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Storm’s cited solo route is a no-assist combo that starts with Medium → Heavy, uses Quick Skills and Unique attacks to keep the opponent close, and ends with an Ultimate confirm. The NerdsChalk guide updated August 12, 2026 reports 66,212 damage for the sequence. That number is the guide’s reported result, not an independently verified universal value, so treat it as a reference target rather than a guaranteed result on every patch or setup.

This guide preserves the route’s exact order, explains what each transition is doing, and separates confirmed execution advice from assumptions you should not make. The sequence is demanding because it combines multi-hit timing, an automatic jump, a delayed floor pickup, an aerial kick and a prompt wall-splat conversion.

Storm’s complete solo combo route

This notation uses the move labels shown in Marvel Tōkon: Fighting Souls: Medium, Heavy, Quick Skill, Unique, and directional modifiers. It assumes Storm is fighting without an assist. Follow the timing notes below each phase; several attacks must finish their full animation before the next input.

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Before you begin: notation and requirements

The route is written for the Quick Skill control style. PlayStation’s beginner guidance explains that players can choose Quick Skills or motion-based Command Inputs, so your controller display may use a different input method if you changed that setting. The move order itself remains the same route, but you should verify which command style is active before deciding that an attack failed.

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No teammate assist appears in any step. That is the defining requirement of this route: Storm must create the launch, reposition, pickup, wall splat and finish herself. You need the game, Storm selected, and a controller or input device that can register simultaneous buttons and directions. The available official guidance does not identify a special controller, premium accessory or particular button layout as necessary. A PS5-compatible wireless controller is an optional practice setup, not a requirement or a performance guarantee.

  1. Start with Medium → Heavy. Let Heavy complete all three hits. Do not cancel it early.
  2. Use Quick Skill + Heavy, then immediately Back + Unique. The Back + Unique pull keeps the opponent close enough for the next ground string.
  3. Continue Medium → Heavy → Down + Heavy → Medium → Heavy. Down + Heavy performs the jump needed for this part of the route. Do not add a separate manual jump after it.
  4. Press Back + Quick Skill + Heavy, then Down + Unique. Wait until the opponent is close to the floor before using Down + Unique; this is the ground pickup.
  5. Press Medium → Heavy, then slightly delay Jump + Heavy. The delay gives the opponent time to enter the kick’s path and helps the attack connect for its intended hits.
  6. Press Back + Quick Skill, then immediately Forward + Unique. This produces the wall splat. The Forward + Unique input is time-sensitive.
  7. After the wall splat, press Heavy, then Quick Skill + Medium. Let Heavy complete all three hits before the Quick Skill + Medium follow-up.
  8. Use the Ultimate at the guide’s stated confirm window. NerdsChalk specifies Forward + Unique and Quick Skill together from the Back + Quick Skill confirm window. Its instructions place the Ultimate there, rather than after the final Heavy into Quick Skill + Medium sequence. Follow that confirm timing instead of automatically saving the Ultimate for the end.

Input sequence at a glance

Phase Inputs What must happen
Opening Medium → Heavy Heavy lands all three hits.
Close the gap Quick Skill + Heavy → Back + Unique Back + Unique pulls the opponent back in.
First extension Medium → Heavy → Down + Heavy → Medium → Heavy Down + Heavy supplies the jump; do not manually jump.
Floor pickup Back + Quick Skill + Heavy → Down + Unique Delay Down + Unique until the opponent is near the ground.
Aerial hit Medium → Heavy → delayed Jump + Heavy Give Jump + Heavy a small timing delay.
Wall splat Back + Quick Skill → immediate Forward + Unique Forward + Unique must be prompt.
Wall sequence Heavy → Quick Skill + Medium Allow Heavy to finish all three hits.
Ultimate confirm Forward + Unique + Quick Skill at the specified confirm window Use the guide’s Back + Quick Skill timing, not an assumed post-string activation.

How to read the route as one continuous sequence

The first three phases are about preserving contact. Medium starts the conversion, Heavy supplies its full multi-hit portion, and Quick Skill + Heavy advances the sequence. Back + Unique then pulls the opponent back toward Storm. That pull is why the next Medium does not require a dash or an assist.

The next Medium → Heavy pair leads into Down + Heavy. Treat Down + Heavy as both an attack and the route’s jump transition. Once the automatic jump has happened, continue with Medium → Heavy rather than inserting another directional jump. The sequence is intentionally compact; extra movement can change the spacing.

