Moldredd
[09] Warrior
Firstly introduced in SC3, "Tornado Swell" (DC B+K back in the days) was and is still one of Cervantes most damaging tool in his arsenal. It simply hits hard like a crazy train! However, due to Dread Charge's nature it was pretty much useless outside of combos.
But how on earth could you manage to land such slow move into a combo? Well, back in the day I discovered that not only GDR could be instantly pulled out of DC but TS as well. I remember when I posted CH 3B_8A+B, iTS variations for 90-100+ dmg in sc.com during the SC3 era. It was simply a blast for the old man!
The move was back in SC4 even though it wasn't as damaging as his SC3 counterpart. However it was still a nice tool for combos. That until Namco nerfed it to do even less damage. That's when I decided to stop using it completely.
In SC5, however, the move's notation is drastically changed from DC B+K to simply WS B+K. Another good thing is that it's speed will always be that of a iTS back in the days. So what does that mean?
It simply means that now it's functionality is to punish whiffed high moves for a nice ~78-97 of pain.
Technically, you can punish every whiffed high in the game with it but let's just focus in those loved strings/moves that people tend to do or are simply more visible to our eyes or simply guaranteed. In the end, what matters is that you show them you know their business and will cause psychological pressure by abruptly limiting their options/habits . But keep in mind that if you fail big time then it's time to say goodbye to our favorite pirate as you just pulled out probably the most unsafe move in the entire game. In other words: High Fortune/Capital Punishment.
But enough of history lessons let's get this thing started:
Updated: April / 10 / 2012
Tornado Swell Damage:
Normal Hit: ~77-80
Counter Hit: ~81-84
Clean Hit: ~90-94
CH + CH: ~94-97
Universal:
AA
Throws
α Patroklos
Aeon:
44B, A, A - Quite slow. Last two hits are high but just focus on the last. As soon as you see the sparks, duck.
Algol:
6KK - First hit is mid, second is high. Block the first and punish.
Astaroth:
1K, A
Cervantes:
DC A
4BK
Dampierre:
Ezio Auditore:
66AB - First hit is mid, second is high and quite slow. So you should have plenty of time to punish it.
Hilde:
Ivy:
6A, K - Both are high, if they decide to do K then you have a free Tornado.
WS A+B, A - Last hit is high so if you see the second hit then it's already late for her.
Leixia:
Maxi:
4BBK - Last hit is high. Duck after the second B, if you see he will do anything else than the K then Stand up. You should have enough time to react to that as K is the fastest follow up after 4BB.
BBBK - Another variable of above's
2A+B - First hit is low, second high. If you manage to block the first hit then you have a guaranteed tornado.
BL KK/BL K BE - Both versions' First hit is low, second is high.
WS KK - First hit is mid, second high. If they fail to confirm the first, duck the second and punish.
Mitsurugi:
Natsu:
BBK - Last hit is high.
B[K] - Duck as soon as you see the second hit's GB sparks..
66_33_99B BE - Second hit is high. Duck it and make sure they know is not that good.
Nightmare:
4K, K/4K, BE - Second hit is high, duck and punish without worrying about his remaining BE hits, if they went for it. You need to be precise and fast though as doing it a little late will allow the BE hits to hit you.
GS K BE - Second hit is high. Timing is a bit tight.
Patroklos:
Pyrrha:
Pyrrha Ω:
Raphael:
Preparation K BE - Second kick is High.
Siegfried:
Tira:
Viola:
66AAB - All hits are high. During the third hit she jumps over you and lands at your back. Duck the third attack and punish her. You should have just enough time to position yourself and do so.
BT B+K - Her BT game is quite laughable. Everything deals little damage. Just duck and kill every possible mixup. BT B+K is the same as above's third hit. So if she ever goes for that, you know the drill.
Voldo:
66A+B, K
Xiba:
Yoshimitsu:
Z.W.E.I.:
66BA
"Learn to appreciate TS because soon it will be respected out of fear and order."
Random fact: TS can combos out of 44A+B_[A+B], the angle is tedious, though. Is not worth it either considering there are far better damaging options if YOU ever manage to land 44A+B at least lol.
