User:Kousor/Sandbox

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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

Strengths Weaknesses
  • Storm is FAST: not as fast as Magneto, but she’s probably second fastest in the game.
  • 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 interactions and force you to stay grounded
  • 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
  • She’s a little hard to learn.: key word being little
  • Low health: She can’t take hits well.
  • 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

Character Summary

Special Moves

Typhoon (Projectile)
  • Qcf.png + K.png
Vertical Typhoon (Ground Attack)
  • Hcb.png + K.png
Lightning Sphere (Projectile)
  • Qcb.png + J.P.png
Lightning Attack (8-way Dash attack)
  • Hp.png+Lk.png
Fly mode
  • Qcb.png+Lk.pngHk.png
Super Moves

Lightning Storm
  • Hcf.png + Lp.pngHp.png
Hail Storm
  • Qcb.png + Lp.pngHp.png
Assist Moves

Type α - Projectile Type
  • Assist: Hk.pngTyphoon
  • Counter: Hk.pngTyphoon
  • Combination: Lightning Storm
Type β - Expansion Type
  • Assist: Lightning attack
  • Counter: Lightning attack
  • Combination: Lightning Storm
Type γ - Variety Type
  • Assist: Lk.pngVertical typhoon
  • Counter: Lk.pngVertical typhoon
  • Combination: Hail Storm
MVC2 Storm art.png

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

File:Mvc2-Storm.png

Moves List

Assume everything below deals good damage and has good range ↓

Normal Moves

Light Punch
5Lp.png
MVC2 Storm 5LP.png
yes, your light punch is a poke
Damage Startup Active Recovery Guard
- 9 3 20 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, SJ, Super - - -

Storm will throw out a quick jab with a bit of lightning on it, not much added range by it.
Good for a combo starter.


Medium Punch
5Mp.png
MVC2 Storm 5MP.png
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 - - -

Storm’s cross, general combo filler


Heavy Punch
5Hp.png
MVC2 Storm 5HP.png
Chomp
Damage Startup Active Recovery Guard
- 8 8 41 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, SJ, Super - - -

Storm will do an open palm thrust with both hands
this move has very, very nice range thanks to the lightning that comes from her palms and goes a pretty lengthy distance in front of her.


Light Kick
5Lk.png
MVC2 Storm 5LK.png
Damage Startup Active Recovery Guard
- 6 1 21 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
OTG Chain, Special, SJ, Super - - -

Storm throws out a little kick towards her opponents shin and knee area (Or their head if it’s Kobun)
can OTG someone and then be linked to her Hk.png and launch them into another combo.


Medium Kick
5Mk.png
MVC2 Storm 5MK.png
Damage Startup Active Recovery Guard
- 6 24 22 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, SJ, Super - - -

Storm throws out her left hand at her opponents waist and then generates a whirlwind from her hand
you can link this to a Hk.png for air comboing.


Heavy Kick
5Hk.png
MVC2 Storm 5HK.png
Damage Startup Active Recovery Guard
- 14 3 40 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher Special, SJ, Super - - -

our main launcher, she does a high kick and generate a large tornado
this move has nice range and probably the most favored way to start an air combo.


Crouching Light Punch
2Lp.png
MVC2 Storm 2LP.png
Damage Startup Active Recovery Guard
- 9 3 11 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
OTG Chain, Special, Super - - -

5Lp.png but low


Crouching Medium Punch
2Mp.png
MVC2 Storm 2MP.png
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 brings her fist overhead and then slam it down to her opponent
great move alone but can’t say much because you can’t use middle punches or kicks freely in this game.


Crouching Heavy Punch
2Hp.png
MVC2 Storm 2HP.png
Damage Startup Active Recovery Guard
- 11 6 39 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, SJ, Super - - -

One of Storm’s launchers, it’s a lightning uppercut.
no real added range on this attack because she throws her fist upwards, but could make a decent anti air if you need one and don’t have time to call for an assist.


Crouching Light Kick
2Lk.png
MVC2 Storm 2LK.png
footsies
Damage Startup Active Recovery Guard
- 6 5 14 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, SJ, Super - - -

Storm slides one leg at her opponent and strikes their ankles
rarely used move since 5Lp.png is much easier to combo into a 5Hk.png unless when crossing up


Crouching Medium Punch
2Mk.png
MVC2 Storm 2MK.png
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 raises herself on one hand and strike both legs out to sweep her opponent, with wind coming from her feet
this will make them fall and if you are fast enough, cancel into the lightning storm
be careful is they roll though.


Crouching Heavy Kick
2Hk.png
MVC2 Storm 2HK.png
Damage Startup Active Recovery Guard
- 14 5 44 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Another one of Storm’s launchers, it’s just like her standing roundhouse but crouching, and she doesn’t kick as high, nor is the tornado nearly as large as it was before. it's wider but will knock either Storm or her opponent back just a little making it a bit harder to jump after them and combo.


Air Light Punch
j.Lp.png
MVC2 Storm J.LP.png
Damage Startup Active Recovery Guard
- 6 14 8 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -

Storm throws her jab out at a slightly downward angle.
An air combo filler, and all it’s good for


Air Medium Punch
j.Mp.png
MVC2 Storm J.MP.png
Damage Startup Active Recovery Guard
- 9 5 24 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, Super - - -

Storm will bring one hand behind her head and swing the other
pretty good range but nothing notable


Jumping Heavy Punch
j.Hp.png
MVC2 Storm J.HP.png
Damage Startup Active Recovery Guard
- 12 5 32 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying screen Special, Super - - -

Think of it as Magneto’s Fierce punch, but this one is lightning attached.
This is probably Storm's best air attack.


