The Basics, Page 3
Throws:
Ground Throw - BACK/FORWARD + [H]
Details
Spoiler
• Hits: 6
• Damage: 80,000
• Meter Gain: 8.00%
Frame Data:
• Startup Frames: 1
• Active Frames: 1
Properties:
• Special Effect: This move causes hard knockdown.
Discussion:
• Although the animations for these two moves are different, the amount of knockdown they cause and the distance at which the opponent lands from Storm are fairly similar. Storm cannot combo from her ground throws by herself, but can OTG with Elemental Rage or Hail Storm to tack on damage.
• Storm imposes around 45 frames of hard knockdown time with these throws. If you have an OTG assist that can become active before this frame window has expired, Storm can pick up into a full combo and end with a hyper for quite a bit of damage.
Air Throw (Air) - BACK/FORWARD + j.[H]
Details
Spoiler
• Hits: 6
• Damage: 80,000
• Meter Gain: 8.00%
Frame Data:
• Startup Frames: 1
• Active Frames: 1
Properties:
• Special Effect: This move causes hard knockdown.
Discussion:
• Storm’s probability of landing air throws is much higher than that of landing ground throws. Between option-selected air dashing and abuse of her great air-to-air j.[H], Storm will see plenty of opportunities to air throw. Fortunately, Storm can combo out of air throws herself at virtually any height into slightly shortened variants of her basic combos. Storm can combo out of normal jump height with [L] Double Typhoon or j.[L] and out of super jump height with j.[S]; all followups require Storm to air dash down before attempting to combo the opponent.
• If you’re not feeling like having Storm combo after an air throw, feel free to raw tag into a partner character who can combo off their own OTG move for more damage than Storm may be able to offer.
Movement Options:
Ground Dash - BACK/FORWARD + [WATK] or BACK, BACK/FORWARD, FORWARD
Details
Spoiler
Frame Data:
• Total Frames: 33 BACK, 19 FORWARD
Properties:
• Cancel: This move is cancelable into any other move.
Discussion:
• While applications for Storm’s ground dash are slightly limited, intelligent use of her plink dash is great for covering ground behind an assist to go for a throw or to get into range to apply a tri-dash offense. Against opponents’ moves that maintain a counterhit vulnerability late into their animation, Storm can plink dash up and strike with s.[H] for a beefy counterhit combo.
8-Way Air Dash (Air) - BACK/FORWARD/UP/DOWN/DOWN-FORWARD/DOWN-BACK/UP-FORWARD/UP-BACK + [WATK]
Details
Spoiler
Frame Data:
• Total Frames: 25 BACK, 26 FORWARD, 40 UP, 23 DOWN, 23 DOWN-FORWARD, 23 DOWN-BACK, 22 UP-FORWARD, 23 UP-BACK
Properties:
• Cancel: This move is cancelable into any other move.
Discussion:
• This move is the heart of Storm’s offense. Storm’s air dash opens up many offensive possibilities and measured pressure can keep an opponent blocking and guessing for multiple attempts at opening them up.
• Super jumping into an air dash means that not only do Storm’s air normals gain more hitstun when you attack, but Storm can also begin the air dash 4 frames earlier than if the air dash was made out of a normal jump. Super jump tri-dash offenses are higher maintenance on your brain and hands, but can yield better results depending on your selection of tri-dash normals and your playstyle.
Flight (Air) - 214 [S]
Details
Spoiler
Frame Data:
• Total Frames: 22 + 99
Properties:
• Special Effect: This move grants unlimited air actions.
Discussion:
• Flight is integral not only to Storm’s combo game, but also to her runaway game. Storm’s Flight activation time is on the lower end of the spectrum, but Flight allows for unlimited use of specials and air dashes. Use Flight after throwing multiple Whirlwinds or Lightning Spheres to gain the ability to throw even more Whirlwinds and Lightning Spheres! Unlimited air dash usage is also critical for running away in such a fashion that most characters cannot easily interrupt.
• Storm cannot block during Flight, but can end Flight by inputting the Flight command again with no recovery time.
Float (Air) - UP (hold while in an airborne state)
Details
Spoiler
Frame Data:
• Total Frames: 1 + …
Properties:
• Special Effect: This move grants extended airborne time.
Discussion:
• Storm’s Float is one of her most potent tools within her arsenal. Float adds an extra layer to the guessing that an opponent will have to do when you have advantage. Use Float to perform extremely low altitude overheads while you’re on offense. Defensively, Float allows you to drift slowly to the ground out of a jump and direct your momentum–this move gives you a ton of extra air time, so you can use it to bait air actions from your opponent that would normally intercept you otherwise. You can interrupt your Float and activate Float again (and again and again) to make your descent unpredictable.
• Unlike Flight, Storm can block during Float, but blocking will cancel Float.
Command Normals:
Lightning Attack (Air) - [S] + [ATK]
Details
Spoiler
Attack Data:
• Hits: 1
• Damage: 80,000
• Meter Gain: 6.40%
Frame Data:
• Startup Frames: 13 ground, 15 air
• Active Frames: 13
• Recovery Frames: 25 or until grounded
• Frame Advantage on Hit: –
• Frame Advantage on Block: -3
Properties:
• Cancel: This move cancels into Lightning Attack up to two more times total.
• Special Effect: This move floats the opponent.
• Special Effect: This move makes the player airborne.
Discussion:
• Lightning Attack is a little weird. It’s essentially a mini-dash with a hitbox on it, but Storm is quite unsafe when using this so caution is advised. Lightning Attack is an 8 way attack, so you can change Storm’s direction by inputting a direction with the command for the move. You can only use Lightning Attack once on its own, but it also cancels into itself up to twice more, so you can weave in and out of situations somewhat. Directing Storm into the ground when you’re ready to land is advised as this cuts down on recovery time.
• You can use the quick motion of this move and the fact that it can travel straight down to create ambiguous blocking situations for your opponent. You can also use this move to cover specific lanes on the screen for a quick low-damage punish on a vulnerable opponent; canceling into Lightning Storm not only looks really cool, but prevents Storm from having to activate Flight, plink air dash and attempt to covert into a full combo–you can just pick an intelligent route to perform Lightning Attacks, tag your enemy and then cancel into Lightning Storm.