I Will Strike You Down With All the Power At My Command - Ultimate Thor Combo/Reset Thread

Spoiler

http://img835.imageshack.us/img835/4606/allthepower.jpg

Resets
Combos
Hit Confirms and Block Strings

Thor being the heavy based character he is does a lot of damage with relatively short combos. This means you don’t have to have much high end execution to perform his combos when you get that major hit you want.

His most basic Bread n’ Butter goes like this:

Jump :l:, Crouch :l:, Crouch :h:, :s:, Jump :m:, Jump :m:, Jump :h:, :m: Mighty Strike (for 2 hits), Mighty Tornado.

Very simple, and very effective. The most complicated thing you’ll be doing in that combo is inputing the reverse dragon punch motion ( :rdp: ) for Mighty Strike, but once that’s down, you’re golden.

There are variations on that BnB that go like:

j :l:, c :l:, c :h:, :m: Mighty Smash, :s:, j :m:, j :m:, j :h:, :m: Mighty Strike (for 2), Mighty Tornado.

The Mighty Smash done in there adds in that little bit extra damage needed to be godly.

Another variation on it uses his Mighty Smash move to OTG with.

j :l:, c :l:, c :h:, :s:, j :m:, j :m:, j :h:, (wait a tiny bit), j :s:, :h: Mighty Smash (full charge), :s:, j :m:, j:m:, :l: Mighty Spark, Mighty Tornado

It’s flashy, it’s cool, and it’s an easy 700k. If you Delay Hyper Cancel (DHC) into a compatible hyper move, that’s at least 100 to 200 more k, so you’re golden.

But that’s not where the fun stops.

You see, he doesn’t really need to burn more than one meter to kill a character. He doesn’t need to DHC, he doesn’t need to X-factor. All he needs is a single reset, and that’s what this thread’s generally for.

It’s important to keep in mind that while resets are amazing, the very fact that they’re resets means that there’s always a way the opponent can get out of it. They could either mash (not the best way, but it works at times), do a fast air hyper, do a command move that safely takes them away, air grab you (all grabs are 1 frame) or just tech the right way out. Resets are a mind game. They’re supposed to be used to catch the opponent off guard. If your resets aren’t doing that and you’re getting hit out of them, it’d be best to forgo the reset opportunity and just go for straight damage with a normal combo.

Any reset you guys come up with, post it here. If you got a video to go along with it, feel free to share. I’ll be updating these posts with the latest tech constantly so we all have a quick and easy reference to come to at any time. Let’s get the ball rollin’ with this trendy lil’ reset right here.

Spoiler

[media=youtube]I36sqdnLtH0[/media]

Mid Screen Resets

Air:

[details=Spoiler]1) End an air combo with :l: Mighty Strike. Air dash up forward. :l: or :m: Mighty Hurricane.
It’s a good reset to try on those who’ve never fought a Thor before and don’t know what he’s all about. After maybe the first few times though, they’ll usually wise up and avoid it.

  1. End an air combo with :m: Mighty Strike (Let it carry you to the other side of the opponent, then air dash straight up) :h: Mighty Hurricane
    This is a tricky one as it will cause the opponent to get confused with the side switching.

  2. End an air combo with :m: Mighty Strike. Activate Flight mode (wait for the opponent to neutral tech i.e. do nothing) :l: Mighty Hurricane.
    This is good if the opponent knows that most resets work if they air tech forward or backwards. If they do nothing, they’ll fall right into Thor’s arms. But if they do try to going forward or back…

  3. End an air combo with :m: Mighty Strike. Activate Flight mode (wait for the opponent to tech), do a neutral air dash :atk::atk: (the air dash will auto correct towards the opponent no matter where they go, :l: or :m: Mighty Hurricane

  4. End an air combo with Mighty Tornado. Air dash up forward. :l: Mighty Hurricane.
    Good because after a hyper, no one’s really looking for anything else to happen because the hyper move is usually the finishing move. Not with Thor my friends. Not with Thor. Works best when they tech forward or back. Doesn’t work on neutral techs.
    [/details]

