Put ‘Em Up
Them’s Fightin’ Herds by developer Mane6 has a deceptively cute aesthetic for a downright ruthless 2D fighter. The limited cast of characters is balanced out by their depth, each one feeling unique with a variety of interesting traits to define their playstyles. This is evident in tutorial mode, with a unique spin given to each fighter for almost every section. The robust combo trials also do a great job showing you some expanded options for decimating your foes.
In this Tusslin’ Guide, I will explore some of the more expanded options the game touches upon. Concepts such as “Fancy Blocking” and its applications, the uses of the robust training mode options and give some extra tips for each fighter to trample the competition. The flow of combat is relentless in Them’s Fightin’ Herds, so let’s get ready to tussle!
Can’t Touch This
A solid defense facilitates a good offense, so when the game begins to explain “Fancy Blocking” you know it’s important. The problem is that unless you are a seasoned fighting game player, applying these tools to the fast and frantic flow of battle can be challenging. Pushblocking may grant you space by pushing your opponent away but with a plethora of moves that cover lost ground, it can be confusing to know when to use it. This goes double for Alpha Counters, which cost super meter to use, making them more of a commitment to perform.
So, when are these techniques applied? It all depends on the timing. Pushblocking works both in the air and on the ground, but is best used proactively in order to avoid the corner. This skill-based maneuver will require you take note of each fighters’ blockstrings in order to create holes in their offense, which can be difficult against characters such as Tianhuo whose normal attacks slide across the ground. To subvert these slippery foes, try using the pushblock as late as possible to create new windows for counter attacks.
The Alpha Counters are ideal for pushing yourself out of the corner. Since the game awards aggression, being put into the corner can be a death sentence against a skilled opponent. Using these counters is a good way to give yourself distance and reset the situation, giving you guaranteed breathing room.
Characters such as Velvet, however, can use them to her advantage to bully the opponent into a frustrating game of keepaway that compliments her style. Pushing an opponent away after dodging her flurry of projectiles adds insult to injury as you set back up on your opponent as they watch from across the screen. The knockdown it gives also presents a good opportunity for aggression out of Arizona due to her quick dash, but remember that each counter costs half of a Super meter. It can be easy to use these counters to bully an enemy into submission, but remember your Super moves are powerful finishers not to be ignored.
Tips for Tusslin’
Oleander
Oleander is a good all-around type character perfect for beginners. Her attack buttons give her robust offensive options with good range at the touch of a button, giving her far more anti air options than most fighters. Oleander can use the coverage her normal attacks bring to quickly reverse an airborne opponent and demonstrate her own aerial superiority.
Her jumping C (Heavy Attack) is a huge attack that covers a large distance, making it a fantastic choice to punish airborne opponents. Successful hits can also net some breathing room as jumping C can cancel into a Shadow Spark (Quarter-circle forward+Any attack), which can be repeated after a double-jump if you are quick enough. This simple punish can rack up damage quickly if performed consistently, making it easy for you to begin mixing a wary opponent up with her teleports and magical traps. The huge knock back distance from Shadow Spark also provides the perfect opportunity to tap the Magic button for a quick charge of meter.
On Fred: Fred is Oleander’s Level 2 Super move and is a powerful summon. Using Fred for combo extensions can be deadly, but if you find yourself outside of the combo environment, focus on netting heavy anti-air hits to start up combos again easily. While you are able to harass at distance using Fred’s attack that hits the opposite side of the screen, it is best to be aggressive while he is on the field.
Tianhuo
Tianhuo is a fast and furious kung-fu fighter. Her air dash and flight modes solidify her air superiority, aided by quick normal moves that cover huge distances. Aggression is the name of the game with Tianhuo, but her airborne nature can leave her in a predictable position with each character packing their own anti-air attack (Forward+A). Finding a solid medium can be tough, but her standing and jumping B (Medium Attack) are fast attacks that cover a lot of ground. If your opponent is stuffing your aerial assault, start poking them out with quick long-range B hits. If you connect, a crouching C will close the distance for a huge combo.
Tianhuo’s combos are devastating and her airdash allows her the use of her normals more than once in the same combo. Her flight mode can also be used for added combo ability and mixup potential. Using her Volcanic Bash (Quarter-circle forward+B) after the Juggle Decay Meter is full will allow the enemy to tech midair afterward, but activating flight mode to cancel the second hit allows you to catch this tech with a grab or attack. This mixup will net you a free combo if you catch them and good distance if they choose to not tech out, which opens up more avenues for aggression. If this trick is done against a cornered opponent, it can become a solid combo extension.
Arizona
Arizona is another rough-and-tumble offensive powerhouse. Her ability to run rather than simply dash allows her to cover distance quickly, making her dangerous when she combines it with her short hop. Her kit is very straightforward, making her the ideal choice for the aggressive newcomer.
Arizona’s strongest asset is her ability to control the entire battlefield. Between her lasso, earthquakes and run, getting a knockdown with Arizona gives you a ton of offensive options to continue the beatdown. The short hop is an especially useful tool, able to net you 2 hits before landing with both A (Light Attack) and B for maximum combo damage. Your jumping C can also be used to fake out an enemy from a short hop. By timing it just right, you can force the opponent to block but land just before the attack comes out in order to net you a free grab due to the pre-blocking system in place. Using this tactic is sure to confuse your opponent and make them second-guess their defenses.
In the next part of the Tusslin’ Guide, we go over the rest of the cast and also go over some of the most important training mode options at your disposal. Keep Tusslin’ here!