Difference between revisions of "Them's Fightin' Herds/Pom"

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(Magic)
(Dog Controls)
Line 458: Line 458:
 
| 22A/B/C/D
 
| 22A/B/C/D
 
| Dismisses dogs on the screen. A/B/C dismiss specific dogs. D dismisses all.
 
| Dismisses dogs on the screen. A/B/C dismiss specific dogs. D dismisses all.
 +
|-
 +
| Negative Edge
 +
| Release D while holding a direction.
 +
| Allows you to move and then activate dog.
 
|}
 
|}
  

Revision as of 21:46, 22 July 2019


Character

Profile

Name: Pom
Species: Sheep
Stages: Baaah, Rainy Baaah, Sleepy Baaah
Voice Actor: Allie Moreno


Gameplan

Movement Options

66 - Forward Run, can be crouch canceled.
44 - Back dash
j.66 / j.44 - Short Air dash, can be canceled into float
j.7/8/9 - Float, can float out of jump, air dash, or air normal.

Normal Moves

5A
5A
TFH Pom 5A.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
35 L 5 4 15 -1 -3 - -

Pom's fastest normal at 5 frames, but its very short range often makes it unsuitable for punishing some moves, or throwing out as abare. It's a standing low, so it can often catch people trying to stand block, especially after an empty jump.


6A
6A
TFH Pom 6A.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
90 M 8 3 24 -8 -5 - -

A somewhat standard anti air, that can also be used as combo or blockstring filler. Invincible from the legs up from frame one. It can be dangerous to try to use this while you have charge, as you might get an accidental [4]6A if you don't get rid of your charge.

5B
5B
TFH Pom 5B.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
85 M 9 5 19 2 - - -

Pom swipes her arms upward. Mostly combo and blockstring filler, as it does little that 2B isn't equal or better at.

5C
5C
TFH Pom 5C.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
160 M 13 5 34 -10 -12 - -

A long range dog bite. Long range, but very unsafe to whiff. Has the longest blockstun of any of Pom's cancellable grounded normals, making it useful for ending blockstrings in relative safety when combined with 236A.

2A
2A
TFH Pom 2A.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
30 L 6 5 14 -1 -4 - -

A basic 2A. Hits low, longer range than 5A, but 1 frame extra of startup.

2B
2B
TFH Pom 2B.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
100 M 8 5 19 0 -6 - -

Your new best friend. With a great hitbox, a paper thin hurtbox, 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.


2C
2C
TFH Pom 2C.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
140 L 16 5 31 HKD 28 -16 - -

A long range sweep. Dangerous to whiff, just like 5C. Inflicts hard knock down if it hits while the JDG bar is not full.

3C
3C
TFH Pom 3C.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
130 M 17 7 32 Launch -21 - -

Her launcher. Very long horizontal range, but connecting with it at the farther ranges can make it difficult to convert, unless in the corner. Very unsafe and not cancellable on block, so only use it if you know it will hit.


j.A
j.A
TFH Pom jA.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
60 H 8 5 12 - - - -

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


j.B
j.B
TFH Pom jB.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
30[x3], 100 H 12 9 19 - - - -

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.

j.C
j.C
TFH Pom jC.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
160 H 18 21 20 - - - -

Your new second best friend. A huge, long range attack, that arcs forward and down as it travels. Pom's hitbox is slightly extended during it, but it's still a very powerful tool for controlling neutral. Causes ground bounce when it connects on an airborne opponent, which be used to summon dogs mid-combo.


Special Moves

Sheep Herding
Sheep Herding
[4]6A/B
TFH Pom 46A.png
Run!
TFH Pom 46AR.png
ouch...
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
A - - 28 - 14 - - - -

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 recover, she can't be thrown, but can be hit.

B - - 36 - 14 - - - -

A longer range, but slower command dash. Also strike invulnerable, but vulnerable to throws. Its further 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 recover, she can't be thrown, but can be hit.


Bark!
Bark!
[4]6C
TFH Pom 46C.png
Ruff Ruff
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
C 60 M 11 9 29 Stagger 30 -18 - -

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.