Ground:

[details=Spoiler]

  1. End a ground combo with :l: Mighty Strike. Normal jump up/up forward. :l: Mighty Hurricane
    I usually do this reset if I mess up my inputs or drop a combo to be completely honest, but with Thor, there’s no such thing as a dropped combo, because he can typically get a reset off of it pretty easily. Works especially well if the opponent techs forward.[/details]

Corner Resets

Air:

[details=Spoiler]1) End an air combo with Mighty Tornado. Fall to the ground. Super jump straight up right when you see your opponent tech. :l: Mighty Hurricane.
Once again, it’s great because after a hyper, people usually figure that the combo is done, as there’s nothing really more to do. Catches them by surprise a lot.[/details]

Ground:

[details=Spoiler]

  1. End a ground combo with :h: Mighty Smash. Neutral jump up. :h: Mighty Hurricane
    The most basic corner reset Thor has, and probably his worst to be honest, but it’s still a tool he has at his disposal.
  2. End a ground combo with a Fully Charged :h: Mighty Smash, jump up and use j :s:, :m: Mighty Strike
    What this does is catches the opponent trying to press a button, air dash after they think you’ve dropped a combo. If they block, then you’ll be in range to either go low or command grab. If they push block, then you and your opponent will be in a neutral position.[/details]

Combos

TAC Combos

[details=Spoiler][media=youtube]D5R4na5emdc[/media]

0:00
TAC up, Full Charge :m: Mighty Strike, Full Charge :l: Mighty Strike, Full Charge :m: Mighty Strike, land, :m: Mighty Smash xx Mighty Tornado (time it so Thor is still in the air after the second hit of the smash), :m: Mighty Smash, Mighty Thunder

0:20
TAC up, Full Charge :m: Mighty Strike, Full Charge :l: Mighty Strike, Full Charge :m: Mighty Strike, land, :m: Mighty Smash, :s: and call Jam Session, super jump, :m: Mighty Spark xx Mighty Tornado

0:32
TAC up, Full Charge :m: Mighty Strike, Full Charge :l: Mighty Strike, Full Charge :m: Mighty Strike, land, :m: Mighty Smash, :s: and call Jam Session, super jump, air dash up, Full Charge :l: Mighty Strike, Full Charge :l: Mighty Strike, Full Charge :m: Mighty Strike, land, :m: Mighty Smash, OTG assist, Full Charge :l: Mighty Strike, :l: Mighty Spark xx Mighty Tornado

0:52
TAC up, Full Charge :m: Mighty Strike, Full Charge :l: Mighty Strike, Full Charge :m: Mighty Strike, land, :m: Mighty Smash, :s: and call Jam Session, super jump, air dash up, Full Charge :l: Mighty Strike, Full Charge :l: Mighty Strike, Full Charge :m: Mighty Strike, land and hard tag to Phoenix Wright, level 3 (or Dormammu Level 3 or hey, maybe even someone who can OTG into a full combo. See what works for your team.)

[/details]

Down/Up TAC

Spoiler

[media=youtube]7Md3tfJt5eA[/media]
TAC down or up, :m:, :m:, :m: Mighty Spark, :m:, :m: Mighty Spark, air dash up, :l:, :l:, :m:, :m: Mighty Spark, :s:, OTG assist, :h: Mighty Spark

TAC Infinite

Spoiler

[media=youtube]ae3dQytAO2w[/media]

TAC Infinite Refined (down, up, and side)
[media=youtube]FebWt_JClKY[/media]

TAC Infinite Midscreen
[media=youtube]kDFh4wVrfa4[/media]
down TAC, Thor comes in, air dash down forward (wait, ADDF makes him hover above the floor for a moment) j.:l: xx :l: Mighty Spark, j.:l:, [land, j.:l::m: xx :m: Mighty Spark, ADDF j.:l: xx :l: Mighty Spark j.:l:]xN

X Factor Combos

Spoiler

1) From an air Mighty Hurricane mid screen of any :atk: strength

:h:, :m: Mighty Spark xx XFC at once, fully charged :l: Mighty Strike, :s:, :m: Mighty Smash, cr.:h:, :s:, j:m::m:, :l: Mighty Spark xx Mighty Tornado.

