Them's Fightin' Herds/Pom

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Pom 2.png
Pom
Species: Sheep
Playstyle: Puppet (Summoning)
HP: 4800
Meter Size: 390
Movement Options: Air Dash, Float, Command Dash
Voice Actor: Allie Moreno
Stage(s): Baaah, Sleepy Baaah

Character Profile

Pom is a slender ewe lamb with off-white wool tinted with pink. Her face is a muted, pale magenta, with turquoise eyes and a small muzzle. She wears a golden bell on a purple collar, and the bell is used to command and control her dogs. During battle, she usually shakes in fear (and the bell shakes and sounds along with her). Most of her attack animations consist of her reluctantly kicking with her hooves, flailing her legs in a panic, or preventing her pup Woof from getting caught up in the battle. Pom makes it clear that she would rather not fight anyone at all but fully intends to at least make an effort to progress in her mission. Pom is extremely insecure in her fighting abilities and sees herself as weak.

Gameplan

Pom is TFH’s resident Puppet (or should we say pup-pet) Character. Her goal is to manage two extremes, having somewhat lacking offensive and defensive capabilities when alone, but with the help of her puppets she becomes much more versatile, able to play a slippery defensive game and run some of the most difficult to block setplay in the game. While she starts off on the back foot, she's able to use her good poking normals and strong air mobility to find openings to safely summon her puppets, fighting in tandem with them to swing the momentum in her favor and overwhelm her opponent.


Strengths Weaknesses
  • Puppets: When dogs have been summoned, Pom gains access some of strongest mixups in the game, as well as excellent defense, better neutral, longer range confirms, and great pressure.
  • Good Pokes: Pom has strong poking and antiairs with 2B, as well as long pokes on her heavy buttons, enabling her to slow down the pace of the match while she sets up her puppets.
  • Incredible Antiairs: She has multiple exceptional antiair normals. 6A controls a lot of space above her, and if it's not available because she has charge, her jump cancellable 2B can be performed from crouch and lowers her hurtbox even further.
  • Mobility: She has access to an airdash and a steerable float in the air, as well as a strike invuln command dash special in Sheep Herding, all of which bolster her neutral, defense, pressure, and mixups.
  • Reliance on Puppets: Pom's offense and defense are somewhat weakened without a dog summoned, making it difficult for Pom to find the momentum she needs if she can't find the time to set up.
  • Risky Reversals Without Throw Immunity: Sheep Herding is throwable and has a long recovery, allowing some characters to punish her even after whiffing attacks if she doesn't have dogs or super to cover her. Mama 6D, done as a reversal, loses to throws as well as to lows due to the input. Puppy Pummel is throwable and isn't active until Frame 13.
  • Input Overlap: She either has access to her 6A antiair or her [4]6A reversal, but not both. Their shared input can make it so an attempted antiair could change into a potentially devastating whiffed reversal if you're not paying attention. She needs to manage her charge if she wants full control of the skies.
  • Low Health: Pom is tied for the lowest health total in the game, making it very punishing when she makes a mistake.

Movement

Walk: Pom is just as eager to move away from danger as she is to move toward it, walking both forward and backward at 5 hu/frame. Relative to the other characters this is an average forward speed but an above average backward speed.

Dash: Like other characters, Pom can dash both forwards and backwards. Her speed is fairly consistent throughout the entire dash, making backdash a good retreat option, but worsening her wavedash.

Airdash: Pom is one of two characters with access to an airdash. Her airdash is noticeably short, but carries a lot of momentum with it. Like Tianhuo, Pom cannot block during the duration of her airdash.

Float: An ability unique to Pom, once per jump she can float by holding up, letting her move left and right freely while slowly descending. Can be canceled into from an air dash or a normal on hit or block. Moves faster backwards than forwards.

Jump: While Pom's jumps have no unique properties of their own, she is the only character whose backward jump arc is longer than her forward one.

Command List

Normal Moves


Standing Normals

5A
5A
TFH Pom 5A.png
TFH Pom 5A hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
35 Low Chains into Self 5 4 15 vs. Grounded 6 17 -1 6 15 -3 0 15 0.83
vs. Airborne

5A is Pom's fastest normal, a 5 frame advancing standing low. Its relatively short range can make it unsuitable for punishing some moves, or for throwing out as abare. It often catches people trying to stand block because it's a quick standing low. Has slightly more reach than 2A by the last active frame, and can actually be spaced to be +0 on block.

