ChopperDave
Smash Journeyman
- Joined
- Sep 17, 2014
- Messages
- 496
- 3DS FC
- 3007-8077-4055
It seems like there's some interest in talking about the competitive potential of Tornado Hold, one of Mega Man's custom UpB moves, so I figured I would go ahead and get the discussion started. I don't want to claim this as the definitive guide for the move, but I'm happy to share what I've found so far in the lab. Let's get started!
I. HOW THE MOVE WORKS (?)
Tornado Hold is... a complicated move. I've done my best to piece together how it works from both observation and the Hitbox Data that @ Indigo Jeans helpfully compiled.
On a clean hit (i.e., if you catch your opponent with the first strike of the move), Tornado will strike a total of 5 times for 6% in damage. The first 4 strikes will do 1% damage each. The last strike, a "strong finisher," will do 2% damage and has slightly stronger knockback and a different knockback angle. Whichever hit ends up being the last hit (most often the "strong finisher" but sometimes a "weak strike") sends the victim into a tumble state, and can stage spike, rarely.
We don't yet have strong frame data for the move. In general it seems roughly equivalent to Rush Coil, but a little slower on start-up and without the invincibility frames. According to @Doval's thread, Rush Coil sends you airborne on F9 and gives you IASA on F41, and Hatsune says that Tornado Hold's hitboxes are 8 frames apart. Interpret that how you will.
The Tornado Hold hitbox is both extremely large vertically (like, three Mega Mans in height) and deceptively small horizontally (unless you're right on top of someone, it generally won't hit). Where your victim ends up dependson where they are in the whirlwind" when they get hit last. There is a semi-predictable pattern to this, which I've tried to describe with the simple diagram below:
Here's what I've observed:
II. COMBOS AND FOLLOWUPS
Alright, so now that we've got some of the complicated stuff out of the way, how do we use the move?
One useful thing to keep in mind is that the move sends your opponent tumbling for a few precious frames after your IASA frame. This means that TH often gives us a free follow-up.
At low to mid-high percents, a clean hit ending with the "strong finisher" can almost always be chained into a double jumped bair, if you orient Mega Man in the right direction. (Use the b reversing technique to do this.) Double jumped fair and nair can also work, but the nature of bair's hitboxes make it your most reliable follow-up.
At high percents--or if your opponent DI's up and away--a double jumped Danger Wrap can be a followup to a clean hit ending in a "strong finisher." I think fall speed (h/t: @ Indigo Jeans ) may have something to do with this as well. For example, it seems we can pretty reliably hit Sheik from 80% onward with TH -> DJ -> DW, and it will usually kill her.
Diagonally thrown Hyper Bomb will hit at almost all percents, so it can be a nice and reliable followup option if you take it, though the knockback isn't as strong as bair and Danger Wrap. I also find that fast falling under your opponent into a uair, while not strictly a combo, can often be an effective surprise and sometimes results in roof KOs.
III. CANCELLING TORNADO HOLD'S LANDLAG (h/t @ mega4000 )
It's possible for Mega Man to cancel the landing lag from all his UpBs, an Tornado Hold is no exception. I illustrate a few useful ways to do this in the video below.
In short, Metal Blade, Danger Wrap, Leaf Shield, 3-lemon barrage, and fast falled single lemon (what I call the "lemon drop") are all very solid options for cancelling the landing lag from Tornado Hold. Even autocalncelled fair, bair, and uair can shorten the landing lag, slightly. You really should never land on the stage after a Tornado Hold without doing something to reduce or cancel the landing lag.
IV. LEDGE CANCEL
One important property of Tornado Hold is that it can be cancelled into a ledge grab... once.
Basically, Mega Man gains the ability to grab the ledge about halfway up the tornado. The tornado hitbox does not go away or get shortened at all when he does this. This means that you can run off stage, fast fall, and drop a gigantic vertical hitbox in front of the ledge, preventing your opponent from getting a ledge grab and giving yourself a lot of follow-up options. This is pretty awesome.
What's more, because you "cancelled" Mega Man's rising animation, he can act sooner than TH's normal IASA frame, using any of his ledge options. Nice!
