Them's Fightin' Herds PC Controls - MGW

Them’s Fightin’ Herds PC Controls

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Them’s Fightin’ Herds has a control scheme similar to that of Jojo’s Bizarre Adventure Heritage For The Future and Samurai Shodown, with only four action buttons (three for differing degrees of attack power and one for a special action) instead of six (divided into three punches and three kicks).

 

 

Basic Movement

Inputs while your character is on the left side of the screen.

 

←: Walks back (Blocks standing and low attacks)

 

→: Walks forward

 

↑: Jumps up

 

↙, ↓: Crouches (Blocks standing and low attacks)

 

↖: Jumps back (Blocks both grounded and aerial attacks, and completely avoids low attacks)

 

↘: Crouches

 

↗: Jumps forward

 

 

 

Advanced Movement

→→: Dashes forward

 

←←: Dashes backward (You are briefly invulnerable to attacks during a backdash)

 

 

Tip:

• You can cancel any dash with a jump.

 

• You can still block during a dash if you press ←, ↙ or ↓ (during the dash), so keep in mind that you can maintain pressure on your opponent even if he keeps running away.

 

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Some characters can even go through certain special attacks

 

 

Basic Commands

A: Light Attack

 

B: Medium Attack

 

C: Heavy Attack

 

D: Magic

 

B+C: Grabs/Throws (Grabs can also be performed mid-air)

 

←B+C: Grabs/Throws your opponent and tosses him to the opposite side at which he currently is (if he’s at your left you to throw him to the right and vice versa. Can also be performed mid-air)

 

 

Advanced Commands

→2xATK: Counters your opponent. Must be done during a block, this move is known as cross-canter

 

←2xATK: Pushes your opponent away while still blocking, this move is known as push-block

 

 

Basic Terminology

ATK: Refers to any attack button

 

2x: Any said two buttons (example: 2xATK)

 

Kit: As the name implies, kit refers to the options a character has to approach different situations during a match

 

Reversal: A move that has some invincibility frames, normally such a move has enough invincibility frames to avoid most attacks. Reversals are aways used as counter attacks

 

Motion: A sequence of directional inputs plus one or multiple attack inputs, for example, Hadouken (↓↘→ + P) or power geyser (↓↙←↓↘→ + P)

 

Zoning: A playstyle/strategy that revolves around keeping your opponent away by using various methods

 

Charge(Motion): A motion that consists of holding a direction for a few seconds and then quickly pushing the opposite direction or executing a motion quickly (think of Guile’s Sonic Boom or Terry Bogard’s Raising Tackle)

 

Throw: Refers to grabbing your opponent with B+C (Also known as Grab)

 

Grab: Refers to throwing your opponent with B+C (Also known as Throw)

 

Armored: An attack/move that goes through (while still taking damage) a move, the amount of hits the armored move can tank varies

 

Cancel: Basically, canceling is all about ignoring the recovery of a move with another move

 

Hitstun: The amount of time that your opponent takes to recover after being hit

 

Blockstun: The amount of time that your opponent takes to recover after blocking

 

Command Normal: A normal attack that uses a directional input (Arizona’s →B for example)

 

Command Grab/Throw: A grab/throw that requires a specific input to be used for the throw to come out, these command grabs/throws cannot be teched (Tianhuo’s ↓↘→C for example)

 

 

Advanced Terminology

Frame: The time metric used in videogames.

 

Whiff: When a attack misses your opponent completely

 

Neutral/Footsies: When you and your opponent are outside combo range, but mid/long-range attacks (or pokes) are capable of hitting

 

Counter: Counter attacking your opponent right after of just before any of his attacks counts as a counter, countering your opponent grants extra damage

 

Punish: Taking advantage of your opponents’ mistake and hitting him in return, be it after him whiffing an attack or a badly timed move

 

Tech/Break (Throw): The act of getting out of your opponents to throw by pressing B+C at the correct time

 

Techroll: Getting up faster than usual by holding any attack button when your character shines in white after recovering from being hit or being knocked down

 

Frame Advantage: The number of frames of advantage you have over your opponent after hitting or whiffing an attack

 

Frame Disadvantage: The number of frames of disadvantage you have after hitting or whiffing an attack

 

Startup (Frames): The amount of wind-up frames before an attack comes out

 

 

Active (Frames):

1: The number of frames during an attack that can actually hit you, opponent

 

2: The frame(s) in which you can interact with your opponent (attack, block, throw etc…)

 

Recovery (Frames): The number of frames till your character can do another action after the previous move has been finished/interrupted

 

Wake-up: Getting up after being knocked down

 

Okizeme/Oki: The act of pressuring your opponent when they are getting up after getting knocked down

 

Meaty: The act of timing any attack to hit your opponent at their first active frame after they wake-up, the later the frame in which your attack hits,the meatier your attack is

 

Shimmy: Normally used in oki situations, consists on you getting inside throw range and then quickly getting away to bait your opponent into teching or breaking your throw (in this case your opponent will grab the air), then attacking right after

 

Bread and Butter/BnB: A character’s most basic, effective and reliable attack(s)/combo(s), BnBs are characterized by being able to be used with little to no risk of not working due to inaccurate spacing or mechanical prowess

 

Mix-up: When you or your opponent are in a situation were a “lucky guess” or read is necessary to avoid/block an ambiguous attack

 

  • Falagar

    He is the founder and editor of Magic Game World. He loved gaming from the moment he got a PlayStation 1 with Gran Turismo on his 7th birthday.

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