2) From an air Mighty Hurricane in the corner of any :atk: strength

:h:, :m: Mighty Spark xx XFC at once, fully charged :h: Mighty Strike, fully charged :l: Mighty Strike, airdash down, land, :h:, :m: Mighty Smash, cr. :h:, :s:, j.:h:, :l: Mighty Spark xx Mighty Tornado.

3) From a standing Mighty Hurricane of any :atk: strength

:m: Mighty Smash, XFC in the first hit of the smash with Thor still in the ground, j.:m::m::s:, land, j.:l::m:::h:, land, :m:, :s:, j.:m::m::h:, :m: Mighty Strike, Mighty Tornado.

or from a standing :l: Mighty Hurricane

:l: mighty spark, XFC, :h:, :m: Mighty Smash, cr.:h:, :s:, j.:m::m::h:, :m: Mighty Strike, Mighty Tornado

4) From a hit confirm with lock down assist (like coldstar for example)

:h: Mighty Spark (if there is enough time), XFC, :h:, :m: Mighty Smash, cr.:h:, :s:, j.:m::m::h:, :m: Mighty Strike xx Mighty Tornado

or

:h:, :m: Mighty Spark, XFC, full charged :l: Mighty Strike, :h:, :m: Mighty Smash, cr.:h:, :s:, j.:h:, :l: Mighty Spark xx Mighty Tornado

5) From a hit confirm with j.:l:, cr.:l:, :m: Mighty Smash

j.:l:, cr.:l:, :m: Mighty Smash, XFC, fully charged :l: Mighty Strike, cr.:h:, :s:, j.:m::m::h:, :m: Mighty Strike, Mighty Tornado

5) From any hit confirm in the corner

cr.:l:, cr.:m:, :s:, j.:m::m::h:, delay, j.:s:, land, fully charged :h: mighty smash, :m: mighty smash, XFC, charged :h: Mighty Strike, charged :l: Mighty Strike, :l: Mighty Spark xx Mighty Tornado

Mid Screen Relaunch

[details=Spoiler][media=youtube]VKBQrSd-dXg[/media]

j:s:, c:h:, :s:, j:m:, j:m:, j:h:, wait until Thor is just about off screen, j:s:, :s:, j:m:, j:m:, j:h:, :l: Mighty Spark xx Mighty Tornado
[/details]

Super Jump Height Conversion

Spoiler

[media=youtube]SH3SGmCvlq4[/media]

Super Jump :m: Mighty strike, air dash up, j:l:, j:h:, j:s: xx :m: mighty strike, land, :m: mighty smash, cr.:h:, :s: and call Doom Missiles, j :m:, j:m:, j:s:, land, :h: mighty smash, (missiles hit) full chared :h: mighty strike, full charged air :l: Mighty Strike, full charged air :m: Mighty Strike, :l: Mighty Smash, Katana Ramma Assist, full charged :h: Mighty Strike, full charged air :l: Mighty Strike, air :m: Mighty Spark xx Mighty Tornado

Corner Relaunch

[details=Spoiler][media=youtube]49j_Pe8zueU[/media]

j:s:, c:h:, :s:, j:l:, :l: Mighty Spark, j:l:, :l: Mighty Spark, air dash down, :s:, j:m:, j:m:, j:h:, :l: Mighty Spark xx Mighty Tornado

j:s:, c:h:, :s:, j:l:, :l: Mighty Spark, j:l:, :l: Mighty Spark, j:h:, land, c:h:, :s:, j:m:, j:m:, :l: Mighty Spark xx Mighty Tornado
[/details]

