Hoofstrong Legacy
The Hoofstrong family is one of the oldest, proudest legacies in Reine City, renowned for their heroic history and steadfast protection of the capital. The name “Stronghoof” is a title that replaces one’s given name. It’s granted to a hero who has achieved many great victories for Reine City against pirates, smugglers, ne’er-do-wells, and rival nations such as Huoshan.
Stronghoof and his Winter Sprite Vetr fight alongside one another, bonded by a powerful sense of brotherhood. Their combined magic and might command wind, ice, and an arsenal of conjured weaponry to take down all who dare to oppose them.
As Jarl of Reine City, Stronghoof is both a warrior and statesman, responsible for overcoming Reine City’s toughest obstacles, both home and abroad. With the current predator crisis, that might include keeping the other Champions of Foenum occupied while his daughter Velvet (the true Champion, of course) searches for the Prophet’s Key.
Gameplay
Strengths
Weaknesses
Colossal Normals: You can probably count on one hand how many moves Stronghoof has that AREN'T massively disjointed.
High Damage: With those massive normals comes super high damage even in his shorter combos.
Setplay Nightmare: Stronghoof's ability to control massive areas of the screen with his ice weapons make him an almost constant threat.
Auto-Guard:236C's Auto-Guard property gives him a unique option to get in, as it charges forward while Stronghoof remains fully protected. Be warned, however, as it is very minus on block.
Great Anti-Air Game:j.B, j.C, and 6A are incredible options against aerial apponents, allowing him to dominate the skies whenever needed.
Magic Dependant: Without magic, stronghoof has very few safe options from close up, making his offense, despite still being scary, rather lackluster.
Larger Stature: Being his size, Stronghoof struggles mildly against any long range projectile, and his only real option against this costs magic or meter.
Gameplan
Movement
Walk: Very slow walk, both forward and backward.
Dashes: Stronghoof's forward dash is generic, but his backward dash lets him slide a short distance while being actionable. Doing any attack or other action immediately stops this momentum.
Slide: Like Velvet, Stronghoof can slide across the floor after a dash by holding down. Stronghoof can block during this slide, even while sliding forward.
Slick: While Stronghoof is on an ice slick, he can move forward and backward a short distance while doing an attack, giving some moves unexpectedly longer ranges.
Slick Slide: Dashing over an ice slick and holding the direction allows Stronghoof to do a goofy-looking glide across the ice.
Command List
Normal Moves
5A
5A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
35
Mid
-
5
4
14
vs. Grounded
+1
-3
vs. Airborne
Very very good. Stronghoof's fastest option at frame 5, and is up there with Oleander on the disjoint scale. Also moves Stronghoof forward an EXTREMELY small amount for some reason.
6A
6A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
Mid
-
13
8
30
vs. Grounded
-19
-16
vs. Airborne
Universal anti-air, and a damn good one to boot. While slightly slower than the average 6A, it covers much more area both vertically and horizontally than all other 6As in the game. Can rebeat from either of Stronghoof's grounded B normals, allowing a bit more damage in combos, but not very useful in block pressure.
5B
5B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90
Mid
-
9
6
16
vs. Grounded
+1
-2
vs. Airborne
Large and fast hammer swing. Being a frame 9 normal of this size, it is an excellent neutral poke, and, despite being -2, is rarely punsihable at its max range due to its size. Other than that, just a general combo piece.
5C
5C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
200
Mid
-
16
9
25
vs. Grounded
-5
-8
vs. Airborne
Slower, but reaches further and hits a lot harder than 5B. 5C is likely where a good chunk of your damage is going to come from during your magicless combos, and is a pivotal combo extender during your magic-inclusive combos. Also has a large disjointed hitbox above Stronghoof, making it a situational/accidental anti-air.
2A
2A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
25
Low
-
6
6
14
vs. Grounded
-2
-3
vs. Airborne
Stronghoof's fastest low. Stubby by Stronghoof standards, but still largely disjointed. A surprisingly unremarkable move in a kit like Stronghoof's. Hitbox hits slightly above Stronghoof's hurtbox, making it a situational anti-air.
2B
2B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90
Low
-
11
5
16
vs. Grounded
+2
-5
vs. Airborne
Large, low-hitting hammer swing. Much more range than 2A, giving it better poke potential when used in conjunction with Stronghoof's slide. Hitbox hits slightly above Stronghoof's hurtbox, making it a situational anti-air.
2C
2C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
170
Low
-
15
10
27
vs. Grounded
HKD +15
-13
vs. Airborne
Quick, sliding sweep that sends Stronghoof forward a small amount. Hitbox hits slightly above Stronghoof's hurtbox, making it a situational anti-air.
3C
3C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
130
Mid
-
15
5
38
vs. Grounded
Launch
-25
vs. Airborne
Universal launcher. Has a lot more range than your average 3C, and moves Stronghoof forward a great deal, allowing for easier pick-ups. And in typical 3C fashion, is insanely minus on block.
j.A
j.A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
High
-
10
5
12
vs. Grounded
≤+21
≤+15
vs. Airborne
Quick little air swipe. While not at all a bad air button, it is unfortunately extremely overshadowed by its fellow air normals, who are both absolute monsters.
j.B
j.B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
High
-
12
10
9
vs. Grounded
≤+22
≤+14
vs. Airborne
An absolute nightmare of a button. Insane range but not very disjointed, very high damage, and confirms into j.C from basically any range for even more damage. Is Stronghoof's go-to jump-in option against a grounded opponent, and a phenomenal air-to-air button. Has the ability to hit cross-up, but not extremely reliable.
j.C
j.C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
High
-
19
6
16
vs. Grounded
≤+30
≤+19
vs. Airborne
j.B's partner in crime. Massive, super high damage, fully disjointed, but significantly slower.
Special Moves
Special Name 1
Arsenal 236A/B/C
Warhammer
Warhammer
Battleaxe
Battleaxe
Shield
Shield
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
-
-
-
vs. Grounded
-20
vs. Airborne
Use this template for moves with different frame data on A, B, C, and EX versions.
-
-
-
-
-
-
vs. Grounded
-21
vs. Airborne
-
-
-
-
-
-
vs. Grounded
-23
vs. Airborne
Hoofstrong Hoist 214X
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
-
-
-
vs. Grounded
vs. Airborne
Ice Crusher 22X
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
-
-
-
vs. Grounded
vs. Airborne
Super
Super Name 236XX
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
-
-
-
vs. Grounded
vs. Airborne
Follow Up
Super Name 214XX
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
-
-
-
vs. Grounded
vs. Airborne
Level 3 Super
Throws
Forward Throw
Forward Throw B+C / 6B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
Throw
-
-
-
-
vs. Grounded
vs. Airborne
Back Throw
Back Throw 4B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
Throw
-
-
-
-
vs. Grounded
vs. Airborne
Air Throw
Air Throw j.B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
Throw
-
-
-
-
vs. Grounded
vs. Airborne
Magic
How the magic system works followed by the moves that affect it for each character. Add sections as needed.