User blog comment:Lord Loss/Discussion of the Week: Hammers/@comment-969093-20120730141458

The infiswing (as I call it) or cross-swing is actually pretty powerful considering the fact it can be executed infinitely without any stamina consuption or other downsides to the move. It is also stagger proof and launcher players away when you hit them with it.

It's attack modifier is .30 with 10 KO damage per hit. .30 for its speed and combo-ability is, as we tend to call stuff in mhfo, pretty hax with the right weapon. It's a perfect move to abuse high-element Hammers with and also works like a cham with a para/poison/sleep Hammer.

The Jump SP is a ridiculously powerful attack exclusive to SR100 players who unlocked their Storm Style for SR Hammer. It has a .35 (15 KO) & 1.00 (60 KO) attack modifier, totaling a whopping 1.35 (75 KO).

It does have some strings attached like most SR Storm Style moves do though. It functions as a 2nd full-charge level and only lasts for about a second. Much shorter with the Focus +1/+2 skill. Release it too late and you will revert to a perma-semicharge, that 2-hit move you can do in 3rd gen without charging.

Using the Jump SP requires a little practice considering you have only 1 second to use it or it fails. I use Focus +2 on it nowadays to speed up the charging and though it cuts the margin for error by about 20-30%, I do prefer it over a longer charging time. Gotten used to both non-focus and focus charge timings on the way.