Them's Fightin' Herds/Shanty/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.
|
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 |
---|---|---|---|---|---|---|---|---|
|
697 |
0.18 S |
Corner only |
300 JD |
Easy |
Common Shanty ender |
||
|
777 |
0.2 S |
Anywhere |
Max JD |
Easy |
Quick way to build magic in combos. Best use in the corner. Can still be used Anywhere just tricky timing midscreen. |
||
|
1239 |
0.29 S |
Anywhere |
Max JD |
Medium |
|||
|
1256 |
0.42 S |
Anywhere |
Max JD |
Medium |
j.B j.A j.B loops with groundbounce ender. Microdashes are optional in the corner. Gives full corner carry. |
||
|
1310 |
0.27 S |
Anywhere |
Max JD |
Medium |
|||
|
1427 |
0.42 S |
Anywhere |
Max JD |
Hard |
Great corner carry from a 5A starter. |
||
|
1668 |
0.33 S |
Anywhere |
Max JD |
Hard |
66 dash at the end is for closing the distance to the corner. |
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|
1871 |
0.37 S |
Center |
Max JD |
Hard |
Best use midscreen to not get an accidental side switch when reaching the corner. |
B Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1042 |
tbd |
Anywhere |
345 JD |
Easy |
|||
|
1077 |
tbd |
Anywhere |
355 JD |
Easy |
|||
|
1267 |
tbd |
Anywhere |
Max JD |
Easy |
|||
|
1577 |
tbd |
Anywhere |
Max JD |
Medium |
|||
|
1595 |
tbd |
Anywhere |
Max JD |
Medium |
|||
|
1660 |
tbd |
Corner only |
Max JD |
Medium |
|||
|
1705 |
tbd |
Anywhere |
Max JD |
Hard |
|||
|
1917 |
tbd |
Anywhere |
Max JD |
Hard |
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|
2000 |
tbd |
Anywhere |
Max JD |
Hard |
If too close to the corner combo can drop when doing 22B. To fix this just do 22C vs 22B. |
C Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1243 |
tbd |
Anywhere |
HKD |
Easy |
|||
|
1313 |
tbd |
Anywhere |
HKD |
Easy |
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|
1470 |
tb |
Midscreen to Corner |
Max JD |
Easy |
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|
1633 |
tbd |
Anywhere |
Max JD |
Medium |
|||
|
1702 |
tbd |
Corner only |
Max JD |
Medium |
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|
1884 |
tbd |
Anywhere |
Max JD |
Medium |
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|
1937 |
tbd |
Midscreen Only |
Max JD |
Hard |
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|
1959 |
tbd |
Anywhere |
Max JD |
Hard |
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|
2046 |
0.38 S |
Corner |
Max JD |
Hard |
Highest damage resourceless combo possible |
||
|
2141 |
tbd |
Anywhere |
Max JD |
Hard |
Anti-Air Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1409 |
tbd |
Anywhere |
Max JD |
Medium |
|||
|
1802 |
tbd |
Midsrceen to Corner |
Max JD |
Medium |
|||
|
1582 |
tbd |
Anywhere |
Max JD |
Hard |
Special Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1762 |
tbd |
Midscreen Only |
Max JD |
Hard |
|||
|
1893 |
tbd |
Midscreen Only |
Max JD |
Hard |
Avast Combo
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1971 |
tbd |
Midscreen Only |
Max JD |
Medium |
|||
|
2918 |
tbd |
Midscreen Only |
Max JD |
Hard |