FEEL HEAVEN'S WRATH: Thor Thread Reloaded

I tested yet again, and it still works even with wolverine mashing on short, block the dive kick and you can reversal H command throw it.

per the dive kick:
it’s all about spacing as fmr said it’s +8 but he still has to land. so the deepe the dive kick the more punishable it is.

so I recently took up Thor. I’m rocking wesk/storm/Thor.
and I’m getting most of my damage with Thor thru his smash assist and off the dhc glitch from storm. but what I want to do land command grabs. but ppl are a bit too busy to stand still for me. what setup do you guys use to get into command grabs.
the one setup I have is after a otg :h:smash jump command grab reset

[media=youtube]9FZDEHBf-eo[/media]

:china:that was a very nice video

edit
what combos do you guys use after the dhc glitch.
I’ll post mine up later when I can get to something ther than this ipad.

An interesting little reset I was messing around with was:

c.l, c.h, launcher, j.m x2, j.h, j.s, land, dante otg assist, charge h mighty strike, on third hit air super, opp will float down slowly as long as last hits whiff, launcher, j.m, the hit stun is really high at this point and the opp with tech out of your combo. Most are unprepared for this tech and are holding back, use that chance to MH. It seems like a really simple reset (and it is) but it works well because of the hit stun decay pop out. This is a corner reset btw.

I think my game might have come without a record option O_o. I can’t find it in dummy settings.

Galeon C you ahve to map a button to it in button config in training.

Mr. nannie, with thor and storm I play that team, so here is the most damaging post dhc glitch combo that I could find then I’ll post what you should do if wesker is still alive,

(all combos start with random storm combo into elemental rage dhc to thor whiff command grab)
st.h -> dp+m, cr.h, s, j.mmh (delay) s, otg full charge mighty smash xx mighty tornado. ORRRR if you don’t want to that really hard ender do j.mmh up+s (tag in storm) tag in attack hit airdash forward, h->fly, fly l, [airdash+h x4] S, otg elemental rage, that should kill everyone in the game from 1 meter, with a cr.short from storm as long as your combo builds 1 meter with storm. Damage is like 1.254 million.

If you have wesker otg assist available after you hit jump s with thor land, call wesker immediately start charging rdp+h full charge hits then as your falling either do medium spark into super or if you want meter less fall to the ground do st.s into immediate jump S for the knockdown, ups the damage on thors part to do like 1.1 meterless near 1.3 with meter (you build the meter)

Forgot to mention with wesker assist thor can actually start super loop off it obviously, doesn’t do much more damage if you don’t spend more meter and its unneccesary to spend more meter cause you’ll kill everyone without it, but it can make for some swag.

nice. I’ve been doing :l::s: ^ j:m::h::s: land assist (wesker otg) :m:smash xx mighty tornado.
but I like your styles better.

and I can’t get mighty tornado from :h:smash. is it just that I’m not fully charging?

yeah only combos after smash on raw hit where you get all the hits (never in a juggle seen that happen) or after a full charge. Yeah do st.h xx dp+m, cr.h,s is the most damaging starter for thor unless you have tron with king servbot.

ive been thinking about these kind of resets for awhile (the ones that rely on hit stun deterioration), maybe im wrong but wouldnt it be better NOT to follow up that last launcher? i mean if you launch the other player in the corner and stay on the ground to wait for them to recover, then it basically becomes the same as the reset after mighty tornado, just super jump and grab them.

@ Mr. Nannie, :l: mighty hurricane is good for air in the case air ins if you see your opponent going for them. I tend to use that or :m: if they are expecting a grab, since :m: is two frames faster and and a pretty good hitbox.

:h: I rarely use except in the corner most likely or to punish a missed/whiffed move up close.

Luckily the damage differences between the might hurricanes isn’t big, so each one is used basically dependent on the situation at hand.

Hope that helps.

Does might smash have any useful frame data on it, like being invincible to certain attacks or something? Just curious.

That’s just one way to do it, in this particular combo, those last few hits are enough to give you the perfect height in the air to grab them after the hit stun deterioration is at its peak. It feels sneaky because of how you are used to seeing thor’s air combo being completed but all of a sudden you are flipping out and then being grabbed again. If the person is on to you, you can always use similar tactics as if you were doing the L mighty strike arieal reset (dash uf or up to catch neutral / forward teching opponents).

