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{{MVC2 Character Intro|char= | [[User:Kousor/Juggernaut|Jugg final link]] | ||
[[User:Kousor/Venom|Venom final link]] | |||
{{MVC2 Character Intro|char= Storm|full=Storm|short=JGN|content= | |||
== Introduction == | == Introduction == | ||
Ororo Munroe is the daughter of a Kenyan tribal princess and of an American photojournalist who lived in Cairo, Egypt, where they were victims of a plane crash that destroyed her home. As an orphan, Ororo became a sneak-thief on the streets of Cairo under the tutelage of Ahmed El Gibár, who had provided her a home. As a teenager, she felt an urge to travel to the south, arriving to the Serengeti plains. | |||
With her mutant powers of controlling the weather, Ororo was venerated by the locals as a goddess, as she used her abilities to ease the droughts in the region. She was eventually invited by Professor Xavier to join his X-Men, a mutant group aimed at implementing peace between humans and mutants. Ororo accepted with intentions of comprehending the origin and the potential of her mutant abilities, adopting the name Storm. | |||
Storm is quite possibly the most versatile of all the Marvel characters in the game. She can be played both aggressively and defensively, possessing a variety of ways to close in on opponents. Her combo attacks, both ground and air, are potent and inflict solid damage, especially when chained into her Ice Storm Hyper Combo as well as possessing decent priority. Storm can easily keep opponents at bay with her Whirlwind and Typhoon attacks and her ability to fly helps to keep her out of harm's way. | |||
a lack of any major weaknesses makes Storm a top 2 character in every tier list, with most choosing her as the definitive best character in MvC 2, due to her ability to do everything from solo play to team support | |||
== Gameplay == | == Gameplay == | ||
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|content1= | |content1= | ||
{{Content Box|content= | {{Content Box|content= | ||
''' | '''Storm''' is a jack of all trades and master of all of them<br>there isn't an area where she is greatly lacking and she can fit into nearly any team | ||
|pros= | |pros= | ||
* ''' | * '''Storm is FAST''': not as fast as Magneto, but she’s probably second fastest in the game. | ||
* '''Long | * '''Insane rushdown''': fast, deals great damage and can keep things unpredictable. | ||
* ''' | * '''Long hitboxes''': the lightning on her hands extends her reach a lot even on fast normals. | ||
* ''' | * '''Insane meter build''' : one of the best characters to build meter with, 2 chances to run away and stall is an entire meter bar for Storm | ||
* ''' | * '''8-way air dash''': allows you full control of the screen. | ||
* '''Air dominance''': a good storm will win most air-to-air in | |||
* '''Float + Fly mode''': She can float to the ground by holding up while in air. Fly mode is situational but benefitial | |||
* '''Hail storm DHC''' : Her Hail Storm hyper combo is the safest super in the game to DHC into thanks to having 0 recovery. | |||
* '''Lightning storm combos''': can kill a character in two uses sometimes. very easy to setup. | |||
* '''Horizontal typhoon''': cannot be canceled after it’s sent out meaning it will get to the other side of the screen no matter what. | |||
* '''Great against Strider/Doom teams''' : a single storm on your team can pose a great danger to these two characters | |||
* '''Can shut down Cable''' : that's how good her tools are | |||
* ''' ''' : | |||
|cons= | |cons= | ||
* ''' | * '''She’s a little hard to learn.''': key word being little | ||
* ''' | * '''Low health''': She can’t take hits well. | ||
* '''Slow | * '''She can’t play actual keep away''': she can only play runaway, whether this can be a pro or not is up to you | ||
* ''' | * '''Slow special moves''': Her special moves are either slow to come out, slow to recover, or both. | ||
* '''Bad raw supers''' : don't mind me just trying to fill this section up with anything | |||
}} | }} | ||
}} | }} | ||
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|content1= | |content1= | ||
{{Content Box|header=Special Moves|content= | {{Content Box|header=Special Moves|content= | ||
; | ;Storm Fang | ||
*{{qcf}} + {{p}} | *{{qcf}} + {{p}} | ||
; | ;Storm Rush | ||
*{{qcf}} + {{k}} | *{{qcf}} + {{k}} | ||
;Web throw | ;Web throw | ||
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|content2= | |content2= | ||
{{Content Box|header=Super Moves|content= | {{Content Box|header=Super Moves|content= | ||
; | ;Storm Web | ||
* {{qcf}} + {{lp}}{{hp}} | * {{qcf}} + {{lp}}{{hp}} | ||
;Death bite | ;Death bite | ||
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{{Content Box|header=Assist Moves|content= | {{Content Box|header=Assist Moves|content= | ||
;Type α - Expansion Type | ;Type α - Expansion Type | ||
*Assist: {{lp}} | *Assist: {{lp}}Storm fang | ||
*Counter: {{lp}} | *Counter: {{lp}}Storm fang | ||
*Combination: Death bite | *Combination: Death bite | ||
;Type β - Variety Type | ;Type β - Variety Type | ||
*Assist: {{lk}} | *Assist: {{lk}} Storm rush | ||
*Counter: {{lk}} | *Counter: {{lk}} Storm rush | ||
*Combination: Death bite | *Combination: Death bite | ||
