Marvel vs Capcom 2/Storm/Strategy: Difference between revisions

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==Team Positioning==
==Team Positioning==
===Point===
===Point===
Storm is extremely good on point, weaving between oppressive trijump mixups and being impossible to pin down when superjumping. She can build a massive amount of meter for the rest of her team on point, so she's compatible with meter hungry teammates (Sentinel, Cable).
===Mid===
===Mid===
Storm's A assist (Typhoon) is a projectile assist akin to a beam assist in Marvel Vs Capcom 3. It can be used to hit confirm, create a projectile for the point character to run behind and aid other characters zoning. An important part of having Storm second is her DHCs. Using a DHC into a mashed Hailstorm can do a ton of damage to the opponent and can make for a powerful punish to assist calls, while also being a completely safe DHC.
===Anchor===
===Anchor===
While she's capable anywhere, this might be Storm's weakest position. While her assists are good, having her 3rd makes it a little harder for the point character to DHC to her and she doesn't benefit as much from having lots of meter in stock as other great anchors do.
===Picking Teammates===
===Picking Teammates===
Storm is incredibly malleable so she can fit into many teams as a great character in her own right. Her fantastic DHCs and pretty good assists let her support almost any team you put her into. She benefits from having an anti-air assist (Captain Commando-B, Cable-B) as she can struggle to stop others from getting into the air on her own and assists that support her rushdown (Sentinel-Y, Cyclops-B, Psylocke-A) help her quite a bit.
Storm is incredibly malleable so she can fit into many teams as a great character in her own right. Her fantastic DHCs and pretty good assists let her support almost any team you put her into, not to mention that on point she can generate a massive amount of meter for her team. She benefits from having an anti-air assist (Captain Commando-B, Cable-B) as she can struggle to stop others from getting into the air on her own and assists that support her rushdown (Sentinel-Y, Cyclops-B, Psylocke-A) help her quite a bit.


A noteworthy shell is Storm-A, Sentinel-Y. Storm can use Sentinel's drone assist to support her zoning or rushdown, and comboing into Lightning Storm and then DHC'ing into Hyper Sentinel Force can let Storm convert any stray hit into massive damage. Sentinel can also use Storm's Typhoon assist to hitconfirm into super or 5HK, and DHC'ing into Hailstorm from Hyper Sentinel Force loops can let you get a high damage end to the combo if Sentinel isn't close enough to convert further. When using this team, pick a good anti air assist (Captain Commando-B, Cable-B) as both Sentinel and Storm benefit from it.
A noteworthy shell is Storm-A, Sentinel-Y. Storm can use Sentinel's drone assist to support her zoning or rushdown, and comboing into Lightning Storm and then DHC'ing into Hyper Sentinel Force can let Storm convert any stray hit into massive damage. Sentinel can also use Storm's Typhoon assist to hitconfirm into super or 5HK, and DHC'ing into Hailstorm from Hyper Sentinel Force loops can let you get a high damage end to the combo if Sentinel isn't close enough to convert further. When using this team, pick a good anti air assist (Captain Commando-B, Cable-B) as both Sentinel and Storm benefit from it.

Revision as of 13:44, 8 July 2024

General Strategy

Storm is a character capable of both incredibly powerful rushdown and the most effective runaway and zoning in the game, even independent of the teammates she is paired with. This means her gameplan is very fluid and can change to fit the team's composition or the current game state.

Roundstart

Runaway

If you superjump and hold up to slow Storm's descent, you can mash j.HP to build a lot of meter very fast at an altitude that's very hard for most characters to contest. You can make it even harder for the opponent to stop you by using Typhoon (j.236K), Vertical Typhoon (j.63214K) and Lightning Sphere (j.214P) to stop your descent and hit opponents who try to superjump up to you. Varying when you use your float and airdash can help mixup people trying to catch you. Airdashing upwards near the top of your superjump will push you above the screen, giving you extra time to build meter, while letting go of up as you fall to drop faster can let you touch the ground and superjump again before the opponent ever gets a chance to stop you.

Of note is Storm's Lightning Attack (XHP+LK), an omnidirectional dash attack that she can do up to three times in a row in one jump. Not only can this move be used to go further upwards, but using it to surprise attack an approaching opponent will let you hit confirm into Lightning Storm (j.41236PP) and with extra meter and certain DHCs (Sentinel Drones) this can even lead dead characters.

Fly (j.214KK) isn't as powerful of a option, both in runaway and pressure, as it is for Sentinel because Storm has a slow startup animation tied to her flight that she can't skip. But this isn't that big of an issue due to her already having an overwhelming amount of options in the air.

Zoning

Pressure

Team Positioning

Point

Storm is extremely good on point, weaving between oppressive trijump mixups and being impossible to pin down when superjumping. She can build a massive amount of meter for the rest of her team on point, so she's compatible with meter hungry teammates (Sentinel, Cable).

Mid

Storm's A assist (Typhoon) is a projectile assist akin to a beam assist in Marvel Vs Capcom 3. It can be used to hit confirm, create a projectile for the point character to run behind and aid other characters zoning. An important part of having Storm second is her DHCs. Using a DHC into a mashed Hailstorm can do a ton of damage to the opponent and can make for a powerful punish to assist calls, while also being a completely safe DHC.

Anchor

While she's capable anywhere, this might be Storm's weakest position. While her assists are good, having her 3rd makes it a little harder for the point character to DHC to her and she doesn't benefit as much from having lots of meter in stock as other great anchors do.

Picking Teammates

Storm is incredibly malleable so she can fit into many teams as a great character in her own right. Her fantastic DHCs and pretty good assists let her support almost any team you put her into, not to mention that on point she can generate a massive amount of meter for her team. She benefits from having an anti-air assist (Captain Commando-B, Cable-B) as she can struggle to stop others from getting into the air on her own and assists that support her rushdown (Sentinel-Y, Cyclops-B, Psylocke-A) help her quite a bit.

A noteworthy shell is Storm-A, Sentinel-Y. Storm can use Sentinel's drone assist to support her zoning or rushdown, and comboing into Lightning Storm and then DHC'ing into Hyper Sentinel Force can let Storm convert any stray hit into massive damage. Sentinel can also use Storm's Typhoon assist to hitconfirm into super or 5HK, and DHC'ing into Hailstorm from Hyper Sentinel Force loops can let you get a high damage end to the combo if Sentinel isn't close enough to convert further. When using this team, pick a good anti air assist (Captain Commando-B, Cable-B) as both Sentinel and Storm benefit from it.

Tips & Tricks

Fighting Storm

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