There’s something about Storm that is dangerously addictive.
She brings net negative equity to a team, but she is so satisfying to play with and make teams for. I, myself, cannot explain it.
There’s something about Storm that is dangerously addictive.
She brings net negative equity to a team, but she is so satisfying to play with and make teams for. I, myself, cannot explain it.
I did this in the Chun forum but I’m going to do it here too. With rumors of there potentially being a patch (again)… I figure we Storm players should figure out what changes to Storm would help her in this game. Rather than trusting people who have no idea how to play her to come up with these suggestions instead xD
Here’s what I came up with:
-Speed up her typhoons. I think this is pretty much universally agreed on.
-Change her whirlwind assist to be like Magneto’s where the different buttons correlate to different speeds and durability. All travel the distance that H currently travels. Including assist. Probably have the assist be M durability.
-Damage increase or decrease on hitstun deterioration to allow for longer combos.
-A small buff to lightning sphere. Just to give it some consistent use. Maybe decrease recovery? FGTV suggested both that and to make her H version like Phoenix’s where it homes in on opponents but I think that is too strong.
-This one I think is important but nobody seems to mention… Fix the hitbox on her j.H. As it is, it has odd requirements for the hit to connect. For example, you have to be at the edge of the little whirlwind for it to register as a hit. If the opponent is dead center… it doesn’t connect. Making the entire whirlwind an active hitbox will increase combo possibilities and more importantly… give her a way to confirm hits from jump height. As it is now, she can do a weak combo into lightning attack into her lightning super… but compare that to someone like Magneto, Spencer, etc. who can smack you with H and go back to the ground and launch you up for a combo… I think it would be very useful for her.
It would make combos like the one starting at 2:50 much more reliable and therefore viable to use in actual matches.
My overall wishlist for Storm is the following:
1] Speed up Typhoons and the Typhoon assist
2] EITHER increase base damage 10% across the board (minus hypers)
-OR-
Increase hitstun on normals across the board
I think both of these changes can boost Storm’s damage (and, by proxy, her meter issues although this will still be a problem for her) without making her ridiculous or reducing her amazing utility and assist-crushing abilities with Hail Storm. I think any nerf to Hail Storm won’t be worth what she gets in return, so I really hope the changes to her are small enough (but still important) to still have them implemented without Hail Storm getting the axe. She already has the best movement in the game and has some pretty decent hitboxes and tricks; she can really become a great, great character with these slight improvements.
I think this is an interesting list.
I am glad there’s some movement in here.
Storm’s whirlwinds do travel and have different durability depending on the button pressed(the number of little winds indicates the durability).
IMO Storm needs to do more damage, which would fix her meter gain problem.
She needs the hitstun fixed on her normals.
I also wouldnt mind her normals sped up slightly. her standing light should hit low. They should fix her tri-dash L-why hers is so much harder to do than Magneto’s is absurd. Give her back the assit call in the air would be nice.
She cant do a cr. L into cr H. DUMB!!! of course Typhoon needs to sped up(and track when its an assist). she needs better assist too.
maybe WHIRLWIND-M zoning, a -LIGHTNING SPHERE-L-combo extension b, FOUL WIND -c for mixups- maybe to much but many times when i make a team with storm, i either end up w/ 2 projectiles or left w/ storm’s pushing projectile.
To me whirlwind is fine, because yeah it’s slow but it literally stops all other projectiles. The H version stops Zero’s Buster, Viper’s EX thunder Knuckle, Jill cant teleport thru it, goes thru Modok’s shield, ect.
Lighting sphere need better recovery after she throws them, The H should track IMO. FAIR and FOUL wind frames/duration should be increased.
Of course im bias and may want to much for her. lol
i will say this, if storms damage/hitstun isnt fixed and they remove TAC infinite, it’ll be a HUGE BLOW for our girl.
When I was talking about changes to her whirlwind I meant BOTH her assist and her regular point-version.
I know that it currently correlates different distances, speeds, and durability… but what I am saying is to have it function like Magneto or Doom. Make ALL versions of whirlwind travel H distance. But make the different buttons change the properties of the move.
And thank you for the correction on the j.H thing. So yes, fix the active frames instead of the hitbox. Either way the end result will be her having a reliable air-to-air move and will improve her ability to combo.
I wouldn’t mind storm being able to use airdashes as air actions of course with the limit being 3. it would put her above the rest of the flight/airdashers as the best mobility. Also, i want longer combos rather than more damage, more hits equal more meter and more resets. Maybe longer hard knockdowns to utilize Typhoon. faster flight speed would be nice if Capcom didn’t give her more hitstun.
Funny, I was under the impression that damage equaled meter.
either way the only way Storm will do longer or more damaging combos will be changing her hitstun and meter gain.
