Them's Fightin' Herds/Stronghoof

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Stronghoof 2.png
Stronghoof
Species: Reindeer
Playstyle: Mid-Range, Setplay
HP: 5280
Meter Size: PLACEHOLDER
Movement Options: Slide
Voice Actor: Chris Sabat
Stage(s): Reine Ramparts

Profile

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
TFH Stronghoof 5A.png
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
TFH Stronghoof 6A.png
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
TFH Stronghoof 5B.png
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
TFH Stronghoof 5C.png
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
TFH Stronghoof 2A.png
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
TFH Stronghoof 2B.png
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
TFH Stronghoof 2C.png
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
TFH Stronghoof 3C.png
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
TFH Stronghoof jA.png
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
TFH Stronghoof jB.png
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
TFH Stronghoof jC.png
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
TFH Stronghoof 236A.png
Warhammer
Warhammer
TFH Stronghoof 236B.png
Battleaxe
Battleaxe
TFH Stronghoof 236C.png
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
TFH Stronghoof 214X.png
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
TFH Stronghoof 22X.png
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
FHT Stronghoof Super.png
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
TFH Stronghoof SuperFollowUp.png
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
TFH Stronghoof FT.png
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
TFH Stronghoof BT.png
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
TFH Stronghoof AT.png
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.

5D
Lariat
5D
TFH Stronghoof 5D.png
Uncharged
Uncharged
TFH Stronghoof 5D Hold.png
Fully Charged
Fully Charged
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
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


Arsenal (Followup Strike)
236A/B/C
TFH Stronghoof Vetr236A.png
Warhammer
Warhammer
TFH Stronghoof Vetr236B.png
Battleaxe
Battleaxe
TFH Stronghoof Vetr236C.png
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
vs. Airborne
- - - - - - vs. Grounded
vs. Airborne
- - - - - - vs. Grounded
vs. Airborne


Winter Wind
6/2/4/8D
TFH Stronghoof 6D.png
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 Slick
22D
TFH Stronghoof 22D.png
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

Colors

Links

General
Controls
FAQ
Glossary
HUD
Links
System
Characters
Arizona
Oleander
Paprika
Pom
Tianhuo
Velvet
Shanty
Texas
Stronghoof
Nidra
Baihe
Predators
Huggles
Events