Them's Fightin' Herds/Texas/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

Enders

2DD

  • This is most often Texas's preferred ender for a Max JD combo, unless going for the kill. Its powerful restand state allows Texas to consistently put the opponent in a predictable position, setting them up for a guess between a low strike or a command grab.

Bullseye 2D is preferred as it guarantees a magic stock to perform restand, but it's not necessary if you already have at least one stock of magic.

(BE)2DD [4]6X~B

  • Alternative ender that foregoes restand in favor of extra damage. Can be followed up with super for even more damage.

5D

  • Not as common since Texas can often ignore the imposition of SKD, but a 5D with no followup can be used in a non-JD Max combo as a reset point, as it leaves the opponent in a hard knockdown right next to Texas.

6A

  • 6A can be used as an ender, trading off restand oki for additional super meter and putting the opponent in a soft knockdown near Texas.

Combos

A Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
2A 2BB 5C 2C 22X (BE)2D

756

Anywhere

HKD

Easy

Your most reliable way to guarantee both a HKD and one stock of magic.

.tfhc

Video

5A 5B 5C 2C 22X shjc.j.B 5B 5C (BE)5D (BE)2D (BE)6DD (BE)2DD

1208

Midscreen to Corner

Max JD
SKD

Medium

3 magic series combo that ends with a tech chase.

.tfhc

Video

5A 5B 5C 2C 22X shjc.j.B 5B 5C (BE)5D (BE)2D [4]6X~C 5B 2B 6A 5B 2C

1282

Midscreen to Corner

Max JD
SKD

Medium

2 magic series combo that ends with a tech chase closer to the corner.

.tfhc

Video

5A 5C 3C jc dl.j.A j.B 5C (BE)5D [4]6X~C 2C 22X (BE)2D [4]6X~B 5B 2B 6A 5C 2C

1413

Midscreen to Corner

Max JD
SKD

Medium

.tfhc

Video

5A 2B 5C 2C 22X shjc.(whiff j.A) 5C (BE)5D [4]6X~C 5C (BE)5D (BE)2D 6DD 22X tk.22X~22X (BE)5D (BE)2DD

1513

Midscreen to

Max JD
Restand

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

.tfhc

Video

2A 5C 2C 22X shjc.j.B 5C (BE)5D [4]6X~C 5B 5C (BE)5D (BE)2D [4]6X~B (BE)5D (BE)2D [4]6X~B

1586

Midscreen to Corner

Max JD
SKD

Hard

Max dmg from 2A starter no resources

.tfhc

Video

B Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
2BB 5C 2C 3C jc j.B (BE)j.D 5C 3C jc j.B (BE)j.DD (BE)6D (BE)5D (BE)2DD

1515

Midscreen

Max JD
Restand

Medium

When 2(BE)DD hit it will leave the opponent in a Restand state, can be used for grab Oki/RPS grab situation

.tfhc

Video

2B 5C 2C 22X shjc 5B 5C (BE)5DD shjc (BE)2DD 5B 6A 5C 2C 22X tk.22X shjc.j.DD (BE)6D (BE)5D (BE)2DD

1571

Midscreen

Max JD
Restand

Medium

Most metergain combo from 2b that leave into a Restand RPS

.tfhc

Video


5B 5C 3C jc dl.j.A j.B 5B 5C 5D [4]6X~B (BE)2D [4]6X~C 5B 2B 6A 2C 5DD

1598

Corner

Max JD
SKD

Medium

Can be used as a tech chase or add super for more dmg (super at the end does 2111)

.tfhc

Video


2B 5C 2C 22X (BE)2D 5D [4]6X~C 5C 2C 22X (BE)2D 5D [4]6X~2B 22X~22X 2DD

1782

Midscreen

Max JD
Restand

Medium

When 2(BE)DD hit it will leave the opponent in a Restand state, can be used for grab Oki/RPS grab situation

.tfhc

Video

2B 5C 2C 22X shjc 5C 22X shjc.(whiff j.A) 5C 22X shjc.(BE)j.D 5C (BE)5D (BE)2D [4]6X~B 22X (BE)2D [4]6X~B 236XX

2314

Midscreen to Corner

Max JD
HKD

Medium

.tfhc

Video

5B 5C 2C 22X shjc.j.B 5C (BE)5D [4]6X~C 5C 5B 5C ((BE)5D (BE)2D [4]6X~B)x2 236XX

2423

Midscreen to Corner

Max JD
HKD

Hard

.tfhc

Video

2B 5C 2C 22X (BE)2D 5D [4]6X~C 5C 2C 22X shjc j.C 22X (tk.22X)x5 (BE)5D (BE)2D [4]6X~B 236XX

2495

Corner

Max JD
HKD

Hard

.tfhc

Video

2B 2C 22X shjc.j.C 22X tk.22X tk.22X tk.22X tk.22X~22X (BE)5D (BE)2DD

1254

Midscreen

Max JD
Restand

Hard

Combo from 2B after a Max JD restand, which returns to starting position with another restand.

