X-Men: Children of the Atom/Storm/Introduction: Difference between revisions

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{{ProConTable
{{ProConTable
|pros=
|pros=
*'''Great Zoning Normals''' Storm main gameplan will be keepaway her opponent with Medium and Strong Normals
*'''Best movement in the game''': Storm has access to 8 way airdash and floating, allowing her to maneuver freely in the air and create pressure from air to ground. Not only that, lightning attack into typhoon allows her to stall indefinitely in the air, making certain characters have difficult time chasing her and running the clock down.
*'''Air Control''' Floating and Typhoons are good air pressure moves.
*'''Solid pressure on the ground''': Dash 2mp allows her to threaten ground infinite into stun. 
'''Damaging X-Moves''' Hail Storm is a good mixup tool and Lighting Storm it makes good cheap damage in midscreen
*'''Air Control:''' J.Hp amazing hitbox creating the infamous floating j.Hp spam, making it scary to contest. Air typhoon can be annoying for larger size characters to approach. At near corner, j.Mk into lightning attack serves for a surprise air to air stun combo.  
*'''Near instant escape from stun''': Due to a certain glitch with lightning attack, Storm can very quickly escape from stun.
*'''Versatile and damaging super''': Lighting Storm serves as a great combo starter to be follow up, even when hitting opponent on air. Hail storm while having slow startup and doesn't hit consistently, it does a good amount of chip damage on block.
*'''Invincible frames on ground dash''': On startup, Storm have a few frames where she is invulnerable upon dashing, allowing her to threaten careless pressure and throw them. (Details are explain below)
|cons=
|cons=
*'''Glass Cannon''' Storm had one of the worst stamina rates along with Akuma.
*'''Somewhat glass cannon''': Storm has one of the worst stamina rates along with Akuma, meaning she gets punish heavily for her mistakes and trading hits can be unfavorable for her.
*'''Riskful Recovery''' A lot of her moves, commonly her specials if they are blocked can be punished easily.
*'''Okay meter building''': While she can build meter during the stall indefinitely on air tactic mentioned above, characters who chase her down will make her life harder. She builds meter average when hitting on block.
*'''Few good normals and slow recovery on specials''': A lot of her normals are lacking in hitbox, making moves like 2hp/hk risky as ground anti air and most of her air normals being nothing more than combo tool. Typhoon can be punishable due to the recovery being slow-ish.
*'''Not really a mixup character''': Despite having airdash, during this time it has yet to allow recovery cancel on whiffing jump normals, thus her air to ground speed is reactable for the most part.
}}
}}

Revision as of 10:09, 1 October 2024

Introduction/Summary

Storm can be extremely fast but also very difficult to control. Her low stamina means flying off in the wrong direction or unexpectedly can lead her to taking big damage.

Attack Chain

Ground Chain: Punch to Kick (any)
Normal Jump Chain: Zig Zag 1 Rules with NJ limits
Super Jump Chain: Zig Zag 1

Xmcota-storm.png
Strengths Weaknesses
  • Best movement in the game: Storm has access to 8 way airdash and floating, allowing her to maneuver freely in the air and create pressure from air to ground. Not only that, lightning attack into typhoon allows her to stall indefinitely in the air, making certain characters have difficult time chasing her and running the clock down.
  • Solid pressure on the ground: Dash 2mp allows her to threaten ground infinite into stun.
  • Air Control: J.Hp amazing hitbox creating the infamous floating j.Hp spam, making it scary to contest. Air typhoon can be annoying for larger size characters to approach. At near corner, j.Mk into lightning attack serves for a surprise air to air stun combo.
  • Near instant escape from stun: Due to a certain glitch with lightning attack, Storm can very quickly escape from stun.
  • Versatile and damaging super: Lighting Storm serves as a great combo starter to be follow up, even when hitting opponent on air. Hail storm while having slow startup and doesn't hit consistently, it does a good amount of chip damage on block.
  • Invincible frames on ground dash: On startup, Storm have a few frames where she is invulnerable upon dashing, allowing her to threaten careless pressure and throw them. (Details are explain below)
  • Somewhat glass cannon: Storm has one of the worst stamina rates along with Akuma, meaning she gets punish heavily for her mistakes and trading hits can be unfavorable for her.
  • Okay meter building: While she can build meter during the stall indefinitely on air tactic mentioned above, characters who chase her down will make her life harder. She builds meter average when hitting on block.
  • Few good normals and slow recovery on specials: A lot of her normals are lacking in hitbox, making moves like 2hp/hk risky as ground anti air and most of her air normals being nothing more than combo tool. Typhoon can be punishable due to the recovery being slow-ish.
  • Not really a mixup character: Despite having airdash, during this time it has yet to allow recovery cancel on whiffing jump normals, thus her air to ground speed is reactable for the most part.