Ah I see what you are talking about. I think that has more to do with the air dash timing and hsd. I only say that because there have been times where I drop on regular size characters as well. Seems like at some point of her combos towards the end you have to speed stuff up
I’m trying out this combo, but I can’t seem to get 3 instant float cancels in one combo for the life of me. Can someone with better execution tell me if this works?:
cr. :l: cr. cr. :h: JC instant float :s: st.
cr. :h: JC instant float :h: cr. :h: JC instant float :h: into stuff.
I want to find out if it would actually work, that way I’m not killing myself trying a combo that doesn’t even hit.
It works but to make it easier you could just normal jump then air dash down unless you are doing it for flash
Forgive me for being so ignorant to something so important, but what are the differences between Storm’s TAC infinite variations aside from execution? It seems she can perform most major variations from any direction and some are markedly easier than others (what seems to be by a significant margin). Are there subtle differences that I’m just not seeing or maybe it’s all up to what the player wants to do?
Just wondering for some clarification. Is it possible that we can get a breakdown of the major infinite variations (if that’s called for, not too sure).
P.S. - Also figured out why my combos were dropping. Turns out in the :l: :h: sequence of starting a combo, using s.
is terrible for the initial part of combos (but great for blockstrings and shorter confirms), whereas c.
is much better for actually starting combos; using s.
makes everything a million times harder for some reason. It’s strange because they both seem to have the same startup, but s.
does more damage, is more active, and is jump cancelable. There is really no reason to ever use c.
(similarly to the comparison between s.:h: and c.:h: with c.:h: being the better move by a mile), but it just makes combos much more consistent. Strange.
It’s been a while
Xero- i know that you said you were busy w/ school but do you have a update for us?
and what do you guys think about top players Justin and Fanatiq dropping Storm?
Ive even seen DioX use Nemesis more than Storm recently. Maybe on a high level Storm is NOT viable.
I don’t think it’s that high level Storm isn’t viable, it’s that she doesn’t come as canned support.
Indeed, other (better) support characters come without the stipulation list that she does and even though she is a functional character, you pretty much have to make a team for her in order for her to be able to effectively pull her own weight.
Viability isn’t so much the question as replaceability, and Storm is definitely replaceable on teams not explicitly designed for her.
This, then, begs the question–why design a team for Storm when you can design a team for someone else?
Personally, I have a thing for Storm so I am all about making teams with her but even I know that I can’t rely on a Storm team 100% without being head and shoulders better than my competition. She definitely adds things to a team and is even a counter to specific playstyles, but her two main weaknesses are probably severe enough to render her as a ball-and-chain type of support character instead of one that frees the rest of your team from shackles.
Thanks for a reply -
Yeah i guess Storm IS replaceable on teams.
So if I were to make the strongest Storm team, what would I have to focus on? Covering her poor damage? Add Morrigan/Ammy for meter gain?
I’m certainly not the strongest Storm player, but there are several areas that Storm needs covered and as long as you can peg a few of them while taking advantage of something she brings to the team, in my mind that is a good Storm team. I, myself, have been searching for not even the best, but just an above average Storm team and outside of MSS, this has been a frustrating endeavor.
First, the things I think Storm lacks that could be boosted:
- Meter gain
- Raw combo damage
- Really scary mixup
Next, here are the things I think she is good at:
- Movement
- Screen control
- Pacing the match
- Actually landing hits
- Debatable, but her conversion from throws and aerials is decent
Finally, here are things I think Storm brings to a team:
- Decent horizontal assist
- Great DHCs in and out
- Team-dependent THC
- Flexibility with X-Factor
- Relatively easy TAC combos
I truly think Storm’s strongest spot on a team to take advantage of what she brings while diminishing her weaknesses is the 2 spot and while other people may play her in other spots, I don’t think they would really disagree with this statement. I think the start on the road to the strongest Storm team is putting her as the core member in the middle of a strong point and a strong anchor. I don’t think Storm gives players the leniency to play with anything less than stellar characters if the player is truly interested in a strong Storm team; if she is the focus, let’s truly build around her no matter the cost.
