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| |description=A standard anti air, that can also be used as combo or blockstring filler. Invincible from the legs up from frame one. Be wary of input overlap with [4]6A. | | |description=A standard anti air, that can also be used as combo or blockstring filler. Invincible from the legs up from frame one. Be wary of input overlap with [4]6A. |
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| ====== <font style="visibility:hidden" size="0">5B</font> ====== | | ====== <font style="visibility:hidden" size="0">5B</font> ====== |
| {{MoveData | | {{MoveData |
Revision as of 00:27, 23 July 2019
Character
Profile
Name: Pom
Species: Sheep
Stages: Baaah, Rainy Baaah, Sleepy Baaah
Voice Actor: Allie Moreno
Gameplan
Pom is TFH’s resident Puppet (or should we say pup-et) Character.
Potential Sections: When to call dogs, Set play, pressure, etc.
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
|
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
|
-
|
-
|
5A is Pom's fastest normal at 5 frames and a low; however, its short range can make it unsuitable for punishing some moves, or for throwing out as abare. It often catch people trying to stand block because it's a quick standing low.
|
|
6A
6A
|
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 standard anti air, that can also be used as combo or blockstring filler. Invincible from the legs up from frame one. Be wary of input overlap with [4]6A.
|
|
5B
5B
bAAHH
|
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
|
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. Hits from far away and very unsafe to whiff. It has the longest blockstun of any of Pom's cancellable grounded normals, making it useful as a cancelable normal to end block strings in 236A.
|
|
2A
2A
|
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
|
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
|
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
Big Mouth Strikes Again
|
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
|
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
|
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.
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|
j.C
j.C
|
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.
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|
Special Moves
Sheep Herding
Sheep Herding [4]6A/B
Run! 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.
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|
Bark!
Bark! [4]6C
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
|
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
|
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.
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|
Throws
Forward Throw
Forward Throw B+C / 6B+C
|
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
|
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
|
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 Activation
|
Release D while holding a direction.
|
Allows you to move and then immediately activate dog.
|
Digging Pup
Digging Pup 236A
Uses 1 Magic 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
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
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
Uses 2 Magic
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
214B
|
-
|
-
|
90
|
-
|
32
|
-
|
-
|
-
|
-
|
4/7/6/9 + D
|
150
|
-
|
24
|
10
|
10
|
-
|
-
|
-
|
-
|
1/3 + D
|
155
|
H
|
28
|
12
|
29
|
Bounce
|
-
|
-
|
-
|
|
Big Momma
Big Momma 236C
Uses 3 Magic
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
236C
|
-
|
-
|
105
|
-
|
38
|
-
|
-
|
-
|
-
|
1/3 + D
|
50,75,125
|
-
|
55
|
12(18)6,12
|
18
|
Launch
|
-
|
-
|
-
|
4/6 + D
|
360
|
-
|
0,?
|
67,9
|
60,36
|
Wall Stick
|
-
|
-
|
-
|
7/9 + D
|
660
|
-
|
84
|
4
|
15
|
Launch
|
-
|
-
|
-
|
|
Combos
General
Midscreen
Corner
Links
Detailed Frame Data