Them's Fightin' Herds/Shanty/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

Shanty combos come in a few flavors, and what route you pick is largely gonna depend on the situation at hand. Mainly, you're gonna want to pick routes based on either corner carry, damage, HKD into Parley, or the JD bar. First off, some of Shanty's options in a combo:

Single Use Moves

j.C/5D~C: Shanty's two groundbounce options. Groundbounce can only be used once in a combo, so you can only use one of these without ending the combo.

5D~B: Shanty's wallstick option. One of your main extenders with magic, and a strong way to get into wallcling combos.

4/6C/22[A]: Staggers on hit. These two options rarely come up in combos, but they have the notable use of allowing her to combo into her level 3.

B+C: Forward throw. This tumbles, which allows for combos in the corner, but be aware that tumble counts as a groundbounce, meaning your groundbounce options above can't be used.

Enders

Pre-Max JD

2C

Good plus frames, can cancel into meaty 22[A] for magic and advantage, at the cost of some mix.

3C > tk.236B

Heavy on JD, but gives extremely good oki. Before the opponent hits the ground, you have enough time to dash under them for a crossup, however you do need to hit the 3C extremely close. After they get knocked down, you have enough plus frames to short hop over them for another crossup, giving you plenty of mixup opportunities.

6A > 236B

Many of the same advantages and disadvantages as above, but with easier execution and more precise spacing. You do get slightly worse oki, as you can't dash under the opponent, but it is still a very good option.

Max JD

2C

Again, good to use for its plus frames. Again, you can cancel into 22[A] for magic gain and advantage, however this time you want to release as soon as possible, as you want to whiff it.

3C > tk.236A

The easiest TK ender. Good for plus frames, although it doesn't have the greatest oki midscreen, as the opponent will be launched relatively far away. If you want magic, you can use 22A, but it can be risky, as you're only +3 on instant tech with a frame perfect link.

3C > tk.236B

The hardest TK ender. You have to TK on the first frame of your pre-jump, otherwise it will blue-beat or whiff. Despite the high-execution, you are very well rewarded, as you can get insane amounts of plus frames (up to +60!), and the opponent is launched right next to you. You often have enough time to whiff 22A for magic gain, although this will change based on height.

3C > tk.22[A]

Great magic gain, plus on block if the opponent instant air techs, although due to positioning Shanty likely will have to RPS a little. It also can be beat with a well timed air-tech, although this is tricky and can lead to a CH punish if the opponent doesn't guess right on their descent. However if the opponent respects it, and doesn't air tech, it does lead to slightly more damage and better oki than most options.

3C > tk.D~C

High-execution, high damage ender with very good oki. You will be +37 on instant tech, meaning plenty of time to microdash should you need to, although due to D~C's launch angle, you likely won't.

236XX

Only being +14, you don't have enough time to safely shj.C, meaning your oki and subsequent mix will be heavily limited. Despite this, it is guaranteed HKD even in max JD, so it does still have its uses.

Combos

A Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
2A 2B 2C 236A 5D~5A > 2C Reset 22{A}

697

0.18 S
1.3 M

Corner only

300 JD
HKD

Easy

Common Shanty ender

.tfhc

Video

5A 5B 5C 3C jc j.B j.C 6C [[22A]]

777

0.2 S
0.4 M

Anywhere

Max JD
SKD

Easy

Quick way to build magic in combos. Best use in the corner. Can still be used Anywhere just tricky timing midscreen.

.tfhc

Video

5A 5B 5C 236B > 5A 5B 5C 236A 5D~5C > 6A 5C 236A

1239

0.29 S
-0.7 M

Anywhere

Max JD
SKD

Medium

.tfhc

Video

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

1256

0.42 S
0.8 M

Anywhere

Max JD
SKD

Medium

j.B j.A j.B loops with groundbounce ender. Microdashes are optional in the corner. Gives full corner carry.

.tfhc

Video

2A 5C 236B > 5A 5B 5C 236A 5D~C > 6A 5C 2C 236A

1310

0.27 S
-0.7 M

Anywhere

Max JD
SKD

Medium

.tfhc

Video

5A 5B 5C 3C jc j.A j.B 6A 5C 3C jc j.A j.B 6A 5C 236A 5D~C md.6A 5C 3C tk.236A 5D~B

1427

0.42 S
-1.4 M

Anywhere

Max JD
SKD

Hard

Great corner carry from a 5A starter.

.tfhc

Video

5A 5B 5C 3C tk.236B > 5C 3C tk.236B > 5C 236A > 5D~C > md.6A 5C 3C tk.236A 5D~B 66

1668

0.33 S
-1.4 M

Anywhere

Max JD
SKD

Hard

66 dash at the end is for closing the distance to the corner.

.tfhc

Video

5A 5B 5C 3C tk.236B > 5C 3C tk.236B > 5C 236A 5D~C > 6A 5C 3C tk.236A > 5D~B 5D~C

1871

0.37 S
-2.5 M

Center

Max JD
SKD

Hard

Best use midscreen to not get an accidental side switch when reaching the corner.

