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.
Reliably High Damage: Stronghoof has ample tools to convert almost any hit into a full combo that makes frequent use of his hard-hitting special moves, racking up tons 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.
Slippery Movement: Ice Slick and Slide make a normally slow character surprisingly mobile, able to approach while crouch blocking and slide out of the opponents range on a whiff.
Magic Dependent: Stronghoof's offensive pressure and combos both become significantly weaker without access to magic.
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 a lack of long-range threats make it difficult for Stronghoof to approach, especially versus a zoner.
Easy to Overwhelm: With a relatively slow anti-air, unusually vulnerable backdash, and lack of any invincible reversals without spending 3 bars of meter, opponents don't have too much to be scared of when running pressure on Stronghoof's wakeup.
Gameplan
Movement
Walk: Stronghoof has the slowest walk speed in the game, the same both forward and backward.
Dashes: Stronghoof's forward dash is fairly normal. His backdash travels the furthest out of any, but also lasts much longer than usual. Unlike Texas's, this extended backdash does not have additional invulnerability frames either, so it can leave him quite vulnerable.
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
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
7
18
+1
7
14
-3
0
15
0.83
vs. Airborne
16
-1
19
+2
Disjointed jab with decent range. Stronghoof's fastest normal, making it good for quick punishes. While not as much as Velvet's, this move's hitbox does reach higher than most standard 5As, giving is some utility as an alternative anti-air.
Toggle Hitboxes
Toggle Hitboxes
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
-
10
6
16
vs. Grounded
10
22
+1
10
19
-2
-30
30
0.97
vs. Airborne
25
+4
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
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
14
28
-5
14
25
-8
-35
65
0.97
vs. Airborne
34
+1
37
+4
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
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
7
17
-2
7
16
-3
0
15
0.83
vs. Airborne
16
-3
19
0
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
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
9
22
+2
9
15
-5
-10
50
0.95
vs. Airborne
20
0
23
+3
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 on block.
Toggle Hitboxes
Toggle Hitboxes
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
Hard Knockdown Chains into 5C
15
10
27
vs. Grounded
11
Until Knockdown
≥+15 (HKD)
11
23
-13
-45
55
0.97
vs. Airborne
36
0
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
Toggle Hitboxes
Jumping Normals
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
30
High
-
10
5
12
vs. Grounded
10
21
+5 ~ +21
10
15
-1 ~ +15
0
65
0.90
vs. Airborne
27
+11 ~ +27
-60
55
Quick little air swipe. Generally outshined by his other air normals in range and utility, but it is Stronghoof's fastest available air to air and instant overhead on tall hurtboxes.
Toggle Hitboxes
Toggle Hitboxes
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
120
High
-
12
10
9
vs. Grounded
14
28
+4 ~ +22
14
14
-4 ~ +14
-51
109
0.97
vs. Airborne
38
+14 ~ +32
-66
94
Very large air normal. Fairly good for jump-ins despite lacking a disjoint. Land cancels further from the ground than most air normals, creating some potential for tricky high/lows on descent.
Toggle Hitboxes
Toggle Hitboxes
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
140
High
Wallbounce (Air Only)
19
6
16
vs. Grounded
18
30
+9 ~ +30
18
19
-2 ~ +19
-60
140
0.97
vs. Airborne
Until Knockdown
Wallbounce and/or SKD
-120
80
Very large and fully disjointed air normal. Generally Stronghoof's best jump-in normal. In contrast to his jB, Stronghoof can fall deceptively close to the ground before land cancelling, which may throw off some opponents anticipating a low. Descending hits also usually leave him very plus on block.
Wallbounces on hit, making it good for corner extensions.
Toggle Hitboxes
Toggle Hitboxes
Command Normals
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
70
Mid
Forces Stand Jump-Cancellable on Hit
13
8
30
vs. Grounded
11
18
-19
11
21
-16
50
65
0.83
vs. Airborne
11 (Stronghoof) / 17 (Opp.)
32
+1
13
-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
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
15
26 (pre-JDmax) 24 (post-JDmax)
-16
15
17
-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.
Toggle Hitboxes
Toggle Hitboxes
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
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
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
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.
Toggle Hitboxes
Toggle Hitboxes
Special Moves
.
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
120 (150 Chip)
Mid
Wallbounce
22
6
22
vs. Grounded
20
Until Knockdown
Wallbounce
20
7
-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
10
Varies
Bounce
10
9
-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. The shards can interrupt the groundbounce and prevent it from being used up if the opponent is sufficiently far off the ground when hit.
Note that despite shattering slick, 236B is not made safe by the shards, as its blockstun is so short that the opponent can crouch before the shards become active and avoid them entirely.
100, 270 (150, 180 Chip)
Mid
Tumble High Autoguard (9-66)
15
28 (20) 4
32
vs. Grounded
8, 16
48, Until Knockdown
Tumble
8, 16
12, 12
-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.
Toggle Hitboxes
Toggle Hitboxes
Special Name 1
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
100
Command Grab
Damage Scaled to 80%
21
2
48
vs. Grounded
-
Until Knockdown
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. Also shares a very similar range with 2C, which can be delayed slightly to catch opponents trying to fuzzy jump out of a hoist.
If Hoist is interrupted by Vetr's 5[D] before the launch, the usual damage scaling will not be applied, and the next hit will receive first-hit bonus damage.
