Them's Fightin' Herds/Tianhuo/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
All of Tainhuo's specials can be done on the ground and in the air. She switches from being airborne and ground a lot in her BnB.
Volcanic Ash 236A: Spikes the opponent to the ground, allowing Tianhuo to land and extend the combo.
Volcanic Bash 236B: Can be flight canceled with 5D after either the first or second hit, allowing for multiple combo utilities. Certain advanced combo routes are even based on this.
Enders
Combos
A Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
751 |
tbd |
Anywhere |
360 JD |
Easy |
| ||
|
925 |
tbd |
Anywhere |
360 JD |
Easy |
|||
|
1110 |
tbd |
Anywhere |
Max JD |
Medium |
|||
|
1142 |
tbd |
Anywhere |
Max JD |
Medium |
Good side switch combo. |
| |
|
1250 |
tbd |
Anywhere |
Max JD |
Hard |
Learn this and you can do almost any Tian combo. Flexible with different starters, as you can always add or remove reps of 9jB 66jC. Spend magic after any air series with 3D. |
B Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
950 |
tbd |
Anywhere |
375 JD |
Easy |
|||
|
1026 |
tbd |
Anywhere |
320 JD |
Easy |
|||
|
1328 |
tbd |
Anywhere |
Max JD |
Medium |
|||
|
1356 |
tbd |
Anywhere |
Max JD |
Medium |
|||
|
1560 |
tbd |
Anywhere |
Max JD |
Hard |
C Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1199 |
tbd |
Anywhere |
350 JD |
Easy |
|||
|
1232 |
tbd |
Anywhere |
360 JD |
Easy |
|||
|
1396 |
tbd |
Anywhere |
Max JD |
Medium |
|||
|
1424 |
tbd |
Anywhere |
Max JD |
Medium |
|||
|
1632 |
tbd |
Anywhere |
Max JD |
Hard |
|||
|
1673 |
tbd |
Anywhere |
Max JD |
Hard |
Anti-Air Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1129 |
tbd |
Anywhere |
370 JD |
Easy |
|||
|
1447 |
tbd |
Anywhere |
Max JD |
Medium |
| ||
|
1450 |
tbd |
Anywhere |
Max JD |
Hard |
A common starter in some match-ups. Use one magic to stabilize the combo, but you’re always welcome to use Ash for ground bounce. |
Special Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1178 |
tbd |
Anywhere |
375 JD |
Medium |
| ||
|
1657 |
tbd |
Anywhere |
Max JD |
Medium |
|||
|
1771 |
tbd |
Anywhere |
Max JD |
Hard |
For converting off of a grounded 6D firecracker. The jA link is pretty tight; you want to delay it slightly to make the 5A link easier. Level 1 super ender included. |
Ran Shao Feng Combo
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
2565 |
tbd |
Anywhere |
Max JD |
Medium |
|||
|
2841 |
tbd |
Anywhere |
Max JD |
Hard |