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Back + Quick Skill + Heavy begins the descent section. Storm needs the opponent to fall far enough for Down + Unique to connect near the floor. After the pickup, Medium → Heavy creates the final aerial approach. Jump + Heavy is deliberately delayed, then Back + Quick Skill and Forward + Unique convert the position into a wall splat.

At the wall, Heavy must again deliver all three hits before Quick Skill + Medium. The Ultimate instruction is the unusual part: the cited route places Forward + Unique + Quick Skill at the specified Back + Quick Skill confirm window. Do not infer that the Ultimate should automatically be pressed after the final Heavy into Quick Skill + Medium just because that is the last visible attack string.

What makes the route difficult

Multi-hit attacks are part of the timing

The opening Heavy and the later wall-sequence Heavy are not single-hit placeholders. The route expects all three hits from each attack. Cancelling either one early changes the opponent’s position and removes the timing needed for the next move. If the tornado-kick portion after Quick Skill + Heavy loses hits, the usual cause is an early Heavy cancel rather than a problem with the following Back + Unique input.

Use the visual rhythm of the attack instead of mashing the next command. You are looking for the complete animation and its final hit before advancing. The same rule applies at the wall: Quick Skill + Medium should be entered only after the Heavy has finished its intended hits.

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Storm must keep the opponent in range

Back + Unique immediately after Quick Skill + Heavy is a positioning tool, not optional damage filler. It pulls the opponent close so that Medium → Heavy can continue. If the opponent drifts too far away, the next Medium whiffs and the route stops. Input Back + Unique as soon as the Quick Skill + Heavy sequence has done its work.

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This is also why an assist cannot be casually substituted into the route. The cited sequence is built around Storm’s own pull and spacing. Adding an assist may create a different conversion, but it is no longer the documented no-assist route.

Down + Heavy already handles the jump

During the first extension, Down + Heavy triggers the jump according to the cited guide. Adding a manual jump creates an extra input and can break the intended timing. Treat Down + Heavy as one complete transition: press it, let its jump occur, and then continue with Medium → Heavy.

If you are testing the route from a reset position, watch for the automatic movement before pressing the next Medium. The correct correction for a drop here is to remove the extra jump, not to press the jump faster.

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The floor pickup is deliberately late

After Back + Quick Skill + Heavy, the opponent is descending. Down + Unique should be delayed until the character is close to the floor. Pressing it too soon leaves the opponent too high for the pickup, while pressing it too late allows the combo to drop. Watch the opponent’s height rather than relying only on a fixed rhythm.

Stage position and the exact visual timing can make the moment feel different, so prioritize the opponent’s proximity to the floor. The documented instructions do not provide a frame count for this delay; do not treat a particular number of frames as universal.

Jump + Heavy needs a small delay

The route does not call for an immediate Jump + Heavy after the second Medium → Heavy. Give the opponent a moment to enter the kick’s trajectory. The guide warns that rushing this attack can make some of its hits miss, which lowers damage or ends the combo before the wall sequence.

A successful connection is not just a matter of seeing the kick touch the opponent. The goal is to preserve the intended hits so Storm reaches the Back + Quick Skill wall conversion with the correct spacing.

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Wall splat timing is immediate

Back + Quick Skill creates the confirm window for the next action. Press Forward + Unique promptly to trigger the wall splat. A delayed wall-splat input makes the final Heavy and Quick Skill + Medium sequence less reliable because the opponent’s wall position changes.

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If Forward + Unique misses, repeat the section from Back + Quick Skill and remove the pause. The route does not call for waiting for a second bounce or for the opponent to descend farther.

How to practice the route in Training Mode

PlayStation describes Storm as a highly technical character who “wields the forces of nature.” Her Tempest gust can open options and control projectiles, while Whirlwind is a lunging attack. This combo is one punish or clean-hit conversion within that larger kit, not a complete neutral plan.

Training Mode is the appropriate place to build the route. PlayStation’s beginner guidance explains that players can practice simple inputs and combos, adjust CPU behavior, and choose between Quick Skills and motion-based Command Inputs. This route is written with the Quick Skill notation.

