The Basics, Page 2
Standing Normals:
Standing [L]
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 33,000
• Meter Gain: 2.64%
Frame Data:
• Startup Frames: 5
• Active Frames: 3
• Recovery Frames: 8
• Frame Advantage on Hit: +3
• Frame Advantage on Block: +2
Properties:
• Chain: This move chains into c.[L] only once.
Discussion:
• This is the first in a long list of moves that Storm has which is similar to another move in her arsenal, but just doesn’t quite differentiate itself enough. Storm’s s.[L] and her c.[L] are very similar, but s.[L] doesn’t hit low and doesn’t travel as far as c.[L] does. The frame data on the two moves is identical, leaving only a meager damage and meter benefit to using s.[L]. This move does push the enemy back farther than c.[L], however, so this may be slightly more beneficial on block depending on how you play. Notably, s.[L] is required for some air throw conversions.
Standing [M]
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 55,000
• Meter Gain: 4.40%
Frame Data:
• Startup Frames: 9
• Active Frames: 11
• Recovery Frames: 10
• Frame Advantage on Hit: -2
• Frame Advantage on Block: -4
Properties:
• Cancel: This move is jump cancelable.
Discussion:
• This move is a beefy high-pushback normal with great range on the disjointed whirlwind. This move is actually Storm’s longest-range ground normal. This move is one of a few that is ideal to use in confirms and blockstrings because of its jump cancel property. If you see a situation that you are uncomfortable with or a situation where you want to apply more pressure, be sure to abuse the jump cancel property of this move to generate some + frames and extend your offense or retreat. When comboing with this move while the opponent is on the ground, be sure to launch right away unless you plan on entering into a jump loop; the high pushback on this move makes following up with more ground moves inconsistent.
• This move has tons of active frames and is great for catching both a point character and their poorly-called assist when the opponent is under pressure. You can also apply this move as a meaty normal on someone’s wakeup or landing to begin to apply an offense. Be sure to also combine the large amount of active frames with the range that this move has; be careful, however, because a maximum range s.[M] only combos into [L] Whirlwind and Lightning Attack…every other meterless option will whiff.
Standing [H]
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 70,000
• Meter Gain: 5.50%
Frame Data:
• Startup Frames: 15
• Active Frames: 12
• Recovery Frames: 5
• Frame Advantage on hit: +7
• Frame Advantage on Block: +5
Discussion:
• This move is another very active high-pushback normal. The range is very slightly smaller than s.[M] and isn’t jump cancelable, but everything else is very similar except for the frame data. The move generates great advantage on hit and block, which is very rare for s.[H] attacks in this game. Similarly to s.[M], maximum range s.[H] attacks will limit your available follow-up options so be careful.
• This move is Storm’s primary counterhit normal. If you see the rare situation where you can force a counterhit, using s.[H] will allow you to tack on a few extra ground hits where you wouldn’t have been able to otherwise. Snagging a counterhit with s.[H] will let you combo into either s.[M] or c.[M]. A normal hit will let you combo into s.[L] or c.[L].
• This is Storm’s Snapback animation.
Standing [S]
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 80,000
• Meter Gain: 6.40%
Frame Data:
• Startup Frames: 13
• Active Frames: 12
• Recovery Frames: 11
• Frame Advantage on Hit: –
• Frame Advantage on Block: -1
Properties:
• Cancel: This move is only super jump cancelable on hit.
• Special Effect: This move launches the opponent.
Discussion:
• This move is yet another beefy normal, but this one exchanges horizontal range for vertical range. This move isn’t cancelable on block, but Storm’s safety is (mostly) preserved by the very generous -1 on block. You can tack this move on the end of blockstrings for some low-level safety, but not being able to special or jump cancel means that you are vulnerable to Crossover Counters and X-Factor Cancels.
• The beefy nature of this move combined with its vertical range makes this a great low-risk move to intercept opponents that are falling from the sky. While this move will not beat blatantly deep jump-in attacks, opponents who attempt a move at an unsuspecting height can get tagged and you can at least force a block on characters that are drifting downward by starting the move early and having the opponent land on it (as on incoming from a KO or a Snapback, for example), increasing the amount of advantage you can generate.
