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

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(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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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.
==Tips & Tricks==
==Fighting Storm==


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[[Category:Marvel Vs. Capcom 2]]
[[Category:Marvel Vs. Capcom 2]]

Revision as of 22:12, 7 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

Mid

Anchor

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.

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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