FIGHTER FILE 05
Storm sits in slot 5 of 21 on the select screen, rates 3 of 5 for ease of use, and wears 2 costumes in 17 colours.
Storm is a highly technical character who wields the forces of nature. Her Tempest summons a gust of wind that opens up various options for her. Use Tempest to control her projectiles or her Whirlwind lunging attack to overwhelm your opponent.
A lightning attack.
Recovers quickly when it is blocked, making it hard for the opponent to punish.
You can move with directional buttons during the action, with Tempest increasing the distance covered.
version Skill Gauge cost: 25
Grounded
An indirect attack using a projectile or other means.
Aerial
An indirect attack using a projectile or other means.
Grabs the opponent, then performs an ice attack.
The and versions are strongly affected by Tempest, making it possible to move swiftly to the opponent and grab them.
The Tempest Gauge replenishes on hit.
Tempest can also alter the direction the opponent is sent flying after the throw.
It triggers the Break effect when combined with Tempest in a horizontal direction.
version Skill Gauge cost: 25
Universal
A throw attack that can grab grounded opponents.
After successful Throw
A direct attack performed by the character.
After successful Throw (Tempest or )
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Storm lunges forward, encased in a whirlwind.
This move is strongly affected by Tempest, which can alter its movement and blowback.
The version performs an attack while ascending, and automatically transitions into Free Flight when mid-air.
The version continues attacking until landing.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
Universal (Tempest )
A direct attack performed by the character.
Universal (Tempest or )
An attack that triggers a Break when near the corner.
version
Gains invincibility to aerial attacks from midway through the action.
Storm lunges forward while mid-air, encased in a whirlwind.
This move is strongly affected by Tempest, which can alter its movement and blowback.
The version performs an attack while descending after floating briefly.
The version continues attacking until landing.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
Universal (Tempest or )
An attack that triggers a Break when near the corner.
Forms a whirlwind that can be positioned at a distance.
The version places one at close range, while the version places one at far range. The version forms two simultaneously.
The whirlwind remains for a set duration, and can be moved using Tempest.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Forms an icicle in front of Storm.
The version sends the icicle flying forward after it is formed.
The icicle remains for a set duration, and can be moved using Tempest.
The version can hit again each time Tempest is used, making it possible to connect multiple times.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Super Skill
Summons a massive whirlwind around herself to attack.
If whirlwinds from Tornado are present upon activation, they also expand to a massive scale.
Can be moved forward or backward with Tempest.
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
Unleashes a powerful lightning attack to the front.
If the opponent is hit at close range, the attack changes and deals more damage.
The Tempest Gauge recovers at a faster pace for a set duration after this move hits.
Skill Gauge cost: 100
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from the start of the action.
A move that triggers a power-up.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Generates wind that covers the entire screen, affecting both Storm and the opponent.
This move can be used during other actions, opening up a variety of options when used in combination with Skills.
Costs 1 Tempest Gauge.
The Tempest Gauge replenishes over time.
Universal
A technique consisting of only movement.
Unrestricted movement while mid-air for a limited time.
Universal
A technique consisting of only movement.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
A whirlwind projectile that advances forward.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
An ascending attack performed while encased in a whirlwind.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Places a whirlwind while using wind to draw the opponent closer.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
An icicle projectile fired at a downward angle.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
An indirect attack using a projectile or other means.
A forward lunge performed while encased in a whirlwind.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
Performs Hurricane as a follow-up after launching the opponent.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform an aerial dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Rapid forward movement while mid-air.
Rapid backward movement while mid-air.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent