Them's Fightin' Herds/Velvet/Strategy

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Neutral

At round start and neutral, Velvet is looking to do one of three things.

  1. Retreat with backdash, pushblock, etc.
  2. Poke with normals/specials and force a response
  3. Initiate strike/throw

All of these have a common goal in mind; create space for zoning. The first point, retreating, is relatively safe, as opponents will need to commit to fully stop you in your tracks, even at roundstart. There are exceptions to this, such as Arizona's 22A, but for the most part, you will get checked at worst. Therefore, this makes a safe layer 1 to establish, and potentially force unsafe approaches that can be punished with the second point: Your own approach. Velvet has a myriad of moves that are either long-range, anti-airs, low-profile, or all 3! (Check the hurtboxes and hitboxes for 2C and 5C.) Moves like 214A and 623A/B will act as tools to stuff grounded approach, while the prior-mentioned normals, will work to stop aerial approaches. If you find yourself in a situation where you are closer to your opponent, but do not wish to back off and make space, then depending on their defensive habits, you can quickly slide up and either throw or initiate another blockstring, potentially throw baiting. Despite being -6, 623D is good for this due to the pushback, making the punish difficult.

Important Normals

  • 5A: 5-frame jab like the rest of the cast, but is very useful as a quick late-reaction anti-air due to its deceptively high vertical hitbox.
  • 2B: Disjointed 10-frame poke. Velvet's main ground poke. Can gatling into 5B and vice versa.
  • 5B: 10-frame 2-hit ground poke. Can cancel the first hit into a special to reset pressure.
  • 5C: Very disjointed and high-hitting move, also low-profiles on startup. Can anti-air from a long distance, but whiffs on crouchers further than point blank.
  • 2C: Best scaling for damage, her best tool for whiff punishing as it also low-profiles on startup.

Movement

Zoning is part of Velvet's gameplan, but sitting still will only make games harder. What makes her such an annoying zoner to deal with is her ability to weave in and out of situations quickly with slide. Good, constant movement is key to success as Velvet.

The distance and speed at which you will slide during forward dash is dependent on the acceleration you already have when dashing. For example, if you crouch at the very start of your dash, or at the very end, you will move slowly for a small distance. The best point to crouch is in the middle of your dash, using Velvet lowering her head as a visual indicator.

This speed will enable you to disengage from many aerial approaches, force left-right situations when your opponent is airblocking projectiles, and side-switch during combos.

For backdash, you cannot cancel into crouch during the dash, so simply holding down during the dash will act as a buffer and you will get the most travel out of it.

Offense

Midrange

When Velvet starts her blockstring, she has little variety in her strings, but the ones that are viable are very effective. Your A and B normals are the foundation of your blockstrings, with C normals being a deeper layer along with specials. Rebeat 6A is never used in strings outside of specific anti-IB situations due to pushback on normals leaving opponents outside of the move's range. Example strings include:

  • 5A/2A 5A/2A 5B 2B
  • 5A/2A 5A/2A 2B (reset) 5A...
  • 5A/2A 5A/2A 5B(1) 623A

Depending on your opponent's response, you can do a few things.

  • They mash:
    • Stagger pressure, or delay inbetween normals. For more on this concept and how it applies to Velvet and TFH at large, see this article by Barlowe.
    • At the end of the string, if they're spaced out enough, you can reset into an A normal or extend into 2C for big damage if you're confident, and cash out on big damage.
  • They block:
    • Continue to zone! No need to commit if you're already at your win condition.
    • If you're running out of magic, you can kill some time by scoring a knockdown with a throw, and setting up a projectile.

Halfscreen/Fullscreen

Okizeme

Defense

Matchups

TFH icon Arizona.png
Arizona
[Character Page]
The main thing to keep in mind in this matchup is staying outside of stomp/rope RPS range. This can be especially difficult at roundstart, due to Arizona's 22A catching an immediate backdash, meaning you would have to time it to escape. If you do get stuck in a situation where you block stomp, 2369B will make Ari's 2D and 22C followups whiff, and not put you at risk of 4D either. Being outside of rope range from the inside will allow you to annoy Ari with disjointed pokes, and run strike/throw with projectiles out, but not close enough that you start having to eat her shorthop mix.