Corner Double Relaunch

[details=Spoiler][media=youtube]oPlmR3aBKeU[/media]

j:s:, c:h:, :l: Mighty Spark, j:h:, land, :s:, :l: Mighty Spark, j:h:, land, :s:, j:m:, j:m:, :l: Mighty Spark xx Mighty Tornado

j:s:, c:h:, :s:, :l: Mighty Spark, j:l:, :l: Mighty Spark, j:h:, :m: Mighty Strike, land, :m: Mighty Smash, :s:, j:h:, :l: Mighty Spark xx Mighty Tornado
[/details]

Hidden Missiles and OTG Combos

[details=Spoiler][media=youtube]3bCB-wlJntE[/media]

  1. j:l:, c:l:, c:h:, :m: Mighty Smash, :s:, j:m:, j:m:, j:h:, j:s:, land and Call OTG, Full Charge :m: Mighty Strike, Full Charge air :l: Mighty Strike, :m: Mighty Spark xx Mighty Tornado

  2. j:l:, c:l:, c:h:, :s: and Call Hidden Missiles, j:m:, j:m:, j:h:, j:s:, land, ground dash twice, missiles hit, Full Charge :m: Mighty Strike, Full Charge air :l: Mighty Strike, land, :m: Mighty Smash, Call OTG, :m: Mighty Strike, air :l: Mighty Strike, :m: Mighty Spark xx Mighty Tornado

  3. j:l:, c:l:, c:h:, :m: Mighty Smash, :s:, j:m:, j:m:, j:h:, j:s:, Land Call Hidden Missiles and Super Jump, Full Charge air :h: Mighty Strike, land and :m: Mighty Smash, missiles hit, Full Charge :h: Mighty Strike, Full Charge air :l: Mighty Strike, :m: Mighty Spark xx Mighty Tornado

  4. j:s:, :h:, :m: Mighty Smash, c:h:, :s:, j:m:, j:m:, j:h:, j:s:, Land Call Hidden Missiles and Super Jump, Full Charge :h: Mighty Strike, land and :m: Mighty Smash, missiles hit, Full Charge :h: Mighty Strike, Full Charge air :l: Mighty Strike, :m: Mighty Spark xx Mighty Tornado

  5. j:s:, :h:, :s:, j:m:, j:m:, j:h:, j:s: (stagger the air hits so that you’re under them), Land Call Hidden Missiles and Super Jump, Full Charge :h: Mighty Strike, land, :l: Mighty Strike, missiles hit, Full Charge :h: Mighty Strike, Full Charge air :l: Mighty Strike, Full Charge air :m: Mighty Strike, land, :m: Mighty Smash, call OTG, Full Charge :m: Mighty Strike, Full Charge air :l: Mighty Strike, :m: Mighty Spark xx Mighty Tornado
    [/details]

Anti Air, Lockdown, and OTG combos

[details=Spoiler][media=youtube]w4pIetRDvJ0[/media]

  1. :l: Mighty Spark, land, j:l:, j:m:, j:s:, land, :l:, :m:, :s:, j:m:, j:m:, j:h:, Mighty Strike, Mighty Tornado

  2. Air :m: Mighty Spark, j:s:, land, j:l:, j:m:, j:s:, land, :s:, j:m:, j:m:, j:h:, Mighty Strike, Mighty Tornado

The following combos are all corner only.

