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Them’s Fightin’ Herds (Switch): all the updates (latest: Ver. 6.0.0 Rev2)

On this page, you will find all there is to know about the various updates for Them’s Fightin’ Herds on Nintendo Switch (originally released on October 18th 2022 in Europe and North America, and December 15th 2022 in Japan)!

Click here for more updates!

Them’s Fightin’ Herds – Ver. 6.0.0 Rev2

  • Release date: April 2nd 2024 (North America, Europe) / April 3rd 2024 (Japan)
  • Patch notes:
General Bug Fixes:
  • Fixed localization issues on Salt Mines end screen.
  • Fixed issues with Baihe combo steps being tracked and localized incorrectly during combo trials.
  • Fixed a phenomenon where combo trials were inaccessible with the appropriate DLC downloaded.
  • Fixed a potential crash when fighting Texas on Mac and Linux versions.
  • Fixed lagging cosmetics and body parts on pixel lobby training animations for Nidra and Baihe
Baihe Balance Changes:
  • Baihe’s Air-Backdrafts can no longer be used as a stalling technique high-up on-screen.
  • Baihe’s Tactical Retreat now has an additional landing state.
Siege Cannon (SC) Changes
  • Added a 1.5 second cooldown during which Magic cannot be regenerated.
  • Added 3 Siege Cannon levels that are dependent upon Magic available.
  • SC Level 1 requires at least 1 Magic stock.
  • SC Level 2 requires at least 3 Magic stocks.
  • SC Level 3 requires at least 5 Magic stocks.
Phalanx Strike (PS) Changes
  • Introduced 3 variations that work like Siege Cannon.
  • PS Level 1 requires at least 1 Magic stock.
  • PS Level 2 requires at least 3 Magic stocks.
  • PS Level 3 requires at least 5 Magic stocks.
Counter Changes
  • Counter now has 5 frames of startup.
  • Counter loses invulnerability if the enemy does a super before Baihe hits after the Counter is triggered.
  • Counter, once active, now has a single point of Armor.
  • Counter now only triggers from physical attacks.
Baihe Bug Fixes:
  • Baihe’s projectiles should now cause proper Juggle Decay, preventing infinites.
  • Baihe’s Cinder Shots and Backdrafts should no longer have any invincibility during their duration.
  • Fixed a phenomenon with Baihe’s Scorching Nexus projectiles accumulating and crashing the game.
  • These were caused from fighting opponents with invincible attacks, such as Arizona’s Magic Dash and Pom’s Puppy Pummel.
  • Fixed Baihe’s animation during crouching pushblock.
  • Fixed Baihe’s animation during an unsuccessful Last Round super.
  • Fixed Baihe’s Magic-Counter attack not getting hit properly by supers.
  • Fixed an issue with Baihe building incorrect meter amounts when being hit.
  • Fixed an issue where Player-2 Baihe’s Last Shot did not do the correct amount of damage.
  • Fixed Baihe’s Intro and Outro related game stalls.
  • Fixed a previously missing palette name.
Nidra Bug Fixes:
  • Dream Drop and Magic Dream Drop now despawn when Phantasmal Feast hits.
  • Cross Canter now has the same startup and invulnerability timings as other characters.
  • Fixed a freeze phenomenon that occurred when Blooming Lotus was canceled into Lotus Seed.
  • Fixed Nidra being able to do her Wake Up! attack during her Sleepy Sweep attack without requiring Magic.
  • Fixed a crash that occurred when an opponent’s projectile hit Nidra during Blooming Lotus while the opponent was blocking.
  • Fixed game slowdown/crashes that would occur when Nidra was hit by projectiles when the opponent was blocking Nidra’s attacks.
  • Fixed Nidra’s P1 intro not playing on Oleander’s level.
  • Fixed game stalls related to Nidra’s Intro and Outro.
  • Additional notes: none.
  • Source: Mane6 (Steam)

Them’s Fightin’ Herds – Ver. 5.1.0

  • Release date: November 22nd 2023 (North America, Europe) / November 23rd 2023 (Japan)
  • Patch notes:

Pixel Lobby

  • The French translation for shop dialogue is now properly implemented.

Tutorials

  • Fixed a few small typos throughout the tutorials for various languages.