The developers must have realized that this could be pretty abuseable, so there's a catch: you can't ledge cancel twice in a row. If you try to drop from ledge and pull the same trick again, Mega Man will miss the grab and you'll be forced to land on stage. No bueno. The only way that Mega Man will regrab the ledge out of a second Tornado Hold is if he hits the ledge closer to the apex of the tornado rather than the middle.
One thing I've noticed when using Ledge Cancelled Tornado Holds is that it not infrequently spits your opponent out into the stage, leaving him vulnerable to a jab lock. If you're quick enough, you can actually double jump nair from ledge -> ftilt -> jab -> utilt, which is always awesome when you manage to pull it off.
V. LEDGE GUARDING OPTIONS
Alright, so the utility of the move should be getting pretty obvious at this point.
One of the best uses for the move is to create a giant vertical hitbox wall between your opponent and the stage. If he gets hit, you follow up with double jumped bair or Danger Wrap, then use Mega Man's solid horizontal air speed to maneuver safely back to the ledge and get ready to seal the stock. At this point your opponent will probably either be dead (if at kill percentages or easily gimped) or without his double jump and at your mercy.
There are a lot of ways you can use TH in concert with your other moves. Z-drop a metal blade to create one "hitbox wall," then use TH to create another wall right behind it. Send up a Danger Wrap to force your opponent to recover low, then shut off that route with a tornado wall. (Tornado Hold has crazy good synergy with Danger Wrap. You can time the attacks do that even if your opponent manages to airdodge the DW, the TH will still nail him.) Use a diagonally thrown Metal Blade or Leaf Shield toss to rob your opponent of his double jump, then give him no choice but to move into your waiting tornado.
VI. FREE FOLLOW-UP #1: LEDGE TRUMP
Tornado Hold seems to be one of the most effective and most consistent follow-ups to a ledge trump that Mega Man has. Simply trump, drop from ledge, TH, bair. There's little your opponent can do to get around this.
One thing he might do is actually move away from the stage, maybe while air dodging, in an attempt to avoid the tornado. If you condition your opponent to do this, you can start punishing it with a bair from ledge.
VI. FREE FOLLOW-UP #2: EDGE SLIP
Tornado Hold seems to be a guaranteed followup against most characters after an edge slip, whether it happens off a platform or off the stage. Simply run off the platform after your opponent and drop a tornado on him. This will usually set you up for a free bair follow-up, and will sometimes even stage spike for a kill. I've seen this happen a few times now and I've been too stupid to save a replay even though it is totally great when it happens.
This can make Mega Man's ledge pressure pretty nasty. If you corner your opponent and manage to push him off a platform using sweetspotted jabs, TH -> bair will tack on another 18% damage and send him far from the stage, sometimes without his double jump if he panicked and tried to jump out of the edge slip.
VII. JUGGLING
By using the landing lag cancelling techniques described above (particularly, Metal Blade and Lemon Drop), you can use Tornado Hold to juggle characters while in advantage. This is super great for Mega Man, as he normally has trouble maintaining juggles after one or two uairs.
For one juggle approach, try using Tornado Hold from standing, throw a Metal Blade from the apex, then land (closing the distance as necessary with a dash) and Tornado Hold again.
For another juggle approach, try using Tornado Hold, Danger Wrap to cancel the landing, then Tornado Hold again.
For yet another juggle approach, simply use Lemon Drop to chain Tornado Holds into each other until you land a clean hit that gives you an opportunity for a bair or Danger Wrap followup.
One of my favorite things to do is send up a Danger Wrap in one direction, a uair up the other, then Tornado Hold up the middle. Using autocancels and landing lag cancels, you can really string these moves together to apply some nasty vertical pressure and make recovering to stage difficult.
Another handy application is to use Tornado Hold as an anti-juggle. If your opponent relies on uairs and usmashes for kills (hello, and ), this can be a nice way to turn the tables on them as soon as they commit. Keep in mind that you can still double jump and use your landing lag cancel techs afterwards, so all is not lost if you miss a read.
VII. STAGE CONTROL AND OTHER ON-STAGE APPLICATIONS
Because Tornado Hold basically drops a giant vertical barrier that reaches up past most characters' full hop heights, it can be very, very good for stage control. Simple dropping a tornado then Lemon Dropping behind it can be a good and rather safe way to create some space between you and your opponent.