Can alternatively be done with a backward shorthop instead of a neutral one, which will require only 3 stomps instead of 5 before earth pull, but do a little bit less damage.

This combo also works from a 2BB, with only slightly tighter stomp timing.

.tfhc

Video

C Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5C 3C jc dl.j.A j.B 5C 5D [4]6X~B (BE)2D > [4]6X~C 5B 2B 6A 5C 2C 5DD

1913

TBA

Corner

Max JD
SKD

Medium

.tfhc

Video

5C 2C 22X shjc.j.B 5C (BE)5D [4]6X~C 5B 5C ((BE)5D (BE)2D [4]6X~B)x2 236XX

2675

TBA

Midscreen to Corner

Max JD
HKD

Medium

.tfhc

Video

5C (BE)5D [4]6X~C 5B 5C (BE)5D (BE)2D (BE)6DD 5C (BE)5D [4]6X~B 236XX 214XX (Walkback) (BE)5D (BE)2D [4]6X~B 236XX

3014

TBA

Midscreen to Corner

Max JD
HKD

Medium

Meter dump dmg

.tfhc

Video

5C 3C 6D [4]6X~C 5C 2C 2D [4]6X~B 5C 2C 22X shjc j.C 22X 2DD

2094

TBA

Corner

Max JD
Restand

Medium

Corner example with restand oki. Demonstrates 6D[4] to Run C link.

.tfhc

Video

Anti-Air Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
6A 5C (BE)5D [4]6X~C 5B 5C (BE)5D (BE)2D [4]6X~B 5C 2C 5DD

1477

TBA

Midscreen Only

Max JD
SKD

Medium

Standard 6A combo

.tfhc

Video

6A 5C (BE)5D [4]6X~C dl.5C 2C 5D [4]6X~B 5B 5C 2C 22X (TK22x)x2 (BE)2DD

1523

TBA

Corner Only

Max JD
SKD

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.

.tfhc

Video

2B 2C 22X (BE)2D [4]6X~B 5B 5C (BE)5D [4]6X~C 5B 5C 2C 5DD

1544

TBA

Midscreen Only

Max JD
SKD

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.

.tfhc

Video

6A 5C (BE)5D (BE)2D 5B 5C 22X shjc.(BE)j.D 22X TK.22X shjc.(BE)j.DD (BE)6D (BE)5D (BE)2D [4]6X~B 236XX

2031

TBA

Midscreen Only

Max JD
SKD

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.

.tfhc

Video

Special Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
22X dl.22X 2C 3C (BE)6D (BE)2D [4]6X~C 2C 22X shjc j.DD (BE)6D (BE)5D (BE)2DD

1427

TBA

Fullscreen

Max JD
HKD

Medium

Fullscreen Confirm from 22X

.tfhc

Video

22X dl.22X 2C 3C (BE)6D (BE)2D [4]6X~C 5B 5C 2C 5D 236XX

1916

TBA

Fullscreen

Max JD
HKD

Medium

Fullscreen Confirm from 22X

.tfhc

Video

22X dl.22X 2C 3C (BE)6D (BE)2D [4]6X~C 5C 5D [4]6X~B 5B 3C tk.236XX

2022

TBA

Midscreen to Corner

Max JD
HKD

Medium

.tfhc

Video



Magic Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
(Jump) (BE)jDD (BE)5D (BE)6D (BE)2D [4]6X~C 5B 2C 22X (BE)2DD

1285

TBA

Midscreen

Max JD
Restand

Medium

(BE)jDD confirm will leave the opponent in a Restand state

.tfhc

Video

(BE)2D 5DD 44 5C 2C 3C jc j.B (BE)jDD (whiff j.A) (BE)5D (BE)6D 22X TK22X~22X (BE)5D (BE)2DD

1583

TBA

Midscreen

Max JD
Restand

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.

.tfhc

Video


(BE)5D [4]6X~C 5C (BE)5D [4]6X~C 5C 2C 22X (BE)2DD

1748

TBA

Midscreen

Max JD
Restand

Medium

(BE)5D confirm will leave the opponent in a Restand state

.tfhc

Video

(BE)2D 5DD 5C 2C 22X shjc dl.j.C 5C 2C 22X (tk.22X)x5 ~22x (BE)5D (BE)2D [4]6X~B 236XX

2106

TBA

Midscreen

Max JD
HKD

Medium

(BE)2D confirm ending with super

.tfhc

Video


General
Controls
FAQ
Glossary
HUD
Links
System
Characters
Arizona
Oleander
Paprika
Pom
Tianhuo
Velvet
Shanty
Texas
Stronghoof
Nidra
Baihe
Predators
Huggles
Events