Them's Fightin' Herds/Huggles

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TFH Huggles 2.png
Huggles
Species: Bear
Playstyle: Grappler
HP: Varies
Meter Size: 400
Movement Options: Super Jump, Command Dash

IMPORTANT : Huggles is a non-playable boss character. The only way to play as Huggles is to get the most salt in the Salt Mines minigame.

Character Profile

The predators once lived alongside with the hoofed ungulates of Foenum, only to begin preying on them. Through the magic of the Horned Prophet, and after a long and costly war with the nations of Foenum, the predators were banished to the Hold and sealed with a Key made from the Prophet's horn.

Many years later, the Prophet's magic wears thin. The predators seek the Prophet's Key, and when the lock is broken they will return to Foenum. And they will be... hungry.

Gameplan

Huggles is a boss character with powerful grabs and the tools needed to get in range for it. Huggles has armored approach tools, several lows and a rising unblockable to punish opponents who try to jump Huggles' command grabs.

Bear Hug and Ravenous Rampage both possess a property called Guard Point: Huggles will automatically block any strikes, high or low, stopping any offense that isn't an unblockable or grab.

30 seconds after the match begins, Huggles gains a bar of magic that can be used to enter the background, becoming completely invulnerable for an extended period and dealing massive projectile damage on hit or block. This can become a checkmate situation without counterplay after it happens, so the opponent is pressured into trying to deal as much damage to Huggles as possible before it happens.


Strengths Weaknesses
  • Powerful Mix: Huggles has a nearly uncontestable mix once in between their Guard Point grabs, lows and an unblockable 6A against rising opponents.
  • Movement and Approach: Huggles has a fast movement speed and several attacks that grant armor while moving them forward, allowing them to get in and begin their gameplan.
  • High Damage: Huggles has high damage and can convert most hits into a full combo.
  • Enter Background: Huggles' magic bar is a ticking time bomb that forces the opponent to come to you, applying pressure even if you cannot get in. Once one bar is full Huggles can enter the background and deal a large amount of damage for free without counterplay.
  • Slow Buttons: While Huggles can mitigate this weakness with their armor and Guard Point, Huggles lacks an attack faster than nine frames without super.
  • Very Bad Juggle Decay: Huggles has no attacks that reduce JD on first hit, and can take the bar from empty to full in as little as three hits. Unless the opponent techs or is counterhit, Huggles gets limited reward when the opponent has full or near-full JD.
  • Trouble With Knockdowns: Huggles has no hard knockdowns besides forward throw, which they can combo into but which has lower damage than Huggles' other enders.

Movement

Dash: Huggles has a fast forward dash and backward dash, and has the best wavedash in the game.

Superjump: Huggles can gain extra height with a superjump. Pairs well with j.A/B/C, which keeps its hitbox active until Huggles lands.

Grizzly Pursuit: Huggles possesses a command dash with many hits of armor, making it extremely difficult to punish. The dash is partially airborne, and Huggles can tech throws from it as it is not considered counterhit.

Normal Moves

5A
Swipe
5A
TFH Huggles 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
280 Mid - 9 8 22 vs. Grounded +0, Staggers on Airborne (+37) -9
vs. Airborne

Very slow for a jab and unsafe on block. However, it can be cancelled into 5B which is safe. Large hitbox that can hit opponents at full jump height, and anti-air hits lead to a stagger, enabling Huggles to end combos in one of their throws. Jump cancellable on hit.

2A
Low Swipe
2A
TFH Huggles 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
90, 200 Mid, Low - 10 6 24 vs. Grounded +2 -7
vs. Airborne

A two-hit attack. The first hit can be blocked low or high, but the second hit must be blocked low. Unsafe but can be cancelled into 5B. Jump cancellable on hit.

6A
Anti-Air
6A
TFH Huggles 6A.png
Ancestor of Texas's 6A
Ancestor of Texas's 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
100 Mid + Rising Unblockable - 9 3 25 vs. Grounded KD ≤+8
vs. Airborne

Unable to hit grounded opponents but unblockable against rising opponents. Potentially unsafe if attempted right before an opponent hits the ground, and cannot be normal cancelled on block or hit, though it can be cancelled into his special, super or magic. Has a useful link into 5A on hit. Uses groundbounce.

5B
Beardozer
5B
TFH Huggles 5B.png
Hits the tackle at the 45 yard line!
Hits the tackle at the 45 yard line!
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
350 Mid - 16 13 20 vs. Grounded +89, Wall-Bounce on Airborne -3
vs. Airborne

Extremely good and safe approach tool with four hits of armor starting from from 5 for almost its entire duration; it bizarrely loses the armor from frames 31-35, only to regain them for the rest of the move.

Has great followups on block, able to be canceled into Grizzly Pursuit to become -2 on block at point blank and dodge grab punishes, used to tick throw with 5C or Ravenous Rampage, or cancelled into 2C to catch upback. Can be made up to +9 on block with spacing, jump cancellable on hit.