;Type γ - Launcher Type | ;Type γ - Launcher Type | ||
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First row: LP, HP, A1. Second row: LK, HK, A2. | First row: LP, HP, A1. Second row: LK, HK, A2. | ||
[[Image:Mvc2- | [[Image:Mvc2-Storm.png]] | ||
== Moves List == | == Moves List == | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_5LP.png | ||
|caption= yes, your light punch is a poke | |caption= yes, your light punch is a poke | ||
|name= Light Punch | |name= Light Punch | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_5MP.png | ||
|name= Medium Punch | |name= Medium Punch | ||
|linkname= 5MP | |linkname= 5MP | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_5HP.png | ||
|caption= ''Chomp'' | |caption= ''Chomp'' | ||
|name= Heavy Punch | |name= Heavy Punch | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= The symbiote forms a giant fanged mouth, which thrusts forward and does a lunging bite.<br> | |description= The symbiote forms a giant fanged mouth, which thrusts forward and does a lunging bite.<br>Storm's longest and most damaging normal, although quite laggy.<br>in the corner, 5{{hp}} > Storm fang deals good damage<br>can be used as a makeshift anti-air if they jump too early<br>Use it to punish mistakes from mid-range and to counter dash-ins | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_5LK.png | ||
|caption= | |caption= | ||
|name= Light Kick | |name= Light Kick | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_5MK.png | ||
|caption= | |caption= | ||
|name= Medium Kick | |name= Medium Kick | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |description= Storm attacks low with snakes<br>the easiest of the few ways to combo into Death bite<br>Hits twice with great priority | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_5HK.png | ||
|caption= | |caption= | ||
|name= Heavy Kick | |name= Heavy Kick | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= a pretty powerful, wide, stationary version of | |description= a pretty powerful, wide, stationary version of Storm rush.<br>Decent hitbox and nice damage but can't combo out of it | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_2LP.png | ||
|caption= | |caption= | ||
|name= Crouching Light Punch | |name= Crouching Light Punch | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_2MP.png | ||
|caption= Cactus uppercut | |caption= Cactus uppercut | ||
|name= Crouching Medium Punch | |name= Crouching Medium Punch | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |description= Storm uses his tongue to hit his opponent.<br>It has decent range and comboes into most special moves or a Death Bite. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_2HP.png | ||
|caption= | |caption= | ||
|name= Crouching Heavy Punch | |name= Crouching Heavy Punch | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_2LK.png | ||
|caption= footsies | |caption= footsies | ||
|name= Crouching Light Kick | |name= Crouching Light Kick | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_2MK.png | ||
|caption2= | |caption2= | ||
|name= Crouching Medium Punch | |name= Crouching Medium Punch | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |description= Storm attacks with spikes, short range but alright damage | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_2HK.png | ||
|name= Crouching Heavy Kick | |name= Crouching Heavy Kick | ||
|linkname= 2HK | |linkname= 2HK | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_J.LP.png | ||
|caption= God of Creativty | |caption= God of Creativty | ||
|name= Air Light Punch | |name= Air Light Punch | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_J.MP.png | ||
|caption= | |caption= | ||
|name= Air Medium Punch | |name= Air Medium Punch | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |description= Storm licks upwards, mostly used for air combos | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_J.HP.png | ||
|name= Jumping Heavy Punch | |name= Jumping Heavy Punch | ||
|linkname= j.HP | |linkname= j.HP | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_J.LK.png | ||
|caption=2LK but jumping | |caption=2LK but jumping | ||
|name= Air Light Kick | |name= Air Light Kick | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_J.MK.png | ||
|caption= literally just 2HK | |caption= literally just 2HK | ||
|name= Air Medium Kick | |name= Air Medium Kick | ||
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{{MoveData | {{MoveData | ||
|image= | |image= MVC2_Storm_J.HK.png | ||
|caption= | |caption= | ||
|name= Air Heavy Kick | |name= Air Heavy Kick | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= Jumping attack similar to | |description= Jumping attack similar to Storm rushr rotating for longer.<br>2 hits max. Good as keep away. Good as combo ender or beginner. Great priority.<br>opprssive hitbox depending on the match-up | ||
}} | }} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | | {{MoveListRow | Storm Fang | ||
| {{qcf}} + {{p}} | | {{qcf}} + {{p}} | ||
| | | | ||
| {{airok}} | | {{airok}} Storm performs an arching leap forward and bites, hitting multiple times.<br>This move has a quick start up time making it easy to combo with, plus the angle it travels at is handy for juggling.<br>{{hp}} travels further and hits more times which usually means it does more damage than the {{lp}} version.<br>it's a good anti-air attack, anti-dash-in attack, air combo finisher and is also good for aerial confrontations. Just make sure that you don't land behind the opponent. | ||
