Marvel Vs Capcom 2: Storm FAQ By Heat Clarense (iisolidsnakeil@aol.com) Version 1.0 March 10th, 2003 -----Introduction----- Alright, once again, with MvC2 coming around again for PS2 And X-box. I thought I should make a Faq being I’ve been in A few local tournaments at my arcade so I guess I hold enough Knowledge to create a FAQ on Storm along with other characters I normally play as in this game. Don’t hang it on your site without my written consent, and also do not sell this for any profit what so ever (What to mail me on) I added this because I’ve been getting a swarm of emails as of late “Ryu does not suck!” “ can beat ” For those who email me over this, it will be deleted, because in my opinion, Ryu DOES suck and is a huge waste. Don’t like it? Too bad, don’t read what I write then, and yes, I’m Aware that any character can beat another, but lets face it, sometimes The odds aren’t in that character’s favor, some characters like Cable, Storm, Magneto, Doom, Sentinel and all the other ‘Top tiers’ have A higher win ratio over everyone else in the game, so they are more Likely to win. And yes, I know everyone plays different in my strategies Section, but this is how I see MOST players use these characters, so the People who read this will probably have more of a chance of running Into someone who plays like this. And to those who actually Email me And try to find me to challenge me in this game, yes, I will face you if you Live near by and would love to, I love competition. Saying this, please only Email me if you’d like to try and face me, see I left something out, or left Something out like a combo/infinite or if you have a tip to contribute. Also, if you do email me, mention my faq in the subject line or else it may be deleted thanks to the huge amount of spam I've been recieving. And finally, Thank you! ======================= -----Contents----- 1. Character information 2. Move legend 3. Move abbreviation 4. Normal moves 5. Special moves 6. Hyper combos 7. Ground combos 8. Air combos 9. Infinites and semi-infinites 10. Strategy and Recommended teams 11. Credits 12. Legal stuff. ======================= Character information ======================= Team: Marvel Name: Ororo Munroe Date of Birth: Unknown (To me anyway.) Height: 5’11 Weight: 125 pounds Eye Color Blue (Or clear when she controls the elements) Hair Color: White First Appearance: Ultimate X-men #1 Damage Setting: 106% (Above average, not bad.) -------------------------------------- Reasons why you should play as Storm. (Or reasons not to.) Pros: Storm is FAST, not as fast as Magneto, but she’s probably second fastest in the game. Storm is one of the BEST character to do rush down, she’s second best behind Magneto She has an 8-way air dash. She holds a lot of air dominance. She is VERY deadly. She can tri-jump, crossing your opponent up making it much easier to land a hit and go into a long combo. She’s ranked as the best character in the game (Currently) She can float to the ground by holding up while in air. She has a different style of keep away that most call “Runaway” Her Hail Storm hyper combo is the safest super in the game is DHC’ed into thanks to it has NO recovery time at all. She’s a great anti-Cable too. She’s one of the closest person to ‘anti-Strider/Doom’ She has a lot of range thanks to the lightning on her hands, extending her reach a lot. Her lightning storm combos can kill a character in two uses sometimes. Her horizontal typhoon cannot be canceled after it’s sent out meaning it will get to the other side of the screen no matter what. She is one of the best batteries in the game (Character to raise the meter with) She can do at least 14 fierce punches in air. She’s easily the most versatile character in the game. Cons: She’s a little hard to learn. She can’t take hits well. Chipping power isn’t too much to talk about. She can’t play actual keep away, only runaway. Either her special moves are slow to come out, slow to recover, or both. Hailstorm hyper combo can be seen coming a mile away on it’s own. She could use a few better anti air moves. ---------------------- As you can see, Storm’s pros outweigh the cons, and when played right. Storm has no cons at all until you make a mistake, and a mistake against A strong character (Magneto, another Storm, Cable, Sentinel) can mean Storm’s death. ======================= Move Legend ======================= In the arcade (And on your joystick if you own one), the entire layout is not like it says. In this game if you don't know already, there is no Middle punch or forward (Middle kick For newbies). To get a middle punch/kick you must throw a jab or L.kick and it must connect (Blocked or not) and hit it again to get the middle punch/kick. So on your joystick the M.kick and Forward are now your fierce punches and kicks, the actual fierce are your assists, and believe me You'll be using them often against skilled played. O | L punch Fierce punch Assist 1 | L kick Roundhouse Assist 2 --- That's the actual layout, get used to it. ======================= Move abbreviations ======================= This is the part that most people who've played fighting games will know, so you can skip this part QCF = Quarter Circle forward, as in down, down/forward, forward. QCF = Quarter Circle Backwards, as in down, down/back, backwards. HCF = Half circle forward, as in back, back/down, down, down/forward, forward HCB = Half circle backwards, Forward, Forward/down, down, down/back. Backwards Dagon Punch motion = Forward, forward/down, down, down/forward Reverse Dragon Punch Motion = Back, Back/down, down, down/back 2P = both punches…as in… well you should know. 2K = both kicks. OTG = On the Ground, while you knock you opponent to the ground, if they don’t safety roll, you will be able to use a move such as a ducking low kick to hit them still and they will be unable to block and such (With Storm, this can be VERY important.) ---------------------- ======================= Normal moves ======================= Punches ---------------- Standing Light punch: (just…light punch.) Storm will throw out a quick jab with a bit of lightning on it, not much added range by it. Good for a combo starter though. Couching light punch (Down + L punch): Storm does the same thing, only crouching on the ground, not much to say. Jumping light punch. (L punch in air.): An air combo filler, and all it’s good for, Storm throws her jab out at a slightly downward angle. ------------------- Middle punch Standing middle punch: (Hit your opponent with L punch and tap L punch again to get a middle punch.) Storm’s cross, just combo filler since you can’t use middle punches or kicks unless you hit with a jab. Crouching middle punch: (Down + L punch twice) Storm will bring her fist overhead and then slam it down to her opponent, can’t say much because we can’t use middle punches or kicks freely in this game. Jumping middle punch: (L punch done twice in air.) Storm will bring one hand behind her head and with the other swing it out with a circular like