i’ve been practicing the kara-MH, and I seem to get it 50% of the time, but my issue is that I cant seem to find a way to implement it on my matches. opponents seem to have like a gazillion helpers out, or i have a jab stuck to my face before I can even do the slide, which usually starts in a combo that leaves me with at most half life.
so yeah, how do i get to nail the awesomely cool kara MH? any help would be great!
I hear yah, I find the Kara hard to do myself, on that note you have to make them afraid to press a button or some good lockdown assists to let Thor get in and start his amazing Hurricane Smash combo/resets. You can also practice getting it in the air after H.Mighty Smash or Mighty Strike (Causes Low Resets).
On that note it honestly depends on the type of team or person you are playing, mashers are going to be Thors thorn in his side also rush down characters give him a hard time so I use a DP assist for the GTFO me move and a lockdown assist that enables Thor to try to do his shit.
Aside from being able to stick the grab in on resets and whatnot, you’ve got to make your opponent afraid of Thor. For rushdown, you need a good GTFO assist, but you also need to make use of his more high priority stuff like Mighty Spark and air dashing into Mighty Strikes. For mashers, learn to be patient. Mashing, by definition, WILL leave someone open to punishment. If someone is mashing, and suddenly Thor takes 75% of their life with a single, basic air combo, they may be a little more cautious in the future. The whole point of grabs and resets in general is to punish, and to punish you first need to recognize what kinds of mistakes your opponent is making, and second to make them nervous enough to make more mistakes.
well i haven’t been able to land a kara-MH, but i was able to hit the triangle jump into the MH lots of times. it’s what you just just said, pressure them enough to make them not spam a move, then do the hurricane out of nowhere.
I personally have had 0 luck getting a successful Kara MH. What seems to work for me better is resets. The one they usually fall for is his bnb air combo into H mighty smash, jump MH. Im too used to SSFIV right now and when I attempt to mash a throw out of block stun it just pushblocks instead. I guess its teaching me better habits in that regard.
agreed as well. hidden missiles and (*sheds a tear) sentinel force also seem to work well with conditioning ppl to turtle. it’s great fun when sentinel forces are floating just above their head as they crouch, and you walk up slowly to MH them. as with hidden missile, they’re just afraid to start combos, so they often turtle, just MH before missiles come down.
Thor’s scary enough without a command throw that leads into 600k for 1 bar.
This is the way I played Zangief in SSF4. Thor’s command throw should be your mixup (and in Thor’s case, a reset), not your primary go to for damage. Even if you get a huge opening for anything you want I’d still go for a combo because that makes them see me only go for combos so in situations where the safety is ambiguous they’ll be more likely to block and that means MH will land there and I can take half their bar and they’ll sit there and try to block it.
I’m thinking of going into training and figuring out what/when MH can be used to reversal punish moves (ie more than just a blocked berserker claw/akuma tatsu etc)
For example, I can feel that inbetween the normal Zero and Ammy pressure block strings, there are openings. Just need to figure them out. And I’m sure there are plenty of others, especially with kara.
Therefore, I think its worth pointing out that its therefore wise to not ALWAYS advancing guard…
But yes, if I do that this weekend I’ll put up my findings here.
As far as I know, you can’t punish Akuma tatsu (land, M and H versions at least) because of the frame advantage they get that will let a low L stuff your L MH, and the push back is too far for H MH to connect.
I wonder if you can xfc into a H MH when blocking stuff like berserker barrage x though
Yeah most things that are at just a bit of frame disadvantage push back to far to let your light mighty h connect. You might try out all the launchers and common strings into them in the game and see if you can dash cancel into l mighty to punish.
Well, I didn’t do much testing, but I found out some things. If Akuma does H Hurricane Kick (or probably any for that matter) and attempts to follow up with an attack, H MH will grab them. But if they jump, you are screwed. But the key is the Mighty Hurricane is grabbing them out of startup of the next attack.
I also finally figured out where to grab in Ammy’s dreaded H block string. Thank god. But yes, more testing is definitely needed.
EDIT: This is where frame data for moves actually is pretty useful!
Okay, so I had been meaning to add low c kara to my stuff for a while but it’s not as much a mixup until you have something that you can do after a blocked low c that they have to worry about. I’m gonna test this today and tomorrow against some friends but I think after a blocked low c (assuming they aren’t push blocking) you can do light (uncharged mighty strike) and delay the cancel into Mighty Punish for the tick throw. If they do push block then do heavy M. Smash you’re right back in their face. If they don’t push block then it gives you enough time to throw out a low weak attack and they never leave block stun. If those things end up working then you can begin low weak, low heavy, kara hurricane stuff. I’m not positive it works but it feels like it does.