The Basics, Page 5
Hypers:
Snapback - :qcf: + :a1: / :a2:
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 50,000
• Meter Gain: 5.00%
• Meter Loss: 100.00%
Frame Data:
• Startup Frames: 2
• Active Frames: 5
• Recovery Frames: 12
• Frame Advantage on Hit: –
• Frame Advantage on Block: +5
Properties:
• Special Effect: This move forces in a different opponent.
Discussion:
• This move is the universal mechanic used to force in a different member of an opponent’s team. Snapbacks are used to either force out a potentially bad matchup or to force in a potentially good matchup. Snapbacks can also be used to erase the incoming character’s red health or to quickly dispose of the trouble character on a team.
• Storm’s snapback animation is her s.:h:. Although the frame data is different, the reach and look of the move are similar, so you can judge the likeliness to hit based on s.:h:.
• Two important things to remember about snapbacks are that you can hit a point and assist character at the same time to get limited juggles on an assist and that you can take a gamble against an opponent’s X-Factor guard cancel by buffering a snapback during the cancel to preemptively blow the opponent off the screen before their guard cancel attack can interrupt your attacks. Another cool, but more situational note, is that having the killing blow on an enemy be the snapback lets you decide which character on the enemy team comes in next; snapping in the opposing anchor after KOing their point character may turn the tides of the match in your favor.
Lightning Storm (Air)- :qcf: + :atk::atk:
Details
Spoiler
Attack Data:
• Hits: 15-29
• Damage: 289,000-344,400
• Meter Loss: 100.00%
Frame Data:
• Startup Frames: 18+1
• Active Frames: 50
• Recovery Frames: 53
• Frame Advantage on Hit: –
• Frame Advantage on Block: -42
Properties:
• Type: Beam (15 frames)
• Durability: 1 high durability point per frame
Discussion:
• This move is supposed to be Storm’s standard combo ender, sacrificing utility for damage. The problem here is that this move doesn’t do significantly more damage than Hail Storm and is extremely difficult to combo into after a long enough combo to make it matter. The move doesn’t OTG like even Elemental Rage does, further limiting its uses. DHCing into and out of this move is also hard because this move does not cause any soft or hard knockdown states. Storm is even left in a pseudo-mixup state when this move is used in the air–opponents will recover right next to her and can and throw if Storm does not back away or tech the throw immediately.
• This move essentially has two basic functions. The first is to finish a combo (preferably a KO) in style or to finish an X-Factor combo that is too scaled to perform the hard knockdown sj.:s:. The second function is to finish low altitude combos during which Storm was, somehow, unable to land a hard knockdown or to serve as an XFC or DHC point for low altitude “Happy Birthday” (2-for-1) combos. Either because of current combo hitstun or incoming hazards, Storm may not have time to launch in order to end a combo with Hail Storm–in this case, you can quickly cancel into Lightning Storm to protect Storm with the hyper projectile durability (if a projectile hazard is incoming) and either end the combo or cancel out with an XFC or DHC. Note that with Storm’s low damage output and meter gain, this may not always be an intelligent tactic, so be sure to examine the situation to see if the meter and damage are worth the resources spent.
Hail Storm (OTG)- :qcb: + :atk::atk:
Details
Spoiler
Attack Data:
• Hits: 35-69
• Damage: 282,900-338,800
• Meter Loss: 100.00%
Frame Data:
• Startup Frames: 40+1
• Active Frames: 80
• Recovery Frames: 1
• Frame Advantage on Hit: –
• Frame Advantage on Block: +7
Properties:
• Type: Beam (25 frames)
• Durability: 1 high durability point per frame
• Special Effect: This move causes soft knockdown.
Discussion:
• This move is one of the biggest reasons to put Storm on a team. The utility this one move offers is sometimes more than what entire characters can bring to a team. This move does great combo ending damage, does great chip damage, hits fullscreen (up to slightly below super jump height), generates + frames on block, hits instantly after the flash, OTGs, can be DHC’d into and out of with incredible ease, makes a deliciously dangerous THC with the proper teammates, is probably the most dangerous move in the game for opposing assists and is one of the few hypers that you can XFC to still get the full effect of the hyper while moving your point character around (the buttons you press will even count toward mashing for damage–you can even perform ANOTHER Hail Storm after the XFC to REALLY clean house).
• As with all projectile hypers (fullscreen, in particular), be careful for opposing hyper activations that are invincible (or even just projectile invincible) or that can instantly pump out more durability than Storm is able to dish out. Opposing Level 3 hypers are prime examples of things to be careful for, even when using Hail Storm as a DHC or THC.