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  1. Enter Training Mode with Storm. Set the opponent to a passive or recording behavior while you learn the sequence. The official guidance supports adjusting CPU settings; choose a behavior that lets you repeat the same situation.
  2. Practice the opening separately. Repeat Medium → Heavy until Heavy consistently delivers all three hits. Add Quick Skill + Heavy → Back + Unique only after the opening is stable.
  3. Add the first extension. Confirm that Down + Heavy performs the jump without any manual jump input. Then connect Medium → Heavy.
  4. Drill the pickup. Record or observe the opponent’s fall after Back + Quick Skill + Heavy. Practice delaying Down + Unique until the character is near the floor.
  5. Learn the aerial delay. Add Medium → Heavy, pause slightly, and press Jump + Heavy. Adjust the pause based on whether the kick connects cleanly.
  6. Practice the wall section on its own. From Back + Quick Skill, press Forward + Unique immediately, then Heavy and Quick Skill + Medium.
  7. Add the Ultimate last. Once the route reaches the relevant Back + Quick Skill confirm window reliably, practice Forward + Unique + Quick Skill there. Do not change the confirm point simply because the final Heavy into Quick Skill + Medium occurs later in the visual sequence.

Build consistency in checkpoints rather than judging every attempt by the final damage display. First make the opening repeatable, then the floor pickup, then the wall conversion. This isolates whether a miss comes from a completed Heavy, spacing, a delayed input or the confirm window.

Training checklist and input discipline

  • Check your control style before practicing. Quick Skill labels and motion-based Command Inputs are different input presentations.
  • Use clean, deliberate simultaneous presses for combinations such as Quick Skill + Heavy and Forward + Unique + Quick Skill.
  • Do not add movement that the route does not request. In particular, Down + Heavy supplies the first jump.
  • Watch the opponent’s position after every transition: close after Back + Unique, descending after Back + Quick Skill + Heavy, near the floor before Down + Unique, and against the wall after Forward + Unique.
  • When a section works, repeat it from a reset several times before adding the next section. This makes the first failed transition easier to identify.

Troubleshooting by symptom

Symptom Likely correction
The tornado-kick portion loses hits. Let the first Heavy finish all three hits before Quick Skill + Heavy.
Medium after the first Back + Unique misses. Press Back + Unique immediately after Quick Skill + Heavy so the pull keeps Storm’s opponent close.
The combo drops at Down + Heavy. Remove the manual jump. Down + Heavy is the route’s jump trigger.
Down + Unique passes under or above the opponent. Delay it until the opponent is close to the floor after Back + Quick Skill + Heavy.
Jump + Heavy connects but misses intended hits. Add a small delay before Jump + Heavy instead of pressing it immediately after Heavy.
Forward + Unique does not wall splat. Input it immediately after Back + Quick Skill; do not wait for the opponent to fall farther.
The wall sequence stops after Heavy. Allow Heavy to complete all three hits, then use Quick Skill + Medium.
The Ultimate does not activate as expected. Use Forward + Unique and Quick Skill together at the specified Back + Quick Skill confirm window. The cited route does not place the Ultimate after the final Heavy into Quick Skill + Medium.
The route works until a control-style change. Confirm whether Quick Skills or motion-based Command Inputs are selected, then practice with the matching notation.
The combo ends after an assist is added. Remove the assist and return to the documented solo sequence; an assisted extension is a different route.

Damage, conditions and what is—and is not—guaranteed

NerdsChalk reports 66,212 damage for this no-assist route in its August 12, 2026 guide. That figure belongs to the guide’s recorded route result. It has not been independently verified here, and the available information does not establish frame data, patch-by-patch consistency, or whether damage changes with different game conditions. Use the number as a reported benchmark, not as a promise that every successful execution will display exactly 66,212.

A lower number does not automatically mean that the route is wrong. Missing hits from either three-hit Heavy, rushing Jump + Heavy, or changing the Ultimate timing can all alter the result. Conversely, seeing a similar number does not prove that every input was identical. The figure is useful for checking a practice run against the published example, not for declaring a universal damage value.

The route is specifically solo: no teammate assist is required for any listed step. PlayStation’s beginner material notes that coordinating with teammates can create additional combo opportunities, but it does not provide a Storm comparison showing that an assisted route is stronger, easier, or more damaging than this one. The solo constraint is therefore the useful distinction for players who want a self-contained conversion.

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Solo route versus assisted extensions

A solo route spends Storm’s own actions to maintain the juggle and reach the wall. An assisted combo can create additional opportunities in the game generally, according to PlayStation’s beginner material, but no verified comparison establishes a competing Storm route with better damage, easier timing or a different resource cost. Do not present an assisted sequence as an upgrade to the documented route without separate testing.

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For a player learning Storm, the no-assist version has a practical advantage: every transition can be practiced in isolation with the same character. It also makes the source of a drop easier to diagnose. The tradeoff is that the sequence demands precise spacing and timing because there is no teammate hit to cover a late pickup or extend the wall state.

