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 magic, 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.

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
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 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
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 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
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 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
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 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
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 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
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 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
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 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. Sends opponents at a downward trajectory, hurting its usefulness in combos - although you'd likely not be using it in them anyway.

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 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, or sudden crossups with the use of Wind.

With good timing, this move can be linked into itself on airborne hit - possibly useful if you're too far away for a wallbounce and want to avoid using magic to reel the opponent back in from a j.C.

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 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
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 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
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 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
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.

Toggle Hitboxes
Toggle Hitboxes

Special Moves


.
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 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
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 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.

Hoist will not connect on the normally strike-invulnerable but throw-vulnerable portion of techrolls.

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
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 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.

Somewhat counter-intuitively, doing Ice Crusher with slick on the ground can actually make it unsafe on block, due to the very short blockstun from ice shards.

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.

*There is a bug where Vetr can be activated twice at the same time, specifically with Shield and either one of Warhammer and Battleaxe. It's difficult to set up on purpose and explain exactly why it happens, but if you see two Vetrs using Arsenal at the same time, this is probably what happened. It doesn't have much practical use and is mostly just a waste of magic.

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 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
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
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.

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Toggle Hitboxes
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 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
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 - - - - - - - ~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.
Toggle Hitboxes
Toggle Hitboxes

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 ≥77 vs. Grounded - - +19 (HKD) 20 11 -46 0 0 1
vs. Airborne

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.

Vetr's forward rush has no hurtbox, so he will go straight through normal hitboxes - however, his hitbox will get eaten by any projectile or puppet with a hurtbox between him and the target, ending the attack and leaving Stronghoof standing idly and completely defenseless. There is also travel time to consider - the move is active starting on frame 8, but it can take up to as long as 26 frames to actually reach the opponent if they're at fullscreen distance.

For a multitude of aforementioned reasons, it's probably not wise to use this move on wakeup or in neutral unless you're really desperate.

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
- - - - - 59 vs. Grounded 180 80 +260 - - - - - -
vs. Airborne

Summons ice slick over the entire stage, which can be shattered repeatedly without disappearing until the timer runs out.

Most commonly used to tack on extra damage after Level 1, which can be done most efficiently by looping 22X and 4D or 8D at high JD.

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) 12 27 -46 0 0 1
vs. Airborne

Fully invulnerable throughout active frames. This is Stronghoof's only truly legitimate reversal option, and comes at a hefty price.

Toggle Hitboxes
Toggle Hitboxes

Cross-Canter

Cross-Canter
6XX (While Blocking)
TFH Stronghoof CC.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 (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
TFH Stronghoof Taunt.png
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 harmlessly absorb any hitbox that makes contact with his hurtbox, as long as it hits him before Stronghoof. This applies mostly to projectiles, but also some attacks that increase in range as they come out.

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
Nidra
Baihe
Predators
Huggles
Events