FEEL HEAVEN'S WRATH: Thor Thread Reloaded

yeah I guess thats true, I just have the timing down for fast ones I guess

with dorm you can’t actually get a full charge up strike heh…

ive been trying out a different approach to thor’s corner Mighty smash H reset, not sure if this is already known but instead of doing an air MH you can do a J.S xx mighty strike M and what usually happens is:

-if its blocked you’re at an advantage and close enough for an H mighty hurricane.
-if they’re trying to air tech out of the corner they’ll get hit and you can continue the combo after MS.
-if they’re mashing they will probably get hit, i still havent tried it out a lot but i tested it out against dante and ammy’s J.H and thor’s J.S beats them out everytime.

Im still experimenting with it at this point and not sure yet whether a neutral or back jump would be better, i think it depends on the size of the character you’re facing.

yeah this is really good, I usually go for super jump short instead of j.s I do jump lms xx mighty strike m into super or another reset attempt.

the jump l makes it harder for them to tech out and mash.

I’ve been using wesk/storm/thor. dhc glitch into Thor for brainless 100% combos, thanks to the combo u guys gave me (:h: xx :m:smash cr:h::s: ^ j:m::h::s: land :a2: (samurai edge) :m:smash xx mighty tornado. thors smash assist is a great combo extender for wesker. mighty tornado is a great addition to weskers team hyper combo setup, this probably wouldn’t be as good without hailstorm though.

one issue I do have is landing mighty tornado midscreen from an otg setup. do you guys wave dash or just try to keepyour tornados in the air while midscreen

from midscreen, you don’t need to land mighty tornado, you can actually just do it into dp+2atks and get plenty of damage.

I posted the combo awhile back, but so from thor with wesker assist

(whatever combo, into launcher slamdown s) Normal jump forward + wesker charge mighty strike L release, land dp+m (they will bounce unless you’ve used your bounce already) let them land then cancel to dp+2atks, you’ll get similar damage.

rite on sounds good. if it gives me a hard knockdown then I can still activate one of thors hypers and dhc to hailstorm if I have the meter and need to finish someone off.

any of you thors wanna get some matches in today before I go back to work for three days

Sorry the dp super actually otgs, so it’ll hit after the hard knockdown, the note was because if they bounce you actually have to wait a sec to activate the super or it won’t work.

ok kool. isn’t that hyper a lvl3. sometimes Im ok with wiffing a lvl1 hyper to get hailstorm out on a downed opp, especially if they have an assist on the ground, I’ll burn all the meter I have too

It is not a lvl 3 thor has no lvl 3s but yeah you can probably do it and then dhc to hailstorm.

oh damn I thaught that was lvl3. makes since it’s not since is rubbish

how does that work exactly? because i tried it out and if they block the J.L you just go right over them because of the SJ so it doesnt seem like you can keep pressuring them.

if they block you could you alway airdash down, the thing about doing jump S is that its slow so you could jsut get mashed out. you can also do j.l into mighty strike down to continue pressure as well. J.l is just the safe option in my opinion.

I tested yours out, and I guess yours does beat mashing as well! Normal jump S seems to be active for too long for them to do anything. Only thing I could see is people with airdashes can airdash upforward to get out. But still its nice to have more options!

After a mighty smash H you recover before they do so you have a head start with your attack, which is why J.S still beats out dante and ammy’s J.H in this situation. On the other hand L and maybe M attacks might be a problem since they’re faster and they still beat out J.S after mighty smash, but how often do ppl mash L mid combo? its usually either H or S, anything else seems unlikely unless they’re already familiar with this strategy and how to beat it.

The problem i have with SJ.L is that it doesnt have a lot of hitstun AND the SJ sends you up rly high if you pause at all, so you dont rly have time to wait and see whether or not it hit so that you can follow it up with the right move, even if you’re fast enough to react to a block J.L with MS its still much easier to get out of since the MS whiffs, not to mention that you cant rly do anything after a SJ.LMS xx MS except cancel into a hyper but with J.S xx MS you get a full combo.

It just seems like SJ.L would be better if the other player threw out a J.L or M and J.S would be better on block, the latter seems much more likely imo

I have answered stuff above! Heh, I must have updated my post right as you posted. I do like getting the full combo off jump S and the closer to the ground. And I like I said it will actually beat mashing if you do it right, only thing it loses to is airdashes, Im going to start using this and then switch to super jump light against airdashers.

o ya lol my bad. Main problem right now seems to be that smaller characters are much harder to hit with the MS (especially ammy) but its still possible.