bolt of lightning within her palm. --------------------- Fierce punch: Standing fierce: (Tap fierce) Storm will do an open palm thrust with both hands, this move has very, very nice range thanks to the lightning that comes from her palms and goes a pretty lengthy distance in front of her. Crouching fierce punch: (Down + Fierce punch) One of Storm’s launchers, it’s a lightning uppercut, no real added range on his attack because she throws her first upwards, but could make a decent anti air if you need one and don’t have time to call for an assist. Jumping fierce punch: Think Magneto’s Fierce punch, but this one is lightning attached, their attacks are almost exactly the same only I think Magneto’s is a little more downward angled, but this is probably Storms best air attack. Kicks --------- Light kick: (L kick) Storm just throws out a little kick towards her opponents shin and knee area. (Or there head if it’s Kobun) And this move can OTG someone and then be linked to her roundhouse and launch them into another combo. Crouching light kick: (Down + L kick) Storm will slide one leg out at her opponent and strike at their ankles, I rarely use this move at her standing light kick is much easier to combo into a roundhouse (In my opinion) unless I’m trying to cross up my opponent after a tri-jump. Jumping light kick: Storm will throw out one leg in front of her like Chun Li’s air demon hyper combo in the original Marvel Vs Capcom, only this one doesn’t do that amazing damage, I decent air to air move, but I personally would prefer her jumping fierce or roundhouse unless I’m going for a Lightning Storm combo --------------------------- Middle kick (Forward) Standing forward kick: (Tap L kick close to the opponent.) Storm will throw out her left hand at her opponents waist and then a whirlwind will spill from her hand and attack her foe at his legs, you can link this to a roundhouse for air comboing. Crouching forward kick: (Down + L kick twice.) Storm will raise herself on one hand and strike both legs out to sweep her opponent, wind coming from her feet, this will make them fall and if your fast enough, cancel into the lightning storm, be careful is they roll though. Jumping forward kick: To put it simply, think of Guile’s summersault kick in reverse because this is what it is basically, just no projectile from her feet. ---------------------- Fierce kicks Standing fierce kick: (Tap Fierce kick) Storms main launcher, she will do a high roundhouse kick, and gain a large tornado around the ground just beyond the kick, this move has nice range and probably the most favored way to start an air combo. Crouching fierce kick: (Down + Fierce kick) Another one of Storm’s launcher, it’s just like her standing roundhouse but crouching, and she doesn’t kick as high, nor is the tornado nearly as large as it was before, but wider so I think it has a little more range but will knock either Storm or her opponent back just a little making it a bit harder to jump after them and combo. Jumping fierce kick: (Fierce kick in air) Storm will do a little back flip in air and leave a trail of wind as her feet do around in about 3/4 of a circle, a nice air-to-air attack if they’re above or in front of you. --------------------- Throws Forward or back + Fierce punch (Can be done in air.) Wanna charge the meter VERY fast? Use this throw and mash like hell, you can fill up around half of the meter with just this throw, put it on the end of air combos if you want to get a big meter for Storm or to pass it off to someone else, this move does weak damage though, but the meter thing is decently a plus! Storm will grab them and do her fierce punch attack, but hold them there as she pumps them fill of lightning and then releases them, can’t combo out of this, but sort or combo into it from an air combo and air dash. Forward or back + Fierce kick (Ground only) This move sucks to be frank, it doesn’t charge the meter as much, and does the same amount of damage at her before, basically Strom will hold them and then make a tornado at her opponents feet, let them go and they rip into the air, you can’t jump after them for a combo so don’t try it, but if done in the corner you can possibly make them land into a throw assist like Zangief or Tron’s. ============== Special moves ============== Universal moves ---------------------- Snap back: QCF + assist 1 or 2 This move, Storm will do her fierce punch animation, if it connects unblocked you will force the active character out of battle and the backup (Assist character) into the fray, is you use assist 1, you’ll knock the first assist into battle (The one right under the active character) into battle, and the second being the third character. Doing this move requires 1 level of the Super bar. Variable counter: Back to down. (Back, back/down, down) + assist 1 or 2. This is a little different; it will bring in a different character, or if Storm isn’t in, she could come in as a variable counter, but I can’t exactly say much since I don’t use this unless I really need to. But the attack all depends on which assist you gave Storm (Or your other character.). This also takes 1 level of the Super bar. Push blocking or advanced guarding: 2p while still in block stun. Push blocking has been in a few fighting games so far now, and if you don’t know yet, while in block stun if you press both punches and the block will become much thicker and push your opponent back, it can save your backside sometimes, but can also be a problem, but then again, for some moves you’ll have to use it to punish moves, with Guard canceling and just to punish other moves like the Shoryureepa and Charlie’s Summersault justice hyper combo and a few other rushing/raising supers (Supers that come to you, or slowly or completely upward, or both.) Be careful though for beginners, push blocking too many times at once will break your guard and you’ll be open to an attack unless you guard cancel (Which I’m still learning somewhat.) ---------------------- Storm only moves Horizontal typhoon: QCF + any kick (Ground or air) This is one of the best projectiles in the game in my opinion because it can’t be canceled, not even by a hyper combo, but it’s slow to comb out and recover, but it’s wide so it can be a little hard to jump over if it isn’t timed right, basically Storm will throw her hands towards the ground and shout ‘Typhoon!” and then send a little whirlwind across the ground or air at her opponent, this can be used to stop dash ins, hyper combos, projectiles, and getting through Doom’s rocks and canceling Spiral’s swords in the sword dance trap. Rating: Damage: 4 Range: 6 (All the way across the screen) Useful: 5 Start up: 4 Recovery: 3 Overall, It’s a very good projectile, just make sure it’s going to hit, or have some propose. Pros: Will cancel out any other projectile except another typhoon itself. Will eat through beams. Will eat through hyper combos. Does decent chipping. Can be canceled into hailstorm or lightning storm. Cons: It’s slow to come out