• To end combos with Hail Storm, you need to hit the ground just as your opponent gets put into hard knockdown or just a bit after. The lengthy startup for Hail Storm means that opponents can recover from the hard knockdown state before getting hit by the hyper if your timing is off. Perform combo ending Hail Storms is not difficult, however, and simply requires a small amount of practice and knowledge of how early you can buffer motions before your character actually touches the ground from a flying screen aerial finisher.
• To take advantage of DHCs, you’ll want to make sure you have a steady source of meter. If you plan on DHCing into Storm, you’ll want the point character to have a quick hyper with which to DHC out of (install hypers or reversal hypers are ideal). Hail Storm will strike on the very next frame after the DHC, meaning potentially crippled assists and heavily injured point characters that whiff or throw things from fullscreen. After the hyper finishes, Storm will be fullscreen and the opponent in a forced tech roll, giving Storm the time and space she needs to begin setting up her gameplan. If you plan on DHCing out of Hail Storm, you will typically want to use Hail Storm as a combo ender; using Hail Storm by itself is certainly not recommended, but limited situations in the game can present themselves in such a way where you can take advantage of them by performing a raw Hail Storm. DHCing into a character with an install hyper or another projectile hyper is recommended; since Storm drifts to fullscreen distance, physical type hypers that do not move the character a significant distance forward will whiff almost entirely, but even that may serve a function depending on how quickly the hyper recovers. An important nuance about DHCing out of Hail Storm to note is that while the hyper covers the screen fully, it only covers the “current” screen fully. If Storm DHCs out into another character that can move forward, as the camera pans forward, the opponent getting hit by the ice storm will eventually get pushed out of the hyper’s hitbox earlier than you might anticipate, meaning you’re sacrificing damage and advantage. This can be circumvented by getting close to the corner of the stage in order to prevent the camera from panning forward and pushing the enemy out of the hyper.
• To take advantage of THCs, make sure your team composition is designed to abuse Hail Storm. In order to get Hail Storm as a THC, Storm will need to use either her α or β assist since these are the assists that grant Hail Storm for the THC. Due to Hail Storm’s lengthy startup time, you’ll want Storm to not be on point unless you’d like to risk a “Merry Christmas” (3-for-1) where your entire team positions itself to get knocked out while Hail Storm charges up; ideally, you want whoever is on point at the time (doesn’t have to be the team’s “point character”) to have a THC hyper that starts up very very quickly (invincibility is preferred, but optional as long as you can space yourself). To this end, you’ll need to make sure your other characters’ assists are aligned such that they will yield the expected THC hyper. Storm can be anywhere else on the team, but having her in the middle is recommended since getting the Hail Storm THC means only spending 200% meter instead of 300% if she’s at the back of the team. Use the Hail Storm THC to punish assists, whiffed enemy attacks or even opposing hypers, DHCs and THCs. The Hail Storm THC only does everything and even on block, if your point character recovers quickly enough, they can get an opportunity to mix up the blocking opponent under the cover of Storm’s continuing ice.
• To take advantage of chip damage, we’re going to crunch some numbers and make some determinations about resources spent and advantage gained. Chip damage is a potent source of damage in UMvC3 when applied properly and knowing how much damage can be required to KO a dangerous opponent, even when they’re blocking, can be critical.
Minimum hits: 35 – Without mashing, the hyper will strike this many times at a minimum.
Maximum hits: 69 – Hits can be increased by mashing, even when the opponent is blocking.
Full damage: 282,900 – The hyper will reach this damage at a minimum if all minimum hits connect.
Chip damage: 136,500 – The hyper will reach this damage at a minimum if all minimum hits are blocked.
Chip damage per hit: 3,900 – The hyper does not decay the damage of each hit when they are blocked, meaning a consistent stream of damage.
Chip damage modifier: 48.25% – This special modifier overwrites the standard 30% chip damage value for blocked special attacks.
Normal chip damage: 3,900 per hit / 136,500 total
X-Factor Level 1: 4,800 per hit / 168,000 total
X-Factor Level 2: 5,400 per hit / 189,000 total
X-Factor Level 3: 6,000 per hit / 210,000 total
Some things to note:
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Even when the opponent is blocking, chip damage can be amplified by mashing. This amplified damage is considered bonus damage and does not suffer damage decay regardless of whether the opponent is blocking or not.
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Storm has an exceptional modifier for her chip damage on Hail Storm, but this damage is calculated without taking Advancing Guard into account. You can count on these values being a little lower if your opponent values their lifespan.