One of my favorite uses of Tornado Hold is as a roll punish. If your opponent often tries to roll behind you or otherwise get up in your space, dropping a Tornado Hold will often punish him. Even when it doesn't, dropping a Tornado Hold and using Lemon Drop to cancel the landing is useful for resetting into neutral.
Another on-stage application is to use Tornado Hold Out of Shield. While Tornado Hold isn't Mega Man's quickest OoS option, it can still be very good against certain approaches--particularly dash grabs and dash attacks that would otherwise cross you up. Against playerswho like to use empty hops and spaced aerials to pressure and harass (hi there, , , and) , Tornado Hold can make them think twice.
Similarly, you can use the move aggressively as an anti-shield grab. If you're closing in and you expect your opponent might try to shield grab you, jump over him and drop a TH on his head. A direct hit against a shielding opponent will keep them locked down for quite some time--oftentimes long enough for you to Lemon Drop behind them and continue to pressure them.
VIII. A NOTE ON RECOVERY
I'm not going to sugarcoat this: Tornado Hold is Mega Man's worst recovery move. If you take it, you're going to die earlier than you would with Rush Coil or Beat. Always DI upwards when hit away from the stage. Beware low knockback moves like Mario's dsmash.
There is a silver lining here, though, and it's an obvious one. Tornado Hold gives you a big ol' hitbox that reaches above you, and will stop quite a few gimp attempts in their tracks. If you think your opponent is going to try to stage spike you, lure him under the stage, tech the hit, then punish it with your Tornado Hold as you recover to ledge. Who knows... you might even get a stage spike! That'll show him for being greedy.
VIII. CONCLUSION
I hope you guys find this a helpful launching point for more exploration into this move. I personally think it's been underdeveloped and could potentially make Mega Man's edgeguarding game even scarier than it already is. As always, if people have some data, observations, or applications that I missed, I'll happily add it to the OP and give you a credit!
Tornado Hold is... a complicated move. I've done my best to piece together how it works from both observation and the Hitbox Data that @ Indigo Jeans helpfully compiled.
On a clean hit (i.e., if you catch your opponent with the first strike of the move), Tornado will strike a total of 5 times for 6% in damage. The first 4 strikes will do 1% damage each. The last strike, a "strong finisher," will do 2% damage and has slightly stronger knockback and a different knockback angle. Whichever hit ends up being the last hit (most often the "strong finisher" but sometimes a "weak strike") sends the victim into a tumble state, and can stage spike, rarely.
We don't yet have strong frame data for the move. In general it seems roughly equivalent to Rush Coil, but a little slower on start-up and without the invincibility frames. According to @Doval's thread, Rush Coil sends you airborne on F9 and gives you IASA on F41, and Hatsune says that Tornado Hold's hitboxes are 8 frames apart. Interpret that how you will.
The Tornado Hold hitbox is both extremely large vertically (like, three Mega Mans in height) and deceptively small horizontally (unless you're right on top of someone, it generally won't hit). Where your victim ends up dependson where they are in the whirlwind" when they get hit last. There is a semi-predictable pattern to this, which I've tried to describe with the simple diagram below:
Here's what I've observed:
- If your opponent approaches the TH hitbox from the side and gets hit by the 1st or 2nd "weak strikes," he'll almost always get spat out diagonally up on the same side by the "strong finisher" (green arrows).
- If your opponent approaches the TH hitbox from the top and gets hit by the 1st or 2nd "weak strikes," he'll almost always get spat spat out diagonally up on the opposite side, usually by one of the "weak strikes" rather than the "strong finisher," so the trajectory will be a little different (purple arrows).
- If your opponent approaches the TH hitbox from the bottom (i.e. you drop it on top of him) and gets hit by the 1st or 2nd "weak strikes," he can get spat out diagonally up in either direction by the "strong finisher" (yellow arrows). It's kind of a wild card. Watch his motion in the whirlwind -- oftentimes you can predict where he'll get launched if you count out the strikes and see where he ends up before the "strong finisher" strike.
- If your opponent starts getting hit by the 3rd or 4th "weak strikes," what happens can get... unpredictable (red arrows). This typically happens when your opponent tries to airdodge through the hitbox but fails to avoid all the strikes, or uses a move with invincibility frames to get partially through the hitbox. Generally, he'll get launched by either a "weak strike" or the "strong finisher" before he reaches the top of the whirlwind, resulting in him getting spat out lower and much more horizontally than usual--usually on the opposite side of the tornado from where he entered.