Neutral

Offense

Defense

Extra notes


TFH icon Oleander.png
Oleander
[Character Page]
Velvet's zoning and half screen harassment shine the brightest in this matchup. Oleander has to commit to building and spending her magic with moves such as 22D and other teleports, as well as 236D to stop you from setting up. With the difference in metergain, you can even deny her of ever reaching 2 bars if you play your cards well enough. Knowledge of recovery frames and your hitbox sizes can stop Oleander from ever building enough magic to be a threat. She will rely on throws and throw baits to open you up, as her grounded overhead is considerably slow. Due to this, she will be jumping in a lot, and as many of your moves naturally anti-air coupled with the fact that she cannot block during double jump, it's easy to swat her out of the air and get back to zoning. You still must be on the lookout, and never get too close to her, as her normals cover much more space than yours. Forcing up-close RPS situations is ill-advised, as you'd be doing half of her job for her. One or two hits from Ole can lead into corner setplay that will be hard for Velvet to escape.

Neutral
The most likely Oleander layer 1 on round start will be dash up 5A. After this, she will either continue trying to push you to the corner, or make you retreat so that she has space to read. Ole players will want to read in the air as your only way of stopping it directly would be 1D in a situation where you've yet to build magic. The layer 2, that will usually beat backdashes, is run-up j.2C, or as Amaron calls it, "the litmus test."

Ole will try to play zoning wars with you, either to make you press Eruption, which will eliminate Shadow Sparks (236D will remain active after Ole is hit) but lose to 22D, or make you impatient and come close to her. Both of your C normals will low-profile sparks, but it's best to not force that situation, and save it for defense.

At later points in the match, when more meter is built, Velvet will be able to call out Read with Level 1 and the prior-mentioned 1D. Following up with level 2 is preferable is possible, to create a chip damage situation. Oleander's slow answers to your zoning become even slower in this state, all she can really do to beat you for overcommitting is Shadow Blast, and Ole will typically not want to throw out meter haphazardly.

Offense
Once you've knocked down Ole, pay attention to her magic. It's never a bad idea to let your projectiles sit there and wait for a response, but Tele B is an option you must be ready for. A meaty 2A will keep you safe from reversal22D as well.

Ending in SKD with a ground-to-air Shatter B will give you plenty of frame advantage to set up multiple projectiles, effectively locking her down. Continue to zone from forward-roll distance or further, keeping her magic in mind. Stuff low approaches with Shatter A and have somthing like a 2D or j.236C ready to stuff a jump in, like j.B or j.2C. Vice versa, you can have icicles pointing to the ground, while waiting to anti-air a jump-in.

Defense
Once you're blocking an Ole string, you'll want to remain patient and understand the player's offensive habits, as there's no immediate threat. Being able to reverse beat 6A from B normals, and 6B from C normals means that Ole has a handful of ways to frametrap you. There are gaps, however. For example, 2C into 6B can always be hit by your 5A.

Being knocked down by Oleander can spell trouble, but Absolute Guard can be your friend here. You'll usually want to be pushblocking later parts of her strings anyways, to create the distance to make your escape and either push Ole back to midscreen or confirm into a sideswitch combo. Due to traps, teleport, and disjointed aerials coupled with double jump, wakeup 623D is not recommended if the Ole is always using magic, as you are very likely to get hit and the risk outweights the reward. This reversal is better used in blockstrings.

Extra notes
At various points in the match, having a grounded icicle behind you can deny Oleander of 22B.