First, let’s address Storm’s weaknesses. If Storm is currently the attacking character, we either need assists that extend her combos or assists that give her incredible oki. Since her damage in general is pretty low, combo extension assists add relatively low value to her. If anything, combo extension assists will generally provide more meter than damage. Assists that offer Storm easy forward motion and good options on her flying screen for when Hail Storm isn’t an optimal ender give Storm more immediate value. Regarding meter gain, you can either try to solve this directly with meter assists like Morrigan/Frank/Ammy or you can indirectly solve this by using characters with good meter gain off of TACs or meterless switches. The risk with using meter gain assists is that the assist is ONLY gaining meter and nothing else. You have to make the choice here and decide if the raw meter you’re gaining is useful enough to warrant dropping a possible multipurpose assist that can help in other areas while gaining less meter up front but possibly adding more value (partially through meter) over the long term.
Since we’ve got Storm in the 2 spot, let’s look at the point first since they will be deciding the direction of the match or at least the team’s general gameplan. This is where tons of variance comes in. You can play runaway teams, balanced teams or rush, but your point has to really suit your gameplan and I don’t particularly think that there are very many combinations that will allow a player to switch between styles mid-match (but there are some). DHCing into Storm is relatively easy, but isn’t always foolproof. With the ideal outcome of a match being you winning by taking as little damage as possible, we should always consider what the point for a team can offer the 2nd character if they switch places for whatever reason.
The core of a team (I feel) is the 2nd and 3rd character duo, or “shell”. The point can always make its way in and set the tone of the match, but is ultimately the most vulnerable member of the team. Your core should be able to handle most contingencies, work seamlessly, and be able to utilize all game mechanics without the need for gimmicks. What does this mean? It means you should be able to TAC infinite, you should be able to DHC between the two relatively safely, you should be able to CC for emergencies, you should have a level 3 at your disposal (install supers are optional, but do provide bonus points), you should be able to adeptly use X-Factor in levels 2 and 3 with both characters and just in general, you should be able to switch the two around at will and perform your gameplan without massive adjustments being made. Your core should just work.
With all of that said, let’s check out some teams and see what’s going on.
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Magento/Storm/Sentinel: I think this is the gold standard for a balanced Storm team. Whatever Storm team you decide to make, I think it should be at least this good. This team has mobile characters with good meter usage on all ends and isn’t weighted on either end particularly. The weakness here is obviously the Sentinel anchor, but with Drones being such a powerful assist, Magneto and Storm get ridiculous mileage out of the character even if he never touches the screen on point. Drones can be replaced with Air Raid for a more defensive posture (try it, it’s kinda cool), but you’ll mostly be relegated to EM Disruptor and Drones. What Magneto lacks in raw damage and meter usage effectiveness, he makes up for by way of his ludicrous normals, his good meter gain, his corner carry and his ability to almost flawlessly transition from defense to offense and vice versa.
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Wolverine/Storm/Akuma: I hope you like moving forward, because that’s what this team does. This is a purely offensive Storm team. Whirlwind is a unique assist with properties similar to Gamma Wave in that characters with good left/right mixups are aided by the assist usually pushing the defender TO the attacker instead of away, making point conversions off of things like Berserker Slash much easier. The weakness of this team doesn’t lie in characters, I think, but rather in control aspects. Because of the nature of the team, the offensive power is very high, but the amount of screen controlled with buttons is quite low. Outside of the occasional dive kick, super jump or fireball, only the ground level of the screen is really under this team’s command. Meter usage with this team is fairly high, but the oki that these characters offer each other can help with reset or oki situations instead of non-KO meter enders.
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Morrigan/Storm/Doom: If there is truly a control-based runaway Storm team, I think this is it. This is your standard MorriDoom flavor with a hint of more GTFO by focusing more on keeping your opponents away from you (thank you Whirlwind) or pinning them down to prevent them from moving from a certain spot (thank you Missiles). Morrigan’s meter assist is the standard here and Hidden Missiles almost is good enough to warrant not using any of Morrigan’s other assists; indeed, the weakness of this team is the reliance on assists and the vulnerability to birthdays so using Morrigan’s meter assist is helpful in many dimensions because of that assist’s particular evasiveness. While the keepaway here is mostly projectile based, the team has good normals to use in melee emergencies.
