Them's Fightin' Herds/Velvet/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

214A

This ender is mainly used to create distance.

214B

This ender is mainly used to tack on more damage. It also puts you at a nice midscreen distance to set up a projectile and threaten a meaty 2A/2B.

Super

Velvet's level 1 can be tacked onto the end of any combo with an already-existing ender for additional damage and Hard Knockdown.

3C

This is more of a layer-2 ender. It is most effective against delayed and no-tech, as it gives you time to set up to 3 projectiles (An air icicle, 2D, and ground icicle in that order). The opponent will be able to air tech after this ender, and you will only have time to set up one projectile in that case.

623A/623B

This one is a tad rarer, in fact you won't see any combos below that end in this, but it is unique in that it will send the opponent facing the other direction. The opponent will be stuck in that direction on wakeup, and this will persist if they act on the first frame. This means if the opponent air techs and presses a button, it will likely whiff entirely and net you a reset.

Combos

A Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5A 2B 5C 3C jc j.A j.B 2B 214B

744

0.33 S
0.7 M

Anywhere

379 JD
HKD

Easy

Highest possible Juggle Decay before JDMax

.tfhc

Video

5A 2B 5C 3C jc j.A j.B 2C 5C 3C jc j.C 6A 5C 214B

969

0.4 S
1.2 M

Midscreen to Corner

Max JD
SKD

Easy

Utilizes wallbounce, jC is used to properly space from corner

.tfhc

Video

5A 5A 2B 2C 623A md.6A 214C > 214A

903

0.30 S
0.7 M

Anywhere

Max JD
SKD

Easy

Sends fullscreen

.tfhc

Video

5A 2B 2C 623A > md.5A 2C 3C 4D > 442B 5C 2C 3C 4D > 442B 5C 3C tk.214B

1199

0.40 S
-0.5 M

Anywhere

Max JD
SKD

Medium

Wind loops are good for getting a little extra damage for as little Magic as possible. More reps are possible if you have at least 2 Magic.

.tfhc

Video

5A 2B 2C 3C jc j.A j.B crossunder md.2B 2C 3C jc j.A j.B 2C 3C tk.214B

992

0.40 S
1.2 M

Anywhere except Corner

Max JD
SKD

Medium

Meterless sideswitch. Instantly dash after the first landing.

.tfhc

Video

5A 2B 2C 623A > 2C 5C 3C 4D crossunder md.2B 214B

1037

0.32 S
0 M

Anywhere

Max JD
SKD

Medium

Magic sideswitch.

.tfhc

Video

5A 2B 2C 623B > md.2B 2C 3C 1D 236C > 2B dl.6A tk.j.236C (236C Hit) > 5C 3C tk.236C (j.236C Hit) > md.6A 5C 3C (236C Hit) tk.214C > 214A

1486

0.50 S
0.5 M

Midscreen

Max JD
SKD

Hard

3-rep icicle loops, AKA Velvet's infamous hard/optimal route. Route will be harder near the corner due to 1D's height relative to the near-corner opponent. More reps are possible.

.tfhc

Video

66 5A 2C 5C 623A > md.2B 2C 5C 623A > md.5A 2C 5C 3C jc j.C md.5C 3C tk.214B

1414

0.45 S
1.3 M

Roundstart to Corner

Max JD
SKD

Hard

Optimal Roundstart A route.

.tfhc

Video

5A 2B 2C 623A > 2B 2C 5C 623A > md.5A 2C 5C 3C jc j.C j.236A > j.B 6A 236C (j.236A Hit) md.5C 2C 3C (236C Hit) tk.214C > 214A

1641

0.57 S
1.8 M

Corner

Max JD
SKD

Hard

Ender can be changed for 214B. Half-circle must be input for 236C after 6A, otherwise 623C will input instead.

.tfhc

Video

B Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
2B 5C 3C jc j.A j.B 2B 5C 214B

957

0.32 S
0.8 M

Anywhere

374 JD
HKD

Easy

Highest juggle decay off 2B

.tfhc

Video

2B 2C 623B > md.2B 2C 5C 623A > 2B 5C 3C jc j.A j.B 2B 2C 5C 3C tk.214B

1603

0.45 S
1.2 M

Anywhere

Max JD
SKD

Medium

Demonstrates 2x Eruption 2B link.

.tfhc

Video

2B 2C 623B > md.2B 2C 5C 3C jc j.A j.B 6A 236C > 5A 5C 3C tk.j236C (236C Hit) > 5C 3C tk.236C (j236C Hit) > md.6A 5C 3C (236C Hit) tk.214C > 214A

1795

0.55 S
1.9 M

Anywhere

Max JD
SKD

Hard

Resourceless icicle loops.

.tfhc

Video

2B 2C 5C 3C tk.214B > 2B 2C 3C 3D 236C > 2B 2C dl.6A tk.j.236C (236C Hit) > 5C 3C tk.236C (j.236C Hit) > md.5C 3C tk.j.236C (236C Hit) > 5C 3C tk.236B (j.236C Hit) > 6A 3C tk.214C (236B Hit) 214A

2018

0.70 S
0.1 M

Corner

Max JD
SKD

Very Hard

Optimal corner Icicle loops.

