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

Thor/Dorm/Doom experience? Well, it’s been my main team since vanilla, and try as I might to learn other partners and assists for Thor, this is the one I always come back to.

I personally prefer Plasma Beam over missiles. I understand the utility missiles provides, and I’m starting to use it more and more, but somethin’ about that beam just makes me feel way more comfortable. It’s probably more or less the familiarity of it. I know when’s the best time to be mashin’ on that assist call. I know how to use it to remain safe. I know how to use it when I’m zoning against zoners. It’s like an extension of me. It also probably has to do with the people I fight against. Most of the dudes in my scene just have teams built around shutting down and punishing assist calls, and with Doom staying out as long as he does and Thor being average to mediocre at protecting him, I can’t really use missiles in the neutral as much as I’d like against my guys. So it’s been mostly used as combo extenders for me. But when it comes to fighting people like my resident Zero player, it’s missiles all day. I guess it just comes down to assists having their own match ups as well as the point. I can dig that about this game. Team structure is important and you should have back ups for certain fights.

Anyway, like I said, main team since vanilla. If you look back in some of the older threads, you’ll see me going through the process of finally deciding on that team. It definitely works. The game plan is pretty much just play as solidly as possible. Safe pokes with Mighty Strike backed by the beam. A few high/low/grab attempts with Dark Hole making them safe. I really wish Mighty Spark was good enough to cancel into up close. There’s way too many people who can duck an’ punish it. (Thought that was supposed to be fixed going into Ultimate) But I get by with Dark Hole.

The first hit always goes into a reset of some sort. I really like that Oki set up with an air combo going into a hard knock down, landing, calling Dark Hole and catching people with crM. Working that into my game’s helped. And of course, if I get anyone in the corner, that’s a dead dude. Thor to Dorm TAC always lands at least 800k for a bar. And of course, there’s the DHCs into Stalker Flare.

Overall, it’s solid enough to cover pretty much any aspect of your Thor game that you’d like, and the best part is if Thor goes down, the other guy’s gotta deal with Dormammu and Doom. I used to have a real problem with letting Thor die at times. Working on letting Dormammu get going on his schedule.

would it be better to start Dorm with Thor second?

I was thinking about using Dorm to get the easier (?)hit confirm and then TAC’ing into Thor. This way Dorm can use either the spark or missles to get in, and then just TAC into Thor.

I don’t think thor is ever better second. Thor having more assists is always useful. Also thor assists don’t provide much. plus When THor is at half health he has more health then some of the cast… so get to half health go for a safish dhc to stalker flare thor recovers dorm gets hella damage… its win win!

I haven’t yet tried it but I’ve been thinking about testing how well I would do with Dorm(purification)/Thor(M.Smash)/Doom(beam). Also, I think Doom with missiles or beam works well either way depending on the matchup and the team make-up.

Dormammu’s best position is second as he needs time to get his stuff going, and the way he gets that time is with a DHC or a TAC. He does a poor job starting the round because he doesn’t have anything to readily deal with pressure on his own, so unless you have quick acting, high priority assists to alleviate that, then don’t put him first.

How are you charging 3 spells during that time? I do it as fast as I can and I can get three but hella not enough time to teleport and continue to hit them… Ive never seen anyone teleport and still be able to hit them after three charges and stalker flare… is there a trick?

Well i record’d those combos so i will post them on youtube soon, there is no trick just good timing.

The real trick to the matter is just knowing when Dormammu is done recovering from the flare so he can start charging. Pretty much any air combo into Tornado/Flare DHC at super jump height will give you enough time for it. A good way to time it is to look at your combo counter. Stalker Flare does 20 hits before going away. After about 3 or 4 of those hits, Dormammu can start charging. Once you get the 3 charges, that’s when you H Mass Change with him. Now keep in mind, Stalker Flare still needs to get all 20 of its hits in before you smack 'em back down. If you do it too early, you’ll just smack 'em and the ball will continue keeping them up, and obviously if you do it too late, they’ll air tech before you hit them with the S.

Lessee, tricks for it. Well for starters, the way to get it reliably is to make sure you’re at the highest point in your combo before Tornadoing. The combo Serp posted is good for that, because he does Tornado right after, like 2 air actions (sj H xx L Spark xx Tornado). Fewer air actions means higher air position which means easier time for charging after a Stalker Flare DHC. That’s one of the tricks to make it easier that I’ve found.

Another trick or shortcut is, after I get my charges and teleport, I activate fly and move in just a bit before I hit 'em with the S. That’s just something I’ve done to make sure I don’t hit 'em too soon, because for some reason I always teleport too early.

well I’ll work on it! Thanks for the tips! It sounds like a pretty good combo because even when I do my longer combo into a stalker flare combo I get like 1.05 or something… so if I can figure out a setup like that I’ll be golden.

