Alright, after testing, I’m not seeing any way to get exactly what you’re wanting Chef. Thor’s normals are not air dash cancellable, so you’ll have to end an air string with Mighty Strike for those resets. Mighty Strike is +10 on hit which means you can’t go into any TACs because the up TAC starts up in 15, side starts up in 13, and down starts up in 16. You’ll get the flash, but they’ll air tech before anything hits, so Thor doesn’t really have a TAC feint mix up that way.
The closest you’ll get to a feint mix up is by going back to those Vanilla resets.
Ending an air combo with :l: Strike, :uf: air dashing and Hurricane grabbing. Since most players aren’t dumb, they’ll catch on to that quick, mostly because the air dash is a dead give away, so what’ll happen is they’ll probably end up pressing some buttons as soon as they see the dash to knock you out before you put in the motion for the command grab.
When that happens, you could mix up by going j:l::s:, Strike instead. Kinda spacing dependent. For best results, start off with :l:,,:s:, and make sure you’re in the corner.
Hmm I will keep at it I guess… after more testing yes it doesn’t seem to possible with Thor. Thinking about frames, what I’m ultimately looking for the opponent to be a very specific state of HSD at the end of the combo. Going by your numbers, I want them to be say in 17 frames of hitstun, so if I TAC I will hit them, but if I chose not to, the next move in my air series will come out in say 20 frames. Hence it will catch the first few frames of the mashed S… BUT I think the time it takes to tech out and become hittable again screw this over.
BUT back to the idea of Thor infinities. Were there any more discovered apart from the video from Mr Flubbs? I sat in training mode for about an hour and figured one out, but I’m looking for more inspiration to see how practical or impractical my one is compared to others…
It’s still corner down TAC only (I will look to see if it can be modified), but basically after the TAC flash:
:l: mighty strike (fully charged), :h: Mighty Spark, j. :h:, Mighty spark, j :h: “land but hold up” into whatever as now the infinite has been triggered.
What’s so great about this one is that it is relatively easy to perform (as in you don’t need Desk like dexterity to trigger it, the speed of the moves are relatively slow), but you are linking moves after the spark so your timing needs to be on point. Plus I’m only at about a 10% success rate at activating the glitch right now, but I put that down to being really tired and over practising it. I triggered it 3 times in a row at the beginning but somehow got worse! haha.
But another thing is the damage… really hefty as you are using specials. To be honest I haven’t worked on the actual ‘infinite’ part just yet so much, but even just going into j , j. , Mighty Spark, :l: Mighty spark xxx Mighty Tornado straight after activating the glitch is going to do silly damage…
I am fairly confident I can find a true infinite rep afterwards as well. But sleep time now, back to the lab tomorrow morning! If anyone wants to take a crack at this go ahead!
I’ll work on it tonight Borjan. If something comes up, I’ll notate and might put a video up if my webcam cooperates with me.
EDIT: Never mind, already found something. I get two loops after your starter with j., j. xx Spark, j.:h:. They fall too low for a full spark to connect in the third. Have to figure out how to keep them high. I’m trying out j.:l: variations afterwards.
EDIT2: Never mind again, j.:l:, j. xx Spark, j.:h: works for that. 2 M starters into 1 L starter should do it. I’ll record once I have it down…and my webcam decides to work. Too bad we can’t do it off of any other TAC starter, but the Up TAC does enough damage as is.
EDIT3: Never mind once again, while the above j.:l: loop works, it leaves the opponent too high for j.:h: to hit properly to continue the TAC state. Idk how to get them higher so spark hits properly without having them too high for j.:h: to screw up. Though by that loop, you probably killed the opponent, just saying.
My TV has to be taken away to be repaired today (HDMI inputs messed up, even though my Xbox is on component), so I only got in little bit of practise with the infinite… ain’t that a bitch! I will be out of action for at least a week I think.
BUT I’m now at about a 80% success rate at triggering it if I really concentrate, no doubt it will get higher. So I really think this a very viable starter for the infinite.
Some observations:
The key to triggering the infinite is landing the final j :h:before the initial landing. So to make sure this happens, the first part of it (ie :l: mighty strike (fully charged), :h: Mighty Spark, j. :h: xxx:m: Mighty spark) must be done as high as possible. To make sure this happens, all you have to do is do everything quickly. The moment a move ends, start the next one. Thankfully the input buffer in this game is leniet, so you shouldn’t have a problem doing the first two specials, its just linking and cancelling j. :h: xxx Mighty spark that must be quick. Too quick of course and you cancel j :h: before its hitbox becomes active, so watch out for that!
If you mess up and leave the opponent too close to the ground, you can save the infinite still. Just switch to j as you come down. It comes out faster. The reason you don’t use j for when the opponent is high is because you leave the hitstop state before you hit the ground and the opponent flips out (j:H: negates this problem by taking longer to start up).
