Marvel vs. Capcom 2:New Age of Super Heroes
7/15/00
Storm Faq by Gotenks2000(aka JinSaotome)
Version 1.0

email address: gotenks2000@hotmail.com

Copyright 2000 Gotenks2000

Disclaimer: This character faq may ONLY be found (as of now) at gamefaqs.com and 
at my site which is located at http://gotenks2000.hypermart.net(which also
contains original mvc2 movies). If you found this faq at any site, please notify
me at gotenks2000@hotmail.com and tell me where you found it. Actions will 
be taken to remove the faq from that site. If you wish to use this faq 
for public purposes, you must email me at gotenks2000@hotmail.com. I will give 
permission only if I say so. If I don't, don't email me again, because chances are
I won't change my mind.

If you wish to use small parts of this faq for your faq, please give credit 
where it's due. It's that simple. My name is Gotenks2000(aka JinSaotome),
so please mention my name somewhere in your faq. 

The Capcom characters are copyright 2000 Capcom Co., Ltd.
The Marvel characters are copyright 2000 Marvel Characters, Inc.
Strider Hiryuu is copyright Moto Kikaku. All rights reserved.

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Introduction: 

Marvel vs. Capcom 2 is a crazy wild fighting game. But it's probably the best
fighting game ever made. X-Men:COTA was the start of the versus series.
I think most of you never even played that game before. After that, X-Men
vs. Street Fighter and Marvel vs. Street Figher was created(a bad versus game),
and characters such as the Hulk, Ryu, Ken, Blackheart made their appearance
to a versus game. Marvel vs. Capcom was next and Megaman, Strider, Jin, and 
Captain Commando were new additions. And now-it's Marvel vs. Capcom 2 with 56 
characters. A rumor I've heard is that there's 60 characters in the game
and Capcom is not going to release them until after a period of time. There's a 75%
chance this rumor could be true. They could be the 4 former bosses, but I hope
they're not. I'm still hoping Zero(from Megaman X series)is in the game. Only time
will tell.

I've been playing Marvel vs. Capcom 2 for 4 months now, and I've grew fond of
characters such as Jin, Hayato, Cable, Juggernaut, and Storm. I wondered why
there wasn't any Storm faqs so I decided to write one.

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Contents

I. Legend
II. Overview of Storm
III. Special Moves and Hyper Combos
IV. Storm's Combos
V. Assists, Team Supers, and SnapBacks
VI. Strategy
VII. Assists are the Key!
VIII. Updates
IX. Conclusion
X. Thanks To

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I. Legend

I. Legend

F = Joystick pushing toward your opponent
B = Joystick pushing away from your opponent
U = Joystick pushing up
D = Joystick pushing down

qcf = Quarter circle forward 
qcb = Quarter circle back  
hcf = Half circle forward    
hcb = Half circle back     

Button layout:

(Jab)   (Fierce)  (Assist 1)

  O         O         O   


  O         O         O

(Short) (Roundhouse) (Assist 2)


P = Tap any punch button
PP = Tap both punch buttons
K = Tap any kick button
KK = Tap both kick buttons
A1 = Tap the Assist 1 button
A2 = Tap the Assist 2 button]

XX=Cancel to
/\ =super jump
\/= land

c.* = Specifies Ducking state during a button press (For example: c.fierce)
s.* = Specifies Standing state during a button press
j.* = Specifies Jumping state during a button press
sj.* = Specifies Super Jumping state during a button press

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II. Overview of Storm

Storm is one of the leaders of X-Men along with Cyclops. Her appearance in a versus game was in
X-Men: Children of the Atom. She then was in X-Men vs. Street Fighter. She didn't appear in a versus
game since then, until Marvel vs. Capcom 2 came out. 

Strength
Storm's punches and kicks are weak. You really shouldn't be using her normal moves a lot except in 
combos because they don't rack up a ton of damage. She's nowhere as weak as Kobun, but she
no's Hulk either. Her fierce punch does decent damage, but that's about it. Her strength is average,
nothing special here. 7.0/10

Defense
Storm takes damage rather poorly. She relies on her air dash, and specials to play solid defense.
She doesn't take damage as poor as Strider, Akuma, and Kobun. Not a big deal..but something 
that is still a weakness of Storm anyhow. 7.5/10

Speed
Storm does not have very good foot speed, but she does have a rather quick dash and a fast
air dash. So she gets a 8.5/10

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III. Special Moves and Hyper Combos

a. WhirlWind(air)  QCF + P
Storm unleashes a small single typhoon. 

