Tempest rush? I didn't think it was that useful but decided to play with it, and luckily/unluckily got to test it right away.
We were playing on Nightmare Act 2 with my barbarian brother and my wizard friend, in the sewers dungeon. We unluckily run into TWO unique mobs - Frozen+Vortex and Illusionist+Arcane.
Everything happened too fast. We get sucked in, people pop defensive cooldowns, but we get surrounded as the illusions confuse our vision and we fail to notice the frozen orbs forming. Too late, everyone gets frozen, and Leap and Diamond Skin are on cooldown for my team. The arcane orbs of laser death start appearing...
I jam on Serenity, hold down Tempest Rush and scream "Charging Star!!!!" as I do a 360 run to slam enemies out of the way as we make a run for it.
The skill has never left my right-click ever since. Tempest Rush will not be the most damaging skill in your arsenal, but it will keep you alive by knocking back and slowing down enemies, evading fire/poison/void zones, and helping team mates if they need to get something off them for just a second. It's not flash like Dashing Strike, but is less reliant on the need to have an enemy at the fringe of the pack for your to "dash out". Unless Blizzard fixes Dashing Strike to allow "non-strike" dashes, Tempest Rush will be your best mobility, get-me out of here, spell combined with Serenity (or Blinding Flash).
For the non-MvC players: http://marvelvscapcom.wikia.com/wiki/Hyper_Charging_Star
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