II. COMBOS AND FOLLOWUPS
Alright, so now that we've got some of the complicated stuff out of the way, how do we use the move?
One useful thing to keep in mind is that the move sends your opponent tumbling for a few precious frames after your IASA frame. This means that TH often gives us a free follow-up.
At low to mid-high percents, a clean hit ending with the "strong finisher" can almost always be chained into a double jumped bair, if you orient Mega Man in the right direction. (Use the b reversing technique to do this.) Double jumped fair and nair can also work, but the nature of bair's hitboxes make it your most reliable follow-up.
At high percents--or if your opponent DI's up and away--a double jumped Danger Wrap can be a followup to a clean hit ending in a "strong finisher." I think fall speed (h/t: @ Indigo Jeans ) may have something to do with this as well. For example, it seems we can pretty reliably hit Sheik from 80% onward with TH -> DJ -> DW, and it will usually kill her.
Diagonally thrown Hyper Bomb will hit at almost all percents, so it can be a nice and reliable followup option if you take it, though the knockback isn't as strong as bair and Danger Wrap. I also find that fast falling under your opponent into a uair, while not strictly a combo, can often be an effective surprise and sometimes results in roof KOs.
III. CANCELLING TORNADO HOLD'S LANDLAG (h/t @ mega4000 )
It's possible for Mega Man to cancel the landing lag from all his UpBs, an Tornado Hold is no exception. I illustrate a few useful ways to do this in the video below.
IV. LEDGE CANCEL
One important property of Tornado Hold is that it can be cancelled into a ledge grab... once.
Basically, Mega Man gains the ability to grab the ledge about halfway up the tornado. The tornado hitbox does not go away or get shortened at all when he does this. This means that you can run off stage, fast fall, and drop a gigantic vertical hitbox in front of the ledge, preventing your opponent from getting a ledge grab and giving yourself a lot of follow-up options. This is pretty awesome.
What's more, because you "cancelled" Mega Man's rising animation, he can act sooner than TH's normal IASA frame, using any of his ledge options. Nice!
The developers must have realized that this could be pretty abuseable, so there's a catch: you can't ledge cancel twice in a row. If you try to drop from ledge and pull the same trick again, Mega Man will miss the grab and you'll be forced to land on stage. No bueno. The only way that Mega Man will regrab the ledge out of a second Tornado Hold is if he hits the ledge closer to the apex of the tornado rather than the middle.
One thing I've noticed when using Ledge Cancelled Tornado Holds is that it not infrequently spits your opponent out into the stage, leaving him vulnerable to a jab lock. If you're quick enough, you can actually double jump nair from ledge -> ftilt -> jab -> utilt, which is always awesome when you manage to pull it off.
V. LEDGE GUARDING OPTIONS
Alright, so the utility of the move should be getting pretty obvious at this point.
One of the best uses for the move is to create a giant vertical hitbox wall between your opponent and the stage. If he gets hit, you follow up with double jumped bair or Danger Wrap, then use Mega Man's solid horizontal air speed to maneuver safely back to the ledge and get ready to seal the stock. At this point your opponent will probably either be dead (if at kill percentages or easily gimped) or without his double jump and at your mercy.
There are a lot of ways you can use TH in concert with your other moves. Z-drop a metal blade to create one "hitbox wall," then use TH to create another wall right behind it. Send up a Danger Wrap to force your opponent to recover low, then shut off that route with a tornado wall. (Tornado Hold has crazy good synergy with Danger Wrap. You can time the attacks do that even if your opponent manages to airdodge the DW, the TH will still nail him.) Use a diagonally thrown Metal Blade or Leaf Shield toss to rob your opponent of his double jump, then give him no choice but to move into your waiting tornado.
VI. FREE FOLLOW-UP #1: LEDGE TRUMP
Tornado Hold seems to be one of the most effective and most consistent follow-ups to a ledge trump that Mega Man has. Simply trump, drop from ledge, TH, bair. There's little your opponent can do to get around this.