Toggle Hitboxes
Toggle Hitboxes
Special Name 1
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
200
Mid
Armor Break Hard Knockdown
20
3
30
vs. Grounded
12
Until Knockdown
+40 (HKD)
12
29
-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
Toggle Hitboxes
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
Ice Slick 22D
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
13
~900
23-33
vs. Grounded
21
14
+35
5
7
+12
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.
If Stronghoof is hit during startup, no slick will be created. But it will still remain on stage if he is hit during recovery.
Summoned ice shards become active starting with the middle and moving outward, at the earliest the 14th frame after slick was shattered. By this time, they have traveled above the height of a standard crouching hurtbox.
[Likely a Bug] When Ice Slick is used to cancel out of another move, a subsequent 22X or 236B will shatter slick and create ice shards regardless of where the slick was actually placed on the stage.
Toggle Hitboxes
Toggle Hitboxes
5D
Arsenal (Followup Strike) 236A/B/C
Warhammer
Warhammer
Battleaxe
Battleaxe
Shield
Shield
Version
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
A
120 (150 Chip)
Mid
Projectile
19
10
92
vs. Grounded
21
30
+51
21
15
+36
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.
B
90, 120 (150 Chip)
Mid
Projectile
12
6
68
vs. Grounded
21
55
+76
21
15
+36
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.
C
N/A
N/A
Autoguard
24
174
56
vs. Grounded
-
-
-
-
-
-
-
-
-
vs. Airborne
Will guard Stronghoof from any strikes (not throws or command grabs) which come into contact with it, including those that would normally cross up. Costs 1 bar of magic to use.
Toggle Hitboxes
Toggle Hitboxes
5D
Lariat 5D
Uncharged
Uncharged
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
28
+43
15
25
+40
65
65
1
vs. Airborne
34
+49
37
+52
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
-
Stagger
+109 (Stagger)
1
14
+15
0
0
1
vs. Airborne
Staggers on hit. Whiffs on crouchers. Costs 2 magic. Does not deal chip damage on block.
Toggle Hitboxes
Toggle Hitboxes
.
Winter Wind 6/2/4/8D
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
-
-
-
-
-
-
-
~1.25 JD / frame
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.
Using wind will also disable passive magic regeneration for about 3 seconds.
The exact mechanics by which Winter Wind operates are a bit complex and different depending on which direction of wind is used.
Horizontal wind (4D and 6D) will immediately begin extending the opponent's hitstun (if they are in it) upon activation and continue while held. They will be given additional horizontal momentum in the chosen direction. If they are in a juggle state, they will also get a little of bit of extra momentum in whatever direction they were traveling already. So, when affected by horizontal wind, an opponent that was rising will stay airborne for slightly longer, while an opponent that was falling will fall slightly faster. JD also begins being added immediately on activation.
Vertical wind (8D and 2D) will also extend the opponent's hitstun while held, but it has a momentary delay before this effect actually occurs (about 15-20 frames). If the opponent is airborne, they will be given additional upward or downward momentum while maintaining any other momentum they had. The movement effect doesn't seem to be as delayed in the same way that the extended hitstun is. These effects combined can cause a poorly timed burst of 8D to allow an opponent an opportunity to air tech out of hitstun where they would have otherwise hit the ground. On the upside, JD only starts to be added after the delay, so a short burst of 8D can be used for juggling purposes without adding any extra JD.
For all directions of wind, these "adding" effects (both to hitstun and momentum) are the strongest during the first frames of activation and become weaker the longer wind is held. The effects also have a hard maximum regardless of how long wind is held - an opponent can only be given so much speed before hitting "terminal velocity," and only so much additional hitstun before they would still recover in the same time.
Has invuln before the superflash, but none after. Unlike most supers, the first hit doesn't break armor, so Stronghoof is still vulnerable if an opponent armors through it and hits him before the second hit connects. It also deals no chip damage on block.
Toggle Hitboxes
Toggle Hitboxes
Level 2 (Follow Up)
Ice Fjord 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
-
-
-
-
-
59
vs. Grounded
180
80
+260
-
-
-
-
-
-
vs. Airborne
Summons ice slick over the entire stage, which can last over multiple 22X's and 236B's.
Level 3
Yggdrasil 63214XX
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)
12
27
-46
0
0
1
vs. Airborne
Fully invulnerable throughout active frames.
Toggle Hitboxes
Toggle Hitboxes
Cross-Canter
Cross-Canter 6XX (While Blocking)
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 (Recoverable Health)
Mid
Strike-Invulnerable (f1-16) Autoguard (f17-25)
23
9
54
vs. Grounded
-
-
0 (HKD)
5
13
-49
0
0
1
vs. Airborne
In exchange for 1/2 a bar of super meter, cross-canter interrupts your blockstun with a strike-invulnerable counterattack. Leads to a hard knockdown on hit with no frame advantage, resetting both opponents to neutral at a medium distance apart. The user will also be locked out of gaining super meter for 5 seconds, stacking up to 10 seconds if cross-canter is used repeatedly.
This can be a strong option to escape pressure, but don't overdo it - it can be thrown during startup and is extremely punishable on block or whiff.
Taunt
Taunt 2222222
You're nothing more than a marshmallow.
You're nothing more than a marshmallow.
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
0
-
Cancellable
0
160
0
vs. Grounded
-
-
-
-
-
-
-
-
-
vs. Airborne
Uniquely, Stronghoof's taunt actually does something other than irritating your opponent. For the duration of the taunt, Vetr will absorb any projectile that makes contact with his hurtbox without taking damage.