• Storm’s moves have varying degrees of pushback and, as such, only certain chains of normals will successfully combo into [S]. Please note that the regular s.[L] > s.[M] > s.[H] > [S] chain will not work on normal-sized characters because all three pre-launch normals push back farther than their crouching counterparts and the [S] will whiff.
Crouching Normals:
Crouching [L] (Low)
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 30,000
• Meter Gain: 2.40%
Frame Data:
• Startup Frames: 5
• Active Frames: 3
• Recovery Frames: 8
• Frame Advantage on Hit: +3
• Frame Advantage on Block: +2
Properties:
• Chain: This move chains into s.[L] only once.
• Chain: This move chains into c.[L] indefinitely.
Discussion:
• This is one of Storm’s two low attacks and is the main mixup normal between itself and j.[L]. The move is quick and has some good range that is augmented ever so slightly by a small whirlwind on the edge of Storm’s boot. Use this move to chain into itself for the purposes of confirming what you need to do next. If the opponent is blocking, chain into s.[M] and jump cancel out to retreat or to reapply pressure. If the opponent has been hit, then you can chain into the more combo-friendly c.[M] if you wish.
• If you’re chaining this move into itself on a blocking opponent, you can create a more dynamic, but less airtight, offense than the s.[M] jump cancel by calling an appropriate assist and tri-dashing in for either a j.[L] or another c.[L]; you can even just dash forward during your assist call and start using c.[L] again. The move’s range is deceptive and is great for catching people trying to jump out of pressure.
Crouching [M]
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 53,000
• Meter Gain: 4.24%
Frame Data:
• Startup Frames: 9
• Active Frames: 10
• Recovery Frames: 12
• Frame Advantage on Hit: -3
• Frame Advantage on Block: -5
Discussion:
• This move does not hit low, but does not push the opponent back nearly as far as s.[M] does and also is not jump cancelable, making it better for combos while not as good for blockstrings. If you have a guaranteed hit (by chaining into this move, for example), there are many combos that Storm can only do by chaining from this move straight into [S] and comboing from there. This move is one of the cornerstones of her ground combo game.
Crouching [H] (Low)
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 67,000
• Meter Gain: 5.36%
Frame Data:
• Startup Frames: 13
• Active Frames: 11
• Recovery Frames: 14
• Frame Advantage on Hit: –
• Frame Advantage on Block: -3
Properties:
• Cancel: This move is jump cancelable.
• Special Effect: This move floats the opponent.
• Special Effect: This move causes soft knockdown.
Discussion:
• This move is one of Storm’s best moves overall. The move is disjointed, jump cancelable, causes float and has a great horizontal range combined with a more than decent vertical range (for a sweep). The properties of this move make it ideal to start combos and to use during combos. Again, you can chain into this move during blockstrings to jump cancel out to safety or into another round of offense.
• This move’s main application during combos is to juggle the opponent while maintaining a soft knockdown state, meaning the opponent can only tech once they hit the ground. Experiment with this move to see what sorts of crazy combos you can create by abusing this move as much as possible–especially in the corner!
Aerial Normals:
Aerial [L] (High)
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 35,000
• Meter Gain: 2.80%
Frame Data:
• Startup Frames: 4
• Active Frames: 3
• Recovery Frames: 18
• Frame Advantage on Hit: +10
• Frame Advantage on Block: +9
Properties:
• Chain: This move chains into j.[L] only once.
• Cancel: This move is airdash cancelable.
Discussion:
• While this move isn’t spectacular, it has some very important roles to play in Storm’s game. This isn’t a typical j.[L] attack in the sense that the range is pretty good; this move is one side of your tri-dash coin (the other being c.[L]). When using this move during a tri-dash, try as often as you can to make the tri-dash a super jump tri-dash–super jumps give aerials more hitstun and if you do connect with j.[L], you want the window to combo into a ground normal to be as wide as possible.
• Outside of starting combos, this move also fulfils the critical role of enabling Storm to complete her Flight combos and her TAC infinites. The range on this move enables Storm to cancel sj.[H] into Flight and then link into f.[L] and combo from there. The j.[L] (technically an sj.[L]) used in her TAC infinites is critical to perform the rejumps and Flight combos that make up the infinite.
