Them's Fightin' Herds/Stronghoof

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Stronghoof 2.png
Stronghoof
Species: Reindeer
Playstyle: Mid-Range, Setplay
HP: 5280
Meter Size: 360
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
  • Large Normals: Stronghoof has many large, disjointed normals, great for making the opponent commit more on an approach.
  • High Damage: With long combos that make frequent use of his powerful 5C and hard-hitting special moves, Stronghoof can dish out a ton of damage.
  • Setplay Nightmare: Stronghoof's setplay is extremely potent, with Vetr's attacks being able to back up his grounded overhead and command grab, maintaining his advantage.
  • Auto-Guard: 236C's Auto-Guard property gives Stronghoof unique options, and Vetr's 236C making opponents respect nearly all offense makes having a shield available a constant threat.
  • Great Defense: Stronghoof's unique ability to control Vetr during Cross Canter gives him extremely strong defense, being the only character who can begin offense on both a successful and baited Cross Canter.
  • Slippery Movement: Ice Slick and Slide make a normally slow character extremely mobile, able to approach while crouch blocking and slide out of the opponents range on a whiff.
  • Magic Dependant: Without magic, Stronghoof has very few safe options from close up, making his offense significantly weaker.
  • Large Hurtbox: Stronghoof is the tallest character in the cast, making him vulnerable to Fuzzies that no other character has to hold.
  • Poor Approach: Slow movement and no long-range threats makes it extremely difficult for Stronghoof to approach, especially versus a zoner.

Gameplan

Movement

Walk: Stronghoof has the slowest walk speed in the game, the same 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.

Jump: Stronghoof has no special kinds of jumps, and is tied with Velvet for the shortest standard jump arc.

Command List

Normal Moves


Standing Normals

5A
5A
TFH Stronghoof 5A.png
TFH Stronghoof 5A hb.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 Chains into Self 5 4 14 vs. Grounded +1 -3 0 15 0.83
vs. Airborne -1

Disjointed jab with decent range. Stronghoof's fastest normal, making it good for quick punishes.

Toggle Hitboxes
Toggle Hitboxes
5B
5B
TFH Stronghoof 5B.png
TFH Stronghoof 5B hb.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 - 10 6 16 vs. Grounded 1 -2 -30 30 0.97
vs. Airborne

Large and fast hammer swing. Being a disjointed, large, frame 10 normal, it makes an excellent neutral poke. Whiffs on crouchers at max range.

Toggle Hitboxes
Toggle Hitboxes
5C
5C
TFH Stronghoof 5C.png
TFH Stronghoof 5C hb.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 -35 65 0.97
vs. Airborne +1

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.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2A
2A
TFH Stronghoof 2A.png
TFH Stronghoof 2A hb.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 Chains into Self 6 6 14 vs. Grounded -2 -3 0 15 0.83
vs. Airborne -3

Stronghoof's fastest low. Stubby by Stronghoof standards, but still largely disjointed. Extremely active, making it useful for Okizeme.

Toggle Hitboxes
Toggle Hitboxes
2B
2B
TFH Stronghoof 2B.png
TFH Stronghoof 2B hb.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 Chains into 5B 11 5 16 vs. Grounded +2 -5 -10 50 0.95
vs. Airborne 0

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. Naturally frametraps when cancelled into 5C.

Toggle Hitboxes
Toggle Hitboxes
2C
2C
TFH Stronghoof 2C.png
TFH Stronghoof 2C hb.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 Hard Knockdown
Chains into 5C
15 10 27 vs. Grounded +15 (HKD) -13 -45 55 0.97
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. Like Velvet, Stronghoof can also cancel this move into 5C if it has not been used yet in the string.

