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

From Mizuumi Wiki
Jump to navigation Jump to search
m (minor data added)
m (Minor summaries for firecracker kicks)
 
Line 400: Line 400:
 
  |First Hit Juggle Decay=-95
 
  |First Hit Juggle Decay=-95
 
  |Base Juggle Decay=5
 
  |Base Juggle Decay=5
  |description=Use this template for moves with different frame data on A, B, C, and EX versions.
+
  |description=Moves straight down. Has some crazy crossup setups.
 
  }}
 
  }}
 
  {{AttackData-TFH
 
  {{AttackData-TFH
Line 414: Line 414:
 
  |First Hit Juggle Decay=-95
 
  |First Hit Juggle Decay=-95
 
  |Base Juggle Decay=5
 
  |Base Juggle Decay=5
  |description=
+
  |description=Moves downwards and forwards, effectively a divekick. Useful in combos.
 
  }}
 
  }}
 
  {{AttackData-TFH
 
  {{AttackData-TFH
Line 428: Line 428:
 
  |First Hit Juggle Decay=-95
 
  |First Hit Juggle Decay=-95
 
  |Base Juggle Decay=5
 
  |Base Juggle Decay=5
  |description=
+
  |description= Moves straight forwards. Whiffs on crouching opponents when used on the ground. Combos into jA if it hits a standing opponent.
 
  }}
 
  }}
 
  {{AttackData-TFH
 
  {{AttackData-TFH
Line 442: Line 442:
 
  |First Hit Juggle Decay=-95
 
  |First Hit Juggle Decay=-95
 
  |Base Juggle Decay=5
 
  |Base Juggle Decay=5
  |description=Use this template for moves with different frame data on A, B, C, and EX versions.
+
  |description=Moves straight up. Doesn't seem to have much use.
 
  }}
 
  }}
 
  {{AttackData-TFH
 
  {{AttackData-TFH
Line 456: Line 456:
 
  |First Hit Juggle Decay=-95
 
  |First Hit Juggle Decay=-95
 
  |Base Juggle Decay=5
 
  |Base Juggle Decay=5
  |description=Use this template for moves with different frame data on A, B, C, and EX versions.
+
  |description=Moves up and forward. Can be used to cover distance and gain height at surprising speed.
 
  }}
 
  }}
 
}}
 
}}

Latest revision as of 15:39, 12 September 2019

Character

Profile

Name: Tianhuo
Species: Longma
Stages: Huoshan
Voice Actor: Kay Bess

Tianhuo is the noble Captain of the Guard of the Empire of Houshan. After a direct encounter with the honored Mother and Father of the Longma species, this once-bully fights with unmatched courage, bravery, and skill. [1]

Gameplan

Tianhuo is best described as an aerial-rushdown character. She has the most airborne mobility in the game, along with a slew of great air options that let her put on pressure. To compliment her aerial game, she has a great set of ground normals, and the ability to cancel these normals into flight to continue pressure. She also has good defensive tools in her anti airs, her strike-invincible 7D, and her various frame-one-airborne specials. Good normals, good offense, good defense, and the best mobility in the game. The downside? The lowest health and damage in the game.

Movement Options

Tian has access to superjump, airdash, flight, different flips using her magic, and a forward dash that low profiles projectiles and other moves.

Normal Moves

5A
5A
TFH Tianhuo 5A.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
30 HL 5 4 15 1 -1 0 15

Can be chained into itself or 2A on hit or whiff. Your fastest normal, and therefore a good pick for challenging pressure/fast punishes. It's not ideal as a poke, due to whiffing against crouchers at range.


6A
6A
TFH Tianhuo 6A.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
90 HL 12 4 29 -14 -11 40 55

Upper body invulnerable. Can be jump canceled on hit. The slowest 6A in the game, but not a horrible anti air. It's your most vertical anti air, and can be used to trap opponents in blockstun to 236C them afterwards. Otherwise, not that good as a button due to whiffing on crouchers.


5B
5B
TFH Tianhuo 5B.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
80 HL 9 4 17 2 -4 -35 25

Great poke, punish starter, and combo filler. Can be used as an anti-air.


5C
5C
TFH Tianhuo 5C.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
115 HL 13 10 38 0 -6 -60 40

Disjointed, has many active frames, and is +10 when cancelled into flight. Powerful punish starter. Can be made + on block with a proper meaty, and becomes + enough to link after if it hits. Its active frames allow you to dissuade backdashes during pressure with it, though its main appeal is the sweet plus frames when flight cancelled.

2A
2A
TFH Tianhuo 2A.png
Chomp
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
25 L 7 9 12 -2 -4 0 15

Tianhuo's fastest low. While it's slower than every other character's 2A, it's got 9 active frames, making it very powerful as a meaty and giving it unexpected utility as a counterpoke and an anti air. It's good for starting pressure and good for catching opponents trying to block high or backdash on wakeup.