Toggle Hitboxes
Toggle Hitboxes
5B
5B
TFH Pom 5B.png
TFH Pom 5B hb.png
bAAHH
bAAHH
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
85 Mid - 9 5 19 vs. Grounded 8 24 2 8 17 -6 -35 25 0.95
vs. Airborne

Advancing normal where Pom swipes her forelegs upward. The forward movement makes it good in blockstrings and combos, although in neutral, 2B is often a stronger option.

Toggle Hitboxes
Toggle Hitboxes
5C
5C
TFH Pom 5C.png
TFH Pom 5C hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
160 Mid Forces Stand 13 5 34 vs. Grounded 9 28 -10 9 26 -12 -65 35 0.97
vs. Airborne

A long range, advancing dog bite. It hits from far away and is very unsafe to whiff. It has the longest blockstun of any of Pom's cancellable grounded normals, making it a useful normal to cancel into summons on block. Cancelling into 236A leaves Pom at -2, and 236B is still safe at -4, but 236C leaves Pom -8, unsafe and punishable if not spaced.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2A
2A
TFH Pom 2A.png
TFH Pom 2A hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
30 Low Chains into Self 6 5 14 vs. Grounded 6 17 -1 6 15 -4 0 15 0.83
vs. Airborne

A basic 2A. Hits low, has a crouching hurtbox, and slightly more reach than 5A on the first active frame, at the cost of 1 frame slower startup.

Toggle Hitboxes
Toggle Hitboxes
2B
2B
TFH Pom 2B.png
TFH Pom 2B hb.png
Flippin' the table
Flippin' the table
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
100 Mid Jump-Cancellable on Hit 8 5 19 vs. Grounded 9 23 0 9 17 -6 -40 20 0.95
vs. Airborne -15 45

Your new best friend. Extremely evasive retreating normal with a super low profile on frames 5-15, a great hitbox, good startup, and the ability to convert into a combo after hitting this in almost any situation. You will be using this move a lot. It doesn't reach nearly as high as 6A, so be careful not to do it too early, or get caught by a character that can change their jump arc. Jump cancellable on hit, making this strong in combos vs airborne opponents, or a decent reset point vs standing opponents.

Toggle Hitboxes
Toggle Hitboxes
2C
2C
TFH Pom 2C.png
TFH Pom 2C hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
140 Low Hard Knockdown 16 5 31 vs. Grounded 9 >29 28 (HKD) 9 19 -16 -70 30 0.97
vs. Airborne

A long range sweep. Dangerous to whiff, just like 5C. Inflicts hard knock down if it hits while the JDG bar is not full. Cancelling into summon reduces the recovery of this move, but the fastest summon, 236A is still very unsafe on block at -9.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.A
j.A
TFH Pom jA.png
TFH Pom jA hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
60 High - 8 5 12 vs. Grounded 6 21 5 ~ 21 6 15 -1 ~ 15 -45 70 0.90
vs. Airborne -80 35

A quick air to air attack. It cannot hit crouching opponents, but is often used after a 3C to continue the combo.

Toggle Hitboxes
Toggle Hitboxes
j.B
j.B
TFH Pom jB.png
TFH Pom jB hb.png
twinkle toes.
twinkle toes.
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
30[x3], 100 High - 12 2, 2, 2, 3
(9 Total)
19 vs. Grounded 3[x3], 9 14[x3], 26 5 ~ 26 4[x3], 9 13[x3], 17 -4 ~ 17 -60 100 0.95 [x4]
vs. Airborne -80 35

A 4-hit downward attack with a strong cross-up hitbox. Pom's fastest jumping attack that can generally be used to attack air to ground. The first 3 hits deal very little hitstun, so try to let all 4 hits connect before cancelling it if you plan on doing a combo afterwards. IAD jB hits crouchers on frame 28. The opponent has to block 1 hit high, then the rest of the hits can be blocked mid, but Pom can cancel into float or airdash to attempt double or triple overheads.

Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
TFH Pom jC.png
TFH Pom jC hb 1.png
TFH Pom jC hb 2.png
TFH Pom jC hb 3.png
TFH Pom jC hb 4.png
TFH Pom jC hb 5.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
160 High Bounce (Air Only) 18 21 20 vs. Grounded 9 26 10 ~ 30 9 19 -1 ~ 19 -60 140 0.97
vs. Airborne Bounce -125 75

Your new second best friend. A huge, long range attack, that arcs forward and down as it travels. Pom is vulnerable during the long startup, but it's still a very powerful tool for controlling neutral, especially versus opponents who don't reaction antiair its large extended hurtbox. Causes ground bounce when it connects on an airborne opponent, which be used to summon dogs mid-combo.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

6A
6A
TFH Pom 6A.png
TFH Pom 6A hb.png
show off the pomp
show off the pomp
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
90 Mid Forces Stand
Jump-Cancellable on Hit
8 3 24 vs. Grounded 9 18 -8 9 21 -5 40 55 0.83
vs. Airborne >21 -19

An advancing anti air with a large vertical hitbox. It can also be used as combo or blockstring filler. Invincible from the legs up from frame one. Jump cancelable on hit. It can antiair much higher opponents than 2B, just be wary of input overlap with [4]6A.

Toggle Hitboxes
Toggle Hitboxes
3C
3C
TFH Pom 3C.png
TFH Pom 3C hb.png
Big Mouth Strikes Again
Big Mouth Strikes Again
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
130 Mid Jump-Cancellable on Hit 17 7 31 vs. Grounded 12 26 (pre-JDmax)
24 (post-JDmax)
Launch 12 21 -16 -70 30 0.83
vs. Airborne -35 65

Her launcher. Very long horizontal range. Pom doesn't typically get a combo when this connects at far ranges, making it mostly useful up close. On counterhit she can connect tip range 3C into jC, making this a very niche long range counterhit punisher. Very unsafe and not cancellable on block, so only use it if you know it will hit, or if a dog is nearby.

Toggle Hitboxes
Toggle Hitboxes

Throws


Forward Throw
Forward Throw
B+C / 6B+C
TFH Pom FT.png
TFH Pom T hb.png
"Down, boy!"
"Down, boy!"
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
100[x4] + 200 Throw Tumble
Damage Scaled to 50%
6 3 23 vs. Grounded Tumble 0 0
vs. Airborne

One of Pom's puppies latches onto the opponent, and bites them several times before Pom yanks him back. Launches the opponent forward and away. You can convert this into a full combo, but it is difficult to do unless you have your opponent in the corner, or dogs to help convert.

Toggle Hitboxes
Toggle Hitboxes
Back Throw
Back Throw
4B+C
TFH Pom BT.png
TFH Pom T hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
100[x4] + 200 Throw Tumble
Damage Scaled to 50%
6 3 23 vs. Grounded Tumble 0 0
vs. Airborne

Same as the forward throw, but the opponent is launched behind Pom instead. It is much easier to convert this into a combo without the use of dogs or the corner.

Toggle Hitboxes
Toggle Hitboxes
Air Throw
Air Throw
j.B+C
TFH Pom AT.png
TFH Pom AT hb.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
300 Throw Hard Knockdown
Damage Scaled to 50%
8 3 18 vs. Grounded HKD 29+ 0 0
vs. Airborne

Pom grabs the opponent, flinging them behind her, and herself forward. You need the help of previously summoned dogs to convert this into a combo.

Toggle Hitboxes
Toggle Hitboxes

Special Moves


Sheep Herding
Sheep Herding
[4]6A/B
TFH Pom 46A.png
TFH Pom 46A hb 1.png
go!
go!
TFH Pom 46AR.png
TFH Pom 46A hb 2.png
bwah!
bwah!
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - Projectile-Invulnerable
Strike-Invulnerable (1-28)
Throw-Invulnerable (29-42)
28 - 14 vs. Grounded
vs. Airborne

A short and quick command dash, that is strike invulnerable during "start up", but can be thrown. Can be used as a reversal to beat meaty attacks, but will lose to an opponent who throws expecting the dash. When Pom is on the ground in recovery, she can't be thrown, but can be hit.

- - Projectile-Invulnerable
Strike-Invulnerable (1-36)
Throw-Invulnerable (37-58)
36 - 22 vs. Grounded
vs. Airborne

A longer range, but slower overall command dash. It too is strike invulnerable, and throwable. Its longer travel distance can make it more difficult to punish in some cases, but its longer active frames and recovery can make it easier to punish in others. Often helpful for escaping the corner. When Pom is on the ground in recovery, she can't be thrown, but can be hit.

Both versions can be canceled into super for added safety.