Toggle Hitboxes
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Jumping Normals

j.A
j.A
TFH Stronghoof jA.png
TFH Stronghoof jA hb.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
30 High - 10 5 12 vs. Grounded +5 ~ +21 -1 ~ +15 0 65 0.90
vs. Airborne +11 ~ +27 -60 55

Quick little air swipe. Shorter range than Stronghoof's other air normals, making it mostly a combo tool.

Toggle Hitboxes
Toggle Hitboxes
j.B
j.B
TFH Stronghoof jB.png
TFH Stronghoof jB hb.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
120 High - 12 10 9 vs. Grounded +4 ~ +22 -4 ~ +14 -51 109 0.97
vs. Airborne +14 ~ +32 -66 94

Very large air normal. Fairly good for jump-ins despite lacking a disjoint.

Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
TFH Stronghoof jC.png
TFH Stronghoof jC hb.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
140 High Wallbounce (Air Only) 19 6 16 vs. Grounded +9 ~ +30 -2 ~ +19 -60 140 0.97
vs. Airborne Wallbounce or SKD -120 80

Fully disjointed, extremely plus on block air normal. Stronghoof's best jump-in normal. Wallbounces on hit, making it good for corner extensions.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

6A
6A
TFH Stronghoof 6A.png
TFH Stronghoof 6A hb.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
70 Mid Forces Stand
Jump-Cancellable on Hit
13 8 30 vs. Grounded -19 -16 50 65 0.83
vs. Airborne -5 -24

Universal anti-air. Very large coverage, but also very slow for a 6A, making it a great anti-air callout from midrange, but less effective as a "get off me" tool, and very dangerous to whiff.

Toggle Hitboxes
Toggle Hitboxes
3C
3C
TFH Stronghoof 3C.png
TFH Stronghoof 3C hb.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 Jump-Cancellable on Hit 15 5 38 vs. Grounded -16 -25 -70 30 0.83
vs. Airborne -45 65

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.

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Toggle Hitboxes

Throws


Forward Throw
Forward Throw
B+C / 6B+C
TFH Stronghoof FT.png
TFH Stronghoof T hb.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, 300 Throw Hard Knockdown 6 3 23 vs. Grounded +3 (HKD) - 50 50
vs. Airborne

Can go into a full combo with 8[D] or Vetr 236A/B.

Toggle Hitboxes
Toggle Hitboxes
Back Throw
Back Throw
4B+C
TFH Stronghoof BT.png
TFH Stronghoof T hb.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, 300 Throw Hard Knockdown 6 3 23 vs. Grounded +3 (HKD) - 50 50
vs. Airborne

Can go into a full combo with 8[D] or Vetr 236A/B.

Toggle Hitboxes
Toggle Hitboxes
Air Throw
Air Throw
j.B+C
TFH Stronghoof AT.png
TFH Stronghoof AT hb.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
75, 75 Throw Hard Knockdown 8 3 9 vs. Grounded +24 ~ +35 (HKD) - 0 0
vs. Airborne

Can go into a full combo with 8[D] or Vetr 236A/B.

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Toggle Hitboxes

Special Moves


Special Name 1
Arsenal
236A/B/C
TFH Stronghoof 236A.png
TFH Stronghoof 236A hb.png
Warhammer
Warhammer
TFH Stronghoof 236B.png
TFH Stronghoof 236B hb.png
Battleaxe
Battleaxe
TFH Stronghoof 236C.png
TFH Stronghoof 236C hb 1.png
TFH Stronghoof 236C hb 2.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
120
(150 Chip)
Mid Wallbounce 22 6 22 vs. Grounded Wallbounce, SKD -20 120 120 0.83
vs. Airborne

Sets up Vetr's 236A, making it a good combo ender.

The weapon will not be set up for future use if Stronghoof is hit during recovery. This also applies to 236B and 236C.

200
(150 Chip)
High Bounce 28 7 24 vs. Grounded Bounce, SKD -21 160 160 0.95
vs. Airborne

Slow overhead, that can be made plus with Vetr 236A or 5D. Breaks ice slick, creating 4-8 ice shards.

