are there any good midscreen resets? other than the air L mighty strike. dash UF MH.
Well that’s a good one. There’s also air M Mighty Strike -> fly -> air dash -> Mighty Hurricane. You can also do air Mighty Spark into air dash, but that always seems less reliable to me. And there’s a super-jumping MH reset after landing the Tornado hyper. I’ve never used it for anything, but you can also jab them after the ground bounce from M Mighty Smash. Are you looking for something specific?
not rly i just want to know different resets that can be useful in different situations, and there seems to be a lack of good resets outside of the corner.
Is there any point in using the air M Mighty Strike -> fly -> air dash -> Mighty Hurricane instead of just going for the L mighty strike reset?
hey hey you guys go give me advice after watching my videos in the videos thread please
these boards are DEAD today with the exception of this thread recently.
i liked your team, seems like ammy gives you a lot of trouble. When you’re stuck in ammy’s 6H blockstring have you tried throwing her after it ends? dont even need MH just hold back and mash H, jump back MS works pretty well too.
She rly is a pain in the ass to deal with when you’re using thor but not half as bad as zero imo, when im facing zero/ammy i sometimes just try to stay away and zone them out using projectile assists and mighty spark, i have dormammu with purification on my team though so its a bit easier for me.
Yes. The M Strike/Fly reset takes the guess work out of it for you, and creates more guess work for them, plus it beats mashing. When you do the M Strike, you wind up below the screen, so they can’t actually see you. And then, when they recover, all you have to do is input a neutral command air dash (:atk:+:atk:) and the auto-correct function will send you the right direction. All this means you have plenty of time to visually confirm which direction to input the grab command. And since most people (amateurs, anyway) mash attack AS they recover, rather than the whole way down to the ground (which would be stupid), it minimizes the risk of getting hit out of your dash.
cant you already do that with L strike reset? im not sure if everyone already does the reset like this or not but after spending some time in training mode testing it i found that its much better to delay the UF dash, i couldnt land it consistently if i tried doing it shortly after L strike ended, seems like i often pushed them farther away before they recover with my dash and couldnt reach them or i ended up behind them. But if you dash rly late, after they recover and right after thor moves out of the screen, its easier to land and im pretty sure that it avoids mashers because you’re not close to them when they recover. Also if they recover in the opposite direction you can still dash UB and grab them on reaction. But i just started using this reset like 2 days ago so maybe this is old news for you guys.
I think that its basically the same as the M strike reset you posted, main difference seems to be that its much easier to catch ppl who recover in different directions with the M strike version, with the L strike you need to react much faster. But i can honestly say that its extremely rare to see ppl do that outside of the corner. All in all the M strike does seem better but its kind of a pain to do, you have a pretty small window to activate flight, too early and it doesnt come out, too late and you will be too low and wont be able to dash. Not to mention that against smaller characters you sometimes have to reverse the flight motion because you can end up on the other side after MS, happened when i was trying it against spiderman.
Only thing that concerns me about the M strike reset Ogrim posted is that it gives the opponent more time to escape via flight/airdash/whatever and it also gives them more time to call an assist and potentially mess your plan.
One of the reasons I tend to favor the L strike reset (and Thor’s air resets in general) is because when you’re that high in the air the opponent really can’t mess you up severely if they guess correctly on your reset. Very few characters can convert a mashed (or whatever) escape into a full damage combo when that high in the air. Most assists won’t reach that high either. With that being said I’m certainly gonna try working with it. An auto-corrected dash is exactly what I need for my shitty reflexes :lol:
The thing is though is that, if they fly away or escape, you’re still in Flight Mode which means you can still stay on them, which means for that reset you come out not taking any damage AND possibly have position? Seems cool with me.
I’m not advocating the M Strike reset because it’s the 100% best that should always be used. I don’t think a move exists in the game that is good ALL the time. But it has some distinct advantages over the L version in certain situations, against certain players, using certain characters.
It’s MUCH easier to hit reliably once you get the timing down for each of the commands. I can go into training mode, set the dummy to random air recovery, and successfully land the M Strike reset anywhere between 5 and 10 times in a row before I finally bungle and drop one. And I don’t mean 5 to 10 single resets. I mean air combo into the first reset, then continue it into comboing to the second reset, and so on 5 to 10 times unbroken. That kind of consistency is SUPER valuable to me in actual play, and especially online.
