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
LP: Very quick but poor range and causes a ton of pushback (moreso when dashing), but has great juggle properties. Lighter characters get bounced pretty high but it's pretty easy to infinite heavier characters in the corner with this.
MP: Deceptively short range. Knocks downwardish after juggling. Sorta OK as a poke but c.MP actually has better range.
HP:
LK: While most self-chainable moves can be crouched during the rapid-fire to chain onto their crouching versions, this move cannot be. It may also be her only normal not affected (or at least not really usable) by her hitstop bug.
MK:
HK: Deceptively high hitbox makes it miss shorter characters
c.LP:
c.MP:
c.HP: Launcher.
c.LK: has a quirk when self-chained. If timed right, you can "stand cancel" one of them, so that the hit comes out but you have zero recovery (it'll almost look like Storm hit them with nothing).
c.MK:
c.HK: Unlike later games, this is only a sweep, not a launcher.
j.LP:
j.MP:
j.HP:
j.LK:
j.MK: Can launch grounded opponents (provided it can hit them) and great for air juggles.
j.HK:
Notes: Recovery on most of Storm's light/medium normals is very fast.
All of Storm's normals are sort of considered projectiles (when looking at recent emulator hitbox scripts). They also have bugs where if you have just-frame timing, you can cancel out to avoid hitstop (via chain, self-chain, special or SJ cancel), which makes for combos that wouldn't normally work. c.LK xx Lightning Attack normally would not combo, but c.LK x2 (when canceled properly to avoid the hitstop) will. Oddities can occur like this in the air as well during chains or hitting right before landing, then the landing cancels the hitstop effect on her.
Storm's ground dash has frames of invincibility.
Floating Descent (float) - Hold up while descending during a normal or super jump. Speed of normal attacks is increased while floating.
Air Dash - Direction + 2p or 2k (no direction = straight dash). An air dash in normal jump mode will give you a full chain, but doesn't extend the one special per jump limit.
Special Moves
Typhoon: QCF + P (ground/air)
A quick starting, controllable projectile with a bit of recovery. Punch strength determines relative speed, plus toward or back make it faster or slower.
Lightning Attack: Same Strength P+K+direction (if no direction, goes straight. ground/air)
2 hits (if in range) + can go into one other Lightning Attack. Storm can combo a ground to ground throw after this.
- Lightning Attacks done in normal jump mode cannot do anything except X-Specials/Supers on the way down. If an opponent attacks and Storm attempts to block, she can do normals, but still no specials.
- Lighting Attacks in SJ mode can do specials on the way down (and from there, do normal attacks), and everything else. If Storm does nothing and the opponent attack/Storm goes into block mode, she regains all her actions save air dash if it was already used.
Wind Barrier Stand QCF + Kick (after being knocked down)
Said to give you some invulnerability on wakeup, research is needed.
X-Specials
Flight: QCB + 3P (ground/air, "spin up" has some invincibility frames)
You can block while flying, and have a fill zig-zag chain. Lightning Attack will cause you to land (unless the fall is cancelled by something), as will a downward air dash with an attack. You can attack while on the ground, but once you try to move, you'll be flying again.
Wind Push/Pull (ground/air)
QCF + 3K: pushes opponent away from you
QCB + 3K: pulls opponent towards you
Both have uses in combos, although push would be used in the corner (typically). During the push/pull, you are vulnerable to attack, hence pull should be used with caution unless it's in a combo.
Super Attacks
Lightning Storm: QCF + 2P (ground/air)
Has frames of invincibility on startup like all supers, but they run out before the super starts, so you could end up getting smacked out of it if not careful. HP Throw -> super works on most (light-middle) characters to combo into it. Storm can combo a ground to ground throw after this.
If you dash as the last sparks are flying off the screen (causing them to reappear), they will guardbreak airborne opponents.
Hail Storm: QCF + Start (ground only)
Some invincibility during the spinup(?), but it's still over a second until the super actually comes out. Does alot of chip and can be mashed for more, should it actually hit, it may leave the opponent frozen. If it actually hits, you and your opponent need to have a talk.
The Basics
Storm can combo a ground-to-ground throw after a Lighting Attack and Lighting Storm.
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.
Advanced Strategy
Misc.
Version 2.X Differences:
All LKs have faster recovery.
Can't air dash at the lowest point in flight.
Air typhoons have less recovery.
j.HK juggles in the air instead of knocking downward.