}} | }} | ||
{{MoveListRow | | {{MoveListRow | Storm rush | ||
| {{qcf}} + {{k}} | | {{qcf}} + {{k}} | ||
| | | | ||
| The symbiote travels along the ground and when it reaches a certain point, it forms a bunch of fanged mouths that thrust upward and bite the opponent.<br>Because of the start up time, your | | The symbiote travels along the ground and when it reaches a certain point, it forms a bunch of fanged mouths that thrust upward and bite the opponent.<br>Because of the start up time, your Storm Rush doesn't have much use in combos, but it can be an unexpected surprise to throw out there when you're far away and your enemy is chucking beams at you, but don't throw this out at random. If it's blocked or it misses, you will get punished severely.<br>{{hk}} hits from fullscreen's distance, {{lk}} hits from about sweep range. | ||
}} | }} | ||
{{MoveListRow | Web throw | {{MoveListRow | Web throw | ||
| {{hcb}} + {{p}} | | {{hcb}} + {{p}} | ||
| | | | ||
| Shoots a web at your opponent, and if it hits | | Shoots a web at your opponent, and if it hits Storm will slam them into the ground multiple times.<br>Storm won't follow up after the web connects if you're too far away though.<br>{{lp}} travels straight across the screen. {{hp}} travels diagonally up-forward, which is angled to hit jumping characters.<br>Slow startup, but great damage if it connects. You can rotate the pad/stick and press buttons for more damage.<br>mostly used for an unexpected counter. | ||
}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | | {{MoveListRow | Storm web | ||
| {{qcf}} + {{lp}}{{hp}} | | {{qcf}} + {{lp}}{{hp}} | ||
| | | | ||
| makes | | makes Storm jump into the air and shoot out a web, if your opponent isn't blocking when they're in the web, you'll do a series of attacks dealing decent damage.<br>The big drawback with this super is the start up time means you won't be able to use it in many combos, but that's not too big of a problem since : | ||
* this is a great super to DHC into or out of. | * this is a great super to DHC into or out of. | ||
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| {{qcf}} + {{lk}}{{hk}} | | {{qcf}} + {{lk}}{{hk}} | ||
| | | | ||
| An upgraded version of our | | An upgraded version of our Storm Rush that goes fullscreen and traps any opponent inside it.<br>This is very easy to use in combos because of its fast start up time, and it does a ton of damage.<br>Also, since Storm's Hard Punch throw wraps his opponent up into a web letting him combo afterwards, it's a piece of cake to set up your Death Bite '''safely and consistently''' in a match.<br>the biggest drawback here is that when you use this with your opponent in the corner, sometimes the majority of the hits will miss, so you'll want to stick to other moves and your corner bnbs when your enemy is cornered. | ||
}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MvC2CharacterAssists | {{MvC2CharacterAssists | ||
|{{lp}} | |{{lp}} Storm Fang || Death Bite|{{lp}} Storm Fang | Very quick, and hits multiple times.<br>One of the best assists in the game.<br>Has a quick recovery, and fits in almost everywhere. | ||
| {{lk}} | | {{lk}} Storm Rush || Death Bite| {{lk}} Storm Rush | Not as quick as Fang, plus leaves Storm open a lot more. Not really recommended.<br>it's more of a surprise attack and good for confusing your opponent.<br>While they're blocking it, dash up to your opponent and start mixing up your attacks or throw them.<br>It's also good for setting your primary character up for attacking. | ||
| {{mp}} || Death Bite | {{mp}} | standard [[file:launch.png]]. generally terrible.<br>mostly for offensive pressure, anti-air and for helping your partner out of corner pressure. If it connects, your primary character can either do a super or super jump afterwards, then do an air combo. | | {{mp}} || Death Bite | {{mp}} | standard [[file:launch.png]]. generally terrible.<br>mostly for offensive pressure, anti-air and for helping your partner out of corner pressure. If it connects, your primary character can either do a super or super jump afterwards, then do an air combo. | ||
}} | }} | ||
His assists are generally terrible. | His assists are generally terrible. Storm Fang is decent, and Storm Rush can be semi-disruptive. | ||
= The Basics = | = The Basics = | ||
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=== Combo tree === | === Combo tree === | ||
Storm Web J.Fierce, J.Roundhouse | |||
| | | | | | ||
| | | | | | ||
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| | (in corner) | | | | (in corner) | | ||
| | jab | | | | jab | | ||
jab | | jab | Storm Fang | | ||
Storm Fang ---------------------- | | |||
| | | | | | | | | | ||
| | | | | | | | | | ||
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| | _______| | | | | _______| | | ||
| | | | | | | | | | | | | | ||
SJ.Jab short V | | SJ.Jab short V |Storm Fang, | | ||
SJ.Short -- | SJ.Short --Storm Rush,| jab | | ||
| | jab |Web Throw | | | | jab |Web Throw | | ||
| | | | | Storm Fang,| | | ||