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Spencer/Storm/X: This is one of my personal favorites, but only because of one thing–Spencer/Storm THC. Spencer lacks a reliable way to THC out of his OTG options and his non X-Factor birthday options are not very flexible. Storm helps in both of these areas tremendously. Whirlwind also offers Spencer a less-than-top-tier-but-still-okay assist to use with his left/right grapple game. Like Unibeam, Whirlwind boosts Spencer’s confirms because the opponent is still left standing, giving Spencer better combo options. Hail Storm makes Bionic Arm safe and the THC can be used as a covered advance for Spencer. Storm is woefully unprepared to use Spencer’s assists in a consistently effective fashion, but it is what it is. Storm provides easy corner infinites off of Spencer’s reliable corner carry and almost always guarantees a KO with the high powered Hail Storm DHC. Preferred anchors do well with no meter and can exhibit some form of vertical control on the screen.
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X/Storm/Dante: This team is a balanced core that leans a bit more to defense. Jam Session helps Storm cover the screen vertically without relying on Typhoon (or maybe even using it in conjunction with Typhoon gasp), helps pin characters in the corner, and provides a small buffer in her front that she can protect with Whirlwind, :s: or Lightning Storm. Jam Session gives great anti-air confirms that Storm can take advantage of and also extends her combos for more corner carry. A very effective core, their meter usage is effective and Storm’s poor handling of meter is offset by Dante’s fantastic meter generation and ridiculous mixups that lead to that meter. Whirlwind helps Dante out, but not from fullscreen, which is what makes Dante’s mixup game so unique. Preferred points are characters that can move around quickly and take advantage of Jam Session’s multipurpose nature.
So these are just a few team ideas and what I’m working with to find the ideal Storm team. I’ve tried Spencer/Storm/Akuma, Spencer/Storm/Vergil, Chun/Storm/Dante, Chris/Storm/Sentinel and a bunch of others. I’m currently working with Stormammu Trigger (Dormammu/Storm/Dante) and it seems to be faring well. The matchups with point Dormammu (haven’t done that since vanilla) are a bit much to get accustomed to, but it seems extra solid. Still haven’t found the team that pushes Storm over the top yet, but I know it’s out there.
I agree with a lot of what Yannick has said. While I don’t play Marvel much anymore, I’m still interested in finding the best Storm team for when I do play.
What I was looking for the last time I came up with some theories is that a team where every character has an infinite. Obviously Fanatiq’s team has this though he doesn’t utilize it. His opinion is that if he can kill you in one touch then he will (which makes sense) though I don’t see him attempting infinites at all when he can’t get the kill. Especially when he lands a hit with Storm.
Infinites solve two of Storm’s problems: Meter gain and damage. The problem is that TACs are essentially a reset so you risk dropping it. That is why I think she not only needs characters with infinites, but with a great neutral game who can open up characters easily if they need to. In my opinion, one of the biggest problems with Jwong’s team is that Wolverine and Akuma cannot infinite so that Storm can possibly kill off a single touch.
If not using characters with infinites, then they need to have the ability to kill off a DHC (Zero, Vergil, etc.) tough that takes away some of the meter gain benefits.
So some theory teams I have are:
Zero/Storm/Dante - Zero and Dante work very well together and Storm could potentially work with Jam Session though I don’t have much experience with it. If someone has tried Storm/Dante then please let me know if you think that they work! I’m not sure if Zero has an infinite but he can kill off a DHC anyways. Plus, Zero can set up the non x-factor TAC glitch. Downside with Dante is that he only has down/up TAC infinites and they are corner only. He might be able to kill off a DHC or TAC but I’m not entirely sure.
