What is that combo?
I'm still fairly new to Storm Cell combos, and frankly it's just been awhile since I've tried MK11 in general. So far my mid screen is string into SC-J2-F2-12-bf1 for the corner carry, which does about 30%, or I end with 121 if I want to stay spaced out. It does 29%, so less damage, but leaves the opponent far away, which could be useful for some matchups.
I still need to figure out:
Combo if I think they'll breakaway: (I think just string-SC-D2?)
Corner Combo
Corner combo with Quick Charge re-stand
Corner combo ended with B2 to set up B2 KB/B3 50/50
D2 KB (both Mid-screen and corner)
B2 KB (corner)
FB combo for Mid Screen and Corner
Anti-air combos
Is there a way to combo into the Electric Fly KB? I thought there was.
Break-safe optimal: Starter that isn't B31/F4~storm cell AMP, F2, D2 (B3 storm cell works, and try to do F2 as soon as possible to get D2 to land properly)
Corner combo: anything into storm cell AMP, JK, 243~fly (works best on starters that aren't B31 iirc), replace fly with discharge if you want the restand but to be honest idk if it's worth it, also note that storm cell corner routes actually do less damage than mid screen routes because of the universal JK nerf
B2 setup: anything into storm cell AMP, JK, B2
D2KB: I would do F3~storm cell AMP, then JI2, F4~fly, meter less the optimal would be micro dash 243~fly but its very hard so you can just do F3~fly
B2KB routes should allow F4~storm cell AMP into JI2, F4~fly but I don't really remember since it comes up so rarely
For FB combos you can replace your fly enders into FB
For anti-airs you can do F1~storm cell and go into JI2, F4~fly I think but I'm not sure, S1, F3~storm cell should also work, if you land a very high hit off F3/F2 you can get a 12~fly pickup so experiment I guess. Raiden's routings should be fairly straightforward?
As for Fly KB you can do D2KB, micro dash 243~slight delay fly for the KB, imo it's not really worth it for the damage and the storm cell route does laughable damage for 2 bars so IMO it's best saved for making those big reads to punish certain zoning moves, like short hopping the second hit of Cetrion ground pound and doing fly KB to punish
I think if you aren't using teleport then you don't really have to use 121 as an ender. You're guaranteed a meaty lightning strike after any fly ender mid screen that's safe if they can't punish it so you can take the free chip and just go back to playing zoning and footsies which we excel in. 121 is +36 which guarantees a teleport in while still being plus so that's the main reason I use it. Maybe you can think of another way with your new kit. In the corner you might also want to experiment with meaty AMP float stuff but it's pretty expensive with not a lot of reward so...
Either way good luck and have fun. Remember to mix up your options with float a lot (doing float into stomp without AMP, doing AMP into cancel, delaying stomp to make it less minus, etc) or else you tend to burn through offensive bar quickly (which is what I experienced)