Command Lists
Note: Please be aware that the following refers to corrections in command lists and is not a list of changes to characters themselves! Those can be found in the “Gameplay” section.

All Languages

  • Added icons for the new “Armor Break” mechanic.
  • Repositioned Ice Slick so it is not visually associated with Vetr Action (Stronghoof).

Non-English Languages

  • Fixed numerous instances of inconsistent font styling.
  • Fixed incorrect styling on asterisks (Tianhuo).
  • Fixed incorrect Magic/Super costs of various moves (Texas).
  • Fixed incorrect amount of Super refill for Avast (Shanty).
  • Fixed missing “(Button = type of attack)” description on Cutlass (Shanty).
  • Fixed missing “Grab” icons next to level 3 supers (Pom and Velvet).
  • Fixed missing “Counter” description on Pom’s level 3 super.
  • Fixed missing “Only hits air” description on Tianhuo’s level 3 super.
  • Fixed missing “Embrace” move (Paprika).

Spanish (EU)

  • Fixed “Enhances combat capabilities” being in the wrong language (Tianhuo).

Brazilian Portuguese

  • Retranslated “Projectile Invulnerable”, “Strike Invulnerable” and “Eat” (All).
  • Fixed numerous instances of words in the wrong language (Stronghoof).
  • Fixed “During Slide” being in the wrong language (Velvet).
  • Fixed a typo in “Volcanic Bash” (Tianhuo).

Russian

  • Retranslated “Cartwheel” (Paprika).
  • Updated “Projectile Invulnerable” to the new translation (Pom).
  • Fixed “Uses up to 3 Magic” being in the wrong language (Oleander).

Korean

  • Fixed Oleander’s command list being in the wrong language (Japanese instead of Korean).

Gameplay
New Mechanic: Armor Break
Armor Break is a new property attached to specific moves that gives them the ability to break armor. This provides each fighter with additional, unique options to break armor alongside the universal armor break tools: supers, grabs, and multi-hit attacks.

The following moves now have the Armor Break property (this is also noted on the ingame command lists):

  • Arizona: Headbuck C
  • Velvet: Shatter B
  • Oleander: First hit of 6C, Teleport D
  • Paprika: Gift toss (everything but Cinnamon Roll)
  • Tianhuo: Grounded Volcanic Bash
  • Pom: Follower Digger Attack, Pilot Pup Dive
  • Shanty: Parley
  • Stronghoof: Ice Crusher

Developer Notes
Armored moves are strong, especially Texas’ Rodeo Run, so we’re giving players an option for their characters to use in neutral to deal with these mechanics, which should improve counterplay. We’re adding Armor Break to one or two moves on each character except Texas, who has grab options already. We selected moves that are slow and need to be used deliberately, but also ones that are usable immediately (they don’t require any kind of resource).

General
Bugfixes

  • Fixed an inconsistency with same-frame inputs for charge moves.
  • Fixed some instances where the blue flash graphic conveying when it is possible to tech would be misaligned with the actual tech window.
  • Fixed an issue where auto-guard moves were able to Instant Block (applies to Arizona, Stronghoof, and the Boss Bear).

Arizona:arizona:
Bugfixes

  • Fixed an issue with Magic Headbuck where Arizona could be sent sliding backwards if hit with Stronghoof’s Arsenal A at a specific time.
  • Fixed an issue with input leniency on Magic Headbuck. Missing one of the directional inputs will no longer cause players to fail execution of the move.
  • Fixed an issue where Elbow Drop could be canceled out of Launcher with very specific timing.

Velvet:Velvet:
Balance

  • Increased the number of invulnerability frames on Magic Ice Eruption by 1 (from 18 to 19). This change will prevent Velvet from trading up close with the first hit without making the move too much more powerful.
  • Added 2 frames (from 2 to 4) of active hitboxes to Ice Eruptions, to give Velvet a better chance of catching an opponent who’s trying to dodge them.
  • Increased the chip damage on all of Velvet’s projectiles and her level 1 and 2 supers, by various amounts.
    • Icicle Missiles have been increased the most, as they’re the core of Velvet’s zoning. Chip damage from A has increased by 79%, B has increased by 88%, and C has increased by 64%.
    • Everything else (eruptions, shatters, snowballs, level 1 super, level 2 super) has either been brought up a little, or a LOT.
    • Developer Notes: We compared the damage on chip to the damage on first-hits and determined that chip damage on Vevelt’s projectiles was not worthwhile or threatening enough. This change should help Velvet players put more pressure on opponents who can’t close the distance.
  • Icicle Missiles now properly self-destruct before hitpause.
    • Developer Notes: For basically forever, Velvet’s icicles would wait until hitpause was over before self-destructing. This would cause issues with zoning patterns, where the icicle wasn’t “there”, but still could not be resummoned as a new icicle due to the original one not self-destructing properly. This has been changed.