Magneto/Storm/(Sentinel, Doom, Iron Man, Ammy?, Dante?, Strange?) - The issue with the Magneto/Storm pairing is the anchor. Sentinel, Doom, and Iron Man all provide great assists but aren’t ideal as anchors. Ammy and Dante provide assists of questionable utility and are workable anchors. Strange provides a good assist but isn’t the greatest anchor and doesn’t have an infinite though he can usually kill off of a TAC because of his loops. If we could just figure out which anchor would be best then this team could potentially work.
Nova/Storm/(Sentinel, Doom, Iron Man, Strange) - Works pretty much like the Magneto team but I’d say Nova might get more benefit from a beam assist than Magneto does.
Vergil/Storm/(Magneto, Doom, Iron Man) - Unfortunately I wouldn’t put Vergil in anchor position with Storm (a big weakness of her synergy I think) so that leaves him as a point character where he is good but not stupid good. He can’t infinite but can usually kill off a DHC. Storm doesn’t get THAT much out of Magneto’s assist IMO.
Morrigan/Storm/Doom - Doom on anchor isn’t ideal but it is workable. Infinites all around though the team is very meter dependent. Morrigan can non x-factor TAC glitch into Storm as well. This team suffers from “Why bother using Storm when you can use Vergil and have a stronger team?” syndrome.
Dormammu/Storm/(Dante, Doom) - As Yannick described. Suffers a bit from “Why bother using Storm when you could just use Magneto instead?” IMO.
Trish/Storm/Doom - Ultra lame team. Not overly familiar with Trish though so I’m not entirely sure what assists are best for her.
Spencer/Storm/(Doom, Iron Man, Sentinel, Strange) - Suffers many of the same problems as the Magneto and Nova teams.
Modok/Storm/(Doom, Dante) - Not overly familiar with Modok but I’m thinking Storm’s assist could be filed under the “workable” category.
hey guys
i am having trouble consistently getting this particular combo
c:l: c:m: [c:h: jc j:h: ADD]x5 c:h: :s: sj:h: sj:s: land Hailstorm
after 3 sometimes 4 reps the combo drops
do you think its a timing/rhythm issue or perhaps spacing
do you guys find this an easier or harder combo to perform or is it just getting the muscle memory down w/ it.
It’s probably just the timing.
With Storm’s combos, her loops don’t seem to retain the same timing as the combo goes on unlike most other characters. You probably have to do one of two things:
1] speed the combo up as you go to make sure you continue properly
or
2] try slightly speeding up the first couple loops as you may be doing them too slowly and running out your HSD timer
That’s all the advice I can offer.
I’ve been a Storm player since day one but just recently put together a team specifically designed for her. It’s Storm/Dante/Frank.
Along with the other Dante/Storm pointers here, the last two on this team already go together really well and they both provide a bit of lockdown that allows Storm to use her incredible high low mix ups.
It also allows for many opportunities to get Frank to level 4 or 5 depending on your timing, one of them being: (close to or in corner) Storm combo > DHC to Devil Trigger > hard tag Frank right away > jam session > picture > picture. The timing is a little tough to get the jam session to land but its really good.
hello everyone, I’ve got a few teams in mind and was wondering if anyone had experience with any of the synergies.
The main team is Spiderman-storm-skrull
The other team is Skrull-Storm-X(this team is purely to learn storm and to for real learn skrull instead of relying on his xfactor 3 doing a crazy damage).
So for team “learn storm/skrull” I’m looking for a good anchor that gives a useful assist for storm, and preferably not too hard to play.
For the main team I was mainly wondering if skrulls wall bounce assist allowed for any big damage storm combos, and if she functioned well without assists to help out her neutral game. Or which spidey assist helps her the most.
Anyone using Dante/Storm/Akuma (point char varies for me) and has some good team tech lemme know. Been learning this team for about 2 weeks now but my Dante is buttcheeks, workin on it…
Matrix use(s/d) that team and he has tons of videos posted throughout this thread and on his YT channel.
I still think Storm’s typhoon start-up should be faster
I agree.
and to add, longer flight mode time
They should also speed up her getting into flight animation. How long she takes to spin into flight(compared to Morrigan/Magneto ect) is ridiculous.