MAKE IT RAIN! - The Storm Thread

I’m considering rocking with Storm(ww), Dante(jam session), Frank(cart) what do you guys think?

I also really wants to try keep playing with Dorm on my team, as a 2nd or anchor but then i’m lacking a good assist for storm (crucial imo for a storm to do her magic)
Got any suggestions?

Well dorm has a really good assist for storm tbh, its not tatsu, but its attached to a better character than akuma so its manageable. But if your determined to have storm and dorm with a sick assist why not akuma? The assist locks people down long enough for storm or dorm to run a series of mix-ups, has high enough priority to create breathing room for both of them and unless Im mistaken storm can get an elemental rage of a connected tatsu and dorm should be able to get a chaotic flame of it as well.

As for your first team, I actually think thats a good team, but id do storm/frank/dante, this way your team is always a threat, you have storm on point with 2 deadly assist and if storm dies, you have frank and dante which at the moment seems to be a pretty potent combination, and if frank dies you have dante, I don’t think I need to say more about that lol. In your current order, if storm dies, and they get a hit on dante, theres nothing stopping them from x-factoring to kill dante since frank isn’t as deadly on his own, but the way I ordered the team they have to pick their poison, do I x-factor, kill frank and have to deal with a lvl 3 x-factor dante with 3-4 bars?

My secondary team as it stands is Storm-whirlwind/Vergil-rapid slash/???

Calling an assist then pulling them into rapid slash is gross.

EDIT: yall know they fixed the glitch so you can lightning attack x3 into lightning storm right?

and is it just me or is Storm a little bit faster?

I got it working tonight, I’m guessing you’re talking about this one:

Dash in crouching A, crouching B, crouching C, jump forward B, B, C, land and do B, D+C, jump forward C, airddashforward C, land and do B, S, then follow up in the air B, C, S, land and do Hailstorm.

Let me know if that isn’t clear for ya.

Isn’t there any way to get a flight combo at the end of that? I tried for a little bit in the lab today - and the opponent just kept teching out before I could get a j.:l: out (which could just be my execution with her sucking, I’ve only just recently picked her up) - but I keep getting the feeling that there must be some way of getting that in there.

Hey thank you, that worked. :slight_smile:
This combo has 15 hits without Hailstorm. Pretty cool.

The thing is i used to play with akuma but I don’t really like this guy. And from what I’ve heard Franks’ shopping cart is a better assist for storm since if i hit them on the ground they don’t float and I have time to wave~trijump at them and get a grounded combo which sounds nice and I think it has a better hit box.

As for the Dorm assist, I tried to use it alot lately while preparing for ultimate, but it’s really hard to use this assist offensively unless I already conditioned them to block.

One thing I like with this assist is to use it on incoming character and create a nice blockstun with it for mixups.

I understand what you’re saying about the Dante order, but in terms of escaping when the character comes into play - frank really has no escape mechanism for that while Dante got air dash/double jump which really hurts some setups.
In addition I think Dante with no assists isn’t that hot and not that threatening.

And if someone killed my 2nd character with XF2 nothing stops them from killing the 3rd one anyways…

I still don’t have the game, I will only get it on Sunday.
Need to play with Frank to determine whether I should use him or not.

And I still wants to try Magneto again, I wonder if his hypergrav loops are easier now… since jH floats them higher… I had really hard time to pull that off in Vanilla.

Well if you think dante without assists isn’t that threatening, what do you think about a frank west without them? Its still early to tell, but from early impressions a lvl 1 frank west with no assists backing him up is haggar tier in terms of anchor possibilities. When Im picking my anchor I try to pick the character on my team with fewest bad match-ups and its very obvious who it is in your situation.

Your missing my point with the lvl 2 x-factor thing, look at noel brown, combofiend, and justins teams in vanilla, no matter how many characters they had left, there was still that risk of a comeback because they had a solid character at every position. Oh you lvl 1 x-factor to kill combos she-hulk? Well then you gotta deal with with taskmaster/spencer with a lvl 2 x-factor, oh you lvl 2 x-factor to kill taskmaster? Great now you gotta deal with a lvl 3 spencer with like 5 bars. Same with justins team, lvl 1 x-factor to kill storm and remove the dhc glitch? Good job buddy, now deal with a wesker/akuma with a lvl 2 x-factor, x-factor to kill wesker? Now deal with a lvl 3 akuma with like 4 bars. People like x-factoring to kill the threat on your team, but if your team is ordered in such a way that every character is always a potential threat then your opponent just has to suck it up and deal with it.

