Them's Fightin' Herds/Tianhuo/Strategy

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Neutral

Make use of Tian’s dashblock. It has a comically small hurtbox, dashing under moves such as shadow spark and goatwheel. On top of this, Tian has excellent midrange buttons in the form of 5B, 2B, and 2A. Combine this with the generous hitbox of IAD jB, and you’re set in terms of the ground game. You can opt for a more commanding midrange presence, or focus on whiff punishing with your movement. It varies between matchups, but Tian is usually the most threatening when she’s grounded at midrange.

Offense

Stagger Pressure is safe, flexible, and mash safe. All you need to do is slightly delay each button in your gatling (ideally a gap of a few frames). This will punish the opponent for mashing buttons. Once the opponent is afraid to mash, you can start using flip mixups to break their defense.

Flip mixup variations:

4D > j.B IADj.B - The standard go-to. Decent starter, good range, pretty fast. If you’re not sure which one to do, do this one. Note: you can delay the second j.B for a while and still combo-train this muscle memory to stay in against pushblocks. Use this one against opponents that you know are scared or aren’t looking for overhead from a specific range.

4D > j.A > j.B - A much tighter double overhead. Harder to pushblock, but has less range and is a somewhat worse starter. This has the added bonus of counter-hitting players who mash out stand normals (usually 5A).

4D > IAD B+C > 2A - Basically an empty flip into a low. Obviously this has a big gap, but certain players will crumble against it. Worth learning.

1D > j.C - This is a crossup that can be made somewhat ambiguous depending on the timing you press j.C. This one can always be mashed out of, so make sure the opponent is very scared of mashing before using it. Great starter. I use this one sparingly.


Movement

Okizeme

Ran Shao Feng HKD

Tian's install not only gives her insane damage, but also a disgusting vortex setup if you decided to end your combo with a hard knockdown. With the ability to fly cancel her Crash and multiple airdashes while in flight, this enables a 5-way meaty setup that can be looped into itself as long as juggle decay does not max out.

After you flight cancel her 236C, airdash once past them and you can hit meaty with any of these:

  • 66 > j.C: cross-up high; does not make characters lose left/right charge inputs so be careful when doing this to Pom, Pap, or Texas
  • 661/664 > j.C: sameside high; airdash but holding back will shorten the distance you travel so you don't cross-up
  • 3 > land 2A: cross-up low; very ambigouous if you land as close to the opponent as possible
  • 2 > land 2A: sameside low
  • 3/2 > land B+C: just a grab

If they don't block the initial hit, you can either go for max damage (especially on a juicy j.C counterhit), or combo into another 236C and start the vortex all over again. Juggle decay will not reset if they don't wake up with a reversal, so you can only do this so many times before it turns into a SKD. Pay attention to the juggle decay bar!

The airdashes before the mix are optional. If you prefer to just fly over them and move left and right, that works too if you learn the timing. Also, keep in mind that these are not safe jumps. Invincible and armored reversals will hit you, but they are difficult to input since the flying is switching the direction they are facing. Ari's 214D and 236D do not have this issue since you will get a reversal no matter what side you're on. Other examples of these are Ole 22d, Pap 236XX/214XX, and Texas SPD.

Defense

Matchups

TFH icon Arizona.png
Arizona[No Data]
[Character Page]


TFH icon Oleander.png
Oleander[No Data]
[Character Page]


TFH icon Paprika.png
Paprika[No Data]
[Character Page]


TFH icon Pom.png
Pom[No Data]
[Character Page]


TFH icon Tianhuo.png
Tianhuo[No Data]
[Character Page]


TFH icon Velvet.png
Velvet[No Data]
[Character Page]


TFH icon Shanty.png
Shanty[No Data]
[Character Page]


TFH icon Texas.png
Texas[No Data]
[Character Page]



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Tianhuo
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