Bugfixes

  • Fixed Velvet not gaining Magic during the cutscene of her level 3 super, as Tianhuo’s does.
  • Fixed an issue where Instant Snowballs caused opponents to be able to tech sooner than expected based on how close they were to the projectile.
  • Fixed an issue that could allow Texas to slip out of Frostbite despite being hit by Ice Cyclone.

Oleander:OTP:
Bugfixes

  • Fixed an issue where level 3 Magic Shadow Spark could cause audio to cut off or become distorted, then crash the game.
  • Fixed an issue where inputting a 6A or 5B and then 3C (before the first attack connects) would produce a 6C instead of a 3C.

Paprika:Paprika:
Bugfix

  • Fixed an issue where Stronghoof’s ice shards would cause Paprika to slide forward if hit during Smother. Now, being hit by an ice shard stops her in place.

Pom:Pom::puppy:
Bugfixes

  • Fixed an instance where it was possible to jump while summoning a dog.
  • Fixed various situations that could cause dog attacks to be canceled immediately.

Shanty
Balance

  • Adjusted the advantage frame data on Shanty’s stance cancels.
    • Developer Notes: Shanty’s pressure hinges on a lot of frame traps, and the lack of plus frames on her stance cancels (despite them using her magic) really limits her ability to actually take control of situations as she should be able to.Every normal on immediate stance cancel now has 4 more frames on it. That means at the low end that -4 moves (Like 5A) on cancel are now 0, and things like 2C on cancel are going from +2 to +6.

      In addition, stance startup and recovery are now treated closer to Light normals during pushback and pushblock situations, and that pushback negation is also stronger during Level 2 install on top of it.

Bugfixes

  • Fixed Shanty not gaining Magic during the cutscene of her level 3 super, as Tianhuo’s does.
  • Fixed an instance where if Shanty runs out of magic after using Wallcling A and is forced into Helm, using Breaker immediately afterwards causes the move to include the hit effect of the previously used Wallcling A attack (wallbounce, groundbounce, etc).
  • Fixed an issue where walls would start functioning incorrectly after Shanty hit with her level 3 super while Texas’ Pummel Pillar was active.
  • Fixed an issue where Cannonball would not properly empty the opponent’s JD after breaking the armor from other supers.
  • Fixed an issue where attempting to use a special immediately after landing from Breaker would sometimes produce a normal instead.

Texas
Bugfixes

  • Fixed an issue where Texas could be forced to attack out of Rodeo Run if hit immediately after starting.
  • Fixed an issue where Prairie Pummel would sometimes have inconsistent advantage frames, and sometimes fail to cause a hard knockdown, when used on Stronghoof. (This fix was applied to the entire cast in version 4.1.0, but missed Stronghoof before his release).
  • Fixed an issue where Overhead Cowbell (Followup) would whiff on opponents at certain ranges.
  • Fixed an issue where Texas would gain altitude (for quite some time) after whiffing an Air Cowbell immediately after throw teching.

Stronghoof
Balance

  • Winter Wind now adds JD, like Velvet’s.