| | | _____| | | | | _____| | ||
| -------->Death Bite | | | -------->Death Bite | | ||
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| | | | | | ||
jab ->Death Bite | jab ->Death Bite | ||
Storm Fang, | | |||
short | | short | | ||
Storm Rush,-- | |||
=== Combos === | === Combos === | ||
* 5{{lp}} > {{lp}} | * 5{{lp}} > {{lp}} Storm Fang | ||
* 2{{hp}} > {{hk}} | * 2{{hp}} > {{hk}} Storm Rush | ||
* J.{{hp}} > 5{{lk}} > 5{{mk}} > {{lp}} | * J.{{hp}} > 5{{lk}} > 5{{mk}} > {{lp}} Storm Fang | ||
* 5{{lk}} > 5{{mk}} > {{lk}} | * 5{{lk}} > 5{{mk}} > {{lk}} Storm Rush | ||
* J.{{hp}} > 2{{lk}} > 2{{mk}} > {{lp}} | * J.{{hp}} > 2{{lk}} > 2{{mk}} > {{lp}} Storm Fang | ||
* 2{{lk}} > 2{{mk}} > {{lk}} | * 2{{lk}} > 2{{mk}} > {{lk}} Storm Rush | ||
* J.{{hp}} > 5{{lp}} > 5{{hk}} > {{hp}} | * J.{{hp}} > 5{{lp}} > 5{{hk}} > {{hp}} Storm Fang | ||
* 5{{lp}} > 5{{hk}} > {{lk}} | * 5{{lp}} > 5{{hk}} > {{lk}} Storm Rush | ||
* 5{{lp}} > 5{{hk}} > {{lp}} Web Throw | * 5{{lp}} > 5{{hk}} > {{lp}} Web Throw | ||
* J.{{hp}} > 2{{lk}} > 2{{hk}} > {{lp}} | * J.{{hp}} > 2{{lk}} > 2{{hk}} > {{lp}} Storm Fang(OTG) | ||
* 2{{lk}} > 2{{hk}} > {{lk}} | * 2{{lk}} > 2{{hk}} > {{lk}} Storm Rush(OTG) | ||
* J.{{hp}} > 5{{lp}} > 5{{mp}} > SJ.({{lp}} > {{lk}} > {{mp}} > {{mk}} > [AC Finisher]) | * J.{{hp}} > 5{{lp}} > 5{{mp}} > SJ.({{lp}} > {{lk}} > {{mp}} > {{mk}} > [AC Finisher]) | ||
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* 2{{lk}} > 2{{hk}} > Death Bite(OTG) | * 2{{lk}} > 2{{hk}} > Death Bite(OTG) | ||
* 5{{lk}} > 5{{mk}} > {{lk}} | * 5{{lk}} > 5{{mk}} > {{lk}} Storm Rush > Death Bite | ||
* 5{{lp}} > 5{{hk}} > {{lk}} | * 5{{lp}} > 5{{hk}} > {{lk}} Storm Rush > Death Bite | ||
* 2{{lk}} > 2{{hk}} > {{lk}} | * 2{{lk}} > 2{{hk}} > {{lk}} Storm Rush(OTG) > Death Bite | ||
* 5{{lk}} > 5{{mk}} > {{lk}} | * 5{{lk}} > 5{{mk}} > {{lk}} Storm Rush(1-Hit) > Storm Web | ||
* 5{{lp}} > 5{{hk}} > {{lk}} | * 5{{lp}} > 5{{hk}} > {{lk}} Storm Rush(1-Hit) > Storm Web | ||
* 2{{lk}} > 2{{hk}} > {{lk}} | * 2{{lk}} > 2{{hk}} > {{lk}} Storm Rush(1-Hit > OTG) > Storm Web | ||
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''Bnb AC'' : SJ.({{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hk}}) | ''Bnb AC'' : SJ.({{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hk}}) | ||
* 2{{hp}} > {{lp}} | * 2{{hp}} > {{lp}} Storm Fang | ||
* J.{{lk}} > J.{{hk}} > 5{{lp}} > 5{{mp}} > Bnb AC > 2{{hp}}(OTG) > {{hk}} | * J.{{lk}} > J.{{hk}} > 5{{lp}} > 5{{mp}} > Bnb AC > 2{{hp}}(OTG) > {{hk}} Storm Rush | ||
* 5{{lp}} > 5{{mp}} > Bnb AC > 5{{lk}}(OTG) > 5{{hk}} > JF.({{lp}} > {{hk}} > {{hp}} | * 5{{lp}} > 5{{mp}} > Bnb AC > 5{{lk}}(OTG) > 5{{hk}} > JF.({{lp}} > {{hk}} > {{hp}} Storm Fang) | ||
* (Back to Corner) Web Throw > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 2{{hp}}(OTG) > {{hk}} | * (Back to Corner) Web Throw > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 2{{hp}}(OTG) > {{hk}} Storm Rush | ||
* (Back to Corner) 5{{lp}} > 5{{hk}} > {{lp}} Web Throw > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 2{{hp}}(OTG) > {{hk}} | * (Back to Corner) 5{{lp}} > 5{{hk}} > {{lp}} Web Throw > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 2{{hp}}(OTG) > {{hk}} Storm Rush | ||
* (Back to Corner) 5{{lp}} > 5{{hk}} > {{lp}} Web Throw > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 5{{lk}}(OTG) > 5{{hk}} > JF.({{lp}} > {{hk}} > {{hp}} | * (Back to Corner) 5{{lp}} > 5{{hk}} > {{lp}} Web Throw > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 5{{lk}}(OTG) > 5{{hk}} > JF.({{lp}} > {{hk}} > {{hp}} Storm Fang) | ||
* | * Storm Web > 2{{lk}}(OTG) > 2{{mk}} > {{lp}} Storm Fang | ||
* | * Storm Web > 2{{lk}}(OTG) > 2{{hk}} > {{lp}} Storm Fang | ||
* | * Storm Web > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 2{{hp}}(OTG) > {{hk}} Storm Rush | ||
* | * Storm Web > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 5{{lk}}(OTG) > 5{{hk}} > JF.({{lp}} > {{hk}} > {{hp}} Storm Fang) | ||
* J.{{lk}} > J.{{hk}} > 5{{lp}} > 5{{hk}} > {{lk}} | * J.{{lk}} > J.{{hk}} > 5{{lp}} > 5{{hk}} > {{lk}} Storm Rush(1-Hit) > Storm Web > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 2{{hp}}(OTG) > {{hk}} Storm Rush | ||
* 5{{lp}} > 5{{hk}} > {{lk}} | * 5{{lp}} > 5{{hk}} > {{lk}} Storm Rush(1-Hit) > Storm Web > 5{{lk}}(OTG) > 5{{mp}} > Bnb AC > 5{{lk}}(OTG) > 5{{hk}} > JF.({{lp}} > {{hk}} > {{hp}} Storm Fang) | ||
=== Strategies === | === Strategies === | ||
Storm is a defensive/counter-attacker character. she plays best near his opponent. Getting to your opponent is very easy for Storm. Simply use his dash, air dash or Storm Fang. When playing close, mix up your jump-in attacks, high and low attacks, launcher attack, {{lp}} Storm Fangs and ocassionally throw out a Web Throw to surprise your opponent. If a launcher attack or heavy attack gets blocked, cancel into a {{lp}} Storm Fang to be safe. | |||
At a distance, use Web Throw to surprise your opponent. Make sure you use the right one. If they throw out a projectile, punish with {{hp}} | At a distance, use Web Throw to surprise your opponent. Make sure you use the right one. If they throw out a projectile, punish with {{hp}} Storm Fang or Storm Web. | ||