and recover. The typhoon travels a little slow across the screen. If done on Cable all he’s gotta do is jump up about half screen and do the hyper viper and Storm’s toast. ---------------------------- Vertical Typhoon: HCB + any kick (Ground or air.) This move is useless on the most part unless done in runaway, that’s the only time this move should be done, Storm will raise her hands up and shout out “Typhoon!” and then bring up a large windy column to the peek of a super jump, this move is slow, easy to see coming and can actually be WALKED away from if you keep moving it’ll miss. Rating: Damage: 7 Range: 4 Useful: 4 Start up: 2 Recovery: 3 Pros: Can be used to hang in the air longer. Can be used in runaway to add frustration. Does nice chipping Can be canceled into the Hailstorm for big damage if it actually connects. Cons: Easy to see coming. Do it on the ground and your dead. Can be walked away from. Overall: I use this move on Strider when I run away from the Strider Doom Trap, unless Strider has an anti air like Black Heart or CapCom. -------------------------- Lightning attack: Fierce punch + Light kick (Ground or air) This plays a big part in both combos, and running away, Storm will say “Lightning attack!” and then fly forward, you can hold a direction button and make her go in any direction, but pressing just fierce and light kick will make her go forward by default, This attack can be done three times in a row, but must be pressed again before it stops completely, the third time you do this the move will no longer be hyper-cancelable so make sure to cancel it on the first, or second one. Rating: Damage: 6 Range: 8 Useful: 8 Start up: 8 Recovery: 6 Pros: Nice addition for combos. Can be used in running away to stay in the air even longer! Very fast. Can be used up to three times at once. Cons: Used on it’s own can get you killed thanks to the recovery time of this move Takes a little getting used to if you play on an actual controller. Overall, It’s a very, very good move for combos and runaway, just make sure you don’t use it on it’s own, you could be in for trouble if you do. -------------------------- Lightning Sphere: QCB + any punch (Air only.) This move sucks, I NEVER use this move, it’s a waste, Storm will throw out a small sphere of lightning, weak punch will throw it at a slightly downward angle and fierce on the same horizontal range as Storm. Rating: Damage: 4 Range: 2 Useful: 1 Start up: 5 Recovery: 3 Pros: ….I dunno, I don’t use this move. Cons: Comes out slow. Recovers even slower. Can’t be comboed. Easy to dodge. You’ll be punished easily by this move. Overall…Don’t use this move, please. -------------------------- Flight: QCB + 2K (Ground or air.) Storm’s flight is a little bad, but could be worse, she flies pretty quick, but to start it she has to hop into the air and spin around once slowly before she actually begins to fly, I don’t use flight with Storm much as I see no real need for it. Rating: Damage: N/A Range: N/A Useful: 3 Start up: 3 Recovery: 6 (Can’t block until you touch the ground unless you’re in unfly mode.) Pros: Can help invasion a little bit. She flies around decently quick. Cons: Can’t block until you touch the ground, unless in unfly mode. Can’t block during flight. Storm doesn’t fly fast enough to evade the big attacks Overall…I’m not sure of it’s uses as I don’t use flight much. -------------------------- ============== Hyper combos ============== These moves require 1 level of the super meter all the time. Storm’s Hyper combos cause chipping damage, and are very fast and good. Lightning Storm: HCF + 2P(Ground or air.) Ah, this is a GREAT combo, it does nice chipping, can be comboed fairly easily, can be DHC’ed perfectly, Storm will Spin around quickly and yell “Lightning Storm!” and an entire stormful of lightning bolts will fill the entire screen, this can be comboed after Storm’s forward (middle) kick, or comboed at the end of a Lightning attack. Damage: 7 Range: 8 Useful: 8 Start up: 6 Recovery: 4 Pros: Very comboable. Comes out pretty quick One of the best supers in the game. Storm twirls at the end and it’s still in the hyper combo space, so it can be DHC’ed after the entire actual attack. Cons: Can be seen coming on it’s own. A little hard to combo for amateurs. If blocked that spin after the attack part is going to get you in big trouble. Overall: I use this move every time I get an air combo and Storm has a meter. -------------------------- Hail Storm: QCB + 2P (Ground only.) Storm will take her sweet time raising from the ground and to the edge of the screen behind her, and then do her combo, raining pieces of ice on her opponent, this combo is almost in escapable unless you are directly under Storm since that’s the only place the hail doesn’t hit, this move has literally NO recovery time what so ever so it is the safest Hyper combo to DHC to in the entire game! Rating: Damage: 6 Range: 9 Useful: 8 Start up: 4 Recovery: 10 Pros: The safest hyper combo in the entire game. Can be DHC’ed blocked or connecting and will do big damage or decent chipping power. Has no recovery time what so ever. Can actually block, air dash, attack after the attack while she’s still in air. Cons: Can only be comboed by a vertical or horizontal typhoon unless DHC’ed If done on point Storm will probably get picked off on the way up to start the hyper combo. Overall: I use this move as a DHC only, but this move is excellent never the less. -------------------------- ============== Ground combos ============== Ah’, Storm is a big time combo freak, something like Wolverine or Strider, Magneto and Cammy, She’s faster then them all except one, Magneto, not just in dash but attacking speed as well, plus she has nice range from the lightning and wind attachments of her attacks, not to mention with an air dash, she can make her air combos last longer, and tri jump, making it much, much easier to start a combo. But for the newbies, lets get this thing started Legend: S = Standing C = Crouching J = jumping SJ = Super jumping L. Punch = Light punch L. Kick = Light/short kick M. punch = Medium punch M. kick = Middle/forward kick F. punch = Fierce punch F. Kick = Fierce/Roundhouse kick. XX = Cancel into. /\ = Super jump \/ = Land. A.D. = Air dash Everything else as in special moves I’ll tell you, and tell you if you need a certain button. But lets start breaking combos down so you understand better. C. L. punch, C. L. kick, C. M. punch xx Lightning attack (Forward) xx Lightning Storm. This is only one of Storm’s combos, it’s a real simple one too, here’s how we break it down; First, dash in if you like and hit with a crouching light punch, then tap light kick, then tap light punch again, since you already did a light punch in this chain, you’ll get a middle punch, then as soon at it hits, press Light kick + Fierce punch with out a direction on the joystick/controller (Or hold forward.) To get lightning attack forward, as soon as it makes contact do a Half Circle Forward motion and press both punches