Sunday, July 29, 2012

Assist Discussion: STORM


STORM
Storm, as an assist character, often helps your point character in creating space between you and your opponent. Her assists also does not excel in combo extensions and doesn't deal much damage to the opponent since your only main purpose with Storm as assist is focus on zoning.

Alpha assist: WHIRLWIND (Medium)Cross-over Combination Hyper Move: HAIL STORM
Probably Storm's most useful zoning assist attack. This version lets Storm fire five consecutive whirlwinds to her team's opponent. The opposing character is then staggered backwards from your point character even if the whirlwinds are blocked. This assist deals 102,300 points of damage. This assist is best used if you want to escape from charging opponents and if you want to create space to reset your strategy. Lastly, this assist lets Storm use her Hail Storm hyper combo when performing a Cross-over Combination which makes it a great choice among her other assists.

Beta assist: DOUBLE TYPHOON (Medium)
Cross-over Combination Hyper Move: HAIL STORM
Storm's least chosen assist attack and the game's slowest OTG-hitting assist move. Like her regular Double Typhoon, this assist also has long start-up making it unwise to use and is a danger for Storm since she could get easily hit while performing this assist. The bright side of this assist however is that it deals the greatest amount of damage among Storm's assists dealing 140,300 points of damage, the placement of the typhoon is halfway on the screen making it great as a zoning tool, and grants her to use Hail Storm inside of Cross-over Combinations.


Gamma assist: LIGHTNING ATTACK (Up-forward)
Cross-over Combination Hyper Move: LIGHTNING STORM
Storm's last assist and is the weakest among the three dealing 60,000 points of damage, she strikes her opponent with a ball of lightning in her head in an up-forward direction. This is Storm's only assist that isn't a projectile. Unlike her other assists, this assist now grants Storm her Lightning Storm hyper move inside of Cross-over Combinations.


MY MOST PREFERRED ASSIST: Alpha (Whirlwind M)
I think this is Storm's most useful and convenient assist move for a number of reasons:
  1. Whirlwind pushes your opponent away from you creating a space to either let your point character rush to the staggered opponent or start a keep away game
  2. Like her Gamma assist, this assist also comes out pretty fast making Storm safe if called as an assist
  3. Whirlwind, like her Beta assist, grant Storm to use her Hail Storm hyper move when performing a Cross-over Combination
  4. Like its special move version, Whirlwind eats out other projectile and beam specials giving your point character with no projectile attack an advantage in a zoning game
  5. Whirlwind's main purpose is for zoning and keep away. Combo and mix-up are also possible with this assist especially for teleporting characters like Phoenix, Dormammu, and Doctor Strange

Saturday, July 14, 2012

Character Discussion: DORMAMMU

DORMAMMU
(Name: "The Dread Dormammu")
Mortal enemy of the current Sorcerer Supreme, Doctor Strange, Dormammu is the ruler of the Dark Dimension. He is a member of the Faltine, a race of beings purely enveloped with pure magical energy. Dormammu was first mentioned by the original Sorcerer Supreme's disciple Baron Mordo which was controlled by the Dread Lord. Mordo was then stopped by Strange who was trying to weaken the original Sorcerer Supreme.
Several times he wanted to conquer the Earth but he was always stopped by Doctor Strange and some other Marvel superheroes.


GAMEPLAY
Although heavy at his feet and lacks mobility, Dormammu is force with unimaginable zoning and keepaway abilities. His Empower Spells notably the Power of the Creator and the Power of the Destructor enables him to create several special moves which are good for zoning and inside of combos as well.
His command normals are also pretty useful and can also create space between him and his opponent. He can also deal a lot of damage to his opponent since he is also a damage dealer. His Chaotic Flame hyper move is also one of the fastest hyper combos on start-up and can be comboed quite easily after a Purification Tower.