Storm's about power and high health, so don't worry about eating a super, because you can probably stage a come back. Some assists are harder to combo into, but others are easier. Tron's throw is a great setup. Ruby Heart's Sublimation, is also great, but wait until the last hit to connect before activation. Assists like Ruby Heart's are difficult to judge for a Storm Web, because if you screw up the timing, Storm won't complete the entire super. You should always keep them guessing with his moves, combos, and supers. Storm is great against almost every character in this game, so don't be afraid to use him against any character. | |||
For some reason I can't imagine, Capcom has made it a little more difficult to air combo with | For some reason I can't imagine, Capcom has made it a little more difficult to air combo with Storm. You can no longer pull off 12-hit, high-damaging air combo anymore. You'll be lucky enough to pull of a {{hp}} then do a forward kick. But I guess his improved ability to do ground combos sort of makes up for it. The best way to get all the hits in is to dial through the buttons at a slow pace--if you dial too fast, the {{hp}} probably won't hit. Against small characters, you should skip the {{hp}} after the {{lk}}, and just do a forward kick, followed by an air combo finisher. | ||
Use 5{{hk}} or {{hp}} | Use 5{{hk}} or {{hp}} Storm Fang to counter jump-ins. If an opponent jumps in and Storm connects a 5{{hk}}, cancel into a {{hp}} Storm Fang or a {{hk}} Storm Rush. You can also use a {{hp}} Web Throw to tag a jumping opponent, but you must be able to anticipate the jump and you also must throw it out at the right time. Make sure you don't throw out a {{hp}} Web Throw too early--your opponent could anticipate it and punish you severely. | ||
Use 5{{hp}}, 5{{hk}} or {{lp}} | Use 5{{hp}}, 5{{hk}} or {{lp}} Storm Fang to counter dash-ins. Also use 5{{hp}} to punish opponents from mid-range. If you throw out a 5{{hp}} and it gets jumped over, cancel into a {{hp}} Storm Fang to avoid punishment. Use J/SJ.{{hk}} or air {{hp}} Storm Fang for aerial confrontations. | ||
Storm's dash is very effective. she travels quickly along the ground on all fours. she can go under most projectiles and it's good for getting close to your opponent and starting combos. | |||
Both of | Both of Storm's supers are very effective. Neither one of them are meant to be thrown out at random. Storm Web is used strictly for punishing mistakes and to counter projectiles—It does most damage of both of his supers. If you detect a projectile about to thrown out or your opponent just screwed up, do a Storm Web immediately. If it connects in the corner, you can OTG afterwards. It will cancel off of a Storm Rush, but you must be very quick about it. As soon as you se the first hit from the Storm Rush connect, cancel immediately into a Storm Web. | ||
Death Bite is used only in combos or for an opponent that is nearly dead. It combos nicely off of any medium attack or a 5{{hk}}. It can also be cancelled into off of a short | Death Bite is used only in combos or for an opponent that is nearly dead. It combos nicely off of any medium attack or a 5{{hk}}. It can also be cancelled into off of a short Storm Rush. Always make sure that it connects--you'll be left open if it's blocked or super jumped over. | ||
== Advanced Strategy == | == Advanced Strategy == | ||
Although many beginners like to use him, | Although many beginners like to use him, she is anything but a beginner's character. It is going to take a while to learn how to use him. You won't win with Storm by simply mashing buttons. It takes skill, patience and planning to win with him. | ||
* | * Storm is a large target, so be careful of dialers. Don't use the Storm Fang or Storm Rush recklessly, or you will be punished. | ||
Storm's best assets are his power, his stamina, and his insane priority. Storm has uses ranging from keep-away, anti-air, and countering. His best move also doubles as the best assist in the game, the Storm Fang. | |||
Storm Fang is great for ending combos, countering fireballers, and anti-air. Storm has great air priority, as well as great comboability in the air and on the ground. she's been sped up a bit since the first Marvel vs. Capcom, so his recovery is quicker than before. | |||
Storm's dash allows him to travel under some projectiles and some attacks. Storm also has an air dash similar to Spider-man's. It's useful for getting out of a tough situation and to avoid beam supers. It can be cancelled by doing any attack. | |||
crossing up the opponent won't invert the special move inputs but will invert their direction, so you can use air | crossing up the opponent won't invert the special move inputs but will invert their direction, so you can use air Storm fang to continue pressure even if your opponent crosses under you | ||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category:Marvel Vs. Capcom 2]] | [[Category:Marvel Vs. Capcom 2]] |
Revision as of 21:11, 17 September 2021
Jugg final link Venom final link
Introduction
Ororo Munroe is the daughter of a Kenyan tribal princess and of an American photojournalist who lived in Cairo, Egypt, where they were victims of a plane crash that destroyed her home. As an orphan, Ororo became a sneak-thief on the streets of Cairo under the tutelage of Ahmed El Gibár, who had provided her a home. As a teenager, she felt an urge to travel to the south, arriving to the Serengeti plains.