2B
2B
TFH Tianhuo 2B.png
Fwoosh
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
60 L 10 6 18 0 -6 -20 40

Mid-range disjointed low normal with above-average active frames that also anti-airs. +4 on block when flight cancelled. Extremely good normal.

2C
2C
TFH Tianhuo 2C.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
120 L 13 16 29 KD -20 -55 45

Low slide that knocks down the opponent on hit. Unsafe on block, and the only safe cancelling option on block is flight. However, if it hits, you cannot follow up after flight cancelling. If you get pushblocked before using this move, your opponent gets a free whiff punish. Overall this isn't really a good normal to be throwing out, due to its difficulty to confirm from and overall unsafeness. Works well in combos, at least.


3C
3C
TFH Tianhuo 3C.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
125 HL 18 6 38 Launch -16 -70 30

Standard launcher. Unsafe on block, jump-cancellable on hit.


j.A
jA
TFH Tianhuo jA.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
40 H 6 8 10 - - -55 60
j.B
jB
TFH Tianhuo jB.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
9 H 9 5 14 - - -95 65
j.C
jC
TFH Tianhuo jC.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
115 H 13 12 6 - - 90 -110

Special Moves

Volcanic _Ash
Volcanic X
236A/B/C
Air OK
TFH Tianhuo 236A.png
Volcanic Ash
TFH Tianhuo 236B.png
Volcanic Bash
TFH Tianhuo j236B.png
Volcanic Bash (Air)
TFH Tianhuo 236C.png
Volcanic Crash
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
A 90,150 HL/H 12 4(8)4 21 Bounce -6 20,20 20,20

Frame 1 airborne, hits grounded opponents on frame 24. Overhead. Can become safe or even + if used in midair. Works as a combo extender, utilizing your groundbounce. Can be flight cancelled on hit.

B 110/150 HL 18 6 19 Launch, -8 -7 55,60 55,60

Forward moving special that launches on hit. Projectile immune frames 1-27. Can be flight cancelled on hit.

B (Air) 110,150 HL 15 11 20+ Launch, -10 -13 55,60 55,60

Not projectile immune, but more range and still works as a combo tool.

C 300 Unblockable 15 3 47 HKD +13 - 70,70 70,70

Standard combo ender, and Tian's only hard knockdown aside from Super. Can't be blocked in the air, providing a real threat against jumping opponents. You can blockstring into it as an anti air, and it'll grab them even if they pushblock, if timed well.



Throws

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

Standard throw. Allows for a combo afterwards.

Back Throw
Back Throw
4B+C
TFH Tianhuo BT.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
300 Throw 6 1 28 KD - - -

Identical to forward throw, but in the other direction.

Air Throw
Air Throw
j.B+C
TFH Tianhuo 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 KD - - -

Standard air throw. Allows for a combo afterwards.


Magic

Tianhuo can use magic for a variety of specials. She has a maximum of 2 stacks of magic, which regenerates over time. However, performing an airdash or using any magic move (including flight) will pause magic regeneration for a brief amount of time. Each magic stock takes about 5 seconds to generate.

5D
Firecracker Attack
2/3/6/8/9D
Air OK
TFH Tianhuo 2D.png
2D
TFH Tianhuo 3D.png
3D
TFH Tianhuo 6D.png
6D
TFH Tianhuo 8D.png
8D
TFH Tianhuo 9D.png
9D
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
2 210 HL 16 30 12 15 -19 -95 5

Moves straight down. Has some crazy crossup setups.

3 210 HL 16 30 12 10 -20 -95 5

Moves downwards and forwards, effectively a divekick. Useful in combos.

6 210 HL 16 16 12 8 -13 -95 5

Moves straight forwards. Whiffs on crouching opponents when used on the ground. Combos into jA if it hits a standing opponent.

8 210 HL 16 10 12 3 -15 -95 5

Moves straight up. Doesn't seem to have much use.

9 210 HL 16 12 12 13 -15 -95 5

Moves up and forward. Can be used to cover distance and gain height at surprising speed.

Firecracker Flip
7/4/1D
Air OK
TFH Tianhuo Flip.png
7/4/1D
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
7D - - 0 18 28+ - - - -

The active frames do not actually refer to a hitbox, but instead refer to the frames in which this move is strike invuln. Strike immune reversal that moves Tianhuo upwards and backwards very quickly. Recovery can be cancelled into normals, specials, or airdashes.

4D - - 4 5 27+ - - - -

Similar to 7D, but this one does not have strike immunity on the first frames, and instead moves Tianhuo forward. Her speed accelerates as she travels, so using it while grounded will not get you very far, while using it in midair lets you quickly close the distance. Recovery can be cancelled into normals, specials, or airdashes. Using a jB immediately after this results in an 18f overhead, so remember that this is one of your strongest mixup options.

