FEEL HEAVEN'S WRATH: Thor Thread Reloaded

Apart from alpha counter mighty smash xx mighty punish or DHC trick… the best ways to land mighty punish for me are:

xfactor cancel while your in blockstun (this one is almost unfailable if you do it right… but obviously uses up xfactor…

trijump into kara mighty punish… this works real well if you often work thors leet trijumping H… but it’s not as good vs randoms/scrubs/mashers b/c they don’t block in this game… seemingly ever…

After blocked m. mighty strike…
After blocked h. mighty smash…
After blocked cr.m…

The best block string into it i’ve found is… anything point blank xx l. mighty spark xx thor’s super taunt (let the taunt then immediately end) and do mighty punish. This one can be tough to avoid. Holding strait up works but it might take em a min to figure that out… and as soon as they do you can start jumping and getting might hurricanes for free instead of going for m. punish.

They can just stand up block the spark and pushblock to avoid that setup.

yes obviously lol. I was trying to use different assists to try and make them block it (ones that hit kinda high in the air), so that after they block I could command grab them in the air. But I couldn’t get it to work. I also tried just doing j.L > jf.H to try and throw them too, but I couldn’t get that to work either. Is it just me?

If you cancel spark into taunt quick enough the push effect either doesn’t start or is greatly minimized. It’s not some perfect 3s makoto style setup with 1 reactionary way out or anything… but it’s quite effective.

Actually I’d say training yourself to push vs that setup is NOT a good idea at all.

For instance if your doing: cr.H xx l.spark xx super taunt xx m. punish and they are pushblocking the cr.h to avoid it… they become fodder for u just doing cr.h xx kara m.punish (as there is nothing to push in this setup and their chance to hold up is now gone.)

Best mighty punish setup is obiously whiff dhcs to mighty punish.

In other news jump s after otg mighty smash h is pretty fun, hitting the follow up on masters is godlike. Or if they block they get dragged back the ground with mighty strike h, where they immediately recover waiting to get hurricaned!

Can you explain this to me? Is this the corner mixup after might smash H? Is the j.S supposed to combo or just hit mashers? Am I thinking about the right thing?

I like to go j.l, j.m, j.s, st.l, st.s to mixup my ground resets. You get a full relaunch that way.

You do this after an OTG :h:Smash?

pretty awesome isnt it xD btw i think if you do it against some characters that recover back and mash they will be too high up for you to follow it up properly after the mighty strike, but if you use mighty smash M it will bring them back down and add some more damage.

Ya its basically an alternative to the usual mighty smash h > Air MH reset, instead you follow up the mighty smash with neutral jump S xx mighty strike M, after that:

-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 mighty strike.
-if they’re mashing anything other than L they will get hit, there are a few exceptions though.

It is safer, I believe. The recovery seems to be generally faster. For example, normally thor can’t land a cr.:h: after a naked Mighty Smash unless it’s on Sentinel (or you chained it from a st.:h:), or at the very least, I have trouble getting it on most of the cast. But on crossover, it’s free on everyone in the game which leads me to believe that the ending animation is either sped up a little or the opponent gets sent higher. If its the first, which I think it is, then it should be less punishable but someone should test this. I know I’ve gotten hit after a blocked crossover. I’ll check it out right now.

duck strong - I use that as people are coming in much like the wesker jump loop setup, After the mighty smash H though I find the immediate neutral jump S setup really beats most options, only a well timed airdash beats it, and the only way to stop that is to do a super jump instead of a reg jump to stop their path.

GALEON - Interesting, thats good to know when I get combos off of it. Thor cross over counter is so nice.

I forgot to say that I like to use mighty strike H after the corner reset since it takes you straight down, It seems to keep them lower even when they tech forward a bit and you hit them with the S higher up.

Sorry to double post but I didn’t want anyone to miss this. Crossover Mighty Smash, upon testing, is actually the perfect version of Mighty Smash. Not only do you have more time to combo on hit, it’s flat out safe if both hits are blocked (X23’S st.:l: which hits on frame 3 or 4 could not punish it. On top of that, unlike the normal :m: Mighty Smash, you can not air jump and airgrab thor in between the hits.

The only problems with it besides the obvious cost of a hyper bar is that if you block it in the air, you can land and hit him for some reason as if there was less blockstun in the air since the second hit of his crossover is NOT invincible. If you block it standing, you will never leave blockstun so punishment is impossible. It can still crossup which is great since you recover faster and followup on reaction alot easier if they only get hit by the second part.

You can chicken guard basically everything in this game, and recover faster to punish. Its hard to find time but it works really well, like jump an chicken guard sent launcher I think makes it punishable by thor.

Also WOW, amazing info, Thor Cross over counter, so godlike.

i’m pretty confident you can punish it on block but there are a ton of moves it’ll just straight up beat - including close range hypers all day for free.

It works with pretty much all ground resets; j.s hits so high above Thor’s head that you can always get the launcher after the string. J.l has better startup and lets you hit confirm more easily, but I suppose j.s can be used in a pinch.

J.s into mighty strike h actually hit confirms for you? And has a better hitbox to stop tech forward.

Nah, I try not to cancel into mighty strike that early. I think you actually end up with less damage that way so I just do j.:l:, j.:m:., j.:s:. into st.:l:, st.:s: when I catch them trying to mash out of the throw reset. I also save the mighty smash until after my OTG assist and fully charged mighty strike to mix it between :dp::m: then reset attempt or :dp::m:, OTG :dp::h: reset attempt.

You can just do a jump :l: right after :dp::m: to get them to flip out and go for your reset again.

It would probably help if I made a vid to illustrate this :sad:.

yes.

While I think haggar, Thor is a less than optimal team, it’s pretty amazing how helpful lariat is with Thor corner combos, also I found the best dhc glitch combo from haggard to Thor and it does a pretty insane amount of damage considering two of the three supers whiff. I have capture card coming and once I get everything setup I’m going to try and make a dhc glitch bible type thing for Thor as well as some random Bonus combos, I even just found a super silly reset using fly mode… Heh so be on the look out!

I would say Dante is the best DHC Glitch partner for Thor, as one, he’s great on point, two, he builds a shitton of meter, 3 he does heavy damage before the glitch, and four, he gives for a GREAT assist after the DHC.

Anyways, I think it’s time for some Thor on Thor sessions in this thread. We must check our progress with the rest of the thread.