100, 270
(150, 180 Chip)
Mid Tumble
High Guard (9-66)
15 28 (20) 4 32 vs. Grounded Tumble, SKD -23 70, 100 70, 100 0.97 [x2]
vs. Airborne

Will autoblock mids and overheads, allowing it to be used in neutral as a high-risk callout. Great combo piece due to its massive damage and setting up a followup Vetr 236C.

[Bug] For some reason, the shield left on the ground afterward will also protect Stronghoof from command throws specifically even if not activated by Vetr.

Toggle Hitboxes
Toggle Hitboxes
Special Name 1
Hoofstrong Hoist
214X
TFH Stronghoof 214X.png
TFH Stronghoof 214X hb.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
100 Command Grab Forced 80% Scaling 21 2 48 vs. Grounded Launch, SKD N/A -150 -150
vs. Airborne

Fast command grab, great for mixups. Reduces a lot of JD when it hits, and gives a large amount of meter. Automatically frametraps from 5B.

[Possible Bug] Contrary to the way weight is universal in other applications, Hoofstrong Hoist launches some characters higher than others.

Toggle Hitboxes
Toggle Hitboxes
Special Name 1
Ice Crusher
22X
TFH Stronghoof 22X.png
TFH Stronghoof 22X hb.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 Hard Knockdown 20 3 30 vs. Grounded +40 (HKD) -3 50 50 0.97
vs. Airborne

Hard knockdown tool, destroys weapons and ice slick when not cancelled. Unlike most other specials, does not deal any chip damage on block.

Toggle Hitboxes
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Magic


Stronghoof mostly uses magic via the assistance of his winter sprite partner, Vetr, who can act completely independently of whatever Stronghoof himself is doing, outside of Super. Vetr's Arsenal-related abilities have a short recovery period during which he can't perform another until he returns to Stronghoof's side - so he cannot, for example, use Battleaxe and then immediately combo into Warhammer, if both are already planted.

Stronghoof passively regenerates 1 bar of magic about every 5.5 seconds. Magic can also be restored by successfully landing Arsenal attacks, either with Stronghoof or with Vetr's followups. Stronghoof's attacks restore about 1/5 of a magic bar per hit, while Vetr's restore about 1/3. Using Vetr's abilities will however cause a short delay before passive regen begins again.

During certain moves, Vetr also has his own separate hurtbox, and if hit by an attack when he is vulnerable, he will be knocked to the ground and disappear for approximately 3 seconds, during which Stronghoof will be unable to use Vetr's abilities.

5D
Lariat
5D
TFH Stronghoof 5D.png
TFH Stronghoof 5D hb.png
Uncharged
Uncharged
TFH Stronghoof 5D Hold.png
TFH Stronghoof 5Dcharged hb.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
200 Mid Projectile 23 14 16 vs. Grounded 15 (Stop) + 28 (Grounded)
15 (Stop) + 34 (Airborne)
? (Stop) + 20 65 65 1
vs. Airborne

Whiffs on crouchers. Costs 2 magic. Does not deal chip damage on block.

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
80, 60 Mid Projectile
Stagger
45 64 42 vs. Grounded +109 (Stagger) ? (Stop) + 14 0 0 1
vs. Airborne

Staggers on hit. Whiffs on crouchers. Costs 2 magic. Does not deal chip damage on block.

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Toggle Hitboxes
5D
Arsenal (Followup Strike)
236A/B/C
TFH Stronghoof Vetr236A.png
TFH Stronghoof Vetr236A hb.png
Warhammer
Warhammer
TFH Stronghoof Vetr236B.png
TFH Stronghoof Vetr236B hb 1.png
TFH Stronghoof Vetr236B hb 2.png
Battleaxe
Battleaxe
TFH Stronghoof Vetr236C.png
TFH Stronghoof Vetr236C hb.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
120
(150 Chip)
Mid Projectile 19 10 92 vs. Grounded 21 (Stop) + 30 ? (Stop) + 15 120 120 0.97
vs. Airborne

Very fast, very large poke. Good combo fodder, great neutral tool. Unlike other projectiles or puppet attacks, Stronghoof's position is not affected when this move is pushblocked. Costs 1 bar of magic to use.

