Them's Fightin' Herds/Velvet/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
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 |
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|
744 |
0.33 S |
Anywhere |
379 JD |
Easy |
Highest possible Juggle Decay before JDMax |
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|
969 |
0.4 S |
Midscreen to Corner |
Max JD |
Easy |
Utilizes wallbounce, jC is used to properly space from corner |
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|
903 |
0.30 S |
Anywhere |
Max JD |
Easy |
Sends fullscreen |
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|
1199 |
0.40 S |
Anywhere |
Max JD |
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. |
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|
992 |
0.40 S |
Anywhere except Corner |
Max JD |
Medium |
Meterless sideswitch. Instantly dash after the first landing. |
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|
1037 |
0.32 S |
Anywhere |
Max JD |
Medium |
Magic sideswitch. |
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|
1486 |
0.50 S |
Midscreen |
Max JD |
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. |
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|
1414 |
0.45 S |
Roundstart to Corner |
Max JD |
Hard |
Optimal Roundstart A route. |
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|
1641 |
0.57 S |
Corner |
Max JD |
Hard |
Ender can be changed for 214B. Half-circle must be input for 236C after 6A, otherwise 623C will input instead. |
B Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
957 |
0.32 S |
Anywhere |
374 JD |
Easy |
Highest juggle decay off 2B |
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|
1603 |
0.45 S |
Anywhere |
Max JD |
Medium |
Demonstrates 2x Eruption 2B link. |
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|
1795 |
0.55 S |
Anywhere |
Max JD |
Hard |
Resourceless icicle loops. |
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|
2018 |
0.70 S |
Corner |
Max JD |
Very Hard |
Optimal corner Icicle loops. |
C Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1933 |
0.49 S |
Midscreen to corner |
Max JD |
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. |
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|
2299 |
0.58 S |
Corner |
Max JD |
Hard |
Optimal resourceless corner damage |
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|
2485 |
-0.5 S |
Corner |
Max JD |
Hard |
Corner punish, TK Icicle B can be summoned for big punishes on moves like Shanty Level 1. |
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|
2583 |
0.7 S |
Corner |
Max JD |
Hard |
DP loops, done primarily to build meter, does decent damage too. |
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|
2094 |
-0.55 S |
Corner |
Max JD |
Very Hard |
Grounded icicle loops. Made possible due to 2B->5B being chainable as of v3.1, and vice versa. |
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|
1955 |
-0.60 S |
Anywhere |
HKD |
Very Hard |
Universal version of grounded icicle loops. |
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|
3363 |
-2.94 S |
Corner |
Max JD |
Very Hard |
Optimal resource dump. Demonstrates 214B link to 5A, 623D loops with new -6 recovery, icicle loops, and Wind loops. |
Anti-Air Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1523 |
0.36 S |
Midscreen to corner |
Max JD |
Medium |
Demonstrates 5C anti-air pickup and link off 4D. |
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|
1674 |
0.5 S |
Anywhere except Corner |
Max JD |
Hard |
6A version of Icicle loops. |
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|
1716 |
0.40 S |
Midscreen to corner |
Max JD |
Hard |
Anti-air 2C combo with pre-emptive icicle. |
Special Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
767 |
0.1 S |
Fullscreen |
195 JD |
Easy |
Demonstrates confirm off zoning |
Magic Starters
Notation | Damage | Meter Gain | Location | Knockdown | Difficulty | Notes | Combo File | Video |
---|---|---|---|---|---|---|---|---|
|
1422 |
-1.6 S |
Fullscreen |
Max JD |
Medium |
Demonstrates 5D into 623C and kara cancelling 623C into Super. |