FEEL HEAVEN'S WRATH: Thor Thread Reloaded

box dash is quick and triangle is too low for the H to come out. charging depends on your assist, and you can use whatever reset you like.

Hey guys, I picked up Thor a few days ago and I’ve been having a lot of fun with him. I’m really curious to see how other people play him though so if anyone’s up to showing me how it’s done with Thor I’d be down to play some matches. No mirrors though, I’ll run a team without Thor. I kind of just wanna see what it looks like when Thor bodies someone lol… Hopefully I’ll pick some stuff up. I don’t play this game online too often but I can certainly hop on to play a nice Thor. I’m on PS3; PSN name’s BustyWallace.

What assist are you using? Also, you never said that you were using assists, I think that’s why we thought your secret combo was so godlike! :razzy:

The BnB I use (assume I still have my X-23 OTG ankle slice available to me) basically is obviously flexible in how it starts, afterwards I just go up for the air series and launch them back down, dash up and call the assist, then dash again so my :m: Mighty Smash connects. If I want to preserve my meter, I go for another :h: mighty strike (otherwise a mighty tornado does serious damage). Given the extreme distance this overall combo covers, I usually am in the corner for the reset.

I actually was thinking of trying to see if I can get a reset straight off the OTG ankle slice (sounds like you are doing something similar with your assists), I’ll have to test because that would be pretty cool.

Modok balloon bomb, only adds like 20k, if that.

Cool, it wasn’t really about the damage, its just that Thor can’t really extend combo’s at all by himself! Even with my OTG assist, I can’t continue combos much further because of hit stun decay… It would just be ridiculous if you could though.

Hear what you are saying Ogrimtitan. I deliberately try to not do too do high damaging combos on characters with full health (especially if I don’t have a reset option at the end) because of the possibility of tagging out. If they are on about 50% health though, thats an entirely different matter. BUT a panic hard tag out is also a gift if you can read it. You block the first hit and start all over again… its poetry in motion. (Though I don’t think decent players do this… I myself just let characters die more often than not if I can see a hard tag is seriously risky. better than the next guy coming in and getting wrecked)

So found a pretty cool corner air loop for people who like to try and mash out of a air throw. after your standard air combo after launcher end in S (puts them into the corner) and if they air tech backwards hit them with j. M, j. H, land, j. L, j. M, j.H, land, j. L, J. M, J. S, land, st. L

after the st. L they go back into another air tech state and you can quickly go up and snatch them for a Mighty Hurricane. Or another loop if they continue to try and mash out of things.

This weekend I will work what happens if they neutral/forward tech and modify the loop for these occurrences. Like I have said though, some players just naturally want to hold back for some reason… the smarter players will obviously know to get out the corner as fast as they can.

Nice work. I have an interesting thought about this, but can’t test it right now. In the air, Thor’s M and H chain together pretty quickly (though the H is slow to come out). I’m wondering if you start this loop and buffer in either a regular throw or command grab motion on the stick while piano’ing from M to H, if you can option select between the attack and a throw. Since both the throw and an H Hurricane are 1-frame startup, it might be good protection against mashing.

I think Imma keep thor on point, lol… Need to practice more with him anyways…

he is pretty fast! unsafe if you fly dash dash hit… lol… but fast… he moves to funny and he is terry bogard, :stuck_out_tongue:

MODOK assist doesn’t really extend the combo, though, I can dhc without it.

Well no the point is I presume without that assist after the first H mighty smash you wouldn’t be able to get close enough to them to go for the air reset…

Also, Nissan, that air loop thing. I’m a bit confused. How do they air tech after Thor’s air combo -> S. Surely they are smacked onto the ground?

As for the air loop, quite a good find. But I’m thinking if you can beat their H mashing with j.M. Will it be safe to assume that Mighty Hurricane will always win since it has a 1-frame startup? Or is this more useful in midscreen because it’s too far for hurricane after the mighty smash otg?

No S only smacks them onto the ground if it had been triggered by a launcher… but since you are starting this loop off of an OTG attack (assist or H Mighty Smash) it doesn’t do that.

Honestly this is just another trick to have in the bag. I would always go for a straight Mighty Hurricane reset until your opponent tells you otherwise by finally beating it out.

Working on a rejump addition to my BnB. I have no idea if it’ll work since I haven’t finished the combo yet, but if it does, my bnb should do somewhere around 650k or more on the whole cast, no meter.

The idea is to add mighty smash M, Quick Work Assist, jump, MMS, land 2MS in the middle of the combo, but I’m having trouble connecting after I land. Might work more easily with another character’s assist, but that’d defeat the point of making the combo.