b. Double Typhoon (air) HCB + K
Storm will unleash two typhoons at your opponent. This is one of the most annoying "projectiles"
in the game. It does a lot of block damage, and it's so cheesy if you keep doing it over and over
in the air. One of the main cheap weapons for Storm.

c. Lightning Sphere QCB + P(jab and fierce version differ)
To throw the lightning sphere upward press the jab button. To aim it downward, press the fierce
punch.

d. Lightning Attack (air) Press direction, Short + Fierce(up to 3 times)
Storm unleashes a lightning bolt. You can use this attack 3 times, and it will hit for 3 hits.
This special can be hyper canceled into a Lightning Storm.

e. Fly QCB + KK(ends if used Lightning Attack)
Storm will fly, and while flying Storm can use her Whirlwind, and Double Typhoon, and
both of her hyper combos. She can air dash in various directions, and this can get
tricky. However, she can't block during this, and the only way to end it is by getting hit,
or by doing QCB + KK again. A golden rule to remember is to fly at every opportunity! Storm
is very weak at the ground and has no dominant ground defense or offense. Always be alert
and cancel your fly when your opponent is going to initiate a hyper combo. 

Hyper Combos

a. Lightning Storm HCF + PP

b. Hail(Ice) Storm QCB + PP

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IV. Storm's Combos

A overlooked fact is that Storm has a hunter series in the ground. That means she can theoretically
link all six attacks on the ground like this:

S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse

Storm also has a hunter series in air combos and a stronger series in the air. 

Easy Combos:
1. S.Jab, S.Short,  S.Strong, S.Fierce
Basic 4 hit ground combo. 

2. C.Fierce /\ Sj.Jab, SJ.Short, Sj.Strong, Sj.Forward, Sj.Fierce

3. C.Fierce /\ Sj.Jab, Sj.Short, Sj.Strong, Sj.Forward, Sj.Roundhouse

*Combos 2 and 3 are Storm's basic air combos, and they should be used very often. Storm
can now do full magic series air combos fluidly and coherently, unlike in X-Men vs. Street
Fighter where her launcher was arkward, and her air combo was sluggish.

Intermediate and Expert Combos:
1. J.Fierce \/ C.Jab, C.Short, C.Forward, WhirlWind (OTG)
This should be your most often used ground combo. It builds your meter, and does solid 
damage. Her C.Forward is Storm's knockdown attack.

2. C.Jab, C.Short, C.Forward, XX Lightning Storm (OTG)
Storm's old combo from X-Men vs. Street Fighter is back in MvC2, and it's still the most easiest
way to combo the Lightning Storm.

3. J.Roundhouse \/ S.Jab, S.Strong, C.Fierce, XX WhirlWind XX Hail Storm(QUICKLY!)
This combo is very hard to do. You must cancel the WhirlWind as soon as it starts into a Hail Storm!
Do it as soon as you can. There can't be more than 0.8 seconds between your doing WhirlWind 
and your doing Hail Storm. This combo is possible, but you must have quick fingers. Tell me if 
you got the timing down and done this combo 5 times out of 5.

4. C.Fierce /\ Sj. Jab, Sj.Short, SJ.Strong, Sj.Forward, Lightning Attack Up/Forward, XX Lightning Storm
You can expect 20+ hits for this combo. Also a very hard combo. Again..it doesn't hurt to do the
Lightning Storm too early. 


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V. Assists, Team Supers, and SnapBacks

Alpha Assist:  HK Whirlwind                    Lightning Storm
Beta Assist:   Lightning Attack               Lightning Storm
Gamma Assist:  LK Double Typhoon       Hail Storm

SnapBack: C.Fierce

Storm's best assist is probably her gamma and alpha assist. HK WhirlWind and LK Double 
Typhoon both do great chipping damage. Storm's Beta assist is a mediocre anti-air attack,
I prefer other anti-air assists such as Jin's beta assist, and Cyclop's Gene Splice.

One small note, if you do a double or triple team super with Storm leading, and if you picked
her Gamma Assist, the rest of her teammates in the triple or double team super will back away
with Storm because she's doing the Hail Storm.

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VI. Strategy

There are basically two ways to play Storm, the cheesy nasty way, and the uh..nasty way.

Cheesy Way:
Just stay in the air and keep unleashing Double Typhoons. The fact is..Double Typhoons
can just overrule almost all other projectiles. They also do a lot of chipping damage.
If they unleash a super, just air dash to the other side, or fly very high to avoid the super.
If it's an air beam super, quickly cancel the dash and block. Keep calling out projectile assists
like Cable's Viper Beam, Cyclop's Optic Blast, and Ryu's Hadoken with the Double Typhoons.
Your opponent will surely get annoyed, and pissed off. Promise you won't haunt me if someone 
takes out their gun and kills you.