Here’s Thor punish bait DHC (Or just a gimmick setup)

A friend of mine plays thor/spencer/taskmaster (switch 2 and 3 for accurate order I believe) and he’s got a pretty gimmicky but interesting idea. Basically, when doing and unsafe hyper, DHC to Thor’s grab hyper. It’s actually a valid strategy, do something unsafe, bait the punish then just DHC to punish that punish. Thor’s way of doing it though can be very VERY strong. You just DHC to mighty punish. How does that work? Some Hypers can be DHC’d after the hitstun for the hyper is over.

Pros
-This hyper unlike some others is pretty much a 1 or 2 frame. It won’t be interrupted like let’s say Dormammu’s fireball which still has a little startup after Hyper freeze. Meaning it’s safe on that part
-Other characters could do this trap because Thor’s not the only one with an Hyper grab BUT! Thor is the only one with a level 1 grab hyper. You wouldn’t risk wasting too much meter that manner.
-Some Hypers works great with this. Especially one with a low amount of startup or that don’t generate hitstun. More details further into the post
-Can make an unsafe hyper turn into a mighty punish

Cons
-If missed, you’ll need an XFC if you don’t want Thor to eat a punish combo.
-You’ll need to find hypers that work with this, hypers pushing back won’t do good with this.
-Might not fit your team
-(Depending on your playstyle) won’t work well if you have Thor on point in your team composition.

To give you a few examples, my friend using Spencer just does a bionic arm. That super is so fast it pretty much works as a counter and it’s also highly invincible. Although it’s very unsafe when blocked. He noticed that at some point during the animation, the hitstun finishes but you can still DHC. (From memory, it’s around when Spencer touches the ground with one of it’s arm). Another example is with counter hypers. Make a guess with Task or Wesker to use their counter hyper and if it whiffs, logically the opponent should walk towards you and wait for a time to punish, by this point he should be in range for a DHC to mighty punish.

Finally, time hypers would work well with this, although not as well as counters or other hypers because there isn’t as much rewards. Sure you get the powered up assist, but setting up such a trap would just be much more risky than setting up with a counter or using punish bait. Although, if you aim at Thor with the mindset of the DHC trick with time Hypers, this could be an extra obscure option to think of. I just can’t think of a valid setup for this to work. Feel free to prove me wrong though.

Hyper analysis
-Hypers where you are dashing toward the enemy, preferably ones that trigger an animation on hit (X-23’s weapon x prime, Captain america’s hyper charging star, Spencer’s bionic arm, etc.)
-Some hypers are still active, but when blocked will whiff the last few hits. For instance, C.Viper’s emergency combination I believe will whiff the last air flame kick, but you are still in melee range, only airborne (Captain america’s DP hyper, X-23’s rage trigger, etc.)
-Counter hypers. It’s a win win situation, it’s like if Dudley could grab you out of a failed cross counter. Although it sounds really good on paper, I don’t play counter hypers, I wouldn’t know if it’s that effective.
-Some hypers actually whiff just straight up. They’re pretty hard to use for if you want them to whiff, you need to be at the correct spacing. The good thing: No hitstun and the enemy should logically block(Jill’s raven spike, deadpool’s full screen cuttin time,etc.)
-Hypers 3 cannot be canceled I believe. Sadly you can’t style 4 meters on deadpool’s counter (Which brings you closer to the opponent).
-In some compositions, it’s possible to setup a DHC trick and this gimmick.

This gimmick actually is really cool because no other matchup requires you to jump after a missed unsafe hyper. Take the C.Viper example, after such a whiff, you’d place yourself confortably next to where she’ll fall so you can punish. Heck sometimes I catch the opponent out of his startup frames. The other advantage is that some hypers can be thrown if you guess your opponent’s move correctly. With X-23, I can predict a projectile and do a weapon x prime because of it’s invincibility. If it lands, it’s easy to afterwards DHC into some extra damage, stay with x-23 or do a DHC trick (I think it works) for extra damage. Could also work as a way to get a character out.

If you have some sick team composition, when one character is low on health, you can switch to your 3rd character if you have the meter. No point in setting up that DHC and stick to Thor if it’s a bad matchup. That would be 3 meters for 310K + another hyper damage for maybe 600k damage.

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Neat stuff. Some stuff I didn’t knew in there. If you made this?

Does j.S to another j.S confirmed to work on anyone (Maybe besides the pixie characters)

i do that mighty punish thing with captain america all the time it’s great - best thing is once you train them that you’ll do it if you have the meter sometimes you can get away with doing horrifically unsafe things (like hyper charging star on block) and they’ll just jump away in fear of the grab after lol

Yea thats on counterhit as said in the description but everytime I land J.S in a match its a counterhit… IMO the double J.S combo’s are only useful to punish either a missed super or a missed command grab.