Quick Thor tips:

Use an OTG assist

Stop using cr.:m: in combos, you’re killing the damage

Yeah it’s imperative to learn cr.:lp:, cr.:hp:, into mighty smash then to whatever. It can be tough to hit. If you wave dash in and can land that consistently it makes for a Thor showcase. As well I like using Skrull’s Tenderizer off a :hp: Mighty Smash just because Thor carries opponents to the corner and Skrull can hold him in the air off that OTG for mad damage/resets. But, I don’t have an OTG assist which I can see coming in handy.

best otg assist for thor imo are from wesker, x23 and dormammu. Wesker and x23 because they both hit low and have good range on their otg so you dont have to be in the corner for the OTG to be useful. Dormammu’s purification because it just has a lot of uses on top of being an OTG (zoning, corner resets etc).

That being said i dont rly think that thor needs an OTG assist, they add like what 100k damage? not that much imo, you’re better off with assists that help thor with his offence or defence, besides even if you dont have an OTG assist you can still do the Mighty smash H + assist in the corner.

I use Deadpools OTG assit most times, I use it mostly for my other characters (Hulk or Spidey or IronMan) sometimes for Thor if he will finish the character off without the possibility of missing a reset.

sigh, the more time i spend with thor in training mode the more im convinced that he needs a buff. Capcom put so many unnecessary drawbacks on a lot of his moves:

-Mighty smash L causes a hard knockdown but there’s too much recovery to be able to do anything after it other than Mighty thunder, also you can just use mighty smash M (if you use it twice it causes a hard knockdown and it does more damage than L anyway)

-Fully charged Mighty smash H is such a bad move for something thats so hard to land, ppl shouldnt be able to air tech after it hits instead it should cause an un-techable ground bounce like ammy’s charged J.H. Also the damage on it is pretty bad, the OTG hit does like 80K (without damage scaling) and the full move does around 230k but it very unlikely that you will land the whole thing. I tested out thor’s BnB twice, once ending with the usual (and much easier) air MS xx MT and once with the fully charged mighty smash OTG xx MT and the mighty smash combo actually did less damage. Also the move only has armor before thor jumps up, you can easily hit/grab him out of the air before the 2nd hit.

-Mighty Taunt has too much recovery, what’s the point of giving thor the ability to cancel out of his specials with this move if it doesnt significantly decrease the recovery or help him out in anyway?

-Flight is waaay too slow on start-up, seriously why does thor have such a bad startup on his flight compared to everyone else?

-Mighty thunder, why doesnt this push back on block again? and no need to give a move that is almost never used in combos slow start up AND recovery, i pretty much never use this hyper outside of DHCs.

I know that thor can be great in the right hands, i just dont understand why they put all of this BS in his moves in the first place. Half of his moves seem seriously flawed.

/rant

The OTG makes his combos alot more versatile and boosts his damage to around 900k on average in the corner. That, and it`s much easier to DHC effectively off a grounded Mighty Tornado. It most certainly is worth it.

He actually benefits from a slowish OTG assist like She-Hulk the most because it gives him more time to fully charge Mighty Strike. Given the way his air combos end so low to the ground, it`s not a problem.

I agree with you on Mighty Thunder, if it has so much startup, recovery and needs specific spacing to get all 4 hits, the thing should at least have invincibility frames like Magnetic Shockwave so it always comes out. I still use it when people are playing runaway or to predict a bad assist call, but there`s really no need for it to be so bad. Cancelling it off :h: mighty spark does remedy this a little bit though.

You can get full charge from almost any otg assist.
I know I can do it with
Wesker
X23
Dormammu only corner and hard
c.viper not alot of good combo options midscreen

The best I think is still wesker cause it gives him a hella damaging midscreen combo or if you want a high low. I really like having an otg assist and I do think it makes him way better, but I still think that as far as total team use it might almost be better to have dhc glitch handy… Hard to say I guess.

Right now I think the best place for thor is second (he has hella good cross counter so you can get him in)

Best teams Im sort of torn between
storm, thor, sent
wesker, thor, sent

I also play
wesker, thor, dorm - but this is more suboptimal I just really like dorm

Id also say Tron should be good on a thor team but after playing tron for a bit, I couldn’t get her to click, could be more a me problem then the character though.

It`s alot harder to get the proper height to loop 2 Mighty Tornadoes if your assist is too fast. Same goes for linking a grounded H mighty spark after the mighty strike.