.tfhc

Video

B Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5B 5C 3C jc j.A j.B 6A 5B 5C 236A

1042

tbd

Anywhere

345 JD
HKD

Easy

.tfhc

Video

5B 5C 236B > 5A 5B 5C 236A

1077

tbd

Anywhere

355 JD
HKD

Easy

.tfhc

Video

5B 5C 3C jc j.A j.B 6A 2B 5C 3C jc j.A j.B 6A 5B 5C 2C 236A

1267

tbd

Anywhere

Max JD
SKD

Easy

.tfhc

Video

5B 5C 3C tk.236B 5D Jump~X > 5B 5C 236A 5D~C > 6A 5C 236A

1577

tbd

Anywhere

Max JD
SKD

Medium

.tfhc

Video

2B 2C 236A 5D~A > 2B 5C 236A 5D~C > 6A 5C 2C 5D~B 5D~5A

1595

tbd

Anywhere

Max JD
SKD

Medium

.tfhc

Video

5B 5C 3C jc j.B > j.A j.B 6A 5C 236A 5D~B > 6A 5C 236A 5D~C > 6A 2C 236A

1660

tbd

Corner only

Max JD
SKD

Medium

.tfhc

Video

2B 5C 3C tk.236B 22B > W.8A W.5B > 6A 3C tk.236A 5D~B > Reset 22{A}

1705

tbd

Anywhere

Max JD
SKD

Hard

.tfhc

Video

5B > 5C > 3C > tk.236B > 5C> 3C > tk.236B > 5C > 236A > 5D~5C > 6A >5C > 3C tk.236A> 5D~5B

1917

tbd

Anywhere

Max JD
SKD

Hard

.tfhc

Video

5B 5C 3C tk.236B > 5C 3C tk.236B 22B > W.8A W.5A W.8A W.2A W.5B > 6A 3C tk.236A 5D~5B 5D~5C

2000

tbd

Anywhere

Max JD
SKD

Hard

If too close to the corner combo can drop when doing 22B. To fix this just do 22C vs 22B.

.tfhc

Video

C Starters

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

1243

tbd

Anywhere

HKD

Easy

.tfhc

Video

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

1313

tbd

Anywhere

HKD

Easy

.tfhc

Video

2C 5C 3C jc j.A j.B j.C 6A 5C 236A 5D~B > 5A 5B 5C 2C

1470

tb

Midscreen to Corner

Max JD
SKD

Easy

.tfhc

Video

5C 3C jc j.B j.C 236C > 6A 5C 236A 5D~C

1633

tbd

Anywhere

Max JD
SKD

Medium

.tfhc

Video

2C 5C 236A 5D~A > 5B 5C 3C jc j.A j.B j.C 236A 5D~B 5D~C

1702

tbd

Corner only

Max JD
SKD

Medium

.tfhc

Video

5C 3C jc j.B j.A j.B 6A 5C 3C jc j.A j.B 6A 5C 236A 5D6~C md.6A 5C 3C tk.236A 5D~B

1884

tbd

Anywhere

Max JD
SKD

Medium

.tfhc

Video

5C 3C jc j.B j.C 236C > 6A 5C 3C tk.236B 22B > W.8A W.5A W.8A W.2A W.8A W.5B > 6A 3C tk.236A

1937

tbd

Midscreen Only

Max JD
SKD

Hard

.tfhc

Video

2C 236A 5D~A > md.2B 3C jc j.A j.B j.C 236A 5D~C > md.6A 5C 3C tk.236A 5D~B

1959

tbd

Anywhere

Max JD
SKD

Hard

.tfhc

Video

5C 3C jc dl.j.B dl.j.C 22[A] 5D~B > 5C 2C 3C tk.236B > 5B 6A 5B 5C 2C 3C tk.236B 5D~C

2046

0.38 S
0.75 M

Corner

Max JD
SKD

Hard

Highest damage resourceless combo possible

.tfhc

Video

5C 3C tk.236B > 5C 3C tk.236B > 5C 236A 5D~C > md.6A 5C 3C tk.236A 5D~B

2141

tbd

Anywhere

Max JD
SKD

Hard

.tfhc

Video

Anti-Air Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
CH 6A 5C 236A 5D6~C > md.6A 5C 2C 236A 5D6~A

1409

tbd

Anywhere

Max JD
SKD

Medium

.tfhc

Video

CH 2B 5C 3C jc j.A j.B 6A 5C 236A 5D~C > 6A 5C 2C 236A 5D~B > 5D~C

1802

tbd

Midsrceen to Corner

Max JD
SKD

Medium

.tfhc

Video

CH 22{A} > 2B 5C 3C jc j.A j.B 6A 5C 236A 5D~C > md.6A 5C 236A 5D~B

1582

tbd

Anywhere

Max JD
SKD

Hard

.tfhc

Video

Special Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5D~A > 5B 5C 236A 5D~B 22B > W.8A W.5A W.8A W.2A W.8A W.5B > 6A 5C 3C tk.236A 5D~C

1762

tbd

Midscreen Only

Max JD
SKD

Hard

.tfhc

Video

5D~C > 5C 3C tk.236B 22B > W.5B > 236A > 5C 5D~B 22C > W.8A W.5B 6A 5C 3C tk.236A 5D~C

1893

tbd

Midscreen Only

Max JD
SKD

Hard

.tfhc

Video

Avast Combo

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
236XX214XX > 236C [5D~B]x2 22C > W.8A W.5A W.8A W.5B > 6A 5C 236A 5D~C > 6A 3C tk.236A 5D~B

1971

tbd

Midscreen Only

Max JD
SKD

Medium

.tfhc

Video

CH 236C [5D~B]x3 236XX214XX > 236C [5D~B]x2 22C > W.8A W.5A W.8A W.2A W.5B > 6A 5C 2C 236A 236XX

2918

tbd

Midscreen Only

Max JD
SKD

Hard

.tfhc

Video


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