Air Light Kick
j.Lk.png
MVC2 Storm J.LK.png
2LK but jumping
Damage Startup Active Recovery Guard
- 6 12 8 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -

She does the pose of Lui Kang's flying dragon kick but does not fly across the screen sadly.
It's quick and easy to combo, but does very little damage, outshined by the other options.


Air Medium Kick
j.Mk.png
MVC2 Storm J.MK.png
Damage Startup Active Recovery Guard
- 11 5 16 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, Super - - -

Guile’s summersault kick in reverse.


Air Heavy Kick
j.Hk.png
MVC2 Storm J.HK.png
Damage Startup Active Recovery Guard
- 12 6 18 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying Screen Special, Super - - -

Storm does a little back flip in air and leaves a trail of wind as her feet
a nice air-to-air attack if they’re above or in front of you.
the kick is a gust that becomes about the size of Sentinal.
it does good damage and has great range

Special Moves

Name
Command
Damage
Special Properties (glossary)
Typhoon
Qcf.png + K.png
Airok.png Storm summons a typhoon, which is her main projectile. Can do up to 4 hits .
Will bypass and ignore other projectiles
This is one of the best projectiles in the game since it can’t be canceled, not even by a hyper combo.
it’s slow to come out and recover, but it’s wide so it can be a little hard to jump over if it isn’t timed right
basically Storm will throw her hands towards the ground and shout "Typhoon!" and then send a get the screen to herself onent, this can be used to stop dash ins, hyper combos, projectiles, and getting through Doom’s rockets and canceling Spiral’s swords in the sword dance trap.
Vertical typhoon
Hcb.png + K.png
Airok.png She sends out the tornado shaped wind out from under the person all the way up the screen in a verticle motion, doing up to 6 hits.
This move is a great move to use against those pesky Cable players.
useless on the most part unless done in runaway or countering runaway, those are the only time this move is done since it's quite slow, easy to see coming and can actually be walked away from.
Lightning sphere
Qcb.png + J.P.png
Airok.png Can only be preformed in air. She sends out an electricly charged sphere across the screen. Lp.png version goes diagonally down while Hp.png version flies horizontaly across the screen.
They both do the same amount of damage so it just depends on which direction you want it to go.
Lightning Attack
Hp.png+Lk.png
Airok.png Storm launches at her opponent with a hand full of lightning, very similar to Wolverine's Drill Claw.
This can be done in any direction and also performed in the air. From the ground she cannot angle it downwards though.
This plays a big part in both combos and running away.
This attack can be done three times in a row, but must be pressed again before it stops completely, the third time you do this the move will no longer be hyper-cancelable so make sure to cancel it on thefirst, or second one.
Fly mode
Qcb.png+Lk.pngHk.png
N/A
Airok.png enters Fly mode

Super Moves

Name
Command
Damage
Special Properties (glossary)
Lightning storm
Qcf.png + Lp.pngHp.png
Great super.
does nice chip damage, can be comboed into fairly easily, can be DHC’ed perfectly
Storm will Spin around quickly and yell “Lightning Storm!” and lightning bolts will fill the entire screen.
Hail storm
Qcf.png + Lk.pngHk.png
Iconic MvC super
Storm will take her sweet time raising from the ground and to the edge of the screen behind her, then summons raining pieces of ice on her opponent, this super is almost inescapable unless you are directly under Storm since that’s the only place the hail doesn’t hit
this move has literally 0 recoverywhat so ever so it is the safest Hyper combo to DHC to in the entire game
widely used since even on block it deals absurd chip damage

Assist Moves

Name
Damage
Cross-Over Combination
Alpha Counter
Notes
Alpha.pngHk.pngTyphoon
Lightning Storm
Hk.pngTyphoon
Really not a bad choice for an assist.
The Whirlwinds hit multiple times so it’s good for chipping and pressure.
Remember to protect Storm from attacks since she has low health.
Beta.png Lightning attack
Lightning Storm
Lightning attack
Widely used assist, usually if you already have someone on your team with a projectile assist.
f she hits with this, the opponent will be launched in the air, but will be able to block on the way down.
If they block, then she will land right next them ready to get demolished, so protect her at all costs.
Good if you surprise people with this. Can also be used for setups.
Gamma.png Lk.pngVertical typhoon
Hail Storm
Lk.pngVertical typhoon
This assist generally sucks because it takes too long to come out.
Also you can’t do a team combo starting with Storm because she goes flying off somewhere first. picked mostly for Hail storm not the assist itself

Storm in that case.

The Basics

Combos

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.png 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.png 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.png 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 Hp.png 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.png probably won't hit. Against small characters, you should skip the Hp.png after the Lk.png, and just do a forward kick, followed by an air combo finisher.

Use 5Hk.png or Hp.png Storm Fang to counter jump-ins. If an opponent jumps in and Storm connects a 5Hk.png, cancel into a Hp.png Storm Fang or a Hk.png Storm Rush. You can also use a Hp.png 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.png Web Throw too early--your opponent could anticipate it and punish you severely.

Use 5Hp.png, 5Hk.png or Lp.png Storm Fang to counter dash-ins. Also use 5Hp.png to punish opponents from mid-range. If you throw out a 5Hp.png and it gets jumped over, cancel into a Hp.png Storm Fang to avoid punishment. Use J/SJ.Hk.png or air Hp.png 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 5Hk.png. 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



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