Super

Stampede!
236XX
FHT Pom Super.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
20[x9], 30[x6], 420 M 4+1 175+ 49 Launch Variable - -

A level 1 super that summons a horde of dogs to run over your 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.

Follow Up

Big Papa
214XX
TFH Pom SuperFollowUp.png
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
1/3 + D 100,250 M 34 9(79)12 6 ~85,~115 - - -
4/6 + D 360 M 84 9 37 Tumble - - -
7/9 + D 40 M 29 9 15 Stagger, 70 - - -

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. 1/3+D is a 2 part attack similar to Mama's, but these are more spaced out, with a pause between them. 4/6+D cause him to do a bark attack with a big hitbox, that causes tumble on hit. The startup of this attack is armored, and while he will still lose uses upon being hit, he will still attempt to go through with the attack as long as he has uses remaining. 7/9+D cause him to perform a quick anti-air bite that staggers on hit.


Throws

Forward Throw
Forward Throw
B+C / 6B+C
TFH Pom FT.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
600 Throw 6 1 18 Tumble - - -

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.


Back Throw
Back Throw
4B+C
TFH Pom BT.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
600 Throw 6 1 18 Tumble - - -

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.


Air Throw
Air Throw
j.B+C
TFH Pom AT.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
300 Throw 8 3 13 HKD 29+ - - -

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.


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.

Section on negative edge? activating while doing other moves

Dog Controls
Dog Controls
Command Input Action
Rally DD Calls pups to starting position
Move Dog [D] + 4/6 Moves pups left or right depending on the direction held.
Dismiss Dog 22A/B/C/D Dismisses dogs on the screen. A/B/C dismiss specific dogs. D dismisses all.
Negative Edge Release D while holding a direction. Allows you to move and then activate dog.
Digging Pup
Digging Pup
236A
TFH Pom 236A.png
Uses 1 Magic
TFH Digger Attack.png
Dirt... Everywhere...
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
236A - - 62 - 29 - - - -

Start up is how long the dog takes to become actionable, recovery is how long until Pom can act. Summons a dog in front of Pom.

Direction + D 15, 20, 25, 95 M 43 4(4)4 2 - - - -

As long as a direction, other than down, is pressed along with D, Digging Pup will activate where they are standing, and hit the opponent with the dirt they kick up.


Digging Pup, Following
Digging Pup, Following
214A
TFH Pom 214A.png
Uses 1 Magic
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
214A - - 56 - 29 - - - -

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!

3/6/9 + D 15,20,25,95 M 43 4(4)4 29 - - - -

Hitting any forward direction + D will send the pup forward to attack.

1/4/7 + D 15,20,25,95 M 43 4(4)4 29 - - - -

Any backwards direction + D will cause the pup to attack from where they were standing.


Growly Pup
Growly Pup
236B
TFH Pom 236B.png
Uses 2 Magic
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
236B - - 60 - 32 - - - -
4/7/6/9 + D 175 M 24 3 28 - - - -

Any non-crouching direction + D causes Growly Pup to hop in the horizontal direction held and bite (If 4/7 are held, Growly Pup hops to the left). Growly Pup will remain where they land and after the second activation of a Growly Pup attack, will leave. Pup can't be activated until after frame 46.

1/3 + D 115 L 17 3 23 - - - -

Holding downback or downforward + D causes Growly Pup to Roll in the horizontal direction held and bite. This attack is a low! Growly Pup will remain where they land and after the second activation of a Growly Pup attack, will leave. Pup can't be activated until after frame 44.


Pilot Pup
Pilot Pup
214B
TFH Pom 214B.png
Uses 2 Magic
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
4/7/6/9 + D - - - - - - - - -
1/3 + D - - - - - - - - -
Big Momma
Big Momma
236C
TFH Pom 236C.png
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
1/3 + D - - - - - - - - -
4/6 + D - - - - - - - - -
7/9 + D - - - - - - - - -


Combos

General

Midscreen

Corner

Links

Advanced Frame Data

Them's Fightin' Herds
General

ControlsFAQGlossaryHUDLinksSystem

Characters

ArizonaOleanderPaprikaPomTianhuoVelvet

Events