Them's Fightin' Herds/Pom

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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
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 0 15

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.

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 0 15

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

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 40 55

A standard anti air, that can also be used as combo or blockstring filler. Invincible from the legs up from frame one. Jump cancelable on hit. Be wary of input overlap with [4]6A.


5B
5B
TFH Pom 5B.png
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 - -35 25

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

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 -40 (Ground), -15 (Air) 20 (Ground), 45 (Air)

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. Jump cancelable on hit.


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 -65 35

A long range dog bite. It hits from far away and is very unsafe to whiff. It has the longest blockstun of any of Pom's cancelable grounded normals, making it a useful normal to cancel into 236A at the end of a blockstring(-3).

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 -70 30

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
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 -70 (Ground), -35 (Air) 30 (Ground), 65 (Air)

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 - - -45 (Ground), -80 (Air) 60 (Ground), 35 (Air)

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 - - -60 (Ground), -100 (Air) 100 (Ground), 60 (Air)

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 - - -60 (Ground), -125 (Air) 140 (Ground), 75 (Air)

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 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.


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 -18 100 100

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.


Super

Stampede!
236XX
FHT Pom Super.png
If you can change yer fate would ye?
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 0 0

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
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
- - - - - - - - -

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.

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 - 35[x2] 35[x2]

1/3+D 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.

4/6 + D 360 M 84 9 37 Tumble - 35 35

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 not armored, and while he will still lose uses upon being hit, he will still attempt to go through with the attack.

7/9 + D 40 M 29 9 15 Stagger, 70 - 35 35

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


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
100[x4] + 200 Throw 6 1 18 Tumble - 0 0

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
100[x4] + 200 Throw 6 1 18 Tumble - 0 0

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+ - 0 0

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. You can have any combination of dogs summoned, as long as the total adds up to no more than 3. They can be activated during other moves and can be activated using negative edge (when you do a command while releasing a button instead of pushing it).

Dog Controls
Dog Controls
Command Input Action
Rally DD Calls pups to where Pom is standing. Cannot be used while Pom is in blockstun/hitstun.
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.
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.
Negative Edge Activation Release D while holding a direction. Allows you to move and then immediately activate dog. Cannot be used while Pom is in blockstun/hitstun.
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
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 stationary dog in front of Pom that has one attack and can be used/hit once before going away. Uses 1 magic.

Direction + D 15 + 20 + 25 + 95 M 43 4(4)4 2 - - 5 + 15 + 15 + 55 5 + 15 + 15 + 55

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.


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! Uses 1 magic.

3/6/9 + D 15 + 20 + 25 + 95 M 43 4(4)4 29 - - 5 + 15 + 15 + 55 5 + 15 + 15 + 55

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.

1/4/7 + D 15 + 20 + 25 + 95 M 43 4(4)4 29 - - 5 + 15 + 15 + 55 5 + 15 + 15 + 55

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


Growly Pup
Growly Pup
236B
TFH Pom 236B.png
Uses 2 Magic
TFH Pom Bitey 6D.png
6D
TFH Pom Bitey 3D.png
3D
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
236B - - 60 - 32 - - - -

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

4/7/6/9 + D 175 M 24 3 28 - - 35 35

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.

1/3 + D 115 L 17 3 23 - - 35 35

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.


Pilot Pup
Pilot Pup
214B
TFH Pom 214B.png
Uses 2 Magic
TFH AirBud 6D.png
6D
TFH AirBud 3D.png
3D
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
214B - - 90 - 32 - - - -

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.

4/7/6/9 + D 150 - 24 10 10 - - 35 35

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

1/3 + D 155 H 28 12 29 Bounce - 35 35

Dog Swoops down onto the opponents head with an overhead attack. This can be a very good option for mixups. Causes a groundbounce on hit, allowing for easy confirms.


Big Momma
Big Momma
236C
TFH Pom 236C.png
Uses 3 Magic
TFH Pom Mama 3D.png
3D
TFH Pom Mama 6D.png
6D
TFH Pom Mama 9D.png
9D
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
236C - - 105 - 38 - - - -

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 - 55 12(18)6,12 18 Launch - 35[x3] 35[x3]

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 the dog, allowing for some sneaky cross up setups. The first hit also has very little blockstun, allowing for even sneakier tick throw setups.

4/6 + D 360 - 0,? 67,9 60,36 Wall Stick - 35 35

Dog immediately prepares for a counter attack. If the dog is hit at almost any point during this, they 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.

7/9 + D 660 - 84 4 15 Launch - 0 0

After a very large windup, the dog lunges forward with a command grab. Causes a very high groundbounce.


Combos

Combos with Pom can vary a lot, depending on what dogs, if any, you have out, as well as if you want to prioritize damage, meter gain, or oki.