With her mutant powers of controlling the weather, Ororo was venerated by the locals as a goddess, as she used her abilities to ease the droughts in the region. She was eventually invited by Professor Xavier to join his X-Men, a mutant group aimed at implementing peace between humans and mutants. Ororo accepted with intentions of comprehending the origin and the potential of her mutant abilities, adopting the name Storm.
Storm is quite possibly the most versatile of all the Marvel characters in the game. She can be played both aggressively and defensively, possessing a variety of ways to close in on opponents. Her combo attacks, both ground and air, are potent and inflict solid damage, especially when chained into her Ice Storm Hyper Combo as well as possessing decent priority. Storm can easily keep opponents at bay with her Whirlwind and Typhoon attacks and her ability to fly helps to keep her out of harm's way.
a lack of any major weaknesses makes Storm a top 2 character in every tier list, with most choosing her as the definitive best character in MvC 2, due to her ability to do everything from solo play to team support
Gameplay
Storm is a jack of all trades and master of all of them
there isn't an area where she is greatly lacking and she can fit into nearly any team
Character Summary
- Storm Fang
+
- Storm Rush
+
- Web throw
+
- Storm Web
+
- Death bite
+
- Type α - Expansion Type
- Assist:
Storm fang
- Counter:
Storm fang
- Combination: Death bite
- Type β - Variety Type
- Assist:
Storm rush
- Counter:
Storm rush
- Combination: Death bite
- Type γ - Launcher Type
- Assist: 5
- Counter: 5
- Combination: Death bite
}}
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 9 | 3 | 20 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
a quick short attack. great range for a jab. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 10 | 6 | 29 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super, SJ cancellable frames 17~33 | - | - | - | |
Our primary launcher.<be>Has a slightly shorter range than 5 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 8 | 8 | 41 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, SJ, Super | - | - | - | |
The symbiote forms a giant fanged mouth, which thrusts forward and does a lunging bite. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 1 | 21 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
generic low kick |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 24 | 22 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, SJ, Super | - | - | - | |
Storm attacks low with snakes |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 14 | 3 | 40 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher | Special, SJ, Super | - | - | - | |
a pretty powerful, wide, stationary version of Storm rush. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 9 | 3 | 11 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
OTG | Chain, Special, Super | - | - | - | |
5 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 13 | 6 | 32 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super, SJ Cancellable 22~38 | - | - | - | |
Storm uses his tongue to hit his opponent. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 11 | 6 | 39 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, SJ, Super | - | - | - | |
5 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 5 | 14 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
very fast, but that's about it |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 10 | 3 | 35 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super SJ cancellable 22・42 | - | - | - | |
Storm attacks with spikes, short range but alright damage |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 14 | 5 | 44 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
is a sweep, saved by it's monstrous hitbox |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 14 | 8 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
a downward punch, good angle |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 9 | 5 | 24 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super | - | - | - | |
Storm licks upwards, mostly used for air combos |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 12 | 5 | 32 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flying screen | Special, Super | - | - | - | |
Jumping twisted tentacle arm. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 12 | 8 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
Jumping neck tap. Good priority. One of his best jump-ins. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 11 | 5 | 16 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super | - | - | - | |
Jumping bodyspike trap. Great priority, great as a followup from a jump in. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 12 | 6 | 18 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flying Screen | Special, Super | - | - | - | |
Jumping attack similar to Storm rushr rotating for longer. |
Special Moves



This move has a quick start up time making it easy to combo with, plus the angle it travels at is handy for juggling.