to get the Lightning Storm combo! Understand? I hope so. Now lets get to it! (Opponent in corner) C. L. kick, S. M. punch, S. Fierce punch xx Lightning Attack (Forward) xx Lightning Storm = 18 hits (Usually) This combo is some what useful, you can do some quick damage this way, and once your in it they can’t roll like some combos, though I’d personally stick with an air combo over just about any ground combo. Vertical Typhoon (Pause for half a second for it to actually start) xx Hail Storm = ?? hits. I know what you’re thinking…”If the vertical typhoon is so hard to catch people with, why do this?” Well I’ll tell you, I use this on turtlers only because they’re usually dumb, so they won’t think quick enough to zap you while starting this move, only after it actually begins to happen, and after that you can be out of reach, and even if they do hit you, the Typhoon should still hit them. This is it for ground combos, because I know no real ground combos, only ground into air combos, and that’s what I use with Storm (And most other characters.) -------------------------- ============== Air combos ============== Alright, here’s where Storm is at her best, in the air, Storm is goddess of the elements, plus Lightning, wind and hail all come from the sky so it makes sense, any case, the combos won’t be too much, but believe me, the little amount of combos aren’t her only ones, but the ones I (And many other players from what I’ve heard and seen) find most useful, but lets start from the easiest to out way up, shall we? But lets start with the simple and work our way up. C. L. kick, S. M. kick, S. F. kick, /\ SJ. L. punch, SJ. L. kick, SJ. M. punch, SJ. M. kick, SJ. F. punch or kick = 7 hits, this sort of combo almost all characters have in the game, but you can do so much better then this… C. L. kick, S. M. kick, S. F. kick, /\ SJ. L. punch, SJ. L. kick, SJ. M. punch, SJ. M. kick, (Pause for split second to let them start falling) Air dash down/forward, Fierce punch throw. = 6 hits + throw, Want to build a meter fast? This combo’s for you, because Storm’s punches already build the meter around 20% of the meter, and the throw can build around 50%, meaning you got almost 3/4 of the meter in one combo, use this combo if you wanna build your meter quick with an actual combo. C. L. kick, S. M. kick, S. F. kick, /\ SJ. L. punch, SJ. L. kick, SJ. M. punch, SJ. M. kick xx Lightning attack, (Up/forward) xx Lightning Storm = ?? hits, This air combo is the very essence of Storm, it does the most damage out of any of her combos, if you want to use Storm effectively, you must learn this combo, and the many, many ways to land a hit and link into this combo, this combo can take anywhere from 40% of your opponents life, all the way to 60 or even 70%, anytime you get an air combo going with a meter, do this combo. Alright, this is it for combos, if you have any to contribute, please let me know. ============== Infinites and semis ============== Semi-infinites: Storms semi-infinites, I’m not sure of, I’ll figure out some soon. But who wants semi-infinites when you got actual infinites? Infinites: Storms infinites are a little hard to learn because all of them require knowing how to tri jump. Tri-jump down/forward, Light kick, roundhouse, land, Tri-jump down/forward, light kick, roundhouse, repeat over and over. Tri jump down/forward, roundhouse, repeat. (On Sentinel only.) Normal jump, light kick, middle kick, fierce, roundhouse, land, repeat. This is it for this, I’ll add more as I figure it out. ============== Tips and tricks ============== Storm is considered the best character in the game currently, and for good reason, she can do Rush down almost as good as Magneto, Super jump, throw out multiple fierce punches, air dash when she gets slow, throw more fierce punches, then lightning attack up three times and then come to the ground slowly, and most of all, holding up makes her slow her decent, and she makes that annoying “Haw!!” doing it the entire time making her a GREAT battery, Storm can play some keep away, super jump up and do the vertical typhoon a few times, adding frustration, maybe causing them a mistake, doing a little chipping and everything, she has the best super to DHC from, and into (Lightning storm to DHC from, and Hail into) She probably holds more dominance then any female in the game, only Iron man beats her out in my opinion. Her only real problem is her damage setting, and the fast she holds no really good anti air attack, but that can be made up by having an anti air assist like Cammy or the like. She also can’t chip too well, but with Storm, you shouldn’t have to worry about chipping, only getting a hit in and then getting them into an air combo and then into a lightning storm. Another good trick with Storm (And Magneto) is the Tri jump, this is when you do a normal jump, or super jump, though Super jump is better because you move faster, but before the screen gets the chance to scroll upwards with you, cancel it by air dashing down/forward, and then attack, you can get up to 3 attacks, then land, then actually hit them some more before launching them, the reason Tri-jumping plays a big part of Storm’s game is because if you do a barrage or high attacks, then land and use a low attack, you have a greater chance at hitting them. And you can also move to the other side, crossing them up, and if you successfully cross your opponent up, you WILL get a hit in, without a doubt. ============== Strategy and Recommended teams ============== This is just part to help you figure out against characters you might be having trouble with, just hold down CTRL + F and enter the name of the character you’re having trouble with. (And if you put Ryu in here, like with my Cable Faq, I pity you still.) ------Vs characters----- Magneto - Ah, one of the ultimate battles in this game, who’s better in Rush down? Magneto, he’s faster, in dashing and attacking speed and has about 6 infinites he can hit you with, so this fight can be hard if you’re caught in one of them, Magneto’s tempest combos can KILL Storm if he’s able to continue after the first tempest and get another one in, so what do you do against the biggest combo freak in the game? The same thing, or play run away, call assist, super jump, call a vertical typhoon to keep them grounded best you can, basically you want to turtle, because in rush down it goes like this, first one to get a tempest or Lightning storm combo will do about..60% damage, or 100% for Magneto, because Magneto can continue his tempest combo unlike Storm can after a Lightning storm combo. Storm -I’ve ALWAYS hated Mirror matches, Always, because you have the same weaknesses as strengths, and for Storm, there aren’t too many weakness’ when they’re played correctly, like I’ve always said, this goes down on assists, and on who makes a mistake first, because you both take damage bad, so a lightning storm combo will more then likely take out about 1/3 of their life. I can’t give a real strategy here, because you have to