  1. j:s:, c:l:, c:h:, :m: Mighty Smash, :s:, j:m:, j:m:, j:h:, j:s:, land and call lock down assist, Full Charged :h: Mighty Smash, Full Charged :h: Mighty Strike, Full Charged Air :l: Mighty Strike, :m: Mighty Spark xx Mighty Tornado

  2. j:s:, c:l:, c:h:, :s:, j:m:, j:m:, j:h:, j:s:, land, Full Charge :h: Mighty Smash, :m: Mighty Smash, :m: Mighty Smash, OTG assist, Full Charged :h: Mighty Strike, Full Charged Air :l: Mighty Strike, :m: Mighty Spark xx Mighty Tornado

  3. j:s:, c:l:, c:h:, :s:, j:m:, j:m:, j:h:, j:s:, OTG assist, :h: Mighty Spark, :m: Mighty Smash, :s:, j:h: xx :l: Mighty Spark xx Mighty Tornado

  4. j:s:, c:l:, c:h:, :s:, j:m:, j:m:, j:h:, j:s:, Call Dormammu’s Purification, Super Jump, Full Charged Air :h: Mighty Strike, land, :h:, :m: Mighty Smash, :s:, j:h: xx :l: Mighty Spark xx Mighty Tornado

  5. j:s:, c:l:, c:h:, :s:, j:m:, j:m:, j:h:, j:s:, Call Dormammu’s Purification, Super Jump, Full Charged Air :h: Mighty Strike, land, :h:, :m: Mighty Smash, :m: Mighty Smash, OTG assist, Full Charged :h: Mighty Strike, Full Charged Air :l: Mighty Strike, :m: Mighty Spark xx Mighty Tornado

  6. j:s:, c:l:, c:h:, :s:, Tiger Knee :h: Mighty Strike, Air Dash Down and Full Charged :l: Mighty Strike, :h:, :m: Mighty Smash, c:h:, :s:, j:h: xx :l: Mighty Spark xx Mighty Tornado

  7. j:s:, c:l:, c:h:, :s:, Tiger Knee :h: Mighty Strike, Air Dash Down and Full Charged :l: Mighty Strike, Air Dash Forward and Full Charged :l: Mighty Strike, j:s:, land, call lock down assist, :h: Mighty Smash, Full Charged :h: Mighty Strike, Full Charged Air :l: Mighty Strike, :m: Mighty Spark xx Mighty Tornado
    [/details]

Combos Leading Into Resets

[details=Spoiler]Midscreen:

j.:s: xxx :rdp::m: Mighty Strike,c.:h:,:s: j.:m:,:m:,:qcf::m: Mighty Spark Air Dash Forward :hcb::h: Mighty Hurricane.

j.:l:, c.:l:,c.:h:,:s:,j.:l:,:m:,:rdp::m: Mighty Strike (Let it carry you to the other side of your opponent and Air dash straight up while Thor is off screen) :hcb::h: Mighty Hurricane. I really like this one because Switching sides on them off screen usually messes your opponent up badly.

j:l:,c.:l:,c.:m:,:rdp::l: Mighty Strike, Jump straight up or up forward and :hcb::h: or :l: Mighty Hurricane depending on the range.

j:l:,c.:l:,c.:m:,:rdp::m: Mighty Strike, Air Dash up Forward :hcb: :h: Mighty Hurricane. If you do the mighty Hurricane at the peak of your air dash this one is very hard to avoid because the timing catches them the second they air tech out.

j.:l:, c.:l:, c.:m:,:s:, j.:m:, j.:m:, j.:h:,:rdp::m: Mighty Strike, then instead of dashing, let Thor land and superjump for a Mighty Hurricane L.

Corner:

j.:l:, cr.:l:, cr.:h:, s.:s:, superjump, j.:m::m::h:-delay-:s:, land, fully charged Mighty Smash :h:, Mighty smash :m:, s.:s:, super jump, j.:l:, (small delay), Mighty hurricane L (catch neutral, back and forward air recoveries)
[/details]

Hit Confirms and Block Strings

With Thor, typically when rushing down, your primary tool of getting in will be jumping up, and coming down with the air version of Mighty Strike. In the event that the strike hits, you’ll want to be able to convert that into a full damage combo.

