02-24-2003, 08:51 AM
Storm's normal jump rushdown is perhaps the fastest in the game but her ability to cross up and perform overhead attacks is not as great as Magneto. Her triangle jump with short has ridiculous range which can be followed up with a crouching roundhouse into an air combo. However, Storm's triangle jump with jab is very useful, although it is not as fast as her short, it outprioritizes many counter attacks and creates a longer hit stun than her short. Her tri jump jab can easily be followed up with anything you wish to continue with.
The usefulness of her tri jump roundhouse is also amazing. A high tri jump will result in an overhead cross up which can be followed up with the most damaging combo available in the game. A tri jump roundhouse -> [tri jump roundhouse] x N. Usually it is best to follow this through for 5 to 6 reps and launch into either an air combo ending in a Lightning Storm xx HSF or an attempt at a reset of some kind. Repeated tri jumps also work on crouching characters at which point whenever you wish, you can dash in standing jab + Sentinel drones xx Fierce throw.
A few decent tactics to use with Storm: Launch, super jump fierce, dash downforward jab, land, call any type of projectile assist, dash underneath, relaunch. If using a powerful anti-air, anytime a launcher is landed, drop the anti-air and Hail Storm. Absurdly damaging but pushes the opponent full screen away. Unless, of course, they roll, at which point you can proceed to rush down.
Storm's high/low game is very dangerous. Her crouching jab beats out most attacks simply because it is one of the fastest moves in the game. Against crouching short Magneto fiends, a crouching jab at the beginning of the match will always beat Magneto's short. Storm can switch from hitting high to hitting low extremely quickly, remember to mix it up. The cross up ability with her tri jumped short should be exploited as much as possible as well as varying normal and super jump triangle jumps.
Storm can also use empty triangle jumps to get in on "block high" fiends. A super quick triangle jumped roundhouse will not come out due to the sluggish start-up which can instantly be followed up with a crouching short, crouching jab, launcher, etc., etc. Empty tri jumps do come with a risk, there is enough time for an assist to be called. Storm is fast but she isn't lightning fast. The speed at which she tri jumps; however, is extremely intimidating, to the point where people mash on their assists as a "GTFO counter call," these along with random tag-ins are to be expected.
Never rush wrecklessly, you will not be able to capitalize on landed attacks and "scrubby" tactics such as random tag-ins and assist mashing will kill your game. Be in control and know what you are doing i.e. risk/reward rushdown. A good mindset to have when rushing is always staying in throw proximity, this is very similar to Magneto, it may seem blatantly obvious but during a match it is always good to keep that in mind.
Rushdown is a thousand times easier if an assist character is dead. Remember to snap back. Remember to snap back. Remember to snap back. This strategy alone kills entire teams. It also allows you to completely demolish characters because all they can do is sit there and block hoping they chose the right direction. A perfect example is a lone Cable, if a Coked up Storm is going ape shit in Cable's face, what is he going to do? Psimitar? Just a tip, but when Storm is bouncing all around a character attacking all the time and they do not have an assist, they are probably going to die.
A good flying screen combo with Storm: Launch, sj fierce, dash df fierce, another roundhouse before they hit the ground. Great set up for cross ups and such but look out for assist mashing so either dash in and dash out, baiting the assist then counter calling and playing high/low with point, or, drop your assist and super jump xx dash over the point so their assist misses and is then occupied with your assist and then play high/low game with their point. In almost every case, your goal is to isolate their point character from their assists and throw as many different attacks as you can. Cross up the point all the time, keep them in block stun as long as you can, do whatever so long as both you and their point is isolated from their assist. When this happens, Storm wins. If your rushdown is very effective, keep rushing, don't let your lead disappear, only run away if you have a complete character lead and you will focus completely on running away and capitalizing on your opponent's mistakes. Rushing will either win you the match quickly or lose it even quicker so pay attention to what you are doing and how the match feels.
The usefulness of her tri jump roundhouse is also amazing. A high tri jump will result in an overhead cross up which can be followed up with the most damaging combo available in the game. A tri jump roundhouse -> [tri jump roundhouse] x N. Usually it is best to follow this through for 5 to 6 reps and launch into either an air combo ending in a Lightning Storm xx HSF or an attempt at a reset of some kind. Repeated tri jumps also work on crouching characters at which point whenever you wish, you can dash in standing jab + Sentinel drones xx Fierce throw.
A few decent tactics to use with Storm: Launch, super jump fierce, dash downforward jab, land, call any type of projectile assist, dash underneath, relaunch. If using a powerful anti-air, anytime a launcher is landed, drop the anti-air and Hail Storm. Absurdly damaging but pushes the opponent full screen away. Unless, of course, they roll, at which point you can proceed to rush down.
Storm's high/low game is very dangerous. Her crouching jab beats out most attacks simply because it is one of the fastest moves in the game. Against crouching short Magneto fiends, a crouching jab at the beginning of the match will always beat Magneto's short. Storm can switch from hitting high to hitting low extremely quickly, remember to mix it up. The cross up ability with her tri jumped short should be exploited as much as possible as well as varying normal and super jump triangle jumps.
Storm can also use empty triangle jumps to get in on "block high" fiends. A super quick triangle jumped roundhouse will not come out due to the sluggish start-up which can instantly be followed up with a crouching short, crouching jab, launcher, etc., etc. Empty tri jumps do come with a risk, there is enough time for an assist to be called. Storm is fast but she isn't lightning fast. The speed at which she tri jumps; however, is extremely intimidating, to the point where people mash on their assists as a "GTFO counter call," these along with random tag-ins are to be expected.
Never rush wrecklessly, you will not be able to capitalize on landed attacks and "scrubby" tactics such as random tag-ins and assist mashing will kill your game. Be in control and know what you are doing i.e. risk/reward rushdown. A good mindset to have when rushing is always staying in throw proximity, this is very similar to Magneto, it may seem blatantly obvious but during a match it is always good to keep that in mind.
Rushdown is a thousand times easier if an assist character is dead. Remember to snap back. Remember to snap back. Remember to snap back. This strategy alone kills entire teams. It also allows you to completely demolish characters because all they can do is sit there and block hoping they chose the right direction. A perfect example is a lone Cable, if a Coked up Storm is going ape shit in Cable's face, what is he going to do? Psimitar? Just a tip, but when Storm is bouncing all around a character attacking all the time and they do not have an assist, they are probably going to die.
A good flying screen combo with Storm: Launch, sj fierce, dash df fierce, another roundhouse before they hit the ground. Great set up for cross ups and such but look out for assist mashing so either dash in and dash out, baiting the assist then counter calling and playing high/low with point, or, drop your assist and super jump xx dash over the point so their assist misses and is then occupied with your assist and then play high/low game with their point. In almost every case, your goal is to isolate their point character from their assists and throw as many different attacks as you can. Cross up the point all the time, keep them in block stun as long as you can, do whatever so long as both you and their point is isolated from their assist. When this happens, Storm wins. If your rushdown is very effective, keep rushing, don't let your lead disappear, only run away if you have a complete character lead and you will focus completely on running away and capitalizing on your opponent's mistakes. Rushing will either win you the match quickly or lose it even quicker so pay attention to what you are doing and how the match feels.