All these infinites. So good. I love it. First page for sho.
amazing
it has great corner carry; in the corner thor should get an easy kill with 3 sparks M
I’ve found some very sloppy setups for up and side TAC, definitely impractical, still need to find something better – but it shows it’s possible at least.
Side TAC you can do the same thing as down TAC (ADDF, j.L xx L Spark) but you’re much higher up so you need ungodly timing ability on the way down.
Up TAC you have a few things (j.LMM xx L Spark or j.MM xx M Spark, ADDF j.L xx L Spark, etc) but again you fall for ages and need insane timing ability to make this work. I’ll keep looking for better stuff, but this is a start.
Edit: I’ve found a more consistent starter for up TAC. Directly after TACing, air dash down, hit j.H (it whiffs, but this is to drop you down further) then go into a full charge Mighty Strike L followed by an L Spark, then j.L, land, into the infinite.
When charging Mighty Strike right above the ground it’ll just float there, so the timing isn’t really tight at all. Keep in mind it may be character specific though, I’ve only tested it against Captain America.
The infinites I’ve found are very character dependent. And it doesn’t even seem to be based on the ‘classical’ weight groupings either. So check these carefully.
lolno the infinite is not character dependent, neither are the starters of the infinite (at least the corner ones)
Yeah, I’ve yet to test the whole roster for the mid-screen one, so take it with a grain of salt currently. I’ll start testing it against the rest of the roster and I’ll update this post if I find any it doesn’t work on.
Edit: Alright, I’ve tested it on the entire cast (very briefly, only a couple minutes spent per character, if anyone wants to do a second pass to confirm/deny things, please do) and I’ve essentially broken it down into 4 categories, and they are as follows: full thing works, setup works but rep fails, setup fails, unclear/unique timing.
Full things works on: Nova, Hawkeye, Ghost Rider, Iron Fist, Capt. America, Deadpool, MODOK, Chris Redfield, Vergil, Ryu, Trish.
Setup works, but rep fails*: Shuma Gorath, Wolverine, X-23, Spiderman, Phoenix, Taskmaster, Jill, Strider, Phoenix Wright, Frank West, Morrigan, Chun Li, Felicia, Spencer, Hsien Ko, C.Viper
Setup fails*: Dr. Strange, Rocket Raccoon, Dormammu, Iron Man, Dr. Doom, Storm, Thor, Sentinel, Hulk, Skrull, Magneto, She-Hulk, Nemesis, Wesker, Dante, Tron, Haggar.
Unclear/Unique Timing: Firebrand, Arthur, Zero, Viewtiful Joe.
*I’ve found an alternate rep that I hypothesize will work on all these characters (confirmed to work on at the very least Taskmaster and Spencer, and this can also be used as a height adjustment tool in general for this infinite, as I’ve stated previously they slowly creep up over time – use this to bring them back down.) The alternate rep is: [land, j.LM xx M Spark, air dash forward, j.LL xx L Spark, j.L]-repeat.
**The setup fails on these characters (ADDF, j.L xx L Spark) however I didn’t actually test the infinite itself, so perhaps with a different setup the infinite could potentially still work.
Nice work. This is part of the reason I don’t use it it in a real match that much. I should probably just re-test it against the most common members of the cast and commit whether it works on them to memory. Its quite a lot to try and remember the whole cast. another thing is though that my setup can theoretically adjusted on the fly, so perhaps this increases its viability but its quite hard to judge in real time what button you should hit.
Hey guys just released my latest Thor vid. It is all about him this time and has tons of ways to set up his spark loops. Also a solo combo using 5 meters and a super jump conversion. I hope you enjoy! ps. I finally added a 720 p option.
[media=youtube]jlJga4niPKU[/media]
Flubbs, you’re so cool.
Flubbs always finding combos I never thought of,what the hell man.
Great stuff as always.
Lol at the TAC bounce after mighty tornado combo that was pretty sick. Also the cross up combo, can you do that from the corner to take them back into the corner? Good stuff
Lol thanks and yea you can, I showed that in this vid here at about 1:39
[media=youtube]ajsCDlbNSsc[/media]
Excellent work Mr. Flubbs. The TAC down combo was my favorite because it made go O.O and there’s so much great stuff in your vid. Now I really want to practice some of this.
Hey Thor combo friends, I have a question for anyone that can help me out. I was playing a set yesterday and going for my regular combo of
cr.l, cr.h, j.mmhs, full charge Smash, s+missiles, mms (missiles OTG) SSS and specifically for some reason again Ironfist and spencer more often then not the missiles would come out too close the corner and nail them after the S messing up my combos.
Now I know that when missiles come out that close you can otg (any?) character with them and then do the Charge M strike, spark, smash (missiles otg) SSS ender instead which does more damage, but what is the way in which you can get missiles to always OTG when doom starts shooting them in the corner? IE Get him to come in close enough so they OTG. I think if I could incorporate this more frequently into my combos in the corner it would make them more consistent instead of dropping sure kills because the missiles him them on the way down. I know in Serps video he shows stuff like this, but Im wondering if anyone has a consistent way to get it to happen? Ive tried a bunch of stuff but still haven’t found something 100% and I really want to get my combos down to working every time instead of having small nitpicky inconsistencies.
thor corner missiles combos are as consistent as spencer corner missiles combos. You only have to be careful when dealing with biggies cause they eat more missiles
Yeah I mean I figure they can be. I Just want to know how get them to OTG 100% of the time (ie OTG when doom is calling them not after they have flown up in the air) I can tell when they will otg after Ive seen doom come out but by then its too late I need a setup where I know they will otg before hand.
Basically, it’s just a matter of making sure you’re as close to their body as possible when you call the assist. Once your j :s: knocks them down and you land, you should probably ground dash over their body. I’d imagine this would involve delaying that j:s: slightly longer to ensure you have enough time while they’re knocked down. I haven’t done or gone for those combos myself, so I’ll have to lab it out to be sure.
Yeah that does seem to effect it, Landing the J.s so it hits above your head seems to make it happen more often where the missiles come out closer rather than further, I was actually thinking in those situations if I didn’t want the missiles to OTG I could do a quick dash back canceled into full charge samash I don’t end up as close when the smash hits.
I don’t know about you guys, but when I fiddled around with spark relaunches, I found out that they are fairly inconsistent. Although they look pretty cool. Also I hate the different timings for different characters.