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Storm’s kit context

Storm’s official character material presents her as a technical fighter built around wind, lightning, aerial movement and Tempest. That explains why this route repeatedly changes height and spacing: Back + Unique manages distance, Down + Heavy supplies an automatic jump, Down + Unique catches the falling opponent, and Forward + Unique converts the positioning into a wall splat. The combo should not be read as a complete guide to when to approach, control space or spend resources in neutral.

PlayStation identifies Whirlwind as a lunging attack and describes Tempest as a gust that can open options and control projectiles. Those tools provide broader character context, but the cited route does not establish which neutral starter is best, how often to attempt the combo, or how its damage compares with every other Storm conversion.

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Players using motion-based Command Inputs instead of Quick Skills may see different input requirements in their control settings. The sequence above follows the Quick Skill labels used by the cited guide, so confirm your selected control style before troubleshooting a missed move.

What you need to practice

You do not need a particular accessory to perform the combo. A standard PS5-compatible controller or another supported input device is sufficient if it can register the listed directions and simultaneous commands. PlayStation presents Training Mode as the place to practice simple inputs and combos, so begin there rather than trying to learn the full route during a live match.

If you choose a wireless controller for convenience, treat that as an optional purchase decision. The cited material does not show that one model, connection type or price improves Storm’s timing, and no controller cost is part of the combo requirement. Your essential setup is the game, Storm, the selected Quick Skill controls and a Training Mode opponent whose behavior you can repeat.

Quick execution checklist

  • Start with Medium → Heavy.
  • Let both required Heavy attacks complete all three hits.
  • Use Quick Skill + Heavy → immediate Back + Unique to keep the opponent close.
  • Use Down + Heavy for the route’s jump; do not manually jump there.
  • Delay Down + Unique until the opponent is near the floor.
  • Give Jump + Heavy a slight delay.
  • Trigger Forward + Unique immediately after Back + Quick Skill for the wall splat.
  • Use the Ultimate confirm at the specified Back + Quick Skill window.
  • Remember that 66,212 is NerdsChalk’s reported 2026 result, not an independently guaranteed value.

Frequently Asked Questions

Is this really a solo Storm combo?

Yes. The documented route uses Storm’s own attacks and does not call an assist at any step. An assisted extension would be a different sequence.

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What is the complete input order?

Medium → Heavy; Quick Skill + Heavy → Back + Unique; Medium → Heavy → Down + Heavy → Medium → Heavy; Back + Quick Skill + Heavy → Down + Unique; Medium → Heavy → delayed Jump + Heavy; Back + Quick Skill → immediate Forward + Unique; Heavy → Quick Skill + Medium; then use Forward + Unique + Quick Skill at the specified Back + Quick Skill confirm window.

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Why does the guide say not to press the Ultimate at the very end?

NerdsChalk places the Ultimate at the Back + Quick Skill confirm window, using Forward + Unique and Quick Skill together. The instructions do not place it after the final Heavy into Quick Skill + Medium.

How much damage does the combo do?

NerdsChalk’s August 12, 2026 guide reports 66,212 damage. That is a source-attributed route result, not an independently verified value guaranteed across patches or conditions.

Do I need to manually jump after Down + Heavy?

No. The cited route says Down + Heavy triggers the jump. Adding a manual jump can disrupt the intended timing.

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When should I press Down + Unique?

After Back + Quick Skill + Heavy, wait until the opponent is close to the floor, then press Down + Unique for the pickup.

What if Jump + Heavy misses hits?

Add a small delay after the preceding Medium → Heavy. The guide warns that pressing Jump + Heavy too quickly can make some hits miss.

Can I use motion inputs instead of Quick Skills?

PlayStation says players can choose Quick Skills or motion-based Command Inputs. This route is written in Quick Skill notation, so confirm your selected control style and translate the commands through the game’s control settings.

Do I need a special or expensive controller?

No particular controller is identified as required. A supported PS5-compatible controller that registers directions and simultaneous inputs is enough; any wireless model is optional.

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The Bottom Line

For Storm’s cited solo route, execute Medium → Heavy, preserve every multi-hit Heavy, use Back + Unique to maintain proximity, delay the floor pickup and Jump + Heavy, trigger the wall splat promptly, and spend the Ultimate at the guide’s specified Back + Quick Skill confirm window. The route is reported at 66,212 damage by NerdsChalk, but that figure should be treated as a source-attributed benchmark rather than a universal guarantee.

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