Storm is a character i’ve used here and there but could never find a team I really liked her in. Im going to start exploring Zero Storm Doom now and was wondering how much mileage she gets off of missiles. This seems like an amazing duo, but I haven’t seen anyone produce anything meaningful with it.
Can anyone give me a quick rundown of storm and the assists that benefit her the most, and if missiles arent in that list, include your opinion of how well it goes with her.
You’ll find a summary of Storm a couple posts up. The assists that benefit her the most are dependent on what kind of team you want to run; Jam Session is a good all around assist, but there are rushdown assists (Missiles, Drones, Tatsu), defensive assists (Air Raid, Repulsor, Rocks), countercall assists (Disruptor, Log Trap, Senpu Bu) and assists designed specifically to up Storm’s damage in very particular scenarios (Shocking Pink, Samurai Edge, Poison Tip).
Missiles is okay for Storm and she is good at covering them, but her coverage often leaves her fullscreen and then you have to meander your way over to someone while they’re blocking missiles to mix them up. You’re probably best calling for Missiles while you’re floating and have Doom take chip damage so you can move over to where the missiles will land without wasting mixup time, but this does come at the expense of not protecting Doom.
Lightning attack is very good, but converting off of it is ridiculously difficult on most characters and its startup is kinda slow, so it can’t really be used outside of combos unless it is preemptive.
Fair/Foul wind are really good moves that should be explored more. I recently started using Foul wind after I get pushblocked away, the results have been interesting. I really need to start practicing again…
I don’t think she has the best mobility nor has the fastest instant overhead in this game
I agree with your cons though.
Lightning sphere is not very useful. Even J Wong doesn’t use it.
Storm’s typhoon is too slow to be an advantage which kinda makes it useless.
Storm’s fair wind and foul wind are not really useful
Storm’s whirlwind is the most useful
As for lightning attack, it’s useful because of great damage.
Storm’s hailstorm hypercombo is good but it’s kinda slow.
Storm’s lightning storm is short range
Storm’s elemental rage could have been ok only if it was a guided elemental rage like you don’t need to think what buttons to press to hit the opponent with the elemental rage.
Overall, Storm is not really a good character to use Her damages are just too low and most of her other moves/commands are useless.
Part of me feels like you don’t play storm. She has the fastest airdash in the game, fastest IOH coming in at 4 frames. Lightning attack is ridiculously unsafe unless spaced well. Lightning sphere has more damage and is much safer. lightning storm is good for catching strider. and ending air combos when scaling is too high. Storm requires thought unlike most of the cast.
You can actually autopilot Storm if your team lets her flex on people just because her airdash and her low are so good. Do generic combo into TAC or extended 700K combo into DHC for kills. Rinse repeat. I wouldn’t say Storm requires more thought, but she is certainly more delicate and less button pressy.
I think most people don’t use it because Storm’s most frequent KO that sets up incoming is Hail Storm and the timing to get the guard break after Hail Storm is weird AND tight. I’ve been trying to incorporate it more, but everyone around here plays Sentinel, so I can’t LOL.
I get free j. overheads all day, though, so I guess I can’t complain.
You can tri dash j:m: land then jump up for a throw as a guard break if you notice them push block you’re still in range to get the throw or air dash for it. The best part about Storms throw is she can captive off it three ways. Air dash down to ground and continue, double typhoon into jump loops, or in certain team compositions raw tag into whatever
I have to tell you. What I can really just do is the basic Storm combo which is cL, cM, cH, S, air L, M, H, S, then hypercombo. any other longer Storm combos, I couldn’t do. : (
Guard break is when you grab someone as they’re coming in. Normally, opponents that are coming in to the match are invulnerable to grabs, but that only lasts until they perform an action. Blocking counts as an action, so if you make someone who is coming in block something, you can grab them at the end of their blockstun while they’re still in the air. That’s a guard break.
Players usually guard break with assists, but Storm can use Lightning Sphere to guard break because the opponent can’t push block Storm away, so she can dash up and grab after the blockstun from the Lightning Sphere is over. What Xero is saying is that you can set up guard breaks with other moves, but they’re more complicated and require you to watch what your opponent is doing in terms of trying to move or pushblock.
This reminds me, I should make a general “Marvel Tech” section for the guide. Didn’t think I would at first, but I realize there probably aren’t terribly many places with that type of info all in once place.
The thing about lightning sphere though is it’s a lot safer to just block it since it has too much block stun and takes too long to start up to even make it a worthwhile guard break setup.