Toggle Hitboxes
Toggle Hitboxes
Bark!
Bark!
[4]6C
TFH Pom 46C.png
TFH Pom 46C hb.png
"set up dogs" the move.
"set up dogs" the move.
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
60
(40 Chip)
Mid Stagger
Destroys Projectiles
Projectile-Invulnerable (1-15)
11 9 29 vs. Grounded Stagger 30 -13 100 100 0.97
vs. Airborne

Pom barks loudly, creating a large hitbox in front of her. Pretty fast startup for how big it is, but it's very minus on block, so be careful about just throwing it out. Causes stagger on hit, which can combo into her super, even when the JD bar is full. It can be cancelled into specials on hit, but not on block. It can also be canceled into super on block, hit, or even whiff.

Pom is also invulnerable to projectiles during this move.

Toggle Hitboxes
Toggle Hitboxes

Magic


Pom starts each round with her Magic gauge, which holds 3 stocks, completely filled. She uses magic stocks to call her pups and then a direction + the magic button (D) will cause the pups to do different attacks. Each pup and dog takes a different amount of magic to call. You can have any combination of dogs summoned, as long as the total adds up to no more than 3. Dog attacks can be activated during other moves, but the dogs (with the exception of Momma's counter) will stop attacking if Pom enters blockstun. You can command dogs during Cross Canter like being in neutral, but you can't connect off of Cross Canter.

Dog Controls
Dog Controls
Command Input Action
Rally DD Calls pups to where Pom is standing. Cannot be used while Pom is in hitstun. Can be used when in blockstun and while teching.
Move Dog [D] + 4/6 Moves pups left or right depending on the direction held. Can be done at any time, but dogs move slower while Pom is in hitstun. Can move a specific dog by holding D and A/B.
Dismiss Dog 22A/B/C/D Dismisses dogs on the screen. A/B/C dismiss specific dogs. D dismisses all. Can be used at any time.
Attack Direction + D (see moves below for specifics) Can be done during other moves. Cannot be used while Pom is in blockstun/hitstun.
Digging Pup
Digging Pup
236A
TFH Pom 236A.png
TFH Pom 236A.png
Uses 1 Magic
Uses 1 Magic
TFH Digger Attack.png
TFH Pom 236A-6D hb.png
Dirt... Everywhere...
Dirt... Everywhere...
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 60 - 28 vs. Grounded
vs. Airborne

Start up is how long the dog takes to become actionable, recovery is how long until Pom can act. Summons a stationary dog in front of Pom that has one attack and can be used/hit once before going away. Uses 1 magic.

15, 20, 25, 95
(5 [x3], 10 Chip)
Mid - 43 4 (4) 4 2 vs. Grounded 5, 15, 15, 55 5, 15, 15, 55 0.97 [x4]
vs. Airborne

4-hit multihit move with a deceptively good hitbox. Very good for locking the opponent down on wakeup or after blockstrings, but not very good in combos.

Toggle Hitboxes
Toggle Hitboxes
Digging Pup, Following
Digging Pup, Following
214A
TFH Pom 214A.png
Uses 1 Magic
Uses 1 Magic
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 55 - 28 vs. Grounded
vs. Airborne

Start up is how long the dog takes to become actionable, recovery is how long until Pom can act. Digging Pup, Following is the same as regular digging pup, except they follow behind Pom wherever she goes! Uses 1 magic.

15, 20, 25, 95
(5 [x3], 10 Chip)
Mid Armor Break 42 4 (4) 4 2 vs. Grounded 5, 15, 15, 55 5, 15, 15, 55 0.97 [x4]
vs. Airborne

Dog moves forward before doing the multi-hit digger attack. Very good to use at the end of blockstrings to keep pressure up, or make space.

15, 20, 25, 95
(5[x3], 10 Chip)
Mid Armor Break 42 4 (4) 4 2 vs. Grounded 5, 15, 15, 55 5, 15, 15, 55 0.97 [x4]
vs. Airborne

Dog stays still before doing the multi-hit digger attack.

Growly Pup
Growly Pup
236B
TFH Pom 236B.png
TFH Pom 236B.png
Uses 2 Magic
Uses 2 Magic
TFH Pom Bitey 6D.png
TFH Pom 236B-6D hb.png
6D
6D
TFH Pom Bitey 3D.png
TFH Pom 236B-3D hb.png
3D
3D
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 58 - 30 vs. Grounded
vs. Airborne

Summons a stationary dog that has two different attacks and can be used/hit twice before going away. Uses two magic.