The Basics


Starter
  • 5A > 5B > 2B > 5C > 3C > jump cancel > j.A > j.B > j.C
- If there's one thing I would say to practice first, its this. It may just be her ground chain into her air chain, but it also leads to her main way to combo into dog summons, which leads to high damage/good oki.
J.B Loops
  • Vs airborne opponent > 2B > IAD > j.B > land > repeat
  • Vs airborne opponent > 2B > jump cancel > j.B > air dash/float > j.B > land > repeat
- Also important to know, these are useful if you're looking to build meter, or just for dogless filler/corner carry in combos. These are also interchangeable.
Enders
  • At max JD > 5B > 2B > 6A > 5B > 2B > 5C > (2C) > [4]6C > 236XX > summon dogs
- For when you want to go for damage, this is generally what you will do. The 2C can be included when JDG isn't too high.
  • At <=280 JD > 5B > 5C > 2C > summon dog
- For when you want to go for oki, 2C causes a hard knockdown, and canceling into summon lets you recover faster.

The Advanceds


Starter
  • 5A > 5B > 2B > 5C > 3C > jump cancel > slight delay > j.A > j.B > slight delay > j.C > land > (236B > 5B > etc)
  • 5A > 5B > 2B > 5C > 3C > jump cancel > slight delay > j.A > air dash/forward float > j.A > j.C > land > (236B > 5B > etc)
- Probably one of the most important things to learn about comboing with Pom is the fact that she can use j.C groundbounce to summon bitey mid-combo, and use him for either oki, or damage. The second version uses less JD, but is ultimately less damage.
Digger
  • With Digger out, vs grounded opponent > 5C~6D > 236B/214B > Bitey/Airbud Combo
  • With Digger out, vs airborne opponent > 6D~2B > 236B/214B > Bitey/Airbud Combo
- Better ways to summon Bitey/Airbud mid-combo if you have digger ready.
Bitey
  • After starter > 236B > 5B > 5C > 2C > [4]6AD > Bitey hits > 2B > 5C > 2C > [4]6A~D > Bitey hits > 5B > 2B > 6A > 5B > 2B > 5C > 2C > [4]6C > 236XX
- My go-to BNB for damage, after a certain input-leniency change /salt. Works as long as JD is not max for at least the first bitey hit.
  • After starter > 236B > (dash) > 5B > 5C > 2C > summon digger
- For when you want to go for a HKD instead of damage.
  • With Bitey out, vs grounded opponent > 5C > 6D > dash > (5B) > (2B) > 5C > (2C) > 6D > dash > ender
- Very high damage start, you may have to add the 5B/2B/2C if the opponent is too close to bitey.
Airbud
  • After starter > 214B > dash > 5B > 2B > IAD > j.B > 6D > Airbud hits > land > 5B > 2B > IAD > 6D > Airbud hits > land > 5B > 2B > 6A > 5B > 2B > 5C > [4]6C > 236XX
- If you want to combo into Airbud instead of Bitey for some reason.
  • After starter > 214B > (dash) > 5B > 5C > 2C > summon digger
- For when you want to go for a HKD instead of damage.
  • With Airbud out > (2C/5C/3C) > 3D > Airbud hits > dash > delay > 2B > IAD > 6D > Airbud hits > j.B loops > ender
- Confirm from Airbud groundbounce that uses up the charges as fast as possible in order to be ready to summon again for the ender.
  • With Airbud out > (2C/5C/3C) > 3D > Airbud hits > dash > delay > 2B > 214AD > Airbud hits > (dash under side swap) > 2B > j.B loops > Ender
- Similar to above, but with the option to side swap, and a follower digger summon thrown in.
Momma
  • After starter > 236C > 5A > 2B > 2C > [4]6A > 3D/9D
- Very strong mom setup, 3D can be timed to be meaty, or 9D can be used for a tick grab setup.

Example Combos


  • 5A > 5B > 2B > 5C > 3C > jump cancel > slight delay > j.A > j.B > j.C > land > 236B > dash > 5B > 5C > 2C > 236A
- My go-to HKD combo, leads to any number of dirty mixups.
  • 5A > 5B > 2B > 5C > 3C > jump cancel > slight delay > j.A > j.B > j.C > land > 236B > 5B > 5C > 2C > [4]6AD > Bitey hits > 2B > 5C > 2C > [4]6A~D > Bitey hits > 5B > 2B > 6A > 5B > 2B > 5C > 2C > [4]6C > 236XX
- My go-to damage combo, you can pick up off of the super for even more damage as well.

Links

Detailed Frame Data

Them's Fightin' Herds
General

ControlsFAQGlossaryHUDLinksSystem

Characters

ArizonaOleanderPaprikaPomTianhuoVelvet

Events