which tourney was it, and do you have any links to some of the matches,
Your in luck cause I have a link to the entire tourney Justin.tv - Fight for Relief - Fight for Relief: A Charity Tournament for Japan when I have time ill post it in the video thread with all the time stamps but for now you’ll just have to weed through it yourself.
Anybody know the properties of Lighting Attack? You know like safety and priorities.
Dont kno if this has ben posted or found but i have found a loop that may be an infinte i dont have the execution down just yet to consistenly do this but the commands are c.h jump float cancel heavy and repeat ive only done this in the corner and can only get 3 reps so far if this is an infinte storm may have just gotten a lot more powerful. You can do this midscreen so anywho who has good execution skills please test this for me
Edit 3 1/2 loops damage 307,000 hitstun deteriation not effecting the combo yet so more damage is possible
Well I should be getting the guide today or tomorrow so ill post the data of that move, Ill prolly post all her frame data after exams are over as well.
I?ve heard people say jH is a good lead-in attack for air-to-ground, better than jS in some situations. But for some reason it feels unnatural to me. How do you guys tend to connect it? Like a box jump IAD? A tri-jump? A normal jump in? I guess I?m just wondering what any of her good air-to-ground options are, I always felt like I had to choose between an awkwardly spaced jS or an empty jump cL.
j:h: has more hit stun so its easier to link your combo. But the hit box for j:h: is way out in front of her, and doesnt really reach below her. As you know j:s: is down and in front of her so it can be a better option for swooping down on someone with.
But j:h: has its uses, its great in air combos, and with an Instant Air Float(IAF) its hit box is fine for hitting grounded opps.
Know what I would like to know is; what are the start up frames for both moves.
Related topic:
Ive been having alot of luck with j:m: for normal jump air to air combat.
From outside of normal range I will go for a j:m:j:m:j:h:.
It gives me an instant over head for standing opp or great air to air attack for jumping ones.
If it connects on either a standing or jumping opp then you can easily combo into cr:m:cr:h::s: ^ ATJ(all that jazz)
Its basically like skipping the first part of her BNBs.
Now I didnt do this when I was playing earlier (and Im at work now) but I bet you could box jump (instant adf) j:m:j:h: or box jump j:s: for a similar effect and a different Air to Ground option.
Cause j:m: is da bomb
Well its -16 on block and the guide says to use it only in combos cause it doesn’t have to many properties.
Man is there an easy way you could scan the frame data for storms moves from the guide and post in here on SRK.
I dont want to ask to much of you, and honestly I dont even know what the layout of the guide is.
If there is anything you can do to help provide some frame data we would def appreciate it.
You guys wanna help build a thread for punishing w/ E.Rage.
E.Rage has many properties that make it an excellent punisher.
*Fast start up
*Adjustable range capable catching opps at any distance
*Cinematic Hyper state, causes everything to wiff her (basically invincible) after it connects with opp.
*Best DHC glitch starter in the game (IMO)
I didnt want to start a thread for this until I had some information to work with.
A few that im aware of now would be:
E.Rage on reaction to projectile and Hyper that leaves opp in any type of non-invincible state (i.e. not Bionic ArRRrM)
Punish Akumas Hyper Hadoken on block.
So Id like to compile 2 list I suppose:
- Moves that can be punished by E.Rage on reaction
- Moves that can be punished by E.Rage on block
Anyhelp would be appreciated; maybe we can split the work up between a few of us.
Or if we can meet up Xbox live with mics on we could brainstorm and move through alot of the possibilities pretty quick.
I like the idea, but instead of making a brand new thread, we can just pm the OP our ideas and update the first post, because think about it, once we have posted all the punishes on all the casts moves what more are we gonna post? So I figure why not expand on the idea and make like a general guide on the properties of all storms moves? Just my 2 cents, ill gladly add any input I can, and since ill be home soon ill actually have a game to test shit out on.
^nice idea, what thread are you thinking of adding it to?
Ill add you on Xbox…
I work long hours on Sat and Sun; 13 and 11 respectively, so I wont be able to help tonite.
But I dont work Mon-Wed so Ill have alot of time to test then.
Do you wanna start with either CAPCOM or Marvel character and ill do the other, and we can go from there?
EDIT:
I just added you on Xbox but it looks like you dont play MVC3 on there.
But it would be tight to have two ppl with mics working on this so we dont have to program the training dummy over and over again.
Oh no I play marvel, Im just at university and as such haven’t played my 360 since december. I should be on from the 14th, ill add you on xbox.com though. I was thinking about adding it here, I figure it fits this thread the best since any new storm player will probably come here first. As for which characters I wanna start testing it on, well lets just wait till I get back and we can work from there.
I’m new to Storm & was wondering how do you guys approach with her?
First I had iron man with zero & tron and his triangle jump was really good for starting rushdown.
Then i had trish with dante and dormammu and i used her iad/square jumping C to start my offense.
now im running storm dante and dormammu and neither her tri jumps nor square jumps feel as “natural” as iron man’s and trish’s.
so how do you guys like to approach?
I don’t own it yet, just burrowed it off a friend, but don’t worry when(or if) I pick it up ill post the frame data. Summers here, so ill have TONS of spare time, might as well help out the community.
I had a minor glitch occur with Storm the other day and im curious if you guys have ever seen it happen.
When I called my Hail Storm, instead of swooping up and back; Storm moved up and into the background; into the 3rd dimension. She even got smaller as she mover back, as you would anticipate something to look if it moved away from you in real life.
So at the least this was interesting.
But I wonder if she would actually sidestep attacks, if I could get this to happen consistently
I was wondering if you guys had any general advice or tips on Storm runaway? I’m decent at it, so it’s not like I’m at square one, but I figured if we share our techniques we can only improve collectively. Obviously I do a lot of super jump, float, then move around so as to avoid them. Sometimes call an assist while sj floating, etc. Also I like to empty tri-jump fwd and back just to vibrate and be confusing. but it seems the sj floating is the main key to her runaway, no?
Now when an opponent stays in the air (jump height, not sj height) during all this running, shouldn’t we be able to, at some point, jump up and pop them with a quick MMS or some such air combo?
this?
[media=youtube]tvVOwOK2ArI&feature=mfu_in_order&list=UL[/media]
its not an infinite
I rarely run with Storm, only if im trying to recharge health or run the clock out in a pinch.
But I just sj:ub: airdash:ub: LA:ub: (or whatever direction i need to get away) or Fly and AirDash around you know. Or sj:ub: Float to the other side and so on.
And proper assist calling when possible.
LOL crazy. Can you recall any of the other details? Was it a raw hailstorm or DHC’d? Were you in xfactor? …What stage? Would love to recreate this.
Don’t forget that after you do super jump float bs you can fly, and rapidly airdash in whatever directions you want. I avoid lightning attack because I believe that you are vulnerable 'til you land (correct me if I’m wrong). Only time I’ll use it lightning attack forward then down-down or down-downforward to try to reach the ground. I feel at a definite disadvantage when they’re grounded underneath me with me coming down above them. I hate the dash under you over and over omg which side am I on mindgame. I take to superjump mode with storm a lot and carefully pick an opening with airdash S.