Bugfixes

  • Fixed an issue where Arsenal specials would be unusable until the next round if they were early canceled into a super.
  • Fixed various instances where Arsenal’s normal attack and Vetr followup attack could happen at the same time.
  • Fixed an issue where if Arsenal A’s wallbounce was interrupted, the velocity value it would have caused replaces the velocity value of the next wallbounce, regardless of the move that caused it.
  • Fixed an instance where Arsenal B would create ice shards where there was no ice.
  • Fixed an issue that could cause the axe in Arsenal B to be invisible.
  • Fixed an issue where Stronghoof could not be command grabbed while standing on the shield from Arsenal C.
  • Fixed an issue causing an inability to continue a combo after hitting Stronghoof out of Arsenal C.
  • Fixed an issue where doing Winter Wind (Down) to a grounded opponent would cause the next hit to immediately max the JD bar.
  • Fixed Ice Crusher causing an extended knockdown period (no matter what actually knocked the opponent down) if it was used in a combo.
  • Fixed an issue where Stronghoof could block during Ice Slick immediately after performing an Ice Crusher.
  • Fixed an issue where Hoofstrong Hoist would give varied frame advantage based on the opponent’s character. It is now consistent across the cast.
  • Fixed Stronghoof being able to chain 2B > 5B > 2B. That’s not allowed.
  • Fixed an issue where Stronghoof could use Vetr commands while he was teching or using Cross Canter.
  • Fixed Stronghoof’s Cross Canter not maintaining strike invulnerability into active frames.
  • Fixed an issue where Velvet’s level 3 super didn’t despawn ice shards after a successful hit.
  • Fixed an issue where ice shards could cause Hail Storm to desync, making it possible to block mid-super.
  • Fixed various instances that would cause Vetr to become unusable for longer than expected if hit out of Hail Storm’s startup.
  • Fixed an issue where Stronghoof would gain the ability to use Vetr Lariat during superfreeze after using Hail Storm once during a round.
  • Fixed an issue where every Ice Slick used after an Ice Fjord would act as if it were the small version when shattered.
  • Fixed misaligned art assets during the cutscene of Stronghoof’s level 3 if performed from the P2 side.
  • Fixed throws making Stronghoof flash the color of whatever effect state he was last in.
  • Fixed missing hit sound effect from ice shards.

Predators:wolf:
Bugfix

  • Fixed the Snake’s spit attack still maintaining active projectiles (that were invisible) even when being hit out of the move.
  • Additional notes: none.
  • Source: Mane6

Them’s Fightin’ Herds – Ver. 5.0.0

  • Release date: April 12th 2023 (North America, Europe) / April 13th 2023 (Japan)
  • Patch notes:
New Character: Stronghoof
Stronghoof the Reindeer joins the roster as the second character in the Season 1 Pass!Unlocking Stronghoof requires the purchase of the Season 1 Pass or his individual Character Pack. Owners of the Deluxe Edition are automatically graced with his presence without any extra steps!Regardless of whether or not you own the DLC, you may still fight against him in online play. He also sometimes shows up as a CPU-controlled opponent in Arcade Mode!

KNOWN ISSUES:

  • The DMS on all stages contains Stronghoof-specific intros, outros, and transitions, but not his domination character theme. We ran into some last-minute bugs and had to disable it for safety. They will be patched in the next update.
  • If you have the Pixel Lobby avatar for Stronghoof (or Texas) equipped and you leave/rejoin a lobby, you’ll be reset to Shanty. We will fix this!

Tutorials

  • Revised the position of the hazards in Velvet’s (and now Stronghoof’s) Slide tutorial, to make it easier to complete (and possible at all for Stronghoof).

Command Lists

  • Texas’ command list now properly says “bullseye” instead of “tipper” (English only; it’s correct in all other languages).
  • Fixed missing move property icons (Low, Overhead, Grab, etc) for level 3 supers on non-English command lists for Tianhuo and Shanty.
  • Fixed the word “Magic” not being highlighted blue for “Ran Shao Feng” in Tianhuo’s Russian command list.
  • Fixed the word “Super Attacks” being misaligned in Arizona’s Russian command list.
  • Fixed Texas’ 6A description “blockable while the opponent is descending” being in Spanish instead of Brazilian Portuguese on that command list.
  • For Russian command lists, retranslated “Projectile Invulnerable” (where it appears), “Retreat Flip” (Tianhuo), “Cartwheel” (Paprika), and “Launcher Attack” (All Characters).
  • For Brazilian Portuguese command lists, retranslated “Parley” (Shanty), “Dark Cataclysm” (Oleander), “Digging Pup” (Pom), “Volcanic Bash” (Tianhuo), and the description of “Eat” (All Characters).