So if the opponent is up at superjump height and you actually catch them with Mighty Thunder, wait a split second to let the bolts carry them, DHC into stalking flare (don’t have it hit them just yet), H liberation xxx Chaotic Flame… and then the stalking flare catches up with them.

… what? I know its pretty useless, I’m just still seeing how I can use Mighty Thunder!

Sometimes, some tools just aren’t meant to be used.

its useful in situations where you have to use mighty thunder, i use the mighty thunder > stalking flare DHC after a midscreen okami shuffle because they’re too far away to DHC into mighty tornado.

I only use Mighty Thunder when i have to save Ammy or Strange assists from Wolverine ABC, launcher, superjump, ABC into hyper combo. In the Dorm team i think DHCing from mighty punish to stalking flare or chaotic flame is way better cause it will be out in 4 frames with invincible startup.

In combos it can be used in the Dorm THC to OTG, or after of a Dr Strange bnb, teleport M, Vishanti, then mighty thunder for fullscreen damage. I really dont get why mighty thunder has double startup, i mean, its a f****** lightning storm, lightnings are fast…

I don’t get a lot of things about Mighty Thunder, but it is what it is. Serp pretty much described the only uses I’ve actually applied for it too. Could also be used for guard break/tick command grabs but you gotta burn Xfactor for it just to cancel the atrocious recovery of the move. It’s pretty bad all the way around, and even for situational uses, there are better options Thor has. I like to think of it as an end of round taunt that OTGs.

If you believe there’s some unexplored uses for it, don’t let any of us stop you from searching, Chef. Keep at it, post what you think is noteworthy, generate some discussion. I would love for Thunder having some practical uses in a match simply because I think it’s Thor’s coolest looking hyper. No matter how situational or insignificant you think it is, talk is always good.

I generally DHC into Mighty Thunder when I know its going to kill and want to tag back the first character.

In an attempted to move on from this ‘unsavoury incident’, has anyone been exploring any F-Champ Magneto ‘feint TAC reset’ style combos with Thor?

Got thinking about it since the HSD on the relaunch combos gets really harsh at the end… you can definitely catch people mashing as they flip out, but I’m not quick sure Thor benefits from it as much…

So far, the best option Thor has for those type of resets is air combo into knock down into charged :h: Smash, j :s:, j :m: Strike. Works best in the corner because it catches all techs, but if done mid screen, it’ll catch the forward tech.

Doesn’t really do much in the way of feinting a TAC because you’re not even attempting a TAC. It’s just an option to perform when you know you’re not gonna kill. If they tech, that’s a free combo into a kill, and if they block, you’re close enough to command grab. Problem with it is it loses completely to push block. Like, completely negates it, and once your opponent figures that out, it’s just another gimmick Thor has that might be able to catch the opponent sleeping.

Can’t really think of any ways for Thor to actually get a TAC feint going on with his normals. If I were to guess, maybe Thor could do something that involves fly, like starter, launch, j:m::m::h: xx fly, j:l::m::h:, :m: Strike, but the fact that it involves fly makes it super telegraphed. And strictly speaking, frame wise, j:h: gives you 24 frames on hit, and fly starts up in 30, while j:l: starts up in 6, so there’s 12 frames in between that the opponent can do anything. Some of that gets taken up by them actually air teching, and the idea is to catch them mashing :s:, but if they choose mash an :l: or a grab, you’re getting beat out of it.

I guess instead of flying, he could air dash. This is going back to those vanilla reset days, but maybe with an air dash to catch the tech direction after j:h:, he could go into j:l::m::h:, :m: Strike.

Not by my game so I can’t test it, but it’s something to think about.

Random side question, surely hit frame advantage chances later in combos due to HSD?

Btw, just so we are on the same page, I was more thinking along the lines of ‘extended relaunch combos almost to the point where the opponent will flip out with any further hit’ then TACing (obviously this final part is super jump height). The opponent will soon look to mash S during the last bit of the combo, and at this point you can just catch them with an air normal, hopefully one that naturally extends from the air series you were previously using.

I also found during relaunch combos that you can get the HSD to an exact point where a TAC ‘hit’ can be initiated, but will not connect as the opponent flips out (set the computer to block and it does so basically). I have no idea what happens in a real match if the opponent mashes S or indeed a slow normal in this situation… I forgot to test it!

I know what you mean for the ‘feint’ but the only thing I can think off the top of my head would be the normal air series :l: strike, air dash up forward, and instead of going for a Mighty Hurricane reset after the flip, go for a :l: :m: :h: combo or something like that.

Maybe a relaunch is the only way to get what you’re wanting. Air combo, knock down, charged smash, relaunch, j :l:, they tech, j:l::m::h:, etc. If there’s a way to actually mix up that relaunch with an actual TAC, then that’d be the thing to go for. But again, Thor’s hit stun is really finicky.