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== Introduction/Summary == | == Introduction/Summary == | ||
'''Ground Chain''': Punch to Kick (any)<br> | '''Ground Chain''': Punch to Kick (any)<br> | ||
'''Normal Jump Chain''': | '''Normal Jump Chain''': Zig Zag 1 Rules with NJ limits<br> | ||
'''Super Jump Chain''': Zig Zag 1<br> | '''Super Jump Chain''': Zig Zag 1<br> | ||
'''Tech hit type''': Escape/Safe Fall<br> | '''Tech hit type''': Escape/Safe Fall<br> |
Revision as of 03:08, 11 December 2006
Introduction/Summary
Ground Chain: Punch to Kick (any)
Normal Jump Chain: Zig Zag 1 Rules with NJ limits
Super Jump Chain: Zig Zag 1
Tech hit type: Escape/Safe Fall
Weight Class: Feather
Moves List
Normal Moves
Note: Recovery on most of Storm's light/medium normals is very fast.
Special Moves
Super Attacks
The Basics
Storm can SJ and dash up to the top of the screen and stay up there with:
-Lighting Attack (once or twice), Typhoon, repeat.
Varying the direction, strength, timing and amount should keep you from getting whacked so long as you don't get predictable. Great way to build meter. Mix it up with Wind Push (costs meter) to really keep them off you.
- If you're on a stage where the floor breaks, you can easily stay up and out of reach of certain opponents.
- When Storm is dizzy, you may note she stands up into a few frames of her regular stance. From here (and any point in her dizzy) she can Lightning Attack. Because it's not invincible it's not exactly a "get out of jail free" card.