Power Hook Dog

Role & Fighting Style
Power Hook Dog's play-style is basic, being entirely made up of melee combat. He is meant to get up close very quickly and deliver a beat-down.

His reach is mediocre, out-doing Mighty Fox's kicks easily, but able to be countered by characters like Long Cat, who has his laser attack that can hit from a further distance. But this is only accounting for melee, as characters like Magic Squirrel and Crowrilla have projectiles that easily out-range Power Hook Dog.

He fairs best against non-ranged characters, and must stay aware and alert when facing ranged opponents.

Basic Attacks & Combos
Move List:


 * 6S = Double Punch (25 damage first hit, 30 second. 55 damage total. Punishable on block.)
 * 2S = Upper Cut (60 damage, punishable on block.)
 * 4S = Fist Charge (55 damage, punishable on block.)

Basic Combos:

VS Crowrilla/Walking Cat/Mighty Fox


 * 5H / 4S / 6S / DC / 2H / 4S / DC / 5H / 6S / DC / 2H / 5H / 6S / DC / 2H / 5H / 6S / 2S

VS Beluga/Squirrel


 * 5H / 4S / 6S / DC / 2H / 4S / DC / 2H / 6S / DC / 2H / 5H / 6S / DC / 2H / 6H / 6S / 2S

VS Slender Cat:


 * 5H / 4S / 6S / DC / 2H / 4S / DC / 2H / 5H / 6S / DC / 2H / 5H / 6S / DC / 2H / 5H / 6S / 2S

Combo 1:


 * j.H / 5L / 5H / 4S / 6S / 2S

Combo 2:


 * 2L / 5H / 4S / 6S / 2S

Combo 3:


 * 2L / 2L / 5H / 4S / 6S / 2S

Combo 4:


 * 2L / 2L / 5H / 4S / 6S / 2S / Dash / 2H / 5H / 2S

Note: If you're not sure what these mean or how to read them, make sure to check out Controls.

DC = Dash Cancel (➝ ➝)

j. = Jump

Super Move
Power Hook Dog enlarges his fist, and then does a literal power hook punch, dealing a large chunk of damage to the opponent and knocking them far back, if it hits or isn't blocked that is.

Tips

 * Make sure to be careful when against opponents with projectiles, as they can cause trouble if you keep at a distance, since you cannot harm them, but they can most certainly harm you
 * Trying to combo basic attacks and your super move won't end well normally, as the opponent is likely to block the move, wasting it, leaving you open to attack, and possibly losing the whole round or match if you do this on low health
 * Using your super in the corner (When the opponent is in the corner) may not be a good idea. The opponent will still be close to you if you don't think quickly enough to move away or block, allowing the opponent to possibly land a combo or their own super move on you
 * Jumping opponents are very unlikely to get hit by your power hook punch super, so save it until either they are in the middle of an attack, or just before they land, as they don't have time to block, but it is preferable to do it when they are doing a whiff (attacking out of range, thus they are open to attack). Trying up close is less likely to work, as you could use up your super on a combo breaker/escape burst instead of hitting with your super move