175
(130 Chip)
Mid - 24 3 28 vs. Grounded 35 35 0.95
vs. Airborne

Dog lunges forward with a high damage + high hitstun attack. Good for high damage combos, even in midscreen. Not that good for blockstrings due to its relatively low blockstun.

115
(80 Chip)
Low - 17 6 20 vs. Grounded 35 35 0.95
vs. Airborne

Dog lunges close to the ground with a fast, low-hitting attack. The opponent loses their footing on hit, making them airborne. This is an extremely important tool for Poms mixup game, allowing her to threaten opponents with lows even while she's airborne, forcing them to guess if she'll go high or low first.

Toggle Hitboxes
Toggle Hitboxes
Pilot Pup
Pilot Pup
214B
TFH Pom 214B.png
TFH Pom 214B.png
Uses 2 Magic
Uses 2 Magic
TFH AirBud 6D.png
TFH Pom 214B-6D hb.png
6D
6D
TFH AirBud 3D.png
TFH Pom 214B-3D hb.png
3D
3D
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 88 - 30 vs. Grounded
vs. Airborne

Summons a mobile dog that starts above Pom, but very quickly starts following after the opponent in the air. Has two different attacks, and can be used/hit twice before going away. Uses two magic.

150
(100 Chip)
- - 24 10 10 vs. Grounded 35 35 0.95
vs. Airborne

Dog swoops forward with an attack that does decent damage and has decent hitstun. Good for decent damage while also getting good corner carry.

155
(80 Chip)
High Armor Break
Tumble
28 12 29 vs. Grounded Tumble 35 35 0.95
vs. Airborne

Dog swoops down onto the opponents head with an overhead attack. This can be a very good option for mixups. Causes a Tumble on hit, making it somewhat difficult to confirm off of 3D.

Toggle Hitboxes
Toggle Hitboxes
Big Momma
Big Momma
236C
TFH Pom 236C.png
TFH Pom 236C.png
Uses 3 Magic
Uses 3 Magic
TFH Pom Mama 3D.png
TFH Pom 236C-3D hb 1.png
TFH Pom 236C-3D hb 2.png
3D
3D
TFH Pom Mama 6D.png
TFH Pom 236C-6D hb 1.png
TFH Pom 236C-6D hb 2.png
6D
6D
TFH Pom Mama 9D.png
TFH Pom 236C-9D hb.png
9D
9D
Version Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
236C - - - 101 - 34 vs. Grounded
vs. Airborne

Summons a large stationary dog in front of Pom that has three different attacks and can be used/hit three times before going away. Uses 3 magic.

1/3 + D 50, 75, 125
(80 [x3] Chip)
Mid Armor [x1] 55 12 (18) 6, 12 18 vs. Grounded Launch 35, 35, 35 35, 35, 35 0.90 [x3]
vs. Airborne

After a sizable delay, the dog attacks with a 3-hit move that launches the opponent into the air. The first hit pulls the opponent towards Momma, allowing for some sneaky cross up setups. The first hit also has very little blockstun, allowing for even sneakier tick throw setups. Has 1 armor.

4/6 + D Catch - - Autoguard 0 67 60 vs. Grounded
vs. Airborne
4/6 + D Attack 360
(110 Chip)
Mid Wallstick 16 9 36 vs. Grounded Wall Stick 35 35 0.90
vs. Airborne

Big Momma immediately prepares for a counter attack. If the dog is hit at almost any point during this, she will unleash a very high damaging attack that blows the opponent away with a wall stick. Like all dog attacks, the attack immediately stops if Pom is also hit. Is considered to be blocking during the counter.

7/9 + D 660 Command Grab Armor [x1] 84 10 20 vs. Grounded Launch 0 0
vs. Airborne

After a very large windup, Big Momma lunges forward with a command grab. Causes a very high launch, that is not technically a groundbounce. Has 1 armor.

