Them's Fightin' Herds/Stronghoof/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
Due to the amazing power of 2/4/6/8D (Winter Wind), Stronghoof's combo structure is very flexible and can be manipulated to do almost anything you want to do. Some routes, however, are much more effective than others at maximizing damage and keeping the juggle going longer.
Most standard Stronghoof combos begin with cancelling your way into a 5C, and then following up with either 3C (Launcher) into aerial attacks, or an Arsenal move (236A/B/C) to begin a juggle. When the opponent is launched far away, use 4D to pull them back into the range of your B and C normals, and then continue the cycle. This pattern usually continues until either the opponent is too heavy to juggle, or you've reached the corner, at which point 6D or 8D become more useful than 4D.
Combo Pieces
5C - The bread and butter normal. Minimal gravity multiplier, easy to juggle with due to huge vertical coverage, and does a ton of damage. Substituting in a 5B or 2C may also sometimes be necessary if the opponent would otherwise exit hitstun or fall to the ground before 5C's long startup would connect.
j.C - The strongest air normal. Launches the opponent far away, so the use of Winter Wind will likely be required to follow up on this attack - unless the opponent is close enough to the wall, at which point they will rebound and fall back into the stage. This wallbounce is shared with 236A and can only be used once per combo. Sometimes a j.B may be required as filler to make this move connect due to its long startup.
3C - Launcher. Generally not as efficient a use of JD/JDG compared to Arsenal moves, but can be used to keep a juggle going if you're running low on magic or trying to preserve it.
236A - Wallbounces the opponent (only once per combo) no matter where you are on the screen. Works as combo filler whenever the opponent is not high enough off the ground for 236B to connect, and sets up Vetr 236A, which can be used to keep the opponent airborne between other hits, or kept around until after the combo for setplay.
236B - Uses your groundbounce unless there is Ice Slick on the ground and the opponent is hit with ice shards, which will suspend them in the air temporarily. Does good damage and sets up Vetr 236B, which can be used to continue a juggle when Stronghoof is busy in the startup or recovery of another move, or left around after the combo for setplay.
236C - Uses your tumble, unless the opponent is suspended with wind before they touch the ground. Does the most damage by far out of any of Stronghoof's non-super moves, so squeezing one in wherever possible is a good idea. Also sets up Vetr 236C, which has no combo utility, but can give you a huge advantage if it's still around to be activated after the combo is over.
22X - Generally used as a combo ender, unless there is a Warhammer or Battleaxe already set up, which can be used to interrupt the knockdown, or Ice Slick present, where the shards can be used to continue juggles. Hugely important for Level 2 / Ice Fjord loops.
4D - Useful any time the opponent would otherwise be launched too far away to continue juggling them. Due to the way the momentum works, you only need to use it in very short bursts to get the most bang for your buck. (Haha, buck... get it?)
6D - Enabler of some of Stronghoof's most obnoxious corner shenanigans. Lets you link nearly any move you can think of into another in the corner by keeping the opponent airbone and in hitstun while you recover.
8D - An alternative juggle tool to 6D, it's better at helping with height management due to giving stronger upward momentum and not using up JD, but not as good at extending hitstun. One common use is to make it easier to start or continue a combo off of 2C. Important to make sure your followup connects in time, or you may allow your opponent to air tech out of the combo and punish you.
22D - Sets up Ice Slick after a knockdown. Can also be used to cancel out of 22X to prevent it from shattering setup weapons.
236XX (Super) - Does a huge amount of damage that doesn't seem to scale as much as you would think. Can also be used for corner carry if timed well, as it transports Stronghoof right next to the position where it connects.
Enders
Most complete Stronghoof combos end with either 22X knockdown to set up a 22D (Ice Slick), or Super to tack on extra damage.
Combos
A Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1350 |
tbd |
Mid Screen |
Max JD |
Easy |
|||
|
1386 |
tbd |
Mid Screen |
Max JD |
Easy |
|||
|
1439 |
tbd |
Mid Screen |
Max JD |
Easy |
|||
|
1565 |
tbd |
Mid Screen |
Max JD |
Easy |
B Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1546 |
tbd |
Corner |
Max JD |
Medium |
|||
|
1664 |
tbd |
Mid Screen |
Max JD |
Medium |
| ||
|
1904 |
tbd |
Mid Screen |
Max JD |
Medium |
| ||
|
2459 |
tbd |
Mid Screen |
Max JD |
Hard |
C Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
2422 |
tbd |
Corner |
Max JD |
Medium |
|||
|
2807 |
tbd |
Corner |
Max JD |
Medium |
|||
|
2853 |
tbd |
Mid Screen |
Max JD |
Medium |
|||
|
3130 |
tbd |
Mid Screen |
Max JD |
Hard |
Anti-Air Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1259 |
TBA |
Midscreen |
Max JD |
Medium |
|||
|
1623 |
TBA |
Midscreen |
Max JD |
Medium |
|||
|
1744 |
TBA |
Midscreen |
Max JD |
Medium |
Special Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1646 |
tbd |
Mid Screen |
Max JD |
Medium |
|||
|
1744 |
tbd |
Mid Screen |
Max JD |
Medium |
| ||
|
2000 |
tbd |
Corner |
Max JD |
Hard |
|||
|
2105 |
tbd |
Mid Screen |
Max JD |
Hard |
Ice Fjord Combo
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
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