.tfhc

Video

C Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
(tk.j236B)
2C dl.5C 236C (tk.j236B Hit) > md.2C 5C (236C Hit) > md.5C 623A > md.5A 2C 5C 3C jc j.C 5C 2C 3C tk.214B

1933

0.49 S
1.5 M

Midscreen to corner

Max JD
SKD

Medium

Midscreen to corner carry. Gives an idea of how to time icicles in combos, using the most important one for neutral, TK Icicle B, as an example.

.tfhc

Video

2C 623A > 2C 5C 623A > 2B 2C 5C 623A > 2B 5C 2C 3C jc j.C j.236A > j.B 6A 236C > (j.236A Hit) md.5C 2C 3C (236C Hit) tk.214C > 214A

2299

0.58 S
1.8 M

Corner

Max JD
SKD

Hard

Optimal resourceless corner damage

.tfhc

Video

(tk.j236B)
2C 5C 236C (tk.j236B Hit) > md.5C 214B (236C Hit) md.5C 2C 3C jc j.C j.236A > j.B 6A 236C (j.236A Hit) md.5C 2C 3C (236C Hit) tk.214C > 214B 236XX

2485
(2670 CH)

-0.5 S
2.4 M

Corner

Max JD
HKD

Hard

Corner punish, TK Icicle B can be summoned for big punishes on moves like Shanty Level 1.

.tfhc

Video

2C 623B 5C 2C 623D [ 662B 5C 623D ] x3 2B 2C 3C jc j.C j.236A j.B 6A 236C (j.236A Hit) 665C 2C 3C (236C Hit) tk.214C > 214A

2583

0.7 S
-2.8 M

Corner

Max JD
SKD

Hard

DP loops, done primarily to build meter, does decent damage too.

.tfhc

Video

(tk.j236B)
2C 5C 236C > (tk.j236B Hit) md.2B 5B(1) 6A tk.j236B > (236C Hit) 2B 2C 5C 236C > (j236B Hit) 5A 2C 3C (236C Hit) tk.214C > 214A 236XX

2094

-0.55 S
1.2 M

Corner

Max JD
HKD

Very Hard

Grounded icicle loops. Made possible due to 2B->5B being chainable as of v3.1, and vice versa.

.tfhc

Video

(tk.j236B)
2C 5C 236C > (tk.j236B Hit) md.2B 5B(1) 6A tk.j236B > (236C Hit) 2B 2C 5C 236B > (j236B Hit) md.5C 3C tk.214B (236B Hit) 236XX

1955

-0.60 S
1.1 M

Anywhere

HKD

Very Hard

Universal version of grounded icicle loops.

.tfhc

Video

2C 623B > 5C 2C 214B > 5A 2B 5C 623D > md.2B 5C 623D > 2B 2C 3C jc j.C j.236A > j.B 6A 236C > (j.236A Hit) md.5C 2C 3C tk.214C > 214B 236XX 214XX > md.214A 6[D] 1D 6A 214A 6D 236XX

3363

-2.94 S
-5.2 M

Corner

Max JD
HKD

Very Hard

Optimal resource dump. Demonstrates 214B link to 5A, 623D loops with new -6 recovery, icicle loops, and Wind loops.

.tfhc

Video

Anti-Air Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
AA 5C 214A 4D 5A 5C 3C jc j.A j.B 2C 5C 3C jc j.C md.5C 3C tk.214B

1523

0.36 S
0.5 M

Midscreen to corner

Max JD
SKD

Medium

Demonstrates 5C anti-air pickup and link off 4D.

.tfhc

Video

AA 6A dl.2C 5C 623A > md.5A 2C 3C 1D 236C > 2B dl.6A tk.j.236C > (236C Hit) 5C 3C tk.236C > (j.236C Hit) md.6A 5C 3C > (236C Hit) tk.214C > 214A

1674

0.5 S
0.5 M

Anywhere except Corner

Max JD
SKD

Hard

6A version of Icicle loops.

.tfhc

Video

(tk.j236B)
AA 2C 5C 236C > (tk.j236B Hit) md.2B 2C 5C (236C Hit) md.5C 3C jc j.C md.5C 2C 3C tk.214B

1716

0.40 S
1.5 M

Midscreen to corner

Max JD
SKD

Hard

Anti-air 2C combo with pre-emptive icicle.

.tfhc

Video

Special Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
tk.j.236C 3D 623C (3D Hit) (j.236C Hit)

767

0.1 S
-0.6 M

Fullscreen

195 JD
SKD

Easy

Demonstrates confirm off zoning

.tfhc

Video

Magic Starters

Notation Damage Meter Gain Location Knockdown Difficulty Notes Combo File Video
5D 623C k.xx 236XX 214XX 5D 4D > md.5C 623B > md.2B 2C 5C 3C jc j.A j.B 2B 2C 5C 3C tk.214B

1422

-1.6 S
1.0 M

Fullscreen

Max JD
SKD

Medium

Demonstrates 5D into 623C and kara cancelling 623C into Super.

.tfhc

Video


General
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