it's a good anti-air attack, anti-dash-in attack, air combo finisher and is also good for aerial confrontations. Just make sure that you don't land behind the opponent.


Because of the start up time, your Storm Rush doesn't have much use in combos, but it can be an unexpected surprise to throw out there when you're far away and your enemy is chucking beams at you, but don't throw this out at random. If it's blocked or it misses, you will get punished severely.




Storm won't follow up after the web connects if you're too far away though.


Slow startup, but great damage if it connects. You can rotate the pad/stick and press buttons for more damage.
mostly used for an unexpected counter.
Super Moves



The big drawback with this super is the start up time means you won't be able to use it in many combos, but that's not too big of a problem since :
- this is a great super to DHC into or out of.
- your other super move is much faster.



This is very easy to use in combos because of its fast start up time, and it does a ton of damage.
Also, since Storm's Hard Punch throw wraps his opponent up into a web letting him combo afterwards, it's a piece of cake to set up your Death Bite safely and consistently in a match.
the biggest drawback here is that when you use this with your opponent in the corner, sometimes the majority of the hits will miss, so you'll want to stick to other moves and your corner bnbs when your enemy is cornered.
Assist Moves

One of the best assists in the game.
Has a quick recovery, and fits in almost everywhere.

it's more of a surprise attack and good for confusing your opponent.
While they're blocking it, dash up to your opponent and start mixing up your attacks or throw them.
It's also good for setting your primary character up for attacking.
His assists are generally terrible. Storm Fang is decent, and Storm Rush can be semi-disruptive.
The Basics
Combo tree
Storm Web J.Fierce, J.Roundhouse | | | | (in corner) ------------------------- C.Short | | | | | | | | S.Jab/S.Short C.Fierce C.Short C.Forward, | | | C.Roundhouse | | | | | (in corner) | | | jab | jab | Storm Fang | Storm Fang ---------------------- | | | | | | | | | S.Strong S.Forward S.Roundhouse | | | _______| | | | | | | | SJ.Jab short V |Storm Fang, | SJ.Short --Storm Rush,| jab | | | jab |Web Throw | | | Storm Fang,| | | | | _____| | -------->Death Bite | ---------------- | | | ----------------- | | | | SJ.Strong (small character) C.Strong/ | SJ.Forward SJ.Forward C.Forward C.Roundhouse [AC Finisher] [AC Finisher] | | | | ----------------- | | -------------- | | | | jab ->Death Bite Storm Fang, | short | Storm Rush,--
Combos
- 5
>
Storm Fang
- 2
>
Storm Rush
- J.
> 5
> 5
>
Storm Fang
- 5
> 5
>
Storm Rush
- J.
> 2
> 2
>
Storm Fang
- 2
> 2
>
Storm Rush
- J.
> 5
> 5
>
Storm Fang
- 5
> 5
>
Storm Rush
- 5
> 5
>
Web Throw
- J.
> 2
> 2
>
Storm Fang(OTG)
- 2
> 2
>
Storm Rush(OTG)
- J.
> 5
> 5
> SJ.(
>
>
>
> [AC Finisher])
- 5
> 5
> Death Bite
- 2
> 2
> Death Bite
- 5
> 5
> Death Bite
- 2
> 2
> Death Bite(OTG)
- 5
> 5
>
Storm Rush > Death Bite
- 5
> 5
>
Storm Rush > Death Bite
- 2
> 2
>
Storm Rush(OTG) > Death Bite
- 5
> 5
>
Storm Rush(1-Hit) > Storm Web
- 5
> 5
>
Storm Rush(1-Hit) > Storm Web
- 2
> 2
>
Storm Rush(1-Hit > OTG) > Storm Web
Corner combos :
Bnb AC : SJ.( >
>
>
>
)
- 2
>
Storm Fang
- J.
> J.
