(Created page with "{{MVC2 Character Subnav|char=storm|short=mgn|sub=1}} ==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...") |
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==General Strategy== | ==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. | 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. | ||
Storm is considered a Top 2 character in the game currently, and for good reason, she can do Rush down almost as good as Magneto, Super jump, throw out multiple fierce punches, air dash when she gets slow, throw more fierce punches, then lightning attack up three times and then come to the groundslowly, and most of all, holding up makes her slow her decent, and she makes that annoying “Haw!!” doing it the entire time making her a GREAT character for meter building, Storm can play some keep away, super jump up and do the vertical typhoon a few times, adding frustration to the mix, maybe causing them a mistake, doing a little chipping and everything, she has the best supers to DHC from and into(Lightning storm to DHC from, and Hail into). | |||
===Roundstart=== | ===Roundstart=== | ||
Storm does not have an exceptionally fast attack. Against faster opponents (ie mags), generally look to get into a superjump. Against slower (ie sent), you can press the advantage more. | |||
===Runaway=== | ===Runaway=== | ||
Line 13: | Line 17: | ||
===Zoning=== | ===Zoning=== | ||
Build meter, use AAA and big pokes to keep out. Throw Hailstorm until they die of chip. | |||
===Pressure=== | ===Pressure=== | ||
A good trick with Storm is the Tri jump, this is when you do a normal or super jump, cancel it quickly by air dashing down/forward. You can add attacks, up to 3 attacks if you hold up to float, land and then continue. | |||
The reason Tri-jumping plays a big part of Storm’s game is because if you do a barrage or high attacks then land and use a low attack, you have a greater chance at mixing them up and getting the hit. You can also move to the other side, crossing them up, and if you successfully cross your opponent up, you WILL get a hit in without a doubt. | |||
== Advanced Strategy == | |||
===Float=== | |||
===Modified Dash=== | |||
===Guard Breaks=== | |||
===How to use Air Combos=== | |||
==Team Positioning== | ==Team Positioning== | ||
===Point=== | ===Point=== | ||
Storm is extremely good on point, she is capable of both building meter and keeping out with assists while being impossible to pin down when superjumping and also having incredible supers for bringing in a character for a dhc. When the situation requires it, she has very powerful and layered offense, weaving in oppressive trijump mixups. With the meter and dhc options she will set up the second character quite nice, especially meter hungry teammates. Point Storm is most threatening when she can DHC into a one-touch situation, most famously with the Storm/Sent DHC but she is flexible enough to support most characters. | |||
===Mid=== | ===Mid=== | ||
Storm is also extremely good as the second character on the team. Point characters can access any of her assists but most importantly, DHC into Hailstorm is perhaps the safest DHC in the game and opens up unique conversions or punishes options. Having a veritable free escape any time 2 meters are available is immensely valuable for safely keeping every team member alive and often swinging momentum back in your favor. | |||
===Anchor=== | ===Anchor=== | ||
While she's capable anywhere, this position does not make good use of Storm. | |||
===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 | Storm is incredibly malleable so she can fit into many teams as a great character in her own right. Her fantastic DHCs and excellent 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 and 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. | |||
Another notable shell is Storm and any good Anti-air Assist. Having a powerful AAA really amplifies Storm's ability to control space and go where she wants. | |||
==Tips & Tricks== | |||
===Capture state bug=== | |||
===Proximity Guard=== | |||
==Fighting Storm== | |||
===Dealing with Runaway=== | |||
Having a good anti-air assist is essential to getting Storm out of the sky. Captain Commando-B is an incredibly useful assist for this, as it reaches to the very top of the screen the instant it is active, letting you control a lot of airspace. If Storm blocks the assist they'll be falling in blockstun towards the ground, giving you an opportunity to catch them near the ground and pressure the opponent. | |||
Of note is Storm's Hailstorm, as the slow startup of Hailstorm will be offscreen as the enemy Storm superjumps, which will let you discreetly catch the opponent building meter with a high damage punish. Other supers that can contest Storm at such a height should be noted here. | |||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category:Marvel Vs. Capcom 2]] | [[Category:Marvel Vs. Capcom 2]] |
Latest revision as of 17:49, 30 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.
Storm is considered a Top 2 character in the game currently, and for good reason, she can do Rush down almost as good as Magneto, Super jump, throw out multiple fierce punches, air dash when she gets slow, throw more fierce punches, then lightning attack up three times and then come to the groundslowly, and most of all, holding up makes her slow her decent, and she makes that annoying “Haw!!” doing it the entire time making her a GREAT character for meter building, Storm can play some keep away, super jump up and do the vertical typhoon a few times, adding frustration to the mix, maybe causing them a mistake, doing a little chipping and everything, she has the best supers to DHC from and into(Lightning storm to DHC from, and Hail into).
Roundstart
Storm does not have an exceptionally fast attack. Against faster opponents (ie mags), generally look to get into a superjump. Against slower (ie sent), you can press the advantage more.
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
Build meter, use AAA and big pokes to keep out. Throw Hailstorm until they die of chip.
Pressure
A good trick with Storm is the Tri jump, this is when you do a normal or super jump, cancel it quickly by air dashing down/forward. You can add attacks, up to 3 attacks if you hold up to float, land and then continue.
The reason Tri-jumping plays a big part of Storm’s game is because if you do a barrage or high attacks then land and use a low attack, you have a greater chance at mixing them up and getting the hit. You can also move to the other side, crossing them up, and if you successfully cross your opponent up, you WILL get a hit in without a doubt.
Advanced Strategy
Float
Modified Dash
Guard Breaks
How to use Air Combos
Team Positioning
Point
Storm is extremely good on point, she is capable of both building meter and keeping out with assists while being impossible to pin down when superjumping and also having incredible supers for bringing in a character for a dhc. When the situation requires it, she has very powerful and layered offense, weaving in oppressive trijump mixups. With the meter and dhc options she will set up the second character quite nice, especially meter hungry teammates. Point Storm is most threatening when she can DHC into a one-touch situation, most famously with the Storm/Sent DHC but she is flexible enough to support most characters.
Mid
Storm is also extremely good as the second character on the team. Point characters can access any of her assists but most importantly, DHC into Hailstorm is perhaps the safest DHC in the game and opens up unique conversions or punishes options. Having a veritable free escape any time 2 meters are available is immensely valuable for safely keeping every team member alive and often swinging momentum back in your favor.
Anchor
While she's capable anywhere, this position does not make good use of Storm.
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 excellent 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 and 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.
Another notable shell is Storm and any good Anti-air Assist. Having a powerful AAA really amplifies Storm's ability to control space and go where she wants.
Tips & Tricks
Capture state bug
Proximity Guard
Fighting Storm
Dealing with Runaway
Having a good anti-air assist is essential to getting Storm out of the sky. Captain Commando-B is an incredibly useful assist for this, as it reaches to the very top of the screen the instant it is active, letting you control a lot of airspace. If Storm blocks the assist they'll be falling in blockstun towards the ground, giving you an opportunity to catch them near the ground and pressure the opponent.
Of note is Storm's Hailstorm, as the slow startup of Hailstorm will be offscreen as the enemy Storm superjumps, which will let you discreetly catch the opponent building meter with a high damage punish. Other supers that can contest Storm at such a height should be noted here.