know Storm to do this, and if you’re reading this, you should get a good feel of Storm already. Sentinel - Sentinel will be raped by Storm unless he has an assist like Captain commando, but you on the other hand, can be killed by his stomp rush down, believe me, it’s what makes him so great, because ALL of Sentinel’s moves will do chip damage and he’ll probably call out Captain Commando to cover him as he cancels flight and comes to the ground unless he had unfly mode, his semi-infinite also hurts like hell, and it’s so easy to be caught in, all he needs is one rocket punch to connect and can put your life from 100% down to 60% or lower depending how many bars of the meter he has, and for a big guy, he has some nasty combos, but he’s a big target which works against him, I’d try that Sentinel only infinite combo, I’ve found that since most players play Sentinel so aggressive, it’s not much of a problem to catch him in it, and remember, he has super armor meaning it takes two hits, instead of one to bring him into block stun. Cable - A good Cable is a real problem to everyone, thanks to that Hyper Viper beam in air being so fast, one mistake can reward you with a dead Storm, but Storm does rush down and Cable is far from rush down prone, meaning if you keep on him, you have a good chance at killing him, but if he finds a way to keep you away from him, you may as well step away from the controller or joystick, because you don’t do any real damage from afar, because Storm’s moves have lag or recovery, and even if you get a horizontil typhoon, he’ll just jump half way up, out of it’s reach and hyper viper, hyper viper, and hyper viper and Storm will be finished, but, everyone knows that Cable is always in dire need of a strong AA like Cyclops, so if he doesn’t have one, this match is EXTREMELY simple. Strider Hiryuu - Here how it works, if your going against Strider AND Doom, you have a HUGE problem, because no one can handle Strider and Doom together, they are the dynamic duo of this game, but there are a few good things, you have run away, meaning if you can get him to use up all his meter, Strider’s game is weakened a lot, Strider needs a meter for his ouroborus, but he’s still a bit threat, getting caught in the Strider/Doom trap is like being caught in an infinite, nothing you can do until they screw up, but good thing here, the Strider/Doom trap isn’t that concrete so there’s a lot of opening here, but if you’re going against an expert Strider/Doom player like ClockW0rk (Mad love to you man.) You’re in BIG trouble because it seems these guys have mastered the Strider/Doom trap and know how to keep it together really well, but Strider can’t take hits too well, so a lightning storm combo and one other big combo will wipe Strider to the floor. Dr. Doom - Ah, the past best character in the game, in my opinion he has what you don’t, a STRONG keep away game, you have rush down and a little keep away, he has big keep away skills and a bit of rush down, who’ll win? Over all I’d say Storm will, but Doom’s fierce beam gun can keep you grounded, as can a few photon shots, but get close and he’ll be finished quickly, but getting to him can be a little hard, but no where near impossible, Just look for an opening and use Storm’s speed to get there as fast as possible, then combo, if your close there is nothing Doom can do but try to get away from you. Spiral - This match can be a little tough, because Spiral’s teleport, and even guard canceling won’t work too well if she uses her sword trap, but in any case, you’re horizontal typhoon can help, since it can’t be canceled, if you can get it out it’ll protect your dash in because it’s like a beam, it’ll cancel everything in it’s path, but if you get to her, she can just teleport away, best thing I can say to do, super jump out and try to get to them, if she teleports away, just zap to the other side of the screen, that’s probably where she’s appearing, and even if she isn’t, she has lag at the end of her teleport, so you can probably still get back to her even if you make a mistake on where she appears at, and remember to run away if she uses her Metamorphosis hyper combo, and if she has ground assist type, watch for her metamorphosis A1+A2 hyper combo, it does WILD chipping (Does around 70% chipping of the ACTUAL move’s damage.) Black Heart - Blackheart is sort of useless on point, but you can expect this, a super jump to be taken out by an inferno, and a lot, I mean A LOT of those damned Roundhouse demons during jumps, but other then that, it’s no hard, just rush him down, there’s nothing he can do, he’s too big to miss, if he dashes, just attack low, then launch, lightning storm combo, DHC into a strong hyper combo, and call it a day. Cyclops - Ah, Cyclops is earning a good name as a cheap keep away player, and has one of the best anti air assists in the game, and on point he can optic blast, use his optic bullets and everything to keep you away, and then use his Mega Optic Blast to chip (It does around 10% chipping if you didn’t know.) The easiest way to get to a keep away player is to look for an opening, super jump, wave dash, anything that will get you there, sometimes you can tri jump your way there even as you’ll probably jump over each little optic bullets or blast. (Since I’ve seen most players crouch down and fire their optic blasts), but because with the tri-jumping one, since you can run into a Gene Splice canceled into a super optic blast for decent damage. Cammy - Ah, I’ve always loved Cammy, she’s so beautiful, and deadly at the same time, and this is probably one of her best games so far, She’s got her deadly KBA combo, be sure not to get caught in it, Storm has an advantage, she can get a hit easier, and with both of their damage setting, a KBA combo, and Lightning Storm combo will do BIG damage, so it’s really who gets their combo first, but my money’s on Storm, since she has a bigger chance at getting a hit in and then into an air combo and lightning storm. Guile - Guile is hands down, my favorite SF character, he has it all, good damage to hit ratio, strong anti air, a VERY good projectile, one of the most devastating air specials in the game, this match isn’t too hard through, if Guile wasn’t a charge character, I’d say he’d be top tier, expect any air combo to end with either the Crossfire assault, or an air backbreaker. And always roll from his sweeps because he’s most likely going to cancel into his summersault justice hyper combo. Charlie - Charlie is a lot alike, and very different from Guile, he’s a little stronger I believe, which is probably why he’s so slow, but next the less, he’s still a good character, he has all the aspects of Guile, but doesn’t have the air special, and the crossfire blitz can not be comboed from what I know of, but he also has the air backbreaker for the end of an air combo, but Charlie does better on the ground then air, this is where you have him, if you have a hard time fighting him on the ground, take him in the air, you will