The assist actually pushes them farther away, but you are well within range either way.

Just a minor side-note that is really basic but I haven’t seen discussed much: if you’re not trying to insert fly into your air combo resets, you totally should. It makes them much more flexible to your opponent’s responses, and more reliable to land on the fly. For example, if you’re doing the standard air combo ending in Mighty Strike/Spark, then pausing for an air-dash + Hurricane reset, consider throwing fly in after the strike/spark. That way you can delay or adjust or dash to respond to the opponent, or even just bait out an attack and strike/spark again for another reset/hyper opportunity.

EDIT: Just found an awesome reset option with the above for you guys to play with. If you do a launch into standard air combo (MMH) and end with an M Mighty Strike (down-forward) and quickly activate fly just after the Strike animation finishes (the recovery is quicker than it looks like), you will be BELOW the bottom edge of the screen as your opponent recovers. From here, no matter whether they recover forward or back (which you have plenty of time to visually confirm), a neutral (atk+atk) air dash will bring you right into their fall path (because of auto-correct) and in plenty of range for a Mighty Hurricane! The best part of this is that they can’t see you until they’re in grab range! The only hard part is making sure you time your air combo so that you’re high enough off the ground that you have time to enter sj.flight mode after the Mighty Strike, but that took me all of 5 minutes to figure out. I’m heading back into the lab to expand on this, but I highly suggest you guys try it out.

tryin to do those reset too!

whats the trick to combing into might smashes? fuckin hard! HARD! H > M > M xx tornado… IMPOSSIBLE <lol>
that and Smash H full charge… whats the trick to make that land? I can’t do it on magsz :frowning:

cant you re launch or just launch after a M might smash?

This is one of the main things I’m focusing on in my next video.

In the corner, you have a couple options.

When you hit a combo, you eventually launch them in the air. From here you have many options.

  1. MMH xx Strike or MMH xx Strike xx Tornado

After Tornado, you can superjump up-back and instantly Hurricane.

If they are mashing buttons, you can go for a pseudo tick throw. Super Jump S, cancel the hit/block into fly. If they block they are pushed into the corner. If they get hit, you simply air-dash down and Hurricane.

You can also buffer the Super Jump S into a H Strike, which gives you quite a bit of time to confirm into Tornado.

  1. MMH xx Fly. They end up below you. You can either fly down a bit and wait for their air recovery and Hurricane, or you can instantly air dash down and grab them

  2. MM xx Fly. They stay at the same height as you. The recovery is also quicker, so you can hurricane quicker, catching your opponent who thinks the combo has another 5 seconds to it.

Then you have the H Smash enders in the corner.

  1. MMHS H Smash. Super easy reset, just air dash forward and grab them.
    If they are mashing buttons, use the same tactics above.

The tick throw helps a lot, because it gives them a reason not to hit buttons during the reset situation, which makes Thor’s throws more potent.

There’s also a very trick setup that works in his flight air-dash chaining. Hopefully I can finish the video by tonight.

Awesome. Will very much be looking forward to that video. Thor is so obviously GDLK (no pun intended) in the corner that I typically try to look for things that work mid-screen because that’s where he’s a bit weaker. That’s where things like the above M Mighty Strike into Fly reset comes from, because you don’t have to guess. It’s an easy visual confirmation that’s near foolproof (the trickiest situation is when they neutral recover, which hardly anyone ever does), and if your timing is good, you can catch them in H Hurricane no matter which way they recover, which means single-frame-grab priority.

Edit: I also finally got around to testing my theory about tiger-kneeing Mighty Hurricane against jump-ins. Believe it or not, it actually works–to some degree. It depends a lot on the arc of the jump and the hitbox on the incoming attack, and the timing is tight until you get it down (must be done right at the second-to-last instant), but I found that after only a few minutes of practice I could TK-Hurricane Sentinel’s jumping S and Dante’s jumping H if my spacing was good and Thor would grab them right out of their attack animation (almost like reverse-kara’ing or something, because their extended hitbox is what he grabs).

It looks like it won’t work for against certain attacks, like I could find no spacing/timing that worked against Dante’s jumping S (figures). I don’t even know if this is practical (unlike the previous reset I posted, which I know is useful), but I’m hoping others will pick it up and experiment and see what they can find.

I’ve been snatching incoming people with MH’s a bit now. It’s astounding how few people see it coming.

I wonder… can you tick-grab incoming folks? With j.:l: maybe?