Toggle Hitboxes
Toggle Hitboxes

Super


Level 1

Stampede!
236XX
TFH Pom Super.png
TFH Pom 236XX hb 1.png
TFH Pom 236XX hb 2.png
If you could change yer fate, would ye?
If you could change yer fate, would ye?
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
20 [x9], 30 [x6], 420
(2 [x15], 70 Chip)
Mid - 4+1 175+ 49 vs. Grounded Launch Variable 0 0
vs. Airborne

A level 1 super where Pom uses her bell to summon a horde of dogs to run over her opponent, with the Big Papa dog finishing it off for big damage. Pom recovers long before the super completes, so it is easy to combo out of, and can be used to make certain normals safe when you don't have dogs available to do that for you. Certain supers can blast straight through all the dogs (Like Velvet's, Oleander's, and Arizona's if she uses level 2), so be careful how you use it against opponents with meter. "As far as face-pummeling beatings go, it’s… …not so bad…"

Toggle Hitboxes
Toggle Hitboxes

Level 2 (Follow Up)

Big Papa
214XX
TFH Pom SuperFollowUpSummon.png
Dad on em.
Dad on em.
TFH Pom SuperFollowUp.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - - - - vs. Grounded
vs. Airborne

Brings out Big Papa as a summon with 4 uses, instead of having him hit as part of the level 1. This super must be performed after Big Papa is on screen, but before he connects with the opponent, meaning you will miss out on some of the damage of the level 1 by summoning him.

Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
100, 250
(80 [x2] Chip)
Mid - 34 9 (79) 12 6 vs. Grounded ~85, ~115 35, 35 35, 35 0.90 [x2]
vs. Airborne

1/3D is a 2 part attack similar to Mama's, but these are more spaced out, with a pause between them. Has one hit of armor as well as very high hitstun on both hits, allowing for any manner of set up.

360
(110 Chip)
Mid Tumble 84 9 37 vs. Grounded Tumble 35 35 0.90
vs. Airborne

3/6D cause him to do a bark attack with a big hitbox, that causes tumble on hit. The startup of this attack is not armored, and while he will still lose uses upon being hit, he will still attempt to go through with the attack.

40
(80 Chip)
Mid Stagger 29 9 15 vs. Grounded Stagger, 70 35 35 0.90
vs. Airborne

7/9D cause him to perform a quick anti-air bite that staggers on hit. Has one hit of armor. Synergizes with Mama 7/9D.

Level 3

Puppy Pummel
63214XX
TFH Pom Level3.png
TFH Pom 63214XX hb.png
Herd one thousand pups!
Herd one thousand pups!
TFH Pom Demon.png
TFH Pom Demon.png
Messatsu
Messatsu
TFH Pom Finisher.png
TFH Pom Finisher.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 15 70 127 vs. Grounded
vs. Airborne
101 [x60], 1200 Command Grab - 9 29 87 vs. Grounded 0
vs. Airborne

Spend 3 bars to perform a counter super with slow startup. When attacked, Pom will become invincible and attempt to teleport to her opponent and command grab them. This also freezes the opponent on hit, making it inescapable when hit close. This move is also able to hit airborne opponents, but is blockable in the air.

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Cross-Canter

Cross-Canter
6XX (While Blocking)
TFH Pom CC.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
80 (Recoverable Health) Mid Strike-Invulnerable (f1-16)
Autoguard (f17-25)
23 9 54 vs. Grounded - - 0 (HKD) 5 13 -49 0 0 1
vs. Airborne

In exchange for 1/2 a bar of super meter, cross-canter interrupts your blockstun with a strike-invulnerable counterattack. Leads to a hard knockdown on hit with no frame advantage, resetting both opponents to neutral at a medium distance apart. The user will also be locked out of gaining super meter for 5 seconds, stacking up to 10 seconds if cross-canter is used repeatedly.

This can be a strong option to escape pressure, but don't overdo it - it can be thrown during startup and is extremely punishable on block or whiff.


Colors

Pom ( A )
Fleece ( B )
Floof ( C )
Mocha ( D )
Catch 'Em All (TU)
Woah Mama (VC)
Shepherdess ( A+B+C )
Beep Beep ( D+TU+VC)
Mint Jelly ( A+D )
Mutton Chops ( A+B+D )
In League ( C+D )
Sheep Wrecked ( A+C+D )
It Is a Mystery ( B+C+D )
Electric Sheep ( A+B+C+D )
Good Morning Mayor ( A+B )
Starfall ( A+TU)
Cotton Floss ( B+TU)
Citrus Twist ( A+B+TU)
Yard Sheep ( C+TU)
New Sheep ( A+C+TU)
Tenderfoot ( B+C+TU)
Illudium Q-36 ( A+B+C+TU)
What Time Is It ( D+TU)
Shigefumi Steed ( A+D+TU)
DVRD ( B+D+TU)
Bellraiser ( B+C )
Brightest Day (?)
Double Typhoon (?)


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