So one of the guys I play against found a way out of my favorite Thor reset. The one that ends in Charged Smash, M Smash, j L, Hurricane. Simply air dash. Of course the air dash has to be super fast. He did it with Magneto, and we both guessed that Storm could probably do it too.More of an “oh well” kinda thing now, but still. My favorite reset.
They would have to see it coming first. Otherwise it’s still a great reset
guess that again and use a j.M or a j.S to reset instead of a hurricane. Thats why theoretically the reset is a “50/50”, its not perfect, some characters can escape if Thor doesnt grab from the 1st frame
That’s how all throw resets work. For it to be near inescapable, you need a throw with active frames to cover both a situation where they mash a normal as soon as possible and become throw vulnerable as well as the case where they just let themselves tech out without pressing anything. Thor can make this a 50/50, and against some characters with shorter range j.:l:'s (the most likely normals to be mashed), his :l: hurricane will still out range the normal. In most cases though the best you can hope for is a 50/50.
That’s what makes Haggar’s hoodlum launcher reset so difficult to escape. The active frames cover both situations.
its smash M > tornado > wait until landing > smash L > Tornado > land > charged strike H > charged strike L > spark M. The trick is fixed hitstun of the smash L
What is this jump loop? And it can lead into mighty smash I run missiles and get the charged strikes follow up. And what’s the trick to getting the mighty smash xx tornado -> mighty strike tornado extension? I know I need to save the bounce obviously
the trick is, smash L put the other character in the exact height where there is a Mighty Tornado hitbox that doesnt break the soft knockdown.
[media=youtube]2eP2csV1FTg[/media]
min 1:48
look at the hitbox above. That hitbox is a soft knockdown always. The other four hitboxes break the soft knockdown with a last hit
Doesnt work on characters with mid-high size hurtboxes for that reason, they get hit by the other hitboxes too
that combo is in the vid i posted above in the second comment of this page, min 0:27
Thank you. What would be the optimized combo off a raw charged mighty strike? People always see my air hurricanes coming when missles are out and mash. I’ve been getting good punishes with H strikes and using it as an option to dash and pressure if it wiffs.
And is there something more optimal than ground series mighty smash into missiles relaunch with charged mighty strikes? I’ve been trying to get 2 reps in I run Vergil rapid slash. I haven’t been able to make it work due to hitstun.
So I been fiddlin’ around with some more follow ups to Mighty Strike confirms, and messin’ around with this one
air Strike, land, j :l:, j:m:, j:h:, Strike, land, Smash, :s:, j:h:, :l: Spark, Tornado
I was trying to see what I could get from having that last :l: Spark give me the soft knock down and following up. The closest I came was ending the air combo like j:h:, :l: Spark, air dash down, j:m:, :l: Spark, Tornado, but that didn’t work because they’d tech right after that and right before the Spark. So then I tried air dash down into j:h:, but the start up on that was too slow, causing me to land before the attack came out.
So aside from TAC glitches, can Thor do anything else to extend that combo, or is HSD too much for him right there?
usually if you can do J.H xx spark, you can do
J.mms OTG assist. This isn’t always the case but in general it works.
For instance you could do S + Doom, MMS, (missiles) blah blah.
Or with Sent you can do
S+sent, H,S (drones hit), BLAH BLAH BLAh
I dunno about that, sj :h:xx :l: spark works much later in a combo than j.mms.
Also, for anyone having trouble landing j.mms, the trick is usually to wait a little bit before jumping because you want to hit with the earliest active frames of j.:s: (i.e. pretty much above Thor’s head). If you let it wind up and hit lower, your opponent will always pop out.
I’ve dropped that Thor infinite I came up with earlier, its too character dependent. I mean, probably well over the cast can be hit by it, but it would be nice to come up with something that is universal.
I’m working through alternatives though.
I said this isn’t always the case! Heh
Excuse my ignorance if it’s already been covered. Anyone here running Thor/Doom/Ammy ?
I can see that Thor gets ridiculous extensions off both missiles and cold star but is there a way to combine them both in one combo?
I’ve been trying H Smash after missiles, wait, cold star + smash H but the timing’s weird cos Thor recovers so damn slow from smash M hard knockdown. Haven’t really played with him since early days of vanilla so all this stuff is still quite new to me.
looks at sig Yeah, that’s me.
Even if Cold Star connected after your variation, the opponent would drop out before you got anything substantial. Maybe a Tornado but that would be worthless since just doing SSS after Missiles would grant you similar damage.
The only way it would work is if you did it in reverse. Cold Star + Smash H into FC H Strike, FC L Strike, FC M Strike, M M Smash and find a way to fit in Missiles around there. Duck’s made videos on Thor doing double extensions with various assists, don’t remember if he covered Doom/Ammy. Look at his Youtube page or ask him directly.
If you are going to run Thor/Doom/Ammy, you might as well run Thor/Doom<>Vergil instead. Really, that team is like a combined version of Thor/Doom/Ammy with Thor/Dorm/Doom, you get the cheap meter user, the oppressive lockdown assist for corner weird crossups and corner extensions, and an overall better shell partnership (Vergil/Doom > Dorm/Doom and Doom/Ammy, not by much but still), they get the job done when Thor fail. Thor/Strange/Ammy is also a better version of Thor/Doom/Ammy, but i dont know which one is better, Thor/Strange/Ammy or Thor/Vergil<>Doom -.-
To be perfectly honest it’s just a side project putting X character with the Doom/ Ammy shell the synergy + THC is too strong. But I’ll take into consideration what you’ve said, I really like Ammy with Thor atm. Suppose I’ll check out Strange Ammy too, so my question is: After the usual magic series OTG H Smash + Cold Star, H Strike, L Strike, M Spark xx Tornado. How many reps of FoF loop can Strange get? I can try it myself but if there’s an already established value it’ll save me time.
only one, but it adds 400k damage so its worth
[media=youtube]NQctx6-HW58[/media]
Was looking at Duck’s anti-Morrigan video and realized that that’s a great super height conversion and added it to the combo post.
[media=youtube]SH3SGmCvlq4[/media]
Super Jump Mighty strike, air dash up, j:h:, j:s: xx mighty strike, land, mighty smash, cr.:h:, :s: and call Doom Missiles, j , j:m:, j:s:, land, :h: mighty smash, (missiles hit) full chared :h: mighty strike, full charged air :l: Mighty Strike, full charged air Mighty Strike, :l: Mighty Smash, Katana Ramma assist, full charged :h: Mighty Strike, full charged air :l:Mighty Strike, air Mighty Spark xx Mighty Tornado
So now I’m thinking, what are some other super height conversions that Thor has for other situations? Super jump height confirms are tricky for most characters because you gotta adjust what you’re doing depending what position you and the other guy are at when the hit happens. I feel this is an important thing for Thor players to have because sometimes super jump hurricanes aren’t the best option for meeting people up in the skies.
Just fyi, there’s a jump :l: before the :h: and :s:.
And afaik, only Deadpool is quick enough to combo at the end.