1D - - 4 5 39+ - - - -

Once again, active frames are strike-immune frames, not hitboxes. This one is more of a "rainbow" trajectory, allowing for surprise crossups mid-pressure. More committal than her other flips, and not used nearly as often.

Flight
5D
TFH Tianhuo 5D.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
- - 14 0-72 5 - - - -

Once again, active frames are not a hitbox. Instead, active frames are how long you can fly. Flight allows you to move freely in all directions, in midair, for a set amount of time. Using any attack/mobility option will end flight, and you cannot block while flying. Can be cancelled into from pretty much any normal or special, most of the time on hit OR block, opening up pressure/combo options.


Super

Men Shao Ti
236XX
TFH Tianhuo 236XX1.png
TFH Tianhuo 236XX2.png
TFH Tianhuo 236XX3.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
220,220,340 HL 4+6 3 102+ HKD +21 -38 - -

Super. First hit stuns the opponent, second hit knocks them upwards, and third hit knocks them back down to earth, ending in a fairly + Hard Knockdown. Goes relatively far, making it half-decent at punishing unsafe moves from a distance. Whiffs crouchers. Frame 1 airborne, making it a nutty callout for meaty throws. Not bad as a combo ender, as it does 390 damage when fully scaled AND lets you keep your momentum.

Follow Up

Ran Shao Feng
214XX
TFH Tianhuo 214XX1.png
TFH Tianhuo 214XX2.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
100 HL 59 9 26+Flight Launch -4 - -

This is the big one. Ran Shao Feng is a one-hit followup move that does several things. One, it extends your combo and puts you into flight (no matter whether you already used flight in that combo.) Two, it puts Tianhuo into an install state for about 20 seconds. Tianhuo's install does the following things: 1. Changes the properties of Flight, 236A/B/C, and jA. 2. Reduces the damage Tian deals by 25% and lowers the meter she gains. 3. Instantly fills your magic, and removes the restrictions on magic gain that Tianhuo usually faces when airdashing/flying. These changes turn Tian into a neutral and mixup monster, and actually increase her damage despite the added 25% scaling on all hits. Depending on how you use it, it can either be just a big combo extender for damage, or you can abuse its buffs for resets/knockdowns/pressure. You've got 22 seconds.


Ran Shao Feng Only
Volcanic X (Ran Shao Feng)
236A/B/C / j.236A/B/C
TFH Tianhuo Level2 236A.png
Volcanic Ash (Ran Shao Feng)
TFH Tianhuo Level2 236B.png
Volcanic Bash (Ran Shao Feng)
TFH Tianhuo Level2 j236B.png
Volcanic Bash (Air) (Ran Shao Feng)
TFH Tianhuo Level2 236C.png
Volcanic Crash (Ran Shao Feng)
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
A 62,85,119 HL/HL/H 11 4(9)4(10)11 4 Bounce -8 20,20,20 20,20,20

Third hit is an overhead. Not so much use as an overhead anymore, but now the first hit can hit grounded (and even crouching) opponents, and so it can be used as a counterpoke. It does a massive amount of chip on block. Can be spaced to be only -5.

B 83,143 HL 15 6 19 Wallstick -7 55,60 55,60

Pretty much the same as normal Bash, but now it wallsticks the opponent on the second hit, giving more combo extension potential.

B (Air) 83,143 HL 11 11 8+ Wallstick -2+ 40,40 40,40

Pretty much the same as normal Air Bash, but now the second hit wallsticks, and the first hit leaves the opponent grounded! Flight cancelling the first hit leaves you +45, giving you all day long to reset the opponent. It's also much safer on block now.

C 213 Unblockable 15 3 35 HKD +34 - 50 50

Now much more + on knockdown, and can be flight cancelled for maximum HKD mixup shenanigans. Also deals less JD, making it more available for said hard knockdowns.


jA (Ran Shao Feng)
TFH Tianhuo Level2 jA.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
38 H 6 4 14 - - 60 60

Probably the most slept on change that Ran Shao Feng brings. jA's hitbox returns to its former glory, and is still an overhead, giving Tian a legitimate instant overhead option. It's a bit hard to confirm from, it does low damage, and it adds a lot of JD on first hit, but it's still a very threatening option, especially during a last-hit scenario. Its hitbox is just overall better for keeping up pressure, even without the instant-overhead abuse.


Flight (Ran Shao Feng)
TFH Tianhuo Level2 5D.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
- - 14 0-126 5 - - - -

Flight now lasts 126 frames, allows faster movement, does not stop after an airdash/normal, and allows INFINITE airdashes while active. This allows several airdash cancels during combos, and incredibly nutty movement in neutral/mixup scenarios. You still can't block during it, though.


Combos

General

Midscreen

Corner

Links

Detailed Frame Data

Them's Fightin' Herds
General

ControlsFAQGlossaryHUDLinksSystem

Characters

ArizonaOleanderPaprikaPomTianhuoVelvet

Events