Is far from complete but that will change soon as we will be adding more info. so feel free to contribute!
But how on earth could you manage to land such slow move into a combo? Well, back in the day I discovered that not only GDR could be instantly pulled out of DC but TS as well. I remember when I posted CH 3B_8A+B, iTS variations for 90-100+ dmg in sc.com during the SC3 era. It was simply a blast for the old man!
The move was back in SC4 even though it wasn't as damaging as his SC3 counterpart. However it was still a nice tool for combos. That until Namco nerfed it to do even less damage. That's when I decided to stop using it completely.
In SC5, however, the move's notation is drastically changed from DC B+K to simply WS B+K. Another good thing is that it's speed will always be that of a iTS back in the days. So what does that mean?
It simply means that now it's functionality is to punish whiffed high moves for a nice ~78-97 of pain.
Technically, you can punish every whiffed high in the game with it but let's just focus in those loved strings/moves that people tend to do or are simply more visible to our eyes or simply guaranteed. In the end, what matters is that you show them you know their business and will cause psychological pressure by abruptly limiting their options/habits . But keep in mind that if you fail big time then it's time to say goodbye to our favorite pirate as you just pulled out probably the most unsafe move in the entire game. In other words: High Fortune/Capital Punishment.
But enough of history lessons let's get this thing started:
Updated: April / 10 / 2012
Tornado Swell Damage:
Normal Hit: ~77-80
Counter Hit: ~81-84
Clean Hit: ~90-94
CH + CH: ~94-97
Universal:
AA
Throws
α Patroklos
Aeon:
44B, A, A - Quite slow. Last two hits are high but just focus on the last. As soon as you see the sparks, duck.
Algol:
6KK - First hit is mid, second is high. Block the first and punish.
Astaroth:
1K, A
Cervantes:
DC A
4BK
Dampierre:
Ezio Auditore:
66AB - First hit is mid, second is high and quite slow. So you should have plenty of time to punish it.
Hilde:
Ivy:
6A, K - Both are high, if they decide to do K then you have a free Tornado.
WS A+B, A - Last hit is high so if you see the second hit then it's already late for her.
Leixia:
Maxi:
4BBK - Last hit is high. Duck after the second B, if you see he will do anything else than the K then Stand up. You should have enough time to react to that as K is the fastest follow up after 4BB.
BBBK - Another variable of above's
2A+B - First hit is low, second high. If you manage to block the first hit then you have a guaranteed tornado.
BL KK/BL K BE - Both versions' First hit is low, second is high.
WS KK - First hit is mid, second high. If they fail to confirm the first, duck the second and punish.
Mitsurugi:
Natsu:
BBK - Last hit is high.
B[K] - Duck as soon as you see the second hit's GB sparks..
66_33_99B BE - Second hit is high. Duck it and make sure they know is not that good.
Nightmare:
4K, K/4K, BE - Second hit is high, duck and punish without worrying about his remaining BE hits, if they went for it. You need to be precise and fast though as doing it a little late will allow the BE hits to hit you.
GS K BE - Second hit is high. Timing is a bit tight.
Patroklos:
Pyrrha:
Pyrrha Ω:
Raphael:
Preparation K BE - Second kick is High.
Siegfried:
Tira:
Viola:
66AAB - All hits are high. During the third hit she jumps over you and lands at your back. Duck the third attack and punish her. You should have just enough time to position yourself and do so.
BT B+K - Her BT game is quite laughable. Everything deals little damage. Just duck and kill every possible mixup. BT B+K is the same as above's third hit. So if she ever goes for that, you know the drill.
Voldo:
66A+B, K
Xiba:
Yoshimitsu:
Z.W.E.I.:
66BA
"Learn to appreciate TS because soon it will be respected out of fear and order."
Random fact: TS can combos out of 44A+B_[A+B], the angle is tedious, though. Is not worth it either considering there are far better damaging options if YOU ever manage to land 44A+B at least lol.
Is far from complete but that will change soon as we will be adding more info. so feel free to contribute!