One thing he might do is actually move away from the stage, maybe while air dodging, in an attempt to avoid the tornado. If you condition your opponent to do this, you can start punishing it with a bair from ledge.
VI. FREE FOLLOW-UP #2: EDGE SLIP
Tornado Hold seems to be a guaranteed followup against most characters after an edge slip, whether it happens off a platform or off the stage. Simply run off the platform after your opponent and drop a tornado on him. This will usually set you up for a free bair follow-up, and will sometimes even stage spike for a kill. I've seen this happen a few times now and I've been too stupid to save a replay even though it is totally great when it happens.
This can make Mega Man's ledge pressure pretty nasty. If you corner your opponent and manage to push him off a platform using sweetspotted jabs, TH -> bair will tack on another 18% damage and send him far from the stage, sometimes without his double jump if he panicked and tried to jump out of the edge slip.
VII. JUGGLING
By using the landing lag cancelling techniques described above (particularly, Metal Blade and Lemon Drop), you can use Tornado Hold to juggle characters while in advantage. This is super great for Mega Man, as he normally has trouble maintaining juggles after one or two uairs.
For one juggle approach, try using Tornado Hold from standing, throw a Metal Blade from the apex, then land (closing the distance as necessary with a dash) and Tornado Hold again.
For another juggle approach, try using Tornado Hold, Danger Wrap to cancel the landing, then Tornado Hold again.
For yet another juggle approach, simply use Lemon Drop to chain Tornado Holds into each other until you land a clean hit that gives you an opportunity for a bair or Danger Wrap followup.
One of my favorite things to do is send up a Danger Wrap in one direction, a uair up the other, then Tornado Hold up the middle. Using autocancels and landing lag cancels, you can really string these moves together to apply some nasty vertical pressure and make recovering to stage difficult.
Another handy application is to use Tornado Hold as an anti-juggle. If your opponent relies on uairs and usmashes for kills (hello, and ), this can be a nice way to turn the tables on them as soon as they commit. Keep in mind that you can still double jump and use your landing lag cancel techs afterwards, so all is not lost if you miss a read.
VII. STAGE CONTROL AND OTHER ON-STAGE APPLICATIONS
Because Tornado Hold basically drops a giant vertical barrier that reaches up past most characters' full hop heights, it can be very, very good for stage control. Simple dropping a tornado then Lemon Dropping behind it can be a good and rather safe way to create some space between you and your opponent.
One of my favorite uses of Tornado Hold is as a roll punish. If your opponent often tries to roll behind you or otherwise get up in your space, dropping a Tornado Hold will often punish him. Even when it doesn't, dropping a Tornado Hold and using Lemon Drop to cancel the landing is useful for resetting into neutral.
Another on-stage application is to use Tornado Hold Out of Shield. While Tornado Hold isn't Mega Man's quickest OoS option, it can still be very good against certain approaches--particularly dash grabs and dash attacks that would otherwise cross you up. Against playerswho like to use empty hops and spaced aerials to pressure and harass (hi there, , , and) , Tornado Hold can make them think twice.
Similarly, you can use the move aggressively as an anti-shield grab. If you're closing in and you expect your opponent might try to shield grab you, jump over him and drop a TH on his head. A direct hit against a shielding opponent will keep them locked down for quite some time--oftentimes long enough for you to Lemon Drop behind them and continue to pressure them.
VIII. A NOTE ON RECOVERY
I'm not going to sugarcoat this: Tornado Hold is Mega Man's worst recovery move. If you take it, you're going to die earlier than you would with Rush Coil or Beat. Always DI upwards when hit away from the stage. Beware low knockback moves like Mario's dsmash.
There is a silver lining here, though, and it's an obvious one. Tornado Hold gives you a big ol' hitbox that reaches above you, and will stop quite a few gimp attempts in their tracks. If you think your opponent is going to try to stage spike you, lure him under the stage, tech the hit, then punish it with your Tornado Hold as you recover to ledge. Who knows... you might even get a stage spike! That'll show him for being greedy.
VIII. CONCLUSION
I hope you guys find this a helpful launching point for more exploration into this move. I personally think it's been underdeveloped and could potentially make Mega Man's edgeguarding game even scarier than it already is. As always, if people have some data, observations, or applications that I missed, I'll happily add it to the OP and give you a credit!
Last edited: