Them's Fightin' Herds/Texas/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
Enders
Combos
A Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
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|
756 |
Anywhere |
HKD |
Easy |
Your most reliable way to guarantee both a HKD and one stock of magic. |
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|
1208 |
Midscreen to Corner |
Max JD |
Medium |
3 magic series combo that ends with a tech chase. |
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|
1282 |
Midscreen to Corner |
Max JD |
Medium |
2 magic series combo that ends with a tech chase closer to the corner. |
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|
1413 |
Midscreen to Corner |
Max JD |
Medium |
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|
1513 |
Midscreen to |
Max JD |
Medium |
Whiffing j.A makes you land 2 frames earlier so it makes combos a little more lenient. Sometimes is a need to not mis-input an air button |
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|
1586 |
Midscreen to Corner |
Max JD |
Hard |
Max dmg from 2A starter no resources |
B Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1515 |
Midscreen |
Max JD |
Medium |
When 2(BE)DD hit it will leave the opponent in a Restand state, can be used for grab Oki/RPS grab situation |
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|
1571 |
Midscreen |
Max JD |
Medium |
Most metergain combo from 2b that leave into a Restand RPS |
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|
1598 |
Corner |
Max JD |
Medium |
Can be used as a tech chase or add super for more dmg (super at the end does 2111) |
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|
1782 |
Midscreen |
Max JD |
Medium |
When 2(BE)DD hit it will leave the opponent in a Restand state, can be used for grab Oki/RPS grab situation |
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|
2314 |
Midscreen to Corner |
Max JD |
Medium |
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|
2423 |
Midscreen to Corner |
Max JD |
Hard |
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|
2495 |
Corner |
Max JD |
Hard |
C Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1913 |
TBA |
Corner only |
Max JD |
Medium |
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|
2675 |
TBA |
Midscreen to Corner |
Max JD |
Medium |
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|
3014 |
TBA |
Midscreen to Corner |
Max JD |
Medium |
Meter dump dmg |
Anti-Air Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1477 |
TBA |
Midscreen Only |
Max JD |
Medium |
Standard 6A combo |
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|
1523 |
TBA |
Corner Only |
Max JD |
Medium |
6A to side switch instead of using 6DD. With how (BE)5D pull in the opponent. [4]6X~C can pass through them, however with how big Texas if you don't delay 5C he will miss with how his center line works. |
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|
1544 |
TBA |
Midscreen Only |
Max JD |
Medium |
2B although not having any head iunv can be used as an AA like most members. Situations like IAD from Pom or Tainhuo are where 2B can be seen used. |
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|
2031 |
TBA |
Midscreen Only |
Max JD |
Hard |
6A mid-screen that leads into super. If Texas doesn't have the bar he can end at (BE)2DD and go for RPS situations. |
Special Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1427 |
TBA |
Fullscreen |
Max JD |
Medium |
Fullscreen Confirm from 22X |
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|
1916 |
TBA |
Fullscreen |
Max JD |
Medium |
Fullscreen Confirm from 22X |
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|
2022 |
TBA |
Midscreen to Corner |
Max JD |
Medium |
|
Magic Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1285 |
TBA |
Midscreen |
Max JD |
Medium |
(BE)jDD confirm will leave the opponent in a Restand state |
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|
1583 |
TBA |
Midscreen |
Max JD |
Medium |
(BE)2D confirm will leave the opponent in a Restand state. Whiffing j.A makes you land 2 frames earlier so it makes combos a little more lenient. Sometimes is a need to not mis-input an air button. |
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|
1748 |
TBA |
Midscreen |
Max JD |
Medium |
(BE)5D confirm will leave the opponent in a Restand state |
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|
2106 |
TBA |
Midscreen |
Max JD |
Medium |
(BE)2D confirm ending with super |