win, Charlie doesn’t hold a candle to Storm in air. Iron man - Alright…I said it before, I’ll say it again, this guy hold more air dominance then ANYONE, he can hit you just about no matter where you are. (Directional button + fierce punch, if you’re above or below him he can use up + fierce kick, or just fierce kick.) He also has an EXTREMELY easy infinite combo to get caught in, if he has Doom or Psylocke, expect to get hit into it if your careless, and don’t try to mash, it’ll do nothing, only way I can see here is rush him down as fast as possible, and as carefully as possible, because you could end up running into his infinite, or a Repulser blaster, then canceled into a Photon cannon for BIG damage. BB Hood - BB Hood’s cool, she can be somewhat a problem, she can chip like hell with her cruel hunting hyper combo, but it comes out slow enough you should be able to super jump away, and as for her guns in normal attack, they’re range is PITIFUL! But watch for her Hyper apple for you Hyper combo, even if blocked she’ll let loose of four hyper apples, so keep blocking, or push block the first hit so they should miss. Omega Red - The Omega one…CAN BE A REAL PAIN! He can rival Cable is keep away with his coils by either grabbing you and throwing you away, or just keeping you in block stun since they recover pretty quick, he has a nice air hyper combo too, so watch out because since it’s a hyper combo, it can out prioritize a lot, but it’s hard to be comboed, plus his Omega Destroyer has a lot of recovery, so you should be able to get to him if he uses it and you block, and even if you are hit, constantly to the roll motion, because there’s a chance that if you’re on the other side of the screen and on the ground, you will hit the ground and be able to roll, and to the other side, and with that much recovery time and when you’re that close, you should have no problem at all to get a lightning storm combo on him. Wolverine (Adamantium) - Wolvie’s faster then you in attacking speed, and as fast as your dash, what did you expect from him? He’s a combo freak without any projectiles, he needs to be pure aggression, but there’s a few things to know here, if you’re hit by ANY move, chances are a good wolverine player will find a way to combo a berserker barrage X or even Fatal claw, so watch for this, but you can just run away, or you can go toe to toe with him, and you have a good chance at winning, since you’re both pixies, you both focus on Rush down, only your lightning storm combos will do more damage, but never the less, Wolverine is a big threat to your lifebar unless it’s a scrub wolvie, an expert one will, I repeat. He WILL give you a run for your money! Wolverine (Bone claws) - This’ll be short and sweet, treat him like the above Wolvie, just this one’s just a little faster and has a little more range because his claws are longer, and he’s also even more button masher friendly, but he’s missing two supers so that can cut down on some of his game, but beware, he still has Berserker Barrage X. Sakura - Sakura is no problem for Storm, she’s a Ryu wanna be, any Ryu wanna be can’t be tough (Except Cyclops.) But in any case, just rush her down, Sakura can’t handle a rush down from anyone as good as Cammy, so you will have no problem with her, watch for Tri jumping too much though, she could do her upward fireball hyper combo, but if you block it, you should fall out of it, then just..do what you like with her. (My favorite is vertical typhoon xx Hail storm.) Sabretooth - This guy was a very good character back in X-men VS SF, but now he’s been reduced, a lot, but never the less, he can be a threat, but he’s VERY predictable, he’s pretty quick too, also feel free to tri jump on him, but don’t to it over and over, because you can end up jumping into that little hop step of his hyper combo. Shuma-Gorath - One thing you gotta worry on this and the only thing you have to worry on is this, his chaos dimension, when he does his, I always run away and stay away because if he hits you, blocked or not you’re hit, and with the damage that thing gives out, you don’t wanna get hit by it, Storm can’t take that too well because of her stamina, but other then that, not too much to worry about, also, I’ve seen a lot of Shumi (My name for him.) tend to him in a lot so why not just…lightning attack xx Lightning Storm to teach them for jumping in? Spider-man - This guy was the KING of air combos in the original, but not Magneto, Storm and Iron man took his spot, but there are a few things I forgot, Spidey CAN link his Maximum spider in a combo, but only when he does a fierce web ball, his fierce punch in air can beat out a lot of things, including a lot of Storms moves, but no worries, since if you use roundhouse in air, you should beat, or at least trade hits with him, and on ground, you got him, just stay on the ground and you have him, because Spidey works better in air, and since Storm can play in both air and ground effectively, you’ll have him in your pocket as long as you play your cards right. Venom - This guy is a complete expert character; he has to be in this game to rival any top tiers, or semi-top tiers, so only experts with him will play as him, so don’t get your hopes up in finding a expert Venom player, because with actual top tiers around, who wants the other characters really? But in the rare chance you do find one (There’s only one at my Arcade) be prepared for the fight of your life, they usually pair themselves up with Sabre tooths projectile to hold you after they do the Death bite because they’ll do the death bite and after the flying screen it won’t get the chance to happen because Birdy’s gunshots will keep juggling you giving Venom enough time to get back on screen, Do another death bite to you! Ryu - If you have a problem with Ryu, hit X on your browser, because you suck, plain and simple. Ken - This guy, unlike Ryu, is useful. He has the best anti air assist in the game in my opinion being he’s completely invincible during it, but it’s not as useful as say…Captain commando’s, but in any case, Ken has one hell of a Glitch for his assist as a hurricane kick, it takes out around 1/10 of your life each HIT, overall; just make sure you don’t go jumping in, dashing in is probably move safe, just make sure you don’t go running into his little short fireball, because it’ll probably be canceled into either his kick hyper combo, or a Shoryureppa for big damage on you. Akuma - Akuma is a pretty decent character, his stamina sucks, but so does Storm’s, also, make sure you roll anytime he does the hurricane kick, because he can cancel into the Tenma Gou Zankuu for nice damage, and he has a lot of air dominance when he does the hurricane kick during a jump. Warmachine - Plain and simple, handle him like you would a faster Iron man, just don’t get caught in his infinite. Morrigan - Sorry Morrigan players but, Morrigan is sexy and all but she just doesn’t have what it takes to top Storm, Storm has the lightning Storm, speed, and