From the air,

:m: (or :h:) Mighty Strike, land, j:l:, j:m:, j:s:, land, :l:, :m:, :s:
:m: (or :h:) Mighty Strike, land, j:l:, j:m:, j:s:, land, :l:, :s:
:m: (or :h:) Mighty Strike, land, :l:, :m:, :s:
:m: (or :h:) Mighty Strike, land, :l:, :s:
:m: (or :h:) Mighty Strike, land, :s:

As you can see, a random :m: (or :h:) Mighty Strike isn’t too difficult to convert into a combo. The reason is because the hit knocks the opponent up into the air while also propelling Thor close enough to the ground to start up his attack string.

That is not the case with the :l: Mighty Strike. The opponent still gets knocked up, but since Thor doesn’t use the momentum of the Strike to reach the ground, comboing off of an air :l: Strike is impossible. So instead, you look at what can be done from the ground.

The animation is the exact same for the air and grounded :l: Mighty Strike, but the frame data is different. There’s not enough hit stun for Thor to combo off of a grounded :l: Strike, and if the opponent decides to block, Thor is at a disadvantage.

So now we’re left with a question. Is there a way to get the air version of :l: Strike, while still being close enough to the ground to combo off a hit? The answer is yes, and it’s done so with what’s known as a tiger knee (TK) motion. TK’ing a move is simply adding :uf: or :ub: to the directional input of the move you’re using. For example, if you want to use the air version of Mighty Spark, you would do :qcf::uf::atk:. In order to do a TK Mighty Strike, you need to input :rdp::ub::l: What this does is allows Thor to jump and do his air move at the same time. With the game’s input leniency, you can also do a TK motion with :b::qcb::ub::l:. I personally prefer doing it this way because the concept of doing two diagonals motions in opposite directions still messes with me. Choose whichever motion is best for you.

With a TK :l: Strike, Thor can follow up on hit like so.

TK :l: Mighty Strike, j:l:, land, j:l:, j:m:, j:s:, land, :m:, :s:
TK :l: Mighty Strike, j:l:, land, j:l:, j:m:, j:s:, land, :s:

Now those are all great for the non charged version of Mighty Strike. What about those charged up ones?

It’s roughly the same. The advantage of landing a charged Mighty Strike of any :atk: version (aside from the super armor of course) is the fact that on hit, it causes a soft knock down. This means that when they get hit, they won’t pop back up and recover in the air. They’re forced to fall to the ground every time. So while they’re falling, Thor has all that time to hit them with something, and launch them into a full combo.

For instance:
On the ground, Full Charged :l: Mighty Strike, :l:, :m:, :s:
On the ground, Full Charged :l: Mighty Strike, :l:, :s:
On the ground, Full Charged :l: Mighty Strike, :s:

On the ground, attacking someone who’s coming in above you,
Full Charged :m: (or :h:) Mighty Strike, Full Charged :l: Mighty Strike, :m: Mighty Spark, Mighty Tornado
Full Charged :m: (or :h:) Mighty Strike, in air Full Charged :l: Mighty Strike, in air Full Charged :m: Mighty Strike, :m: Mighty Smash, Mighty Thunder
These can also be used as combo enders. See the team building thread and combosection of this thread to see how.

So Mighty Strike is a great move. Learn it. It’s essentially Thor’s only “normal.” It’s important to understand its properties and apply appropriate spacing with it in matches.

Block Strings

When it comes to strings, Thor is really picky about what he wants to combo with. As you know, he doesn’t have a regular magic series where he can go :l:, :m:, :h:, and all of his normals are extremely punishable on block. That’s why they gave him Mighty Strike to work with to get in. But there will be times when you’re already in, and you’re looking to apply some pressure. That’s good, but you have to be extremely careful when doing so, because again, his normals are extremely punishable, and if you mess up, the opponent can easily interrupt you with a grab or a fast :l:

In order to get them to respect your Thor play, and avoid getting interrupted with what you’re doing, use the following block string:

j:l:, cr:l:, cr:m:, :l: Mighty Spark

This is probably the only thing Thor can use reliably solo. :l: Spark is plus 5 on block which means you’ll have the option of either going into a command grab ( :l: Mighty Hurricane starts up in 5 frames, :m: Mighty Hurricane starts up in 3 frames) or starting the string up again with a cr:l:.