SPECIAL MOVES AND COMMAND NORMALS
  • Dark Matter - Dormammu fires a projectile which causes a wall bounce to his opponent. This move is now cancellable allowing various combo opportunities
  • Flame Carpet - Dormammu creates a flaming carpet on the ground and also hits OTG. This move is one of Dormammu's basic zoning attacks. Unlike in Vanilla, Flame Carpet now disappears if Dormammu gets hit
  • Dark Hole - Dormammu creates a black hole in the screen and hits the opponent multiple times. The strength of the button used determines the placement of the black hole with heavy almost extending full screen
  • Purification - Dormammu calls upon a column of dark energy that exceeds high above the ceiling. Like Dark Hole, the strength of the button used determines the pillar's placement with heavy also extending far across the screen. Since this move hits OTG, this can lead him to cancel this move to his Chaotic Flame hyper
  • Mass Change - Dormammu's teleport move. His placement is determined by the strength of the button used. Light button puts him air in-front his opponent. Medium button puts him air behind and above the opponent when the heavy button is used
  • Flight - Dormammu enters flight with the used of his dark magic
  • Dark Spells: Creator & Destructor - also known as the Power of the Creator and the Power of the Destructor respectively. This moves give Dormammu a charge of blue (for Creator) or red (for Destructor) energy which will later then be used on his Liberation special move
  • Liberation - Dormammu's unique ability when coupled with charged Dark Spells that does a variety of special effects: Having no charge, will cause a spherical explosion around himself; With one charge of the Destructor spell, it causes him to create a small explosion in front of him; With two charges of the Destructor spells, it causes him to create a larger explosion in front of him; With three charges of the Destructor spells, it causes Dormammu to create a full screen explosion that also hits OTG. This power-up, when the opponent is cornered however, can be followed up by his Stalking Flare hyper move; With one charge of the Creator spell, the Dread Lord summons a spike coming out from the ground; With two charges of the Creator spells, he then summon three consecutive spikes coming out from the ground; With three charges of the Creator spells, Dormammu will cast a spell that disables his opponent to jump; A combination of one Creator and one Destructor spells will cause Dormammu to call a meteor shower from the sky which hits a few feet from him; A combination of one Creator and two Destructor spells will cause Dormammu to summon an explosion of lava from center screen where the lava rocks rains down the ground eventually; A combination of two Creator and one Destructor spells will cause another meteor shower and last a little longer and farther in range
HYPER COMBOS
CHAOTIC FLAME (Level 1 Hyper Combo) - Dormammu's beam like hyper move and is one of the fastest hypers on start-up. He creates a concentration of flame from his hands before he fires them out to his opponent. Chaotic Flame can be easily chained after an early-cancelled Purification tower for the hyper combo to fully deal maximum damage.

STALKING FLARE (Level 1 Hyper Combo) - Dormammu creates a floating flaming ball that tracks his opponent and will hit 20 times before it disappears. Unlike Chaotic Flame, this hyper has pretty long start-up and will disappear if Dormammu gets hit.  
DARK DIMENSION (Level 3 Hyper Combo) - Dormammu now uses his magical abilities to trap his foe to a micro-dimension he created. He then holds the micro-dimension with his thumb and forefingers before he crush them to oblivion. This move hits OTG and can be a great alternative to his Chaotic Flame inside of combos. One must also put in mind that this hyper's hit-box is small so time is key before performing this move.

PERSPECTIVE TOWARDS THE CHARACTER
The Dreaded Dormammu, Ruler of the Dark Dimension, and one of the most evil villains faced by the Marvel superheroes has now arrived in fighting games. I must say that he really is quite a fearsome character to fight against. He always love to combo my team with Purification to Chaotic Flame. His specials are also quite irritating and one must guess where would he place his attacks or projectiles. As a part of my team and using him however, he is one of my favorite villains in the roster next to Albert Wesker. He can be confusing at first but mastering the Dread Lord's attacks will be quite rewarding. Stalking Flare is one of I think best tracking hyper move especially when DHC to a tracking hyper like Trish's Round Harvest. The Dread Lord arrives and ready to bring havoc to the sky. Will you be able to control the Dark Dimension? :)