TFH icon Paprika.png
Paprika
[Character Page]
Paprika is one of those "whoever gets the first hit" matchups. Her relatively lacking defense will make it hard for her to get in on you once the zoning gets started, but slip-up in neutral vs her quick and/or fast normals such as 5A and 5B will turn into a decent chunk of damage, which in itself will lead to a troublesome corner situation, threatening Item Toss oki and Kiss tick throws, which are made all the more overwhelming with mid-pressure teleports. Your reversal will get you out of these situations, as well as 5A to check shorthops and a myriad of anti-airs to check regular jump-ins, but it is a dangerous RPS nonetheless.

Neutral

Offense

Defense

Extra notes


TFH icon Pom.png
Pom
[Character Page]
Playing vs Pom a tug of war where you have to keep a good balance between your zoning and challenging Pom's jump in attempts. Keeping a keen eye on Pom's puppies and their number of uses is critical. For details on how Pom's puppies work, see: Pom's Magic

Trying to rely only on your zoning will leave you wide open to Pom's far reaching normals and projectile invulnerable moves. It's imperative that you are aware of you spacing, that alone will allow you to score some great whiff punishes and counter hits that'll help you send Pom back to square one.

Pom is well known for her overwhelmingly strong vortex, at first it can look like there's too much to worry about, but Pom's tools have a limit and your job is to force her to overcommit with something risky. You can achieve this with enough patience even if your defense is not the best!

Neutral

Offense

Defense

Extra notes


TFH icon Tianhuo.png
Tianhuo
[Character Page]
With tools like IAD j.B and 5B, only made scarier by Magic tools such as 5D, 4D and 7D, it can feel like you're locking down Tianhuo one second, trying to swat her out of the sky the next, and going right back to footsies with her, or worse, blocking a high/low. Good awareness of the blind spots in your zoning is critical, so that you may cover it with your normals. Tian, having a low-profiling dash, a vast array of movement options through Flips and Firecrackers, will absolutely abuse things like icicles whiffing on crouchers and your 1D/2D/3D not covering the entire airspace. Her incredible metergain will also create a dire lategame knockdown situation where you can take half of your health in damage through a Level 2 combo.

A good sense of meter/magic economy, as well as proper pre-emptive zoning is key to keeping Tian at bay. Disengaging is the name of the game in this matchup, but your anti-airs can certainly save the day vs a character who finds success in the air.

Neutral

Offense

Defense

Extra notes


TFH icon Velvet.png
Velvet
[Character Page]
With the same zoning tools, you are the most qualified character in the cast to call out... well, your own zoning tools. Something as simple as a whiffed eruption can become a good chunk of damage if the opposing Velvet had a pre-emptive Icicle summoned. It can also be tough to get your zoning turn started if you are already being zoned, with alternating Icicles and Snowflakes being very plus on block, and Eruptions filling the gaps in between. Due to this, many Velvets will opt to dashblock with slide and force midrange situations if they feel more comfortable there. The key to being the better Velvet is exactly that, forcing the situation where you feel more comfortable, whether it's footsies range, halfscreen or fullscreen.

Neutral

Offense

Defense

Extra notes


TFH icon Shanty.png
Shanty
[Character Page]
Projectile-invulnerable moves in Shanty's arsenal, 236C and 5D~C, can make it scary to even start zoning. Trying to box her with her sliding, safe 2B and 236A will certainly not do you any favors. A good course of action to take is to zone very slowly and not overcommit with things like summoning 2 icicles at once with a snowflake. If Shanty blocks an icicle, you are plus and have more room to summon one. She must take very committal options to open up a defending opponent, as the prior mentioned 236C as well as the B version are very unsafe, and blocking other attacks such as 5D~A can also net you a punish. Your gameplan vs this character is to whittle her health away and be cautious with big-commitment zoning tools like 214A/C when Shanty is in range of any of her 236X attacks.

Neutral

Offense

Defense

Extra notes
If the Shanty player is spamming shj.C on block, you can 2C or 5C with the gap in pressure. If you IB outside of the corner, however, 2C will whiff as the next shj.C will cross up.


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



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Arizona
Oleander
Paprika
Pom
Tianhuo
Velvet
Shanty
Texas
Stronghoof
Nidra
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