Be mindful of your spacing with this, because :l: Spark’s hit box will only force a block if they get hit by it. If it is ducked, that plus 5 frame advantage turns into a minus 12 whiff, which means the opponent can punish with any crouching move they want. As a general rule, if cr:m: whiffs, :l: Spark will also whiff. Also, do not use cr:h:, :l: Spark. The reason is because cr:h: pushes certain characters with low crouching animations (Frank, Taskmaster, etc.) out of range of the Spark.

With a proper lock down assist, that string can be altered slightly to allow you to remain safer.

j:l:, cr:l:, cr:m: and call lock down assist

From here, you can do a number of things depending on the properties of that assist, such as perform a tri dash mix up, go low, :h: Mighty Smash to go over their head while they’re still locked down, or wait for the assist to finish and command grab.

Thor’s strings are all about spacing.

Some of my favorite Mid Screen resets.

j.:s: xxx :rdp::m: Mighty Strike,c.:h:,:s: j.:m:,:m:,:qcf::m: Mighty Spark Air Dash Forward :hcb::h: Mighty Hurricane.

j.:l:, c.:l:,c.:h:,:s:,j.:l:,:m:,:rdp::m: Mighty Strike (Let it carry you to the other side of your opponent and Air dash straight up while Thor is off screen) :hcb::h: Mighty Hurricane. I really like this one because Switching sides on them off screen usually messes your opponent up badly.

j:l:,c.:l:,c.:m:,:rdp::l: Mighty Strike, Jump straight up or up forward and :hcb::h: or :l: Mighty Hurricane depending on the range.

j:l:,c.:l:,c.:m:,:rdp::m: Mighty Strike, Air Dash up Forward :hcb: :h: Mighty Hurricane. If you do the mighty Hurricane at the peak of your air dash this one is very hard to avoid because the timing catches them the second they air tech out.

The Duck Strong Doom Missiles in the Corner Combo Kills every single cast member if you fly straight up and air Mighty Hurricane them after the air Mighty Tornado. You can also do the mid screen doom missiles combo I have been working at it for the last 2 or so Hours. Seems to do right around 640-660k ish damage before the Mighty Tornado. Been trying to get the grab in after air Mighty Spark.

Edited to add/ask. Is it just me or are Thor’s resets much more dependable in Ultimate? Between his air dash distance and the range on his command grabs being increased it just seems much easier. The Range and start up on :h: command grab has made it my go to button.

I’d say so. Definitely loving the increased range.

IMO you should make it a bit simpler, no need to write up the whole combo just the reset. Like list the resets after an air mighty strike, after a hard knockdown, after a mighty smash M etc. and separate them by midscreen and corner resets.

lately I haven’t been going for midscreen resets, I usually just push them to the corner call sent (or if you have like amaterasu, call amaterasu) and go for mixup while they are blocking the assist. Of course maybe Im missing out but I feel like pushing them as close to the corner as possible serves thor better, maybe thats just me…

I wouldn’t say you were missing out there are several different ways to play Thor, I personally just like to let my opponent know that they are never safe and can be killed anywhere on screen. Seeing as I am now running Thor(Smash)/Doom(Missiles)/Strange(Bolts) the Corner is my favorite place to have a dangerous opponent so I can land that DuckStrong Combo…(I finally got it down) Over one mil with one assist call is some super sexy shit. Back on Topic I do however find that mid screen resets completely demoralize your opponent and if you get a reset loop on one of their characters they play horribly with the incoming character.