Gameplay
General
Cosmetic

  • Added one new palette for each character:
    • Arizona – “Marching Fishes”
    • Velvet – “Koyousetsu”
    • Oleander – “Hell’s Grenade”
    • Paprika – “Fifth Slash”
    • Pom – “Double Typhoon”
    • Tianhuo – “Mega Flame”
    • Shanty – “Night of Fire”
    • Texas – “Hammer Spark”

Bugfixes

  • Fixed an issue present in the last patch that was causing Max-JD hitspark sound effects to play louder than they used to.

Arizona:arizona:
Bugfixes

  • Fixed certain chain attacks not coming out consistently. Players would get forward attacks instead of low attacks. (6A > 3B or 6A > 3C).

Velvet:Velvet:
Bugfixes

  • Fixed Velvet not being able to super cancel during the first few frames of 3C.

Oleander:OTP:
Bugfixes

  • Fixed an issue where 5B could be canceled into 3C on whiff.
  • Fixed grounded Magic Spark (level 3) appearing as the size of a normal Spark, instead of being enlarged (this seemed to have broken at some point in the past).

Paprika:Paprika:
Bugfixes

  • Fixed an issue present in the previous patch that caused normals performed as a reversal to no longer trigger gift eats (only specials should bypass gift eating).

Pom:Pom::puppy:
Bugfixes

  • Fixed an issue present in the previous patch that caused dog attacks to stop attacking when Pom was put into preblock (dog attacks should only stop attacking during actual blockstun).
  • Fixed an issue where if Momma dog was hit by Texas’ 2D during Rally, she would instantly activate her counter the next time she used it.

Texas
Features

  • Texas now has an onscreen timer for his level 2 super (Pummel Pillar).

Bugfixes

  • Fixed trades of Prairie Pummel with Paprika’s cinnamon roll causing Paprika to fall out of the super prematurely.
  • Fixed an issue causing Texas to fall backwards instead of straight down when being thrown by Shanty’s air grab.
  • Fixed an issue causing the camera to not follow Texas properly if launched offscreen by certain moves while his Prairie Pillar was active.
  • Fixed Texas sometimes being invisible during the cutscene of Oleander’s level 3 super.
  • Fixed Texas being vulnerable to projectile hits during the grab of his 6A. He is now invulnerable immediately after a successful grab.
  • Fixed Texas being able to activate Cowbell followups after triggering the counter from Pom’s level 3 super.
  • Fixed opponents gaining extra height after being hit with Prairie Pummel during the middle of being ground bounced.
  • Fixed an issue where j.C could be canceled into an air throw at a very specific time, even on whiff.
  • Fixed an issue that allowed a trade with Cowbell against a KO’d Texas to do followups.
    • KNOWN ISSUE: This fix has created another issue where same-frame trades with another Texas Cowbell cause mismatched frame advantage, favoring Player 2. We are looking into a fix.
 
  • Additional notes: none.
  • Source: Mane6

Them’s Fightin’ Herds – Ver. 4.0.1

  • Release date: February 23rd 2023 (North America, Europe) / February 24th 2023 (Japan)
  • Patch notes:

Gameplay
General

  • Backwards-jump-canceling Velvet’s and Tianhuo’s 6A attacks will now cause them to leave the ground instead of going into preblock. This fixes an inconsistency with every other jump-cancelable move in the game.
  • Fixed an oversight where Velvet, Oleander, Tianhuo, and Shanty were not in counterhit state after a whiffed level 3 super.
  • Fixed an oversight that allowed armored attacks to affect level 3 supers from Arizona, Velvet, Oleander, and Pom. These attacks should now successfully break armor.

Velvet
Bugfixes

  • The invulnerability for Sculpted Perfection will now occur on frame 7, fixing inconsistencies.

Oleander
Bugfixes

  • Fixed certain chain attacks not coming out consistently. Players would get forward attacks instead of low attacks. (6A > 3B or 6A > 3C)
  • Fixed an oversight where Fred 6D had too much blockstop, which caused pushblock or Cross Canter inputs from the opponent to be ignored.

Paprika
Balance

  • Reversal attacks from Paprika’s opponent no longer cause them to eat a gift. This will change Paprika’s leverage over the opponent during wake-up situations.