combos, and Morrigan is like a more combo-friendly Ryu, and Ryu sucks so…so does she. Tron Bonne - I’ve yet to meet a good Tron player, but I do know her projectile assist is flat out lethal in power! She has a nice set of wacky hyper combos and normal moves, but her hyper combos can be seen from miles away, so no problems, I promise ya with that, but she DOES have some lethal special moves, and with Storm’s stamina, she can be wiped out quickly if you’re caught in too many of Tron’s combos. Silver Samurai - This guy, you will probably never see, because he uses more of the meter then Cable does, and doesn’t get even 1/10 of what Cable gets out of it, so I’m unaware of a strategy for him, but you chances of facing him are slim as hell already. Iceman - This guy seems to be NO problem for Storm, just rush him down, only thing he can do is try to jump away, use his launcher to knock you away, but if you can dodge his icebeams over and over, you will have no problem with him because all he has is chipping. (And a lot of power in it.) M.Bison/Vega - This guy’s underrated, but at the same time, not much better then how people say, he has little combos, and a pretty confusing teleport, but never the less, he’d no problem for Storm, if he teleports, just jump up half way and do a horizontal typhoon, you should hit him or he’ll block it, probably giving you enough time to get in there, his psycho field’s easy to see, but if you get trapped in it, it does some very, very nice chipping damage, along with hold you there long enough for Bison to sometimes throw out another one. Megaman - Ah, it’s that blue boy! He can be somewhat of a problem if you play someone who isn’t a buster cap abusing fool, watch for tri-jumping over and over, you can end up tri jumping into a hyper Megaman and be in trouble, since he has a few invincibility frames in the beginning, other then that aspect, this shouldn’t be too hard of a fight. Anakaris - Anakaris is a semi-top tier, like Cammy and Iron man, meaning he is a threat, but his defense sucks, but lets face it, then you’re that confusing that’s a defense all it’s own, make sure you keep him from doing his odd sort of rush down and make damn sure you don’t get caught by his hyper combos, because they hurt like hell, other then that, just do your best to stuff his jump ins, his jump is VERY slow, but his attacks in air are very, very confusing. Gambit - One thing to learn, roll…EVERYTIME, ALL the time! He’s the OTG king, enough said, you do NOT want to eat a Royal Flush, that move hurts, and OTG’s are the only way to combo it (Aside from assists), that’s about all you gotta watch out for, and the Cajun slash is a hard move to counter. Captain Commando - Captain Commando has a nice ground game, lethal anti air, nice projectile and a handful of assists, he has three by himself and his actual partners, so overall, Captain commando can give a HELL of a keep away game if done properly, beware of a captain corridor, because it WILL be canceled into Captain sword for big damage, plus the flying screen effect meaning he can actually repeat it twice, so how do you counter the flying screen? Mash your buttons like trying to escape a magnetic tempest or Cable’s electrap grenade, it’ll make your character get up faster, other then that, I’m not sure on what else Captain Commando has up his sleeve. Captain America - This guy is versatile, not as versatile as Storm but, few are. In any case this guy has nice power, mixed with priority and speed, his charging star will eat through anything aside from a super, and typhoon, other then that, Captain America has some nice moves, when he has his shield he’s a little on the slow side, but without it he’s much fast, but loses his only projectile, and some priority, with it he has his projectile, power and priority, but loses that speed aspect to him, so with or without his shield, he can run with the best of them, make sure you don’t try and take out his hyper charging star by yourself, use an invincible anti air assist, but not Cammy because she tends to bounce off of Captain’s body and will just end up hurt, I’d personally recommend Psylocke or Cyclops. Hayato - Hayato, He has a look of someone who can beat you down! But when you fight him, you’ll see he’s a little less then that, he has a NICE anti air, but it’s bad at the same time because Hayato has to dash forward before doing it, so it’s not THAT great on point, he has a slow hyper combo (The multiple sword slashing one.) A Magnetic Shockwave look alike that’s not as powerful, and a hyper combo that if it connects will allow him to do unlimited Plasma combos (Plasma combo are the button combinations he presses with back that make him glow for the duration of the attack) Jill Valentine - Ah, my favorite girl in this game, she’s so beautiful, I personally have an obsession with the girls of Resident Evil, and this is Jill’s first fighting game, and she could be a little better, but when played right, she can be a threat to your health, she can be played two ways, rush down and keep away, rush down is using her speed to stay in your face, and keep away if to knock you away by using her crows, zombies, dogs and grenade launcher, both ways work effectively when done right, but on Storm, it’s hard enough to do anything on her, but no worries, just rush her down, her moves are slow to come out, about the ONLY thing to worry on is her rocket launcher hyper combo because it will knock you back like the Hyper Megaman, and it comes out pretty quick too, and even blocked, it chips pretty good. Servbot/Kobun - You’re chances of fighting him are slim, but never the less, he’s a PAIN, he’s so small, it’s impossible to hit him with a Tri jump or infinite, the lightning storm combo is a little harder to do, but not impossible, just rush up to him and launch him, he has little priority, extremely weak attacking power and defense, so one lightning storm combo and one…six hit combo maybe will finish him. Dan - DAN!!!! ::Gasp:: THE MAN!! Dan rules all, he may not be the best character, but look at him!! You can’t help but laugh over his funny antics, but over all, Dan is a nice character actually, I mean, he has no projectile, but he has that pride killer! (Goudo-ken), why do I call this the pride killer? Look at it! If you get hit by THAT, you gotta feel bad, but he has a nice anti air and nice anti-dash in, the Koryuken and whatever the other move was (I don’t remember it.), and if he throws out a autograph, you got a combo, but hey…who doesn’t want an autograph from Dan!? Also, that autograph move has some EXTREME priority on it! When he shows it to you, I’ve heard of people knocking Captain America, Ken and Cammy out of their HYPER COMBOS for when he shows the photo! Jin - Jin’s a problem, in the right hands at least, good for you, most don’t know how to use Jin, and he’s a charge character, so that means his moves have to be good, he can beat you in priority and power, no doubt, I mean he’s earned the nick named Mini Hulk! He