The Basics, Page 4
Specials:
Whirlwind (Air) - 236 + [L] / [M] / [H]
Details
Spoiler
Attack Data:
• Hits: 3 / 5 / 7
• Damage: 67,000 / 102,300 / 130,200
• Meter Gain: 6.00% / 10.00% / 14.00%
Frame Data:
• Startup Frames: 15 / 20 / 25
• Active Frames: 22 / 30 / 38
• Recovery Frames: 30 ground, 35 air / 37 / 40
• Frame Advantage on Hit: 0 ground, -5 air / +4 ground, +3 air / +13 ground, +12 air
• Frame Advantage on Block: -2 ground, -7 air / +7 / +13
Properties:
• Type: Projectile (3 / 5 / 7 projectiles)
• Durability: 3 low durability points per projectile
Discussion:
• Whirlwind stands out among all projectiles in the game because of its unique properties. This move is known to blow through almost every other low durability projectile because, although the move looks like a beam, the move is actually a series of small projectiles that rise from the ground moving forward. Each small whirlwind is an individual projectile and not linked to the others in terms of durability; what this means is that as opposed to beams, which can be eaten away over the course of their active frames, in order to have an opponent overcome Whirlwind, each individual projectile of this move would have to be destroyed. As you can imagine, not many low durability projectiles are capable of this.
• This move rarely sees use in Storm’s combo game and is used more for keepaway and chip damage. Whirlwind has incredible pushback and ending a blockstring with Whirlwind is an almost surefire way to put your opponent mid-screen again. While not a “zoning” tool per se, Whirlwind can cut off horizontal lanes of traffic on the screen and limit the ways in which your opponent can approach you. If Storm has an assist to cover the specific areas that are made available by Whirlwind, getting in on her can be a little trying.
• The biggest weakness of this move is the recovery. Be careful for moves that can destroy projectiles regardless of durability or are projectile immune and be aware of the fact that Whirlwind can be jumped over or dashed under if used at certain altitudes, so you should always factor in the opponent’s size and movement options when determining the heights at which to throw Whirlwind.
Double Typhoon (Air) (OTG) - 214 + [L] / [M] / [H]
Details
Spoiler
Attack Data:
• Hits: 6
• Damage: 140,300
• Meter Gain: 14.40%
Frame Data:
• Startup Frames: 63
• Active Frames: 30
• Recovery Frames: 15 or until grounded
• Frame Advantage on Hit: +40
• Frame Advantage on Block: +21
Properties:
• Type: Beam (6 frames)
• Durability: 5 low durability points per frame
Discussion:
• This move is hard to use properly. The numbers above tell a confusing story about this move. The move has over a second of startup time, but grants massive plus-frames on block, can be used in the air, and OTGs. In truth, this move has two purposes; offensively, you can use this move after the hard knockdown caused by a very low altitude launch-started j.[S] to tack some damage in before using a hyper and defensively, you can use this move in conjunction with an assist that forces the opponent to block to inflict some healthy chip damage.
• Comboing with Double Typhoon is very tricky. When Storm does combo into it, though, she gets to cancel into Hail Storm. Since Double Typhoon brings the opponent up to jump height while Hail Storm is going on, Storm can link into Elemental Rage when Hail Storm is done to tack on some additional damage while the opponent is falling. In X-Factor levels 2 and 3, Storm can s.[S] after Double Typhoon and start or continue a combo.
• As the data implies, Double Typhoon can only be used once in the air like Lightning Attack–afterward, Storm drifts to the ground and is unable to act. To circumvent this, activate Flight before using Double Typhoon to use as many of this move as you like before your Flight expires and, when it does expire, Storm can move and act as she pleases in the air. Similarly to Dormammu’s Purification, you will probably want to be more predictive than reactive when using this move, but if you have an assist that forces your opponent to block, you do not have to guess and will be free to apply the chip damage that this move offers.
Lightning Sphere (Air) - 623 + [L] / [M] / [H]
Details
Spoiler
Attack Data:
• Hits: 5
• Damage: 110,100
• Meter Gain: 9.76%
Frame Data:
• Startup Frames: 20
• Active Frames: –
• Recovery Frames: 40
• Frame Advantage on Hit: -1
• Frame Advantage on Block: -3
Properties:
• Type: Projectile (1 projectile), Beam (20 frames)
• Durability: 5 low durability points per projectile, 5 low durability points per frame
• Special Effect: This move cannot be pushblocked.
Discussion:
• This move is a potent but fragile move in Storm’s arsenal. The sphere thrown by Storm is just a delivery mechanism for the real beefy part of the move; once the sphere hits Storm’s opponent or is destroyed or blocked, the sphere erupts into a burst of lightning with terribly high durability. The sphere is represented by projectile durability and the burst is represented by beam durability. For better or for worse, however, the move travels at a painfully slow pace–this means Storm has time to advance behind the projectile, but it also means that opponents can weave around it pretty easily.
• This move has the unique property of disabling pushblock. The opponent can still use Advancing Guard on this move to get rid of some of the chip damage, but Storm will not be pushed back at all. If you can force an opponent to block, this becomes an extremely powerful, if not equally situational, tool to guarantee some forward movement on Storm’s part. You can also use Lightning Sphere to create guard breaks on incoming characters; since Storm won’t be pushed back, if the opponent blocks the projectile (regardless of their decision to employ Advancing Guard) Storm can dash in for a quick air throw.
Fair Wind - 623 + [S]
Details
Spoiler
Frame Data:
• Startup Frames: 13
• Active Frames: 24
• Recovery Frames: 19
Discussion:
• This move adjusts the opponent’s horizontal momentum away from Storm and has limited uses. Storm’s strengths as a ranged character mean that this type of move is designed with pretty steep recovery frames, so be cautious when using this move.
• This move can be used to merely push opponents away, but aside from the obvious, Storm can use this move to position the opponent closer to on-stage traps or to make their planned forward advancement stop short of their intended destination. Be careful, though, because certain moves in the game have physics applied to them such that they negate momentum-changing tactics; using Fair Wind against such a move means you’re donating approximately an entire second’s worth of time to your opponent for them to hit you.
Foul Wind - 421 + [S]
Details
Spoiler
Frame Data:
• Startup Frames: 13
• Active Frames: 27
• Recovery Frames: 1
Discussion:
• This move adjusts the opponent’s horizontal momentum toward Storm and has more general uses despite being much riskier. The implied risk means that this move has lower recovery time, so you don’t have to worry too much unless you start using this move blind.
• This move can be used to simply drag opponents to you, but players will likely press buttons on the move even if they don’t know what’s going on, making a dry pull a very unintelligent idea. This move sees most of its use in conjunction with assist calls, pulling opponents into assist attacks. This tactic’s strength is amplified when the opponent is airborne because Storm can insert herself between the opponent and her assist to make blocking a guess for the opponent once Storm pulls them past her. Even if they block correctly, Storm can use the low recovery to immediately press whatever advantage she can from having the opponent block her assist.
• As with Fair Wind, a cautionary note here is that some moves in the game may not negate momentum changes, but may have their physics exacerbated by the sudden momentum change and fly further or faster toward Storm than expected. Always be smart about employing the winds as a battle tactic; blindly tossing the opponent around may not be worth it if it gets Storm injured or knocked out.