Plus at the moment frank seems like he will be a deadly point character, but only if he has an assist backing him up, chrisis just recently won a tourney using viper/frank/dante. Really man think about it, I honestly think youll be making a huge mistake running frank on anchor.

I didn’t ruled out your suggestion I’ll give that team setup a try and also try frank as anchor… i just need to get the freaking game :smiley:

Yea I wouldn’t put frank as the anchor. He can be effect if he
Is leveled up but he can’t do that starting in anchor position. He’ll be much more effect in the first two position with storm in the opposite and a good vertical spacing assist anchor.

My storm sucks right now. I can’t hit confirm correctly and zero spamming H eats me alive. I need to work on setups because I suck at opening people up.

What I like about putting frank 2nd is that he has pretty good synergy combo wise with danta assist + team hyper combo to get that lvl 3-4 he needs.
After that I can tag him out somehow and keep him for last or just rocking with him as is.

but maybe switching to the gun shooting assist with Dante might be better for an on point Frank.

I’ll need to experiment with that.

/noobquestions

Out of curiosity, and since I’m bad at being creative, has anyone found a good use for Storm’s fair and foul wind moves yet?

Also, is it pretty much a consensus that Storm is run 1st or 2nd and never as an anchor?

Storm’s not a terrible anchor. She’s very difficult to block because she gets incredibly fast in X-factor 3 mode. However, that’s a double-edged sword. Because she’s so fast, you have to start getting VERY precise with your movements, because doing her instant overhead(which she mixes in with her lows) can be a little hard as you might dash up too far. If you can manage that, and tend to not use a lot of meter throughout the match, she’s ok. But Storm needs a ton of meter to do damage, especially now with the meter gain nerf. So if your first two characters can get by without using a bunch of meter, which should leave plenty for her to burn later,she’ll make a good anchor. Otherwise you’re better off having her first or second. I do think she works better in those positions. You might have to rearrange your game too much if you want her in an anchor position.

Still no really good uses to Fair and Foul Wind yet beyond the obvious. The more I use them the more I start to see that they’re just too risky.

Storm isn’t an optimal anchor cause she requires assists to set-up her offense or defense, but she isn’t a hopeless anchor either, she gets access to some silly combos in x-factor and if your opponent doesn’t have the tools to deal with hail they can die simply from chip(4 blocked hail storms do about 800k damage if Im not mistaken). I play doom/storm/ammy or ammy/storm/doom, and while storm is arguably the weakest anchor of my 3 characters, she is still effective and can hold her own.

As for fair and foul winds, I usually call ammy and then pull/push them into her and then dash in to begin my pressure but yea we still haven’t found really effective uses for them other than irritating your opponent. It was really funny though when I used the push move against a wolvie as he was doing a berserker slash and it completely whiffed cause I messed up his spacing.

In case you didn’t notice, Fair wind is cancelable into elemental rage. REALLY useful.

Storm RULES!

I don’t see how this will be useful since elemental rage pretty much hits anywhere on the screen, if there is something Im missing please let me know but honestly if there is enough time to fair wind ER, why not just ER raw?

Don’t think I will have to change my team save for maybe the order. Turns out that now Fair Wind can drag people out of the corner along with her; which means that if I call Sentinel drone assist and Fair wind, both Storm and the downed opponent are moved from the corner and the opponent is forced to wake up on top of the drones for a free 50/50. So fun.