5C
Bear Hug
5C
TFH Huggles 5C.png
Sshh... it's okay.
Sshh... it's okay.
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
400, 450 Throw - 15 2 22 vs. Grounded KD +86
vs. Airborne

A slow command grab with Guard Point, letting Huggles block attacks during its startup. Useful for tick throws and frametrap punishes, though Huggles can be grabbed out of it and the positioning is unfavorable for Huggles afterward. Causes a side switch and tumble away on hit; if a ground bounce was used earlier in the combo, the tumble does not occur and Huggles is left +21.

2C
Heavy Low Sweep
2C
TFH Huggles 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
320 Low - 15 20 12 vs. Grounded Launch -11
vs. Airborne

A low with an absurd amount of active frames, allowing it to beat any character's wakeup backdash. Can be used to catch opponents trying to jump away from Huggles' grabs, and can be jump cancelled on hit.

j.C
Body Splash
j.A/B/C
TFH Huggles jX.png
Ancestor of Texas's j.C
Ancestor of Texas's 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
160 High - 17 Until Landing - vs. Grounded Stagger ≤+75, Groundbounce on Airborne ≤+16
vs. Airborne

Huggles' only attack while in the air, it has infinite active frames until landing and a disjointed hitbox from the bottom. Can be used as a combo tool from any of Huggles' jump cancellable normals.

Special Moves

Grizzly Pursuit
Grizzly Pursuit
236A/B/C
TFH Huggles 236X.png
Mash on this you filthy casual
Mash on this you filthy casual
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
- - - 31 - - vs. Grounded
vs. Airborne

Huggles' only special is a command dash with four hits of armor for its entire duration. Considered airborne for frames 7-23, which can be used to dodge grab punishes.

Super

Ravenous Rampage
214XX
TFH Huggles Super.png
TOUCHDOWN! PREDATORS SCORE!
TOUCHDOWN! PREDATORS SCORE!
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
400[x3] Throw - 3+2 1 48 vs. Grounded Groundbounce +96
vs. Airborne

A fast grab, but one that can be jumped out of after the super freeze. The super has Guard Point, automatically blocking all attacks when it starts. Able to combo from. Ends in a ground bounce that occurs even if one was used earlier in the combo, but is consumed if one was not used.

Huggles can only have one bar of super at a time.

Throws

Forward Throw
Forward Throw
B+C / 6B+C
TFH Huggles 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
60 + 10[x5] + 810 Throw - 6 3 18 vs. Grounded HKD +32
vs. Airborne

Cannot combo from. HKD that leaves the opponent slightly away from Huggles, but plus enough that Huggles can dash and be point blank for a meaty attack.

Back Throw
Back Throw
4B+C
TFH Huggles 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
60 + 10[x5] + 810 Throw - 6 3 18 vs. Grounded HKD +44
vs. Airborne

Sideswitches and sends the opponent fullscreen, useful to get the opponent in the corner. Cannot combo from, even when Huggles is in the corner.

Magic

It takes 30 seconds for Huggles to gain one bar of magic, with a maximum two stocks. Pressing 5D with at least one stock will send Huggles to the background of the screen, becoming invulnerable from the frame the button is pressed and remaining invulnerable until they jump back and become actionable again. In the background, Huggles' magic will gradually deplete; each attack performed in this state removes some of Huggles' magic, but remaining idle will accelerate the rate of depletion.

Magic Sytem
Magic System
D
TFH Huggles Enter Background.png
Enter Background
Enter Background
TFH Huggles Shockwave.png
Shockwave
b.A/B
Shockwave
b.A/B
TFH Huggles Cave-In.png
Cave-In
b.C
Cave-In
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
- - - - - - vs. Grounded
vs. Airborne

Possibly the most powerful attack in the game and suitable for a boss character. Insane damage on hit, insane chip on block, and literally nothing the opponent can do except endure it.

100 + 380 Low - 32 - - vs. Grounded
vs. Airborne

Sends a grounded shockwave from the direction Huggles was facing before going into the background. Takes roughly 1/10th of a magic stock per use. Does more than 1000 damage raw and can combo into itself indefinitely, leading to up to 3623 damage with max magic. Even if blocked, the chip damage will add up.

100 + 380 Low - 32 - - vs. Grounded
vs. Airborne

Identical to b.A, but from the other direction.

270 High - 172 - - vs. Grounded
vs. Airborne

Huggles slams the ground, releasing a cascade of boulders and stalactites that hit high. Takes roughly 3/10ths of a magic stock per use. Attack continues for several seconds after Huggles becomes active, letting them pair it with the shockwaves to create a high/low mix. Huggles will not return to the foreground until after the attack being performed ends, making it a great ender when they run out of magic. If done at the end, Huggles will return to the foreground as ceiling debris continues to fall, giving them the opportunity to pressure or mix the opponent.

- - - - - - vs. Grounded
vs. Airborne

Huggles returns to the foreground early. Takes away one magic stock.


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