Bugfixes

  • Fixed an issue during Deadly Affection where Paprika would sometimes not go into hitstun after being hit by a super attack.
  • Fixed an issue causing A specials to trigger a gift eat if not negative-edged. As a rule, all A specials should bypass gift eating.
  • Fixed an issue causing the first hit of Smother to fail playing its sound effect.

Pom
Bugfixes

  • Fixed an issue where Pom’s dogs would sometimes not have their attacks canceled immediately when Pom is put into blockstun, as they should.
  • (Probably) fixed an issue causing Bark to not go through the full length of active hitboxes when deleting a projectile.
  • Fixed some specific interactions with Texas that would cause Pom’s dogs to not leave as soon as their health is depleted.
  • Fixed some dog layering issues that would cause Momma and Papa to appear in front of Texas during certain animations. Now they should layer behind Texas at all times as intended.
  • Fixed a cosmetic bug where players could see Momma “pop” out of existence when leaving the stage if she had to travel far enough. Momma will now fully leave the screen before despawning.

Tianhuo
Balance

  • The invulnerability period for 7D has been shortened significantly.
    • This reversal is one of the most controversial abilities in the entire game. We’re finally addressing it after over a year of it slipping through many previous patches.
  • Tianhuo’s metergain has been adjusted across the board.
    • This finally lines Tianhuo up with the rest of the cast’s metergain adjustments in patch 3.0 for level 3 supers balancing. Until now, Tianhuo was operating on old metergain rules which don’t translate to 3.0+, as it makes her level 3 far too accessible. We want level 3 supers to remain special occurrences and not a regular part of every single game.

Shanty
Bugfixes

  • Fixed an issue causing a reversal level 1 super to instead come out as a normal after Shanty was buried by Texas Smash.
  • Fixed an issue where wallbounce stun would cause camera problems during Wall Cling attacks.
  • Fixed afterimages from installs (Shanty and Tianhuo in their level 2s), if active, being superimposed over the ship segment of Shanty’s level 3 super.

Texas
Cosmetic

  • Texas now has a crouch idle animation.

Balance

  • The damage bonus from landing a Bullseye is no longer true damage. The attack now respects scaling rules.

Bugfixes

  • Fixed an oversight that allowed Texas to gain more meter than other characters when being hit.
  • Fixed an issue where Bullseye benefits were not occurring during certain combos.
  • Fixed an issue where Air Cowbell would sometimes cause a wallstick instead of a wallbounce.
  • Fixed an issue where characters had varying recovery distances from Texas after being grabbed by Texas Smash. All characters should now have the same recovery distance.
  • Fixed an issue causing Stomp to have an inconsistent amount of armor.
  • Fixed an issue where Earth Pull would sometimes be jump cancelable.
  • Fixed an issue where Prairie Pummel would sometimes have inconsistent advantage frames, and sometimes fail to cause a hard knockdown.
  • Fixed a rare instance of Pummel Pillar having inconsistent periods of hitpause after activation.
  • Fixed an issue where the camera would not follow Texas properly during and after Pummel Pillar.
  • Fixed an issue in the Texas mirror match where if Pummel Pillar was used while the other player’s Pummel Pillar was still active, both the camera and the spawned rock objects would get displaced.
  • Fixed an issue where if Tianhuo hit Texas with her level 3 super while Pummel Pillar was active, the cutscene would play out with improper pacing.
  • Fixed an animation glitch where Texas would snap backwards suddenly after a successful back throw.
  • Texas is now properly able to be counterhit during Rodeo Run.
  • Additional notes: none.
  • Source: Mane6

Them’s Fightin’ Herds – Ver. 4.0.0

  • Release date: December 19th 2022 (North America, Europe) / December 20th 2022 (Japan)
  • Patch notes:

New Character: Texas
Texas the Bull joins the roster as our newest DLC character!

Playing him requires the purchase of the Season 1 Pass or his separate Character Pack. Owners of the Deluxe Edition automatically unlock Texas without any extra steps!

Even if you don’t own the DLC, you can still fight against him in online play or in Arcade Mode (but he doesn’t always show up).

UI

  • Character Select has a new look!
  • Fixed the credits hintstripe using the Forward glyph instead of the Page Left glyph.