It’s also a great deal more confusing for the opponent, since once they recover, they can’t actually see where you are until they get close to the ground. And since they’re in a super-jump state, their options are really limited (no calling assists, for example). And as Saitsu mentioned, if they DO try to fly/air dash/whatever, you can still chase them down.
As an aside, I figured out the other day that you can do the chained flight dashes without just alternating up/down/up/down in a zigzag pattern. You can chain a diagonal dash into and out of horizontal and vertical dashes, and vice-versa, as well. Might be common knowledge, but it was new to me.
actually there is one move that should be always used whenever possible and that’s tron assist. yeah it’s retarded. LOL
also it doesn’t matter how high YOU hit an opponent they can call an assist immediately out of hitstun because they didn’t actually superjump =(
Really? Either that’s never happened to me, or I’ve just never noticed it. Strange. Regardless, the fact that they can’t see where you are or what you’re doing makes any counter-offense pretty difficult.
unless they have a haggar or tron or some fat hitbox thing that they can just throw out while your landed, which btw ruins my day HARD lol
Well my Thor must be getting better slowly, the person I play against lots always thrashed my Thor freely would pressure me all day go balls to wall, well the last few games we played I rocked his characters with my pointman Thor, which finally made him block and think about how to approach me lol which was my goal when we started playin. It was mostly my frustration in the way I was playing him, but god dam I was going to make him think about blocking and respect the The Mighty Thor.
Question or a ponder, anyone think that the recovery on Mighty Thunder is ridiculously long for one of the weakest Hypers (IMO) in the game ? It has long start up , don't do to much damage, only time I use it much is on a DHC from Hulks (To Weak hyper) or someone who is flying.
I thought the damage was respectable outside the corner for mighty thunder…
the damage when not cornered is nice but it has slow startup, little to no invulnerability and it doesnt push back on block like Magneto’s does.
It does almost as much damage as Mighty Tornado if you can get all the hits and leaves them fullscreenish grounded. Thor has no good reversal supers its the sad truth. Just gotta block and use your godly health to hold out. the worst is you can’t punish dante guns full screen. I like having supers that do that.
Its really annoying playing online when its laggy and my thor movement just gets fucked up. I miss all my tridashes and am just blah! OH well online is what it is. Can’t do anything about that.
As for resets Random things Ive noticed…
In the corner the L mighty strike reset you can just airdash straight up after it and they can’t tech forward or back to get away. mashing can hit but you can hit them with jump l,m xx mighty strike if you want so whatever.
After the standard corner mighty smash reset I actually have been catching hella people with super jump l,m,s on the reset instead of going for tornado. I know this is known, but I just want to stress how importnat it is to switch it up to make people guess.
Another note is midscreen you can actually hit the mighty smash corner reset as well. Most people tech back midscreen so after mighty smash H midscreen jump forward immediate airdash up forward and go for grab or jump medium. I hit that one alot midscreen since people think they are hella far away, it might not work on smaller characters or if you hit them to far away during aircombo.
Finally on incoming characters here is all my random tech Ive thought of
Charge Mighty Smash H - if it hits you can super or if they are low enough you can launch. If they block you are at slight frame advantage and you can either go for a throw or a block string or try and rejump, most people mash in this situation so I just go for mighty punish to be a dick.
Charge Mighty Strike M - If it hits obviously you get a combo, if its blocked you can fall with short on them or block if they are mashing. If you have a good lock down assist like dark hole or drones you can call that before you start charging to keep them locked in place for longer.
j.l,m,s - if this hits you can either go for standing jab into launch or if they are a bit higher you can get a mighty smash M off this for really big damage if you hit this and you can finish a combo with full charge mighty smash H you can get like 550,000 for no meter. If they block it, they are dropped in block stun with you to the ground which gets you a throw mixup!
Anyway thats all for now I’ll keep chugging along see what I can find.
Vs. incoming characters, I really like Heavy Mighty Spark with a :d::d::h: taunt cancel. You can hold the taunt safely for a bit for meter, or cancel it earlier and still go for a safe mixup.
how does that set up a safe mixup? doesnt mighty taunt have a lot of recovery? i mean ive tried canceling out of H mighty spark as soon as i see the sparks and the recovery didnt seem significantly different from a regular mighty spark with no cancel.
mighty thunder has it’s uses for SURE, you’ll see a couple of them in my combo video that’ll come out at some point - gonna be my 500th video on youtube (avengers combos, not just thor haha) - i’ll be sure to post that here of course