The goal in running away is to use time as a means to win. Storm can do this better than other characters (not including Dhalsim) because she has an air dash, lightning attacks, flight mode (if necessary), a powerful fierce, the ability to float, and once she lands can drop an AAA and do typhoon xx Hail Storm.
The effectiveness of this strategy when used correctly is devastating, opponents become frustrated in the process and make numerous mistakes (all of which “good” players exploit gaining a larger lead). But, this tactic is a double edged sword, no character can stay in the air forever (once again excluding Dhalsim) and as soon as your feet touch the ground your opponent is going to try everything in his power to keep you there and damage you. Everyone has seen it happen before, a Storm running with 10 seconds left on the timer against a dying Cable. Storm lands, Cable dashes underneath lands a crouching short, drops Tron Projectile, game over.
Do not become careless and cover yourself when you are falling. Remember to not put yourself in normal jump mode i.e. typhoon xx Hail Storm xx Lightning Attack, all that happens here is the death of Storm. To prevent being hit on the way down, utilize what Storm has, her projectile-like fierce works well as an overhead and can be followed up with a damaging combo. Remember to float, floating is great for baiting attacks and assists, if this happens, land and hit roundhouse and your most damaging assist and Hail Storm. Build as much meter as you can while running away but be sure to do it safely Cable’s can super jump and land an AHVB and DHC into Hail and Sentinel’s can super jump and land a fierce which may not be much but it does affect your momentum.
A nifty, but quite risky trick to try is activate flight mode and call your most damaging assist while dashing forward in the air. This usually works best with Commando’s AAA because of the vertical and horizontal range plus the heavy damage. Vertical typhoons also work relatively well when at the very top of the screen and if your opponent is hit by one lightning attack forward xx Lightning Storm. But once again, this is susceptible at certain points to the aforementioned tactics with Cable and Sentinel so be cautious. Storm runaway is best in moderation, don’t abuse super jumped fierces or typhoons, if it is safe, do it, if you could get hit, consider it.
Storm runaway is all about landing hits when the opponent becomes frustrated all the while building meter and dodging their attempts to kill you. Storm runaway is like building pressure behind a dam. While running away, the pressure upon your opponent builds until the dam breaks and his entire game falls apart. This is the purpose of running away. Break your opponents spirit by disabling their ability to hit you.