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
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
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
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
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
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
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
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
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
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
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
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.