COMBAT INTERFACE
Hover over the hotspots to learn more
HEALTH METER
Displays a player’s current HEALTH.
When HEALTH runs out, it’s a KO, and the round ends.
JUGGLE DECAY METER
Fills cumulatively for each consecutive hit taken during a combo.
When the JUGGLE DECAY METER is full, that character starts becoming affected by JUGGLE DECAY GRAVITY and will eventually drop out of a combo.
ROUND COUNTER
Displays the number of ROUNDS won by a player.
The first player to win two ROUNDS wins the MATCH.
ROUND TIMER
Each ROUND has a time limit of 99 real-world seconds.
When time runs out, the player with the most remaining HEALTH wins the ROUND.
HIT COUNTER
Display the number of consecutive hits a player has racked up in a combo.
The Hit Counter turns BLUE when the opponent could have escaped the combo.
COMBAT INFO
Displays contextual combat information such as counters and reversals.
MAGIC METER
Displays current amount of MAGIC.
MAGIC is a secondary resource available to all characters.
Each character gains and uses MAGIC in their own way.
SUPER METER
Displays current amount of SUPER.
A full bar of SUPER can be used to unleash powerful SUPER ATTACKS.
Half a bar of SUPER is used to perform a CROSS CANTER, a universal defensive move.
BATTLE SYSTEMS
OFFENSE
COMBOS
Attack opponents with increasingly stronger buttons.
Chain from :a: to :b: to :c:
UNIVERSAL LAUNCHER
Use :3: :c: to bring your opponent into the air.
Hold :9: to jump with them for followup attacks.
THROWS
Press :b: + :c: simultaneously to throw your opponent.
Use the same command to break free when they try to throw you!
JUGGLE DECAY
An infinite-prevention system that manages combo length without imposing hard limits.
Repeated hits fill the Juggle Decay bar. When full, your opponent becomes more affected by gravity and harder to keep in a combo.
MAGIC SYSTEM
Use :d: to perform your character’s unique Magic abilities, which are tied to a secondary resource.
See character bios for more info.
ENHANCED SUPERS
Spend an additional bar of meter during your
Super Attack to add a bonus utility effect.
See character bios for more info.
DEFENSE
BLOCKING
Hold :4: to block standing, which guards against mids and highs.
Hold :1: to block crouching, which guards against mids and lows.
You can also block while jumping!
PUSHBLOCK
Press :atkatk: (any two attack buttons simultaneously) while blocking to push your opponent away from you.
CROSS CANTER
Press :6: :atkatk: while blocking to spend half a bar of Super Meter and counterattack your opponent.
UNIVERSAL ANTI-AIR
Press :6: :a: to attack airborne opponents.
Jump cancelable on hit.
GAME MODES
LOCAL
VERSUS
1v1 matches with the person beside you.
TRAINING
Hone your skills with rich data displays and customizable settings.
COMBO TRIALS
Try your hand at sample combos or make your own!
Accessible from within training mode.
STORY
An episodic adventure filled with exploration, narrative, minigames, and boss fights!
Chapter 1 (starring Arizona) is available now. Additional chapters are in development and will be released as free updates.
TUTORIAL
ROLLBACK NETCODE
Online play in Them’s Fightin Herds features peer-to-peer rollback netcode (instead of delay-based). This allows for seamless, nearly lag-free fighting.
ONLINE
MATCHMAKING
Queue to fight a single opponent online.
Accessible from within other modes.
PIXEL LOBBY
Socialize and search for matches in a cute, retro-style overworld.
Customize your avatar with cosmetics!
SALT MINES
A cooperative dungeon-crawl minigame hidden within each Pixel Lobby that yields Salt, which is used to unlock lobby cosmetics from Cap ‘n Cash’s overworld shop.
As predators are defeated, the difficulty and rewards are increased.
When time runs out, the Final Showdown begins…