90, 120
(150 Chip)
Mid Projectile 12 6 68 vs. Grounded Launch, SKD ? (Stop) + 15 80 80 0.97
vs. Airborne

Extremely large hitboxes that cover around, above, and behind the axe. Useful for keeping the opponent in blockstun after whiffing 214X, or them blocking 236A. Also immune to being pushblocked like v236A. Costs 1 bar of magic to use.

N/A N/A All-Guard 24 174 56 vs. Grounded - - -
vs. Airborne

Will guard Stronghoof from any hits which come into contact with it, including command throws and strikes that would normally cross up. Costs 1 bar of magic to use.

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5D
Winter Wind
6/2/4/8D
TFH Stronghoof 6D.png
TFH Stronghoof 6D hb.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
- - - - - ≥31 vs. Grounded - - - ~2 per frame used 1
vs. Airborne

Pushes the opponent in the direction used. The maximum velocity of its effect is relatively low, but the opponent accelerates/decelerates fairly quickly, so it's most efficiently used in short bursts. Costs 1 bar of magic for about every 30 frames used. Also won't activate if initiated when Stronghoof has less than 1 full bar of magic.

Toggle Hitboxes
Toggle Hitboxes
5D
Ice Slick
22D
TFH Stronghoof 22D.png
TFH Stronghoof 22D hb.png
TFH Stronghoof 22D Shards hb.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
80 per Ice Shard
(30 Chip per Ice Shard)
Mid Projectile - - 36-46 vs. Grounded 21 (Stop) + 14 ? (Stop) + 7 10 per Ice Shard 10 per Ice Shard 0.97
vs. Airborne

The longer you hold, the larger the ice slick placed. 4-8 ice shards will appear on Ice Slick breaking, depending on its size. Costs 1 magic regardless of slick size.

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Super


Level 1

Hailstorm
236XX
FHT Stronghoof Super.png
TFH Stronghoof 236XX hb.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, 100, 80, 60, 80, 60, 80, 60, 80, 60, 200, 400 Mid Invulnerable (1-6)
Forced HKD
Projectile
6+2 28 112 vs. Grounded +15 (HKD) -46 0 0
vs. Airborne

Has invuln before the superflash. Unlike most Level 1s, deals no chip damage on block.

Toggle Hitboxes
Toggle Hitboxes

Level 2 (Follow Up)

Ice Fjord
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
- N/A - N/A N/A 59 vs. Grounded Air Stun - 0 0
vs. Airborne

Summons ice slick over the entire stage, which can last over multiple 22X's and 236B's.

Level 3

Yggdrasil
63214XX
Stronghoof lvl3 1.png
TFH Stronghoof 63214XX hb.png
Stronghoof lvl3 2.png
Stronghoof lvl3 3.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
400, 1700
(60 Chip)
Low Invulnerable (1-38)
Forced HKD
8+7 10 64 vs. Grounded 0 (HKD) -46 0 0
vs. Airborne

Fully invulnerable throughout active frames.

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Colors

Stronghoof ( A )
Old Buck Stronghoof ( B )
Shield Maiden ( C )
Matchmaker ( D )
The Big Guy (TU)
Violaceous (VC)
Knight of Rot ( A+B+C )
Beautiful Style ( D+TU+VC)
Winter Buck ( A+D )
Alchemist ( B+D )
Forest God ( A+B+D )
Warrior God ( C+D )
Strongest Dad Alive ( A+C+D )
RGNRK ( B+C+D )
Helheim ( B+C )
Jouenkobu (?)

Links

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