FEEL HEAVEN'S WRATH: Thor Thread Reloaded

I really liked the DHC with air Mighty Tornado into Gamma Crush that Mike was doing, great damage for 2 bars.

Hey guys, I got a potentially big discovery here, but it’s incomplete and I need help figuring out the nuts and bolts of it.

The short version: I was playing around with Thor’s air combo into knockdown into full-charge H Mighty Smash, which is a combo I have a terrible time doing. As I’m sure you all know, you have to delay your air string as long as possible to do it, so that the final j.S comes out as low to the ground as possible. Well… I noticed while doing this that Thor’s j.H creates a tremendous amount of hit stun in a combo. So much that they ALMOST fall all the way to the ground before recovering.

…you see where I’m going with this…

SOMEHOW, I’m actually able to get Thor to do one of two things by delaying his air-combo’d MMH as long as possible:

  1. If I delay long enough but then do the sj.S just before I hit the ground and input a :d: on the stick, I can actually get Thor to do a TAC whiff, where his j.S attack comes out with the air-exchange flash, but the exchange part whiffs while the attack hits, bouncing them way up into the air, resetting the ground bounce counter, and leaving Thor somewhere between 3 and 6 MONTHS to follow up with whatever he feels like. It seems like if he does it just the instant before his feet touch the ground, the landing cancels out the exchange part of the attack.

  2. If I delay it as above, but LAND before inputting the S attack, Thor can RELAUNCH the opponent for a second combo. Yes, you read right: Thor can launch, air combo into a landing and RELAUNCH without breaking the combo.

Now, I can only get this with about 25% consistency right now, but I think with time and work, the timing can be broken down to a science. So far, the best way I can describe the timing is if you imagine Thor’s superjump arc like the top 2/3 of the face of a really stretched-out clock where the space between 1 and 5 and the space between 7 and 11 is much larger than the space between 11 and 1 (the space between 5 and 7 would be under the ground). If (assuming P1 side) where he leaves the ground is somewhere around 8 o’clock, and the space where he touches down is about 4, then you have to hit the first jumping medium around 11:15, the second jumping medium around 1:15, and the jumping heavy around 2:15. I know that’s a crappy explanation, but I don’t have any vid equipment.

C’mon guys, help me out here. Thor with relaunch combos could be downright stupid.

Thanks for the support I was having problems doing some stuff, but still thought I did okay. I need to go back and relearn my Thor no meter bnb heh I’m to used to going for assist combos now. Pretty funny mike Ross started playing Thor.

Orgimitan I’m hell a going to learn that shit…

agreed khaos is the shit

Haha this is literally the most confusing and funniest thing I’ve ever read on SRK

Regardless, I’ll give it a shot.

EDIT: Good and bad news Ogrim. I was indeed able to relaunch. However, this was only able to be done after a raw launcher. Even after a cr.L xx cr.H xx S, there was too much histun decay to delay the air moves in order to relaunch the opponent.

Not even off MH into launcher?

Glad to see a top player picking up Thor, I think I will start trying that team out. I used to start Thor on point, but after a session with my friend running zero/wolverine/akuma…I realize my Thor is not ready for primetime yet. Far from it!

Huh. I was able to do it off of cr.H, S to air combo several times, so I know that works.

What about c.L, c.H, S? Or off of Mighty Strike? Or Mighty Hurricane? Or off of tridashes?

Just played with Ironman/ Thor/ Hulk team for a bit in the lab, wow, that team is very powerful, the DHC are incredibly powerful and their assists complement each other well, every assists can actually be useful. I haven’t figure out which one to go yet. I tend to favor IronMan’s repulsor blast/ Thor’s mighty spark/ Hulk gamma charge frontal as for now. Ironman seems to be very versatile on point and can deal with pretty much anyone. I think my weakness is still my Thor where I can usually just open people up with good dashing people’s elbow, other then that, Im usually just flying dashing around.

I’m back to using Thor again and I can’t remember for the life of me the combo that involves the medium air might strike. The followup wasn’t just a s/c.M into launcher was it? I could have sworn that it was something else that looked like a jump cancel lol.

j.H xx M mighty strike, c/s.M, S…?

I’ve been saying this for a while, and you’ve pretty much summed it up better than I have. His air M. Mighty Strike is awesome for pressure, especially if you time an assist with it. I will say that his air H is suprisingly excellent for combo starters though, especially when used with a low assist like Weskers, as it can create an unblockable situation. I was doing this last night to great success.