deserves that name too, he’s like a comboable Hulk, his Bloodia Vulcan hyper combo will more then likely hit you if you super jump (I dunno why, might be a glitch) and Bloodia Vulcan also guard breaks if you normal jump, so it’s best to just stand there and not try to avoid chipping as there’s a good chance you’ll end up taking even higher damage, also, if he does his drill kicks, and of them, just block and then launch since they have some hefty recovery time. Felicia - Ooo, my favorite kitty girl, she has more sex appeal then Morrigan, and in this case, MUCH more deadly, she’ll break your dash with a sand splash, and then cancel that into the sand splash hyper combo for big damage, but she has no real good anti air, So tri jumping on her is pretty safe from what I know, unless she’s packing a quick anti air, and now a days, an anti air assist is a must for almost every team, so you’ll probably be up again either…Captain Commando, Psylocke or Cyclops, in any case, you’re tri jump should be faster and fast enough to beat her to the punch, so I’d go with that. Thanos - Thanos has a bubble infinite that can be a pain to escape unless you can mash like hell, and everyone should learn mashing now, since you can mash from Magneto’s tempest combos (And EVERYONE knows how deadly they are!) He also has some powerful Hyper combos, but overall, he’s a big target, meaning he’s slow, and he is, so no worries, just run up, combo him, and don’t run into any gauntlet hyper combos or that bubble infinite. Amingo - Judging on what I read, this guy sucks, only way he can win is by chipping away at his dashing bulb move, and there’s lag after that move, push block half way through this move, and then wait until he ends it right in front of you and then feel free to do as you please with him. Sonson - Sonson, just watch for her anti air staff swing, and no problem, her ape transformation she gains hyper armor, so watch out for that, jump over her and then just punch and kick at her repeatedly over and over to slow down her timer because you’ll actually do more damage and there’s nothing she can do. Zangief - This guy can be a pain since of course, this guy is the best grappler in the game, here’s a tip, DON’T GET IN THE CORNER WITH HIM! You got a Final Atomic buster coming! And if he does hit you with one, ROLL! If you don’t roll, he can repeat it, be careful of dashing or tri jumping too much, since if he goes into his evil mode, he gains hyper armor, And that means you’ll end up running into a Final Atomic buster… Hulk - Hulk was good, but lets face it, in this game, he sucks, but he’s still a threat, watch out for his Gamma Crush if you try a tri-jump over and over, expect one, and mash the buttons like hell, I’ve heard if you mash like crazy after the initial knock down of a Gamma crush if you mash fast enough you can get up and still block it. But I’m not entirely sure. Nothing can stop the Gamma Wave, so just jump over it, the Gamma Avalanche isn’t much trouble because Hulk players rarely use it. ------Recommended teams----- Here I’ll list the teams with Storm I see as the best, in this game I’m not sure if you noticed but to make it through a lot of fights you NEED assists to cover you, and the like. So lets get finished with this end of the FAQ. =D Storm (Projectile), Magneto (Capture or Projectile), Psylocke (Anti air) = Are you aggressive? Well this team is for you, this team is flat out aggression in it’s purest form, Magneto and Storm are best pixies in the game, and Psylocke’s anti air can project you against jumpers, and set up for combos by doing either a standing light kick or crouching light kick, followed by their launcher, plus if forced to, Psylocke isn’t too bad on point as she can battery by super jumping, throwing some fierce punches, double jump, throw some more, triple jump, and throw some more, and she has some nice combos too. Storm (Projectile), Sentinel (Ground), Captain Commando (Anti air) = This is a strong team, because people rank Sentinel, AND Storm as best character in the game. Plus they both have bad anti air moves themselves, so Captain commando makes up for that, if you don’t know about Sentinel and CapCom, please pass on this team or learn them quickly. Storm (Projectile), Cammy (Anti air), Psylocke (Anti Air) = This team some people prefer to the above, because Psylocke can actually start combos for Cammy too, just get her to connect and do it the same as Magneto, C. L.kick, C. Fierce launcher, just it’s a little harder but is do able, so now you got a free KBA combo, and Storm and Psylocke work just as well as Magneto and Psylocke so they’re typical together. Storm (Projectile), Strider (Variable), Doom (Anti air) = This team is VERY strong when played right, Storm is a strong character on her own, plus a great battery if needed, making Strider able to come in with level 5 meter, and who can play against a stronger Strider/Doom team with level 5 meter at full life? Even a master Storm player would be afraid! --------------------------- This is it for my teams, There’s no doubt Storm can be deadly without assists in some cases, but never the less, these are the teams I see most people tend to use. ============== Credits ============== Myself - For making this! Gamefaqs.com - For hosting this. Antrez - My friend, and probably second best (Now you are. Haha!) MvC player that I hang out with normally, you’re great to spar against man. Mechie - Mech’ You put up a nice challenge sometimes, so you’re good for my experimental teams, plus you’re also nice human target to get down a lot of my main combos. William - You, you are the sorriest Marvel Vs Capcom player I’ve EVER seen!! But you were around to get beaten and allow me to use my combos against you and just flat out destroy you and learn some of my mistakes, because if you can punish me for some moves, then I KNOW it’s a mistake. Josh - Josh, you go against me the most, well, I make you do it, but it’s fun to go against you, because you have such a hard time getting around just ONE of my characters most of the time, you were another great sparring partner. Capcom - For making such a great fighting game that attracts so many players. ============== Contact ============== Here's the ways to contact me. Email: iisolidsnakeil@aol.com Email#2: Boost_Jump@Yahoo.com AIM: iisolidsnakeil OR Capoeira Pride MSN instant messenger: bboy_Heat@MSN.com Also, some people have been emailing me on how to get MvC2 match videos. Before anyone emails me again, IM me on one of my AIM SNs and tell me. I'll let you connect to my server and DL all the videos I have (And I got a lot.) Lol. ============== Legal Stuff ============== All characters here are copyrighted to Capcom or Marvel, Strider is copyrighted to uhm…that guy who he’s licensed to (I forgot his name, terribly sorry) but this guide I guess is copyrighted to me I guess...but in any case, you know what I mean, all characters copy righted to me, but I wrote this…yeah, and if you actually read this…something’s wrong…