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
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
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
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
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
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
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
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
+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
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
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
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
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.
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
Special Name 1
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
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
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
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
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.
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.
Toggle Hitboxes
Toggle Hitboxes
5D
Arsenal (Followup Strike) 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
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.
Toggle Hitboxes
Toggle Hitboxes
5D
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
-
-
-
~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
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.