So is there a good Ultimate Storm BNB goin around? Only asking in here since the combo thread is totally inactive (last post is a DHC glitch video lol) I just emailed myself the combo Sketchspace posted above, but have no idea yet how easy or hard it is or whatever. Ideally I’d rather do more ground stuff than air stuff (since previously she could mainly do one or the other). I’ve been running Doom Strange Sent, but thing Storm would make for an excellent Strange replacement for either when he doesn’t work out for me or, if he does, just some variety. I haven’t messed with er much yet, but I hear Ultimate Storm is the sheit :slight_smile:

The Sketchspace one is the go to bnb for Storm. It’s actually the same bnb Storm users used in Vanilla cause it built nearly one bar of meter. It’s a bit better this time around because of the increased damage of mashable ice storms. Used to do about 524,000 dmaage, but now does around 562,000 or something like that. Here’s one that I use more than the above one cause it does more damage and still builds a hefty amount of bar.

cr.l, cr.m, cr.h, jc down forward lightning attack, cr.m, cr.h, jc down forward lightning attack, st. m, s, m,h,s, hailstorm. Mash it and you get a total of 602,700 damage. Which is great cause Storm struggled to crack 600,000 last game. In Vanilla Storm’s corner roms and loops that ended in hailstorm did around 573,000 damage. Again, with mashable hypers that now should be doing more damage than even my posted bnb combo does. I just haven’t tried it yet to see the exact damage. But I always have a slightly harder time connecting my corner Storm loops, so I just usually use the lightning attack combo as my bnb as it’s easier to do anywhere on the screen and it still does respectable damage,

Keep in mind though since meter gain was nerfed, Storm suffered a LOT. The first loop posted used to build around 85-90% meter. Now it’s about 70-75%. My lightning attack one only builds half a bar. So you’ll have to make a choice whether you want more damage or more meter for any given situation.

Hit confirming. Raw super is faster, and should be used for punishes. Foul wind produces that wiff by putting your opponent just out of their desired range and ER punishes the wiff with a hit into DHC into dead character (hopefully). Don’t think of it as doing a foul wind before your ER, think of it as doing an ER after your foul wind when the opportunity arises. This sets up a nice mind game, as it makes the very slow fair-foul winds safer, allowing you to counter any attempts to punish your recovery frames.

The uses are very matchup specific so the best way to figure it out is shamelessly spam foul wind (chipping with whirlwinds to make it worth while) until you start seeing opportunities to ER. Here’s a few to get you started:
VS GHOSTRIDER: he’s spamming normal-jump S, you can’t get around it. If he stays within 3/4 screen of you, he’ll likely hit you out of any attempts to raw super before you can see the jumping S. If you get trigger happy with random supers trying to anticipate a jumping-S, he can just block and you’ve wasted a meter. But, if you use Foul wind (thats the one that pushes them right?) you can keep him at full screen, just barely out of his jumping S range. Now, you can keep him out of his ideal range, and punish with a 2-3 frame super the moment you see his character start to throw out a normal. Without foul wind before the super, he can score a meaty hit the first frame after the super activates and waste your meter and possible kill you, but with foul wind you push him just out of distance, causing him to wiff and you to punish.
**VS NOVA: **Very similar situation here, Nova say calls an assist and tries to do a jumping S or centurion rush, you’re throwing random foul wind’s. Foul wind pushes instantly but recovers very slowly, slow enough for Nova to barely tag you at the end of his attack when he starts moving forward again. However, this gives you time enough to visually see the forward moving attack coming and cancel into super. After a pushblocked normal, Nova is in perfect range to overhead you, but if you pushblock, then foul wind, and he does any forward moving attack, the foul wind will give you the 10-20 frames extra to react. Trust me, it makes all the difference.
VS FRANK WEST: this matchup is just silly. He super jumps, do two foul winds. He normal jumps, chip him with whirlwind. He tries to do any of his zombie specials, you cancel foul wind into super. It’s really mean actually.
**VS TASKMASTER: **FOUL WIND XX ER > SHIELD SKILLS :love:
VS DANTE: Spam foul wind’s to make him antsy, he’ll teleport eventually, and you will punish.
VS MAGNETO/C.VIPER/STORM/TRISH/TRIJUMPERS Annoy them by spamming foul wind, making them wanna air dash to close distance, and punish the air dash with super.

You get the idea, be creative! Post what you find, and above all else, never, ever, ever dismiss a move. Except Storm’s typhoons, they suck.