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If you are able to hassle an opponent with assists or force them to block certain specials between Hail Storms, you can chain Hail Storms on characters that are not able to punish you. As you can see, in X-Factor these add up very quickly and can net you a win without ever having to actually touch the opponent.
Elemental Rage (OTG) - :dp: + :atk::atk:
Details
Spoiler
Attack Data:
• Hits: 15
• Damage: 266,900
• Meter Loss: 100.00%
Frame Data:
• Startup Frames: 8+2
• Active Frames: 23
• Recovery Frames: 32
• Frame Advantage on Hit: –
• Frame Advantage on Block: -28
Properties:
• Type: Projectile (1 projectile)
• Durability: 5 high durability point per projectile
• Special Effect: This move causes wall bounce.
Discussion:
• Elemental Rage is another utility hyper for Storm. This hyper does much less damage than the others and Storm is not able to take advantage of the wall bounce herself, but the hyper is fast enough to be considered a punisher at any point across the ground at any time. The OTG property makes this hyper an ideal attack when Hail Storm just isn’t fast enough.
• Elemental Rage’s largest strength is its ability to punish moves that are between ground height and just below normal jump height in 10 frames. Magneto’s EM Disruptor is probably the most common example of a type of attack you’ll be punishing with Elemental Rage on block. Is an opponent acting a fool fullscreen? Elemental Rage will change that.
• Elemental Rage causes a wall bounce and while Storm cannot take advantage of this, a proper DHC will let a teammate capitalize just fine. Install or quick hypers can be DHC’d into either before or after the wall bounce; DHCing out before the wall bounce will put the opponent into a spinning hard knockdown state and is useful if you want to preserve the wall bounce for the teammate you are DHCing into.
• A cool nuance of this hyper is that if you tag an assist with the ice column the hyper creates or if Storm is hit as the ice column appears, the hyper will end, but the high durability ice column will remain on the screen for short while. As a stationary projectile, it will act as a projectile and block opposing projectiles from passing through it, but enemies are also unable to walk through it, creating a small wall on the stage for a short while!
Assists:
α: Whirlwind
Details
Spoiler
Attack Data:
• Hits: 5
• Damage: 102,300
• Meter Gain: 10.00%
Frame Data:
• Startup Frames: 44
• Active Frames: 30
• Recovery Frames (This Assist): 129
• Recovery Frames (Other Assist): 99
Properties:
• Type: Projectile (5 projectiles)
• Durability: 3 low durability point per projectile
• Team Hyper Combo: Hail Storm
Discussion:
• This move is Storm’s go-to assist. This move is a great counter to incoming projectiles with its ridiculous durability property. You can use this move during a blockstring to push the opponent almost fullscreen if you need the space. You can also use this assist with characters who cross opponents up easily; when you cross the opponent up, if they get hit by Whirlwind, the move will deliver the opponent right to you, making follow up combos very easy. Please be careful as Storm is still quite vulnerable while she’s tossing wind at your opponents.
β: Double Typhoon (OTG)
Details
Spoiler
Attack Data:
• Hits: 6
• Damage: 140,300
• Meter Gain: 14.40%
Frame Data:
• Startup Frames: 87
• Active Frames: 30
• Recovery Frames (This Assist): 107
• Recovery Frames (Other Assist): 77
Properties:
• Type: Beam (6 frames)
• Durability: 5 low durability point per frame
• Team Hyper Combo: Hail Storm
Discussion:
• This move had lots of potential, but it has two huge strikes against it. First, this move still takes more than an entire second to start up. Forget ideal, the startup for that as an assist is simply unreliable. Next, the move is the version of Double Typhoon, meaning that in the rare instance you do get to use this assist offensively in a combo or as an OTG, you will be limited to certain spaces on the screen and cannot use this move in the corner. The move is just lacking in impact, even though the utility is present in theory. Only specialized teams will be able to actually make regular use of this assist.
γ: Lightning Attack :uf:
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 60,000
• Meter Gain: 4.80%
Frame Data:
• Startup Frames: 37
• Active Frames: 13
• Recovery Frames (This Assist): 121
• Recovery Frames (Other Assist): 91
Properties:
• Team Hyper Combo: Lightning Storm
**Discussion: **
• This move is an old school MvC2-style assist used for converting off of empty crossups or for sneaky camera tricks to hide the assist. Unfortunately, the merits of this assist did not translate over quite well. With no adjusted knockdown properties, no adjusted hitstun, no adjusted invulnerability or destruction properties and a THC that is decidedly undesirable, this is an assist you should probably avoid unless you have extremely specialized and situational setups like catching opponents with anti-air grabs during their air tech recovery.