> 5
> 5
> Bnb AC > 2
(OTG) >
Storm Rush
- 5
> 5
> Bnb AC > 5
(OTG) > 5
> JF.(
>
>
Storm Fang)
- (Back to Corner) Web Throw > 5
(OTG) > 5
> Bnb AC > 2
(OTG) >
Storm Rush
- (Back to Corner) 5
> 5
>
Web Throw > 5
(OTG) > 5
> Bnb AC > 2
(OTG) >
Storm Rush
- (Back to Corner) 5
> 5
>
Web Throw > 5
(OTG) > 5
> Bnb AC > 5
(OTG) > 5
> JF.(
>
>
Storm Fang)
- Storm Web > 2
(OTG) > 2
>
Storm Fang
- Storm Web > 2
(OTG) > 2
>
Storm Fang
- Storm Web > 5
(OTG) > 5
> Bnb AC > 2
(OTG) >
Storm Rush
- Storm Web > 5
(OTG) > 5
> Bnb AC > 5
(OTG) > 5
> JF.(
>
>
Storm Fang)
- J.
> J.
> 5
> 5
>
Storm Rush(1-Hit) > Storm Web > 5
(OTG) > 5
> Bnb AC > 2
(OTG) >
Storm Rush
- 5
> 5
>
Storm Rush(1-Hit) > Storm Web > 5
(OTG) > 5
> Bnb AC > 5
(OTG) > 5
> JF.(
>
>
Storm Fang)
Strategies
Storm is a defensive/counter-attacker character. she plays best near his opponent. Getting to your opponent is very easy for Storm. Simply use his dash, air dash or Storm Fang. When playing close, mix up your jump-in attacks, high and low attacks, launcher attack, Storm Fangs and ocassionally throw out a Web Throw to surprise your opponent. If a launcher attack or heavy attack gets blocked, cancel into a
Storm Fang to be safe.
At a distance, use Web Throw to surprise your opponent. Make sure you use the right one. If they throw out a projectile, punish with Storm Fang or Storm Web.
Storm's about power and high health, so don't worry about eating a super, because you can probably stage a come back. Some assists are harder to combo into, but others are easier. Tron's throw is a great setup. Ruby Heart's Sublimation, is also great, but wait until the last hit to connect before activation. Assists like Ruby Heart's are difficult to judge for a Storm Web, because if you screw up the timing, Storm won't complete the entire super. You should always keep them guessing with his moves, combos, and supers. Storm is great against almost every character in this game, so don't be afraid to use him against any character.
For some reason I can't imagine, Capcom has made it a little more difficult to air combo with Storm. You can no longer pull off 12-hit, high-damaging air combo anymore. You'll be lucky enough to pull of a then do a forward kick. But I guess his improved ability to do ground combos sort of makes up for it. The best way to get all the hits in is to dial through the buttons at a slow pace--if you dial too fast, the
probably won't hit. Against small characters, you should skip the
after the
, and just do a forward kick, followed by an air combo finisher.
Use 5 or
Storm Fang to counter jump-ins. If an opponent jumps in and Storm connects a 5
, cancel into a
Storm Fang or a
Storm Rush. You can also use a
Web Throw to tag a jumping opponent, but you must be able to anticipate the jump and you also must throw it out at the right time. Make sure you don't throw out a
Web Throw too early--your opponent could anticipate it and punish you severely.
Use 5, 5
or
Storm Fang to counter dash-ins. Also use 5
to punish opponents from mid-range. If you throw out a 5
and it gets jumped over, cancel into a
Storm Fang to avoid punishment. Use J/SJ.
or air
Storm Fang for aerial confrontations.
Storm's dash is very effective. she travels quickly along the ground on all fours. she can go under most projectiles and it's good for getting close to your opponent and starting combos.
Both of Storm's supers are very effective. Neither one of them are meant to be thrown out at random. Storm Web is used strictly for punishing mistakes and to counter projectiles—It does most damage of both of his supers. If you detect a projectile about to thrown out or your opponent just screwed up, do a Storm Web immediately. If it connects in the corner, you can OTG afterwards. It will cancel off of a Storm Rush, but you must be very quick about it. As soon as you se the first hit from the Storm Rush connect, cancel immediately into a Storm Web.
Death Bite is used only in combos or for an opponent that is nearly dead. It combos nicely off of any medium attack or a 5. It can also be cancelled into off of a short Storm Rush. Always make sure that it connects--you'll be left open if it's blocked or super jumped over.
Advanced Strategy
Although many beginners like to use him, she is anything but a beginner's character. It is going to take a while to learn how to use him. You won't win with Storm by simply mashing buttons. It takes skill, patience and planning to win with him.
- Storm is a large target, so be careful of dialers. Don't use the Storm Fang or Storm Rush recklessly, or you will be punished.
Storm's best assets are his power, his stamina, and his insane priority. Storm has uses ranging from keep-away, anti-air, and countering. His best move also doubles as the best assist in the game, the Storm Fang.
Storm Fang is great for ending combos, countering fireballers, and anti-air. Storm has great air priority, as well as great comboability in the air and on the ground. she's been sped up a bit since the first Marvel vs. Capcom, so his recovery is quicker than before.
Storm's dash allows him to travel under some projectiles and some attacks. Storm also has an air dash similar to Spider-man's. It's useful for getting out of a tough situation and to avoid beam supers. It can be cancelled by doing any attack.
crossing up the opponent won't invert the special move inputs but will invert their direction, so you can use air Storm fang to continue pressure even if your opponent crosses under you