I’m kinda following you and kinda not. In some cases, I can see if it’s just do a standard BnB for the start of the reset, that’d make sense, but at the same time I feel like the full combo sets up the context of the reset in most cases, and just posting the reset, there’d be a little ambiguity. Could you give an example of what you’re saying though? Maybe that’ll make it clearer in my head.

like i said split the resets into categories and dont put down the full combo just the move leading up to the reset, for example:

Midscreen Resets:

Air Resets:

  1. End an air combo with mighty strike L, dash UF + MH.
    2)…

Ground Resets:

Corner Resets

Air:

Ground:

Btw by ground i dont mean mean you grab them of the ground, it just means that its set up on the ground, like after an air combo doing mighty smash H + air MH would be considered a ground reset. So if you do decide to go with this method you might want to point this out to avoid confusion.

But either way i think you should drop the combo notations, its too crowded and the combo doesnt rly matter just the setup. Other than the setup all that needs to be known about the combo is that you should do as much damage as you can before going for the reset (i.e. to do the reset near the end of a combo) and that can be breifly noted in the introduction.

On a separate note you can also mark each reset with a symbol to show whether or not they work on forward techs and just label the symbols in the intro and state that for all the resets listed we assume the opponent does a back tech, like:

O - Works the same on back and forward air techs.
X - Reset only works on one direction. Catching forward techs is possible only if you react/predict it and move in the opposite direction.

Okay, I’m startin’ to follow. If you and the other members feel it’d be best to put resets like that, then I’ll go ahead.

Sometimes i go for a reset that is not listed in 2nd post.

midscreen j.:l:, c.:l:, c.:m:,:s:, j.:m:, j.:m:, j.:h:,:rdp::m: Mighty Strike, then instead of dashing, let Thor land and superjump for a Mighty Hurricane L. I have had some success with this reset online.

maybe i missed it in a previous thread but how does the doom missile combo you mentioned go?

Keep the resets and combos comin’ guys.

well the vid i posted updates some of the older resets involving mighty smash [media=youtube]YGWZw_gF8EI[/media]

Also couple of new things i found, some of you guys might have noticed these already but i just found them today:

-If you go for the midscreen reset using mighty strike L, for some reason its possible to block forward techs when you airdash UF. Not entirely sure if this is due to a change in thor’s air dash or just the way characters float in general. Its fairly easy to do too, just keep an eye on how your air combo looks, if you feel that during the air combo you and your opponent are at around the same height then just dash UF immediately after the mighty strike L and it will work on both back/front techs. But if you feel you’re a bit higher than them (especially during the mighty strike L) then you have to slighty delay the air dash, dont delay it too much though. The only time it doesnt work is if they are higher than you during the air combo but that usually only happens if you launch them too high or you delay your SJ. Its also worth noting that the H version of mighty hurricane works in this reset on both techs, you have to delay it though because its too fast and can whiff if you use the usual timing but other than that its much better, boosts your combo dmg by 50K and acts as an OS to tech throws.

-The new corner combo ender after an OTG (charged H strike > charged L strike > air M spark xx MT) can be followed up with a reset thats a bit better than the old mighty tornado reset after an air combo. With the new finisher you’re much closer to the ground so if you just SJ + mighty hurricane after mighty tornado it will block forward techs and you dont have to react to how they tech.

Basically thor doesnt care about forward techs anymore.

Great vid Neo, one question though, in that last j.S xx M Mighty Strike reset when they hold forward does the j.S cross them up (catch them before they cross over Thor’s head) or will they end up blocking it and being dragged back into the corner?

it crosses them up, basically it hits them before they pass thor which is what makes it effective. So holding forward wont block it.

Not trying to spam, but this is faster than typing it out:

[media=youtube]3bCB-wlJntE[/media]

Updated the third post to put those relaunch combos in. I’mma put your team combos in there too after I’m done looking through them and annotating, Duck, which’ll happen some time after I go to bed, wake up in the morning, and get on, most likely forget, then remember, then put off, then get back to it, so all and all, probably tomorrow. Just for references, which OTG’s work best for getting the combos in there. I’m going to assume She Hulk, X-23, and maybe Viper? How about Deadpool?