Tutorial

  • Fixed Pom’s magic section header not being localized in Brazilian Portuguese.
  • Fixed Pom’s magic section saying Puppies (A) for all three sections.
  • Fixed the demo in Arizona’s Magic Dash tutorial being broken (it was never updated after the removal of the slowdown).
  • Removed the line about using Arizona’s level 1 super to punish (since it references it being 3 frames and it is no longer 3 frames.)
  • Fixed a number of areas where placeholder text was being shown instead of number values.
  • Fixed missing down arrow glyph in the dialogue for Velvet’s Instant Snowball tutorial.
  • Fixed the missing B in Bulkhead during the freeplay segment of Shanty’s command normals tutorial.

Combo Trials

  • Level 3 supers now show up properly during combo trials.

Pixel Lobby

  • “White ‘Stache” is now a face item (but it still makes Velvet bald).
  • Fixed some broken character glyphs in player usernames.
  • Fixed the controls hint on the main HUD showing the Select button instead of the Player List button.

Classic Lobby

  • Fixed Classic Lobbies set to Invite Only not actually being Invite Only. They are now private again.
  • Fixed being unable to resolve matches if 4+ players were readied up.
  • Fixed the Classic Lobby browser showing the Menu 2 button prompt for Create Lobby, but taking the Medium attack button instead.

Story Mode

  • Fixed some item “equips” for NPCs not showing up properly.
  • Fixed a few minor tileset errors in The Highlands and Reine City.

Gameplay
General
Balance

  • Armored attacks now cause slightly less additional hitstop across the board.

Bugfixes

  • Fixed the minimal HUD not showing the meter lockout from Cross Canter.
  • It is now no longer possible to hold Start on the Rematch screen during online play.

Arizona
Bugfixes

  • Arizona will now consistently face her opponent on the first frame of her level 1 super when canceling out of a special.
  • Fixed an instance where Arizona would deal 0 damage with her level 1 super when striking Shanty during Wallcling.
  • Fixed 5A > 3 > 3B giving you 6B instead of a 2B.

Velvet
Bugfix

  • Fixed an instance where Velvet would deal 0 damage with her level 1 super when striking Shanty during Wallcling.
  • Changed Velvet’s crouching hitstun to be consistent with the rest of the cast.
  • Added a preemptive fix to Velvet’s j.C that resets her opponent’s wallbounce slot before hitting in the air, to prevent velocity-related bugs from occurring.

Oleander
Adjustment

  • Fred 2D now only hits airborne opponents, instead of just having a high hitbox. (This was done to ensure that Texas did not get hit by Fred 2D while standing. The actual hitbox has not changed.)

Bugfixes

  • Fixed 5B > 3 > 3C giving you a 6C instead of a 3C, and 5A > 3 > 3B giving you as 6B instead of a 2B, for some reason.
  • Fixed an issue where using Oleander’s level 3 super could cause subsequent wallbounces she gets put into to send her bouncing back way farther than she should.

Paprika
Cosmetic

  • Fixed improper color of gifts while using the “MofuMofu” palette.

Bugfixes

  • Fixed the HUD disappearing during the install phase of Paprika’s level 3 super, on Switch specifically.
  • Fixed instances where gifts would disappear during level 3 super grab attempts.
  • Fixed being able to make level 3 super grab attempts while Paprika’s own health bar was empty!!
  • Fixed instances where Paprika was able to gain meter post-KO.
  • Paprika’s level 1 super now connects properly with characters who are performing moves that destroy projectiles. Examples: Shanty during Parley, Oleander during her level 1 super, Pom during Bark!
  • Fixed Paprika being locked out of activating her level 1 super during Pom’s level 3 super counter phase.

Tianhuo
Bugfixes

  • Tianhuo will now consistently face her opponent on the first frame of her level 1 super when canceling out of a special.

Shanty
Bugfixes

  • Fixed an instance of Wallcling breakage if used on the same frame Shanty’s opponent detaches from a wallsplat/wallbounce.
  • Fixed an instance of Shanty’s Wallcling creating a wall for far longer than her time on said wall.
  • Additional notes: none.
  • Source: Mane6

How to download updates for Them’s Fightin’ Herds for the Nintendo Switch?

To download the updates for Them’s Fightin’ Herds, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.