Nasty NonCheesy Way:
Storm has to stay in the air! It's a law! She has to! When in the air, she has to keep
unleashing Double Typhoons. Sounds like the cheesy way huh? However, you can't keep
using your Double Typhoons over and over again. Mix up the timing between each 
Typhoon. Use WhirlWinds also. Air dash to one side to another to confuse your opponent.
Send out assists in correlation with your Double Typhoons. Play "hit and run". Air dash
towards your opponent and hit them with a ground combo ending into a Lighting Storm
or Hail Storm to deal some damage. After that, fly again! Nobody can match her superiority
in the air. And don't remain at the same place. Stay in motion, or else you will get killed
by Saotome Cyclones, Shinyunkens(god, I like the sound of that name...), and Darkness
illusions. It's a good idea to send out a projectile assist before you use the Double Typhoon
in the air, because your opponent has to block the assist. Remember, she can air dash in
8 different directions. Also, it's pretty handy to have an anti-air assist available.

If you're having troubles against opponent that do a mid-air beam super, you can try using a 
Hail or Lightning Storm. It's a 50/50 shot. If your opponent forces you on the ground, your chances
of winning is slim to none. Storm's S.Roundhouse has good priority, but you're better off
switching.

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VII. Assists are the Key!

Assists are the key to success in Marvel vs. Capcom 2! They are to be used very often during a course
of a game. Several of the uses are for combos, keepaway, anti-air and anti-dash defense, and countering.
Use an assist at every opportunity you get. But be careful, if your opponent finds a chance to pull
off a super, your assist character takes extra damage from his/her super. But at the same tone, assists
can win the game for you as well. I have listed some examples of good assists below and their usefulness.

a. Ryu's Beta assist  Hadoken
It's good for chipping damage, and for long range support. Pretty slow fireball...not one of the best.
b. Spiderman's alpha assist Web Ball
It sets up some supers and combos fairly easily. While, it's not damaging, it sets up huge damage.
c. Jin's beta assist Saotome Dynamite
It would take me a whole page to tell you how good this assist is! It's good for keepaway, anti-air, anti-
dash, chipping, damage...it's arguably the best and most abuseable assist in the game. just try it and
you'll see what I mean(and use it when you see your opponent using an attack, or you're under
extreme pressure)
d. Juggernaut's Beta assist Juggernaut Punch
Another dominant assist. It just eats fireballs alive! See a Hadoken? Call out Jug. See a Yoga Flame? Send 
out Juggernaut. In addition, Juggernaut takes 80% damage even as an assis character. Mix that with
the possibility of 30% damage(Glitched Juggy), and you got one heck of an assist.
e. Cable's Alpha Assist Viper Beam
Cable's Viper Beam is very fast, and it does good damage, sets your main character up for any combo,
and super. Good chipper, rather safe as long as you protect Cable. Much more better than Ryu's assist.
f. Dr. Doom's Beta Assist Molecular Shield
This is a rather good assist. It does a lot of chipping damage, and it pushes your opponent all the way 
to the corner(even if you block). You can keep doing these all day long(but that's too cheap). That's how
abuseable this assist is.
g. Hulk's Beta Assist Horizontal Gamma Charge
It's fast, negates fireballs, and does a lot of damage. This can also set up some nasty, damaging combos.
It's almost as good as the Juggernaut Punch, and maybe even better, because you have a better chance of
comboing after this.

I'm sure there are other good assists in this game. If I've missed some, please email them to me at gotenks2000
@hotmail.com and I will give you credit for it. Tell me why the assist is so good.

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VIII. Updates

July 20, 2000-The creation of this Storm faq- Version 1.0 is created

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IX. Conclusion

Well, this is the faq. I will be adding much more info in the next week and during the summer of 2000!
I will be adding normal move analysis, more special and hyper combo analysis, more combos,
strategy, and perhaps a versus strategy section also. My email address is gotenks2000@hotmail.com, 
so email me anything you would like to tell me. I have a dbz/game homepage too. The url is 
http://gotenks2000.hypermart.net. It contains dbz fanfics, original marvel vs. capcom 2 faqs, and
original marvel vs. capcom 2 combo movies. Please take a look at it.

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X. Thanks To

-GameFaqs.com
for hosting this faq, and for the best game site ever.

-Fighters.net
they have tons of combo movies

-Shoryuken.com
This fighting game site has lots of combo movies, and fighting game info.

-Everyone that read this faq