So far, the best continuations I’ve found after landing to be very similar to what Saitsu came up with. I prefer just doing j. , j. xxx Mighty Spark, j. :h:, “land” j. :l:, j. , j. xxx Mighty Spark, j. xxx Mighty Spark xxx Mighty Tornado. MrFlubbs’ video used lots of j. :l: and :l: Mighty Sparks which clearly worked, but I feel its better to be using bigger damage moves to mean you can quickly kill the opponent and minimising the risk of dropping things. I didn’t look at the damage properly but I reckon its easily a million.
I’m experimenting with TACs from other directions. I am fairly sure there is one with up exchange in the corner too. Something like ADD, charged :l: Mighty Strike, charged Mighty Strike, Mighty Spark leaves them very close to the ground… perhaps close enough with the right timing to hit j. :h: and start the infinite.
I forget what i posted but I had a semi stable version back in the old thread…, Its like TAC addf xx M spark (untech) falling M (trigger) jump M (delay) Jump M xx M spark (untech) falling M. I got like 3 reps with something like that. Sadly its just down TAC… I was working on a way to do it from Up Tac and I have ideas for Side tac as well
Yes there are definitely other ways to trigger it. But I would have thought the trouble with that one is that by having to stick to strict timing you are more likely to drop it. That why I’m looking for something a little more reliable… and I think I have found it.
Of course, the real beauty of working out Thor’s infinites is that you gain a huge understanding of his TAC potential in general as well as building up knowledge of hit hitboxes and how they affect the opponent… he really has some nice options to combo, if only there wasn’t that pesky HSD haha.
I’m really hoping to find one that involves either up or down exchange so the ground bounce is preserved for a Mighty Tornado loop just for the flash factor. That being said, I’m not sure who is going to live the combo long enough for it to get to that!
Charge strike Over, charge strike down forward and then timing a falling attack to hit in the last active frames I think? Its goign to be something like that, maybe mixed with airdashing. Maybe I should stop playing online and learn Tac infinites for Thor Frank Sent, or Thor Doom Ammy. Then its like fuck a combo.
Oh also I have ideas for the Magneto like TAC reset you were talking about but i haven’t tested them. I’ll get back to you with results from that.
I suddenly had a thought… what about during the spark relaunches but on the untechable float state after the spark? If you can find a way to reset them there, you have the added bonus of being very close to the ground to help with extending the combo.
I mean you could… you would just do Falling M and then either delay S xx strike or TAC I assume. Bu tthen you would have to do Spark loops, which seem largely not worth it to me, since they do less in most cases then a regular combo.
For the spark relaunches*, its more for the spacing for the TAC reset. I don’t know about them doing less damage, but I know that if the plan is to go for a TAC reset then it doesn’t really matter if its slightly less damage… the follow up combo WILL kill. Ideally the hit confirm following on from the reset attempt will leave me relatively safe and with the opportunity for another mixup with they just block everything.
Basically one thing I’m looking to improve with my Thor is to get the opponent mindfucked and terrified of where the reset is coming next. Whilst I’m not calling the idea of going for resets a top tier game plan, its something I want to look into.
I already have a whole host of options already thanks to command grabs (both the grabs themselves as well as knowing when to catch mashers), but then there are TACs themselves, as well as the threat of them that would help me with this TAC reset stuff I’m thinking about. But one thing I’m dubious about is whether TAC resets actually WORK… since maybe better players just react to the flash before mashing S…
*Another reason I like spark relaunches is because there are multiple good points to go for a reset, and indeed different types of resets can be done at the same point. So instead of telegraphing anything, you are presenting the opponent with the same situation each time and tell them to guess something new on each occasion.
Okay so my anti-Tac setup works! Its a little tough but def works
Regular combo into charge mighty smash+h, S, j.h (TAC) or Delay a sec S xx mightystrike + M (delay cancel slightly) land, dp+m! It takes a bit of getting used to but works well!
Well you’ll see it when you try it you end up quite a bit lower than them, it beats mash L or Mash S, I can try grab later to be sure, but I assume it beats it.
Umm, I just said, up and down work. You quoted me saying that up and down work. I said I didn’t check side not that it didn’t work.
to repeat
UP AND DOWN DO WORK, I DID NOT CHECK SIDE
Of course you can react to the flash of a TAC and then try and break (it is reactable to attempt to break not to which way to break if you are on your toes, easier if you know when the TAC would be attempted) so it makes these resets less useful, but most people (including me) just mash TAC so they still have some promise, but these will become less useful as people stop mashing.
Lol no big deal! haha, I was just being a dick, sorry! It would probably be funnier if I made a tac reset where TACs don’t work though.
I think the cheapest one is actually wolverine, cause its wolverine and its fucking dumb that he has a TAC reset. Like Mag’s is dumb but at least it can be hardish(kinda) to do, but Wolverine’s is extra dumb cause its not even a little big hard, just either tac or drill claw… FRAY