Marvel vs Capcom 2/Storm

From SuperCombo Wiki

Introduction

OH! OH! OH! OH! OH! OH!
Runaway, Rushdown, Hailstorm, DHC.
'Nuff said.

Probably the most well-rounded of the big 4 (Sent doesn't count, he's a big robot), Storm is a character you don't wanna kill off, because even with a pixel left, being able to DHC into Hailstorm is a big threat.

Colors

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

Mvc2-storm.png

Moves List

Normal Moves

Command normals

8-way Air dash (aironly): Hold a direction and press lp + hp.

Float (aironly): Hold up in air to fall down slower.

Special Moves

Name
Command
Damage
Special Properties (glossary)
Typhoon (Whirlwind)
qcf + k
airok Storm's beam-like projectile. It will go right through other projectiles, instead of being cancelled. Can be used sparingly to pin big characters down. Combos into Hail Storm.
Vertical Typhoon
hcb + k
airok Storm calls out vertical typhoons that track the opponent. The startup time on this is HUGE, so don't abuse it (esp. against Cable). One scrub tactic is to sj. v.Typhoon, then Lightning Attack xx DHC (if the typhoons connect, they will bounce up into the LA). THIS IS NOT AN "INFERNO!"
Lightning Attack
dir + lk + hp
airok Repeat up to three times. Storm flies across the screen with a lightning ball in her hand. Since this move is 8-way and can be done three times in a row, it can be used to catch sj/flight happy opponents, especially Sent. It's also great for run away. Though it's relatively quick, there is some startup on each rep, so be careful. On connect, you can combo into Lightning Storm. AHVB safe on block. (it is right?) Also, does anyone know the specifics of the unblockable?
Lightning Sphere
hcb + p
aironly Using her j.MP animation, Storm throws out a ball of lightning like her MP in XvSF. LP version goes straight, while HP goes df. Since the ball is pretty small, its not really useful, but can be TK'd.
Hikou (flight)
qcb + lk + hk
airok Do again to end. A big (and noticable) startup, combined with relatively slow speed makes this move pretty useless in real gameplay. Can be used to do a stupid j.LP infinite though...

Super Moves

Name
Command
Damage
Special Properties (glossary)
Lightning Storm
hcf + lp + hp
airok Used mostly at the end of an air combo into a DHC, but can be used to surprise flight-happy Sentinels. If the opponent is offscreen, the lightning may not hit them at all.
Hail Storm
qcb + lp + hp
Mash.png Storm's trademark super, Hail Storm is great for chip damage, assist punishing, and DHC'ing in and out of. You can use it randomly if you or your opponent is feeling scrubby. Does random damage (30-60pts), and is randomly button mashable. You'll get extra ice at the end if you you mashed it.

Assist Moves

Name
Damage
Cross-Over Combination
Alpha Counter
Notes
Alpha.pngHk.png Typhoon
Lightning Storm
Hk.png Typhoon
Arguably Storm's best assist. Like the special, the typhoon will go through some projectiles, saving your ass at random times. All in all though, not that special.
Beta.pngLightning Attack
Lightning Storm
Lightning Attack
Disruptive, hard to punish.
Gamma.pngLk.png Vertical Typhoon
Hail Storm
Lk.png Vertical Typhoon
This assist is used in traps (Cable, Sent), but since its SO slow to come out, most people just choose Alpha.

The Basics

Bread and butter combo

(S.RH ^ SJ.LP->SJ.LK->SJ.MP->SJ.MK, Lightning Attack, Lightning Storm)

Infinites

On Everybody

(SJ xx ADDF, jLK, jRH, repeat) (SJ xx ADDF, jRH, repeat)

On Sentinel Only

(jLK,jLK,jFP,jRH,land, repeat)

Against Sentinel

In the air, you need to be able to connect Lightning Attack xx Lightning Storm on him. On the ground, you need to be able to do the infinite on him.

Advanced Strategy