Them's Fightin' Herds/Pom/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.
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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 |
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|
Anywhere |
HKD |
Easy |
HKD, allowing time to summon or command dash and pressure their wakeup. |
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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 |
---|---|---|---|---|---|---|---|---|
|
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" |
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Anywhere |
Easy |
Niche airtech bait. |
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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 |
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|
997 |
Anywhere |
Max JD |
Medium |
j.B staircase combo, demonstrates mid-combo airdashes |
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1010 |
Anywhere |
Max JD |
Medium |
2B jump cancel loop |
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1367 |
Corner |
Max JD |
Hard |
Post-JDMax route off corner 2A |
B Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
863 |
Anywhere |
235 JD |
Easy |
Basic 2B starter BnB. Digging Pup meaty is demonstrated in the combo file. |
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912 |
Anywhere |
275 JD |
Easy |
Basic side switch combo |
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1398 |
Midscreen to Corner |
Max JD |
Hard |
Corner carry |
C Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1471 |
Midscreen |
370 JD |
Medium |
Bitey loop |
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1802 |
Anywhere |
Max JD |
Medium |
2C poke with Bitey in range to continue the combo |
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3597 |
Corner |
Max JD |
Hard |
Max damage corner combo |
Anti-Air Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
970 |
Midscreen |
330 JD |
Easy |
The combo is a very flexible reset. Dogs used on Oki can vary/personal choice |
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1041 |
Midscreen |
340 JD |
Medium |
Combo Reset that leads into High/Low Mix |
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|
1352 |
Midscreen to Corner |
Max JD |
Hard |
|
Special Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1386 |
Midscreen |
Max JD |
Medium |
2C into Bark Mama dog grab combo |
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|
965 |
Midscreen to Corner |
Max JD |
Hard |
Hard mid-bark combo to pull off. Easier to do j.A after the j.C, rather than j.B |
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Dog Combo ideas
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
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|
1257 |
Corner |
Max JD |
Medium |
2 Mama dog uses and the last one can be used for Oki/Meaty |
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1377 |
Midscreen to Corner |
Max JD |
Hard |
After Chopper hit them in the air wait a second for Pom to turn around and hit 5C |
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1492 |
Midscreen to Corner |
Max JD |
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. |
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1556 |
Midscreen to Corner |
Max JD |
Hard |
Used a dog use from both 236B and Papa and lead into a tech throw setup. |
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1671 |
Corner |
Max JD |
Hard |
Comboing in LV2, and Used a dog use from both 236B and Papa. Lead into a tech throw setup. |
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