Aerial [M] (High)
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 53,000
• Meter Gain: 4.24%
Frame Data:
• Startup Frames: 11
• Active Frames: 6
• Recovery Frames: 19
• Frame Advantage on Hit: +17
• Frame Advantage on Block: +15
Properties:
• Chain: This move chains into j.[M] only once.
• Cancel: This move is airdash cancelable.
Discussion:
• This move is awkward to say the least, but has some uses in jump loops and combos. Storm can set up very weird looking overhead setups by jump canceling out of s.[M] and c.[H] into this move and, on some characters, can go into a full combo. If you ever connect with j.[M] as an overhead, you may want to chain either into another j.[M] or into j.[S] to continue the combo.
• While this move is very weird, don’t forget that on block (or on hit), you can airdash out of this move in accordance with the situation. The + frames that the move generates is great for dashing into more pressure.
Aerial [H] (High)
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 68,000
• Meter Gain: 5.44%
Frame Data:
• Startup Frames: 12
• Active Frames: 7
• Recovery Frames: 19
• Frame Advantage on Hit: +17
• Frame Advantage on Block: +19
Properties:
• Cancel: This move is airdash cancelable.
Discussion:
• This move is probably Storm’s best air normal overall. The move is disjointed, airdash cancelable and has the most hitstun out of any of Storm’s air normals. The hitbox for this move is mostly intended to hit horizontally aligned targets, so don’t try to aim down at grounded opponents with this move.
• This move is integral to Storm’s Flight combos and her TAC infinites. The heavy hitstun and height control properties of this move make it an ideal move for these situations and also makes the move an ideal air-to-air attack. If you can clip your opponent out of the air with sj.[H], you can go into a full combo. You can also lead into a full combo if your opponent is at or below normal jump with with regular j.[H]. This move gives Storm her most consistent and reliable air-to-ground combo options.
• While this move is not an ideal jump-in, you can use this move as an overhead out of Float cancels. The proration, pushback and hitstun are all ideal for opening an opponent up with a Float j.[H].
Aerial [S] (High)
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 75,000
• Meter Gain: 6.00%
Frame Data:
• Startup Frames: 13
• Active Frames: 15
• Recovery Frames: 11
• Frame Advantage on Hit: +16
• Frame Advantage on Block: +14
Properties:
• Cancel: This move is airdash cancelable outside of launch.
• Special Effect: This move causes flying screen and hard knockdown during launch.
Discussion:
• If you want a deep jump-in, this is the move to go to with Storm. Lots of active frames and lots of pushback, as with all her attacks, but isn’t as advantageous on hit and block as j.[H]. Unlike most other characters, Storm’s j.[H] has more hitstun than j.[S], so you’ll want to be careful when using this move in combos and be aware of when j.[H] may be a better choice to prevent dropping combos early.
• During large assist-backed triangle jumps, using j.[S] with its larger hitbox and more active frames is a little more threatening than using j.[L], but can be difficult to combo after on hit because of the large amount of pushback. Consider dashing once you land and canceling the dash into c.[L] to increase combo consistency.
UP TAC Aerial [S] (High)
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 105,000
• Meter Gain: 8.80%
Frame Data:
• Startup Frames: 12
• Active Frames: 4
• Recovery Frames: 22
• Frame Advantage on Hit: –
• Frame Advantage on Block: –
Properties:
• Special Effect: This move tags in your next character.
BACK/FORWARD TAC Aerial [S] (High)
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 95,000
• Meter Gain: 8.00%
Frame Data:
• Startup Frames: 12
• Active Frames: 4
• Recovery Frames: 22
• Frame Advantage on Hit: –
• Frame Advantage on Block: –
Properties:
• Special Effect: This move tags in your next character.
• Special Effect: This move causes a wall bounce.
• Special Effect: This move erases 100% meter from your opponent.
DOWN TAC Aerial [S] (High)
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 95,000
• Meter Gain: 8.00%
Frame Data:
• Startup Frames: 13
• Active Frames: 4
• Recovery Frames: 22
• Frame Advantage on Hit: –
• Frame Advantage on Block: –
Properties:
• Special Effect: This move tags in your next character.
• Special Effect: This move causes a ground bounce.
• Special Effect: This move grants you 100% meter.