Right now Storm’s damage comes from her supers(so she needs meter). Storm also needs something that separates her from Magneto big time. As of now all she has is HAILSTORM, and there’s literally no other reason to pick her other than loyalty for the character.
@Jaxxx Meter gain in this game is a percentage of a move’s base damage and doesn’t scale with the length of a combo. Either way, more damage or longer combos equate to more meter gained, but longer combos offer much more meter over time, while higher damage awards meter up front through poking, short combos and projectiles.
That’s why I wanted her to be able to use more air dashes before flight.This makes her more unique and helps in her runaway game. Raising her damage makes her a better clone of magneto.
I was thinking about it, and I came up with some more buffs.
-Storm has Jump cancels but s.M is kinda useless and very difficult to chain off of due to its very low hitstun. The best I have done is s.M into float cancelled j.L into combo or jump cancelled j.S air dash cancelled into combo, which is also extremely difficult. Her jump cancels are what make her unique from other tridashers, Capcom should embrace them and add a little more hitstun so I can use Lightening Sphere from a jump cancel.
If Capcom gives storm a few of these suggestions it would make her a better character and also make her more unique among the tridashers? Thoughts?
They are alright but I think you are wasting time trying to make Storm and Magneto significantly different. To make a comparison… their playstyles are like what Ken is to Ryu. The biggest differences are in the intricacies over the actual moves. You could probably add in Nova too to get the complete Ryu, Ken, Akuma trifecta
Ryu, Ken, & Akuma are Storm, Trish, Magneto… nova is more like sakura, and Doom is Gouken
Ryu, Ken, & Akuma are Storm, Trish, Magneto… nova is more like sakura, and Doom is Gouken
Eh we’re nitpicking now xD
I would like:
-more hitstun on j. H and j. M
-decreased startup on j. H and j. M
-adjusted hitbox on j. H
-decreased startup on and recovery on lightning sphere
-decreased startup on typhoon
-increased hitstun on typhoon OR lift not as high
-assist typhoon changed to L version
-increased hitstun on lightning attack, to allow better use of assist version
-ALL whirlwinds startup faster and travel full screen
-decreased recovery on fair/foul wind
-lightning storm super causes soft or hard knockdown
-increase the vertical hitbox on j. S
Is there anyway for Storm to get a relaunch off of a Lightning Sphere combo? Does anybody have any use for Lightning Storm? How much damage should I be getting before Super solo?
I haven’t seen Lightning Sphere relaunches, but if they did exist, you’d only be able to get sj.:h:, sj.:s: anyway. Lightning Spheres are part of her highest damage combo routes, though.
As for Lightning Storm, I use it in those situations where I feel I’ve ended my air combo in an awkward way where Hail Storm will come out late (happens mostly with birthdays). I’ve tried finding uses for it myself, but it’s outclassed by Hail Storm in damage, recovery, range and utility. Shame, because I think it looks really cool.
As for solo damage before super, I think the highest I’ve seen is like 550K? I could be very wrong, but I think that’s the highest I’ve seen solo before bars getting dropped.
I am trying to complete a combo, but it is kinda difficult with all of her stupid links…
s.M c.H xx LAx3 s.M s.H s.S xxx j.H xxx Lightning Sphere M j.H adf j.H Lightning sphere M or H… after that I can’t do anything because storm falls to the ground too fast. Usually I am getting around 450k depending on how the lightning sphere hits.
I have also been using lightning storm on Birthdays. when It hits assists, it makes them fall in a hard knockdown state and makes followup HC easier.
I have also been trying to use lightning sphere mid-flight to beef up flight combos, but they make her combos more finicky.
Lightning Sphere can be so random sometimes.
So the trick to that particular combo (for me, at least) is to abuse the huge amount of active frames on sj.:s:. Whenever I’ve gotten this combo to land, the opponent kind of drifted into the top of the sj.:s: hitbox from the Lightning Sphere (I also use Lightning Sphere :l:; I don’t know if other strengths of the move will work in this combo).
Only use I have for Lightning Storm is when I hit a air-to-air j.H and then I fly cancel it into her j.H combo and then lightning attack into super… since you can’t bring them back down to the ground.
Did you guys know that if you IOH j.s (jump > float > s) you can go into flight and do double, triple, or quadruple overheads? Then you can unfly into L or M and continue combining. Its cool because it looks like you landed so you can trick the opponent into crouch blocking after the j.s and get the hit. I haven’t tested it yet but you might be able to combo the j.s and the flight normals if you use an assist.
Doesn’t Storm’s slow flight animation give this away, though? Magneto can get away with it, but just barely. Storm’s flight animation takes way too long, I think.