A tactic Ive been using lately is to use assists and his specials to create pressure and force your opponent to try and take to the air, where Thor really shines. With the fly-dash technique, I can usually always catch them in either a MH or a mighty strike combo.

I also use Hulk’s anti-air Gamma Charge as a good anti-air against dive kickers. It has super armor so they are pretty much going to get tagged every time, and it does great damage and throws them in the air, which I usually chase after them and MH or Mighty Spark them for a solid punish.

The better I get with Thor, the more fun he becomes. He is a very rewarding character when you get to know him and I think this thread will do alot to show people just that.

I figured out that DHC combo a couple weeks back (I posted it in the team thread a while back) and Hulk has stayed on my team ever since. Hulk and Thor really do great things together. You can also time Hulks throws (command and regular) with Thor’s Mighty Spark assist to get some really nasty damage. I wish I had a cam on my comp :\

Thor really, really likes team mates who can DHC people in the air, since many of Thor’s combos end up in the air. I run both Wesker and Hulk because they can both do just that. Taskmaster, Ryu and Doctor Doom also make great team mates for him in that regard. But for me, Thor/Hulk/Wesker for life.

Holy shit, so you’re saying that Thor could possibly do a tag in glitch like She-Hulk? Im going to the lab on this one, this could be one of the greatest finds yet! Good show!

Haven’t read through the whole thread but so i don’t know if it has already been posted, but Thor has a weird property on his air dash. Basically, with any other air dash character, if you jump over the opponent, hold forward and hit two buttons, you will keep going in the direction that you are going (so “forward” as in which direction the character is current facing). However, with Thor, if you jump over, hold forward and hit two buttons, you will actually back dash. Like wise, if you hold backwards, you will actually move the direction you was originally moving in.

How is this useful? Well in the corner after a knockdown, if they try to tech out of the corner, you can jump up, hold forward and hit 2 buttons and you will actually dash backwards into their direction where you can land a falling S (which looks very tricky). But if they decide to neutral or back tech into the corner, that same motion will cause you to dash into the corner with them. So it is like a options select of sorts.

It is possible to do the same thing midscreen, but will not catch neutral techers, since your air dash will go right over them.

That makes sense, as the theory on hitstun decay is that light moves cause a lot more than other moves.

So cr.L, cr.H, S would make the sequence a lot harder(if not impossible) than cr.H, S.

As for the glitch you were talking about, where the aerial exchange hits, but your teammate doesn’t come out? I was able to do that once in about an hour of playing. What character were you fighting against? Maybe it’s easier versus bigger characters?

Also, there’s some interesting game mechanics to note when doing this:
In Ironmans relaunch combo, it makes it easier if your first hit is as close to the ground after the launcher as possible, so the distance you had to keep the enemy in hitstun was as small as possible.

With Thor it’s a bit of the same concept, but limited because of Thor’s jumping M hitbox. If you launch them and hit them immediately with j.M, you won’t be able to connect another, because the hit stops the enemies upward trajectory, but doesn’t stop Thor’s as much.

So you need to delay it a bit longer, and then find the maximum timing between each j.M that hitstun will allow. Then, the other problem is making sure you can still hit them with the last piece of the puzzle, j.H. Which is a pain, because the hitbox on it is very low, and is capable of missing if the second j.M is done too late.

In conclusion, the whole sequence is a very delicate mess of timing. Another problem is that even if you get the launcher, it’s similar to the situation where a launcher is used as an anti-air, and the character launching fairly low below the opponent, and not much of a follow-up is available.

The glitch is promising, but seems REALLY hard to recreate.

Only have a second. To answer the question: I’ve been primarily doing this on Dante. Also, I’m pretty sure if you get the relaunch you can land at least a j.H j.S if you jump straight up, even though they go really high.

The raw s relaunch is probably not hat ood cause Thor gets raped by hit stun decay. But the tac glitch is hard as hell, though seems really useful, ivehad easiest time doing it on ironman I wil try Dante next.

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Random gimmick video that was posted on Eventscrubs (sorry, I just say it by habit now). Nothing in there that seems TOO helpful, except for that fun Spark xx Punish shenanigans.

the setups for the super counters were cool