midscreen to Corner

Max JD
SKD

Hard

.tfhc

Video


Special Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
(236C)
2C [4]9C 9D 66x2 > 5B 5C 3C jc j.A j.B j.C 5DD > 2B jc iad.j.B 2B 6A 5B 2B 5C [4]6C

1386

Midscreen

Max JD
SKD

Medium

2C into Bark Mama dog grab combo

.tfhc

Video


[4]6C 236B md.j.C 66 j.B 5B 5C 3C jc j.A j.B j.C 5DD > md.5B 2B 6A 5B 5C [4]6C 236A

965

Midscreen to Corner

Max JD
SKD

Hard

Hard mid-bark combo to pull off. Easier to do j.A after the j.C, rather than j.B

.tfhc

Video


Dog Combo ideas

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
(236C)
5B 2B 3D 5C (3D Hit) > j.C 2B 2C [4]9C 9D 2B 6A 5B 2B 5C 2C Reset -> Oki

1257

Corner

Max JD
SKD

Medium

2 Mama dog uses and the last one can be used for Oki/Meaty

.tfhc

Video

(214B)
5B 3C jc j.B 6D j.C (6D Hit) 5C 3C jc j.A j.B 6D j.C (6D Hit) 5C 3C jc j.A j.B j.C 236A > 5B 2B 6A 5B 6D 5C (6D Hit) 236B

1377

Midscreen to Corner

Max JD
SKD

Hard

After Chopper hit them in the air wait a second for Pom to turn around and hit 5C

.tfhc

Video

5C 2C 236XX214XX > 5B 2B jc iad.j.B 2B jc iad.j.B 2B 5C 3C jc j.A j.B j.C 236C 5B 2B 6A 5B 5C [4]6C

1492

Midscreen to Corner

Max JD
SKD

Hard

With the way how Pom LV1 works best thing to do is Lv1 and then mash input Lv2 then buffer 5B to combo to connect.

.tfhc

Video

5C 2C 236XX214XX 5B 2B jc iad.j.B 2B jc iad.j.B 2B 5C 3C jc j.A j.B j.C 236B > 5B 2B 6A 5B 4D 5C [4]6C (4D Hit) > Reset BC (Grab)

1556

Midscreen to Corner

Max JD
SKD

Hard

Used a dog use from both 236B and Papa and lead into a tech throw setup.

.tfhc

Video

5C 3C jc j.A j.B j.C 236B > 5B 2B 5C 2C 6D > 5B 2B 5C 2C 236XX214XX 6D > 2B 6A 5B 4D 5C [4]6C (4D Hit) > Reset BC (Grab)

1671

Corner

Max JD
SKD

Hard

Comboing in LV2, and Used a dog use from both 236B and Papa. Lead into a tech throw setup.

.tfhc

Video



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