Yeah and except for specific instances where they allow certain follow ups spark relaunches do less damage than other options, that you might have. Its funny that in general the regular “easy” relaunch does the most damage without factoring in assists.
I will say if you just learn to time 1 J.h xx spark instead of the j.m, j.h xx spark the timing becomes a bit easier on more character for the first rep since you don’t have to worry about slowing their upward momentum with j.m in the same way.
The best way is to delay your air chain in the corner as much as possible so that you’re well under your opponent when you hit the sj.:s: (just like when you want to hit a fully charged otg :h: smash). Once you land, call Doom immediately and it should work. For extra safety, you can call Doom while jumping forward, but that will limit your followup.
If you wanna go balls out, this is the most damaging followup I’ve found:
OTG missile on the way up, jump straight up, air dash back, j. fully charged :l: strike, j. spark, land, rest of missiles hit, fully charged ground :h: strike (hit as high as possible), air dash down, fully charged ground :h: strike, air fully charged :l: strike, j. sparkxxTornado
This is probably one of the most damaging meterless assist extensions in the game, clocking in at around 336k. I suppose Doctor Strange might do better, but he doesn’t count, lol.
Bear in mind, it’s really tight and only works against a handful of the lighter characters though. Most of the time you can omit the second grounded :h: strike after the flurry of missiles and just go into SSS. You can also change the ending slightly to go into tornado loops.
As for the spark relaunches, I find they’re most consistent after landing an air Mighty Hurricane. I do think they edge out most of his other air combo options if you land a full mmhs series on both reps and then go into the missile extension (while allowing you to keep your ground bounce for the end of the combo). If anything, it definitely builds a lot of meter and allows you to loop Tornado supers since you can end it solo into smash after the 2 reps as well.
The full missile extension does work after spark relaunches. You just need to do your second jump series as usual, but pause ever so slightly after the j.:h: connects so that you’re under your opponent. By that point in the combo, delaying after the 's will just make your opponent pop out.
Okay cool, I’ll try that out when I get home thanks Duck strong. I figured it had to be something like that, and not having to deal with fully charge smash extensions is nice, since as noted they are inconsistent.
I also didn’t think about the meter build portion of the spark loops, I can do one rep pretty easy, never tried 2 in a real match though… hmm I"ll have to look into it more I guess.
Im most likely going to Evo (didn’t think I was going to get to go again!) and so Im working trying to iron out everything for at least 2 teams
Thor, Doom, Ammy
Thor. Strange, Ammy
I kind of want to add Thor, Dormammu, Vergil as well (plus this would give me thor dormammu doom) but that just seems like too many characters to really learn eveyrthing since Im trying to max it out with infinites for everyone! Luckily I can already do a large portion of the stuff sometimes I just need to up my consistency and improve my Neutral.
So Duck Strong method worked well and I am able to setup at least the start of his combo easily. Seems to work against everyone but really small characters like Raccoon but you can just use the regular conversion on the, Thanks everyone for there help.
crl,cr.h,s, mmhs (delay s until you are far below them) land, jump up forward + doom, immediate air dash backwards (stolen idea from Serp! vid) Full charge strike+L, Spark +M, Land, Full charge strike+H, Full charge strike + L, Full charge STrike+m, land, dp+m xx super, land, dp+h! or you can loop it or do lots of other stuff. Thanks guys for all the help!
Edit: I forgot to say that I also tested meter build vs damage on the spark loop. While it was hard I was able to build 1 whole meter with spark loop off a cr.l without using my groundbounce so that is pretty successful, the combo is a bit harder and weirdly specific (outside of some stuff like the using spark for that sweet cross under) but I guess if you really wanted to meter and only wanted to miss out on a little damage you could do this.
Cr.l,cr.h,st.s, (delay)j.H xx light spark(untech) airdash down + h, s (delay)j.h xx light spark (untech), airdash down+h, s, j.h xx light spark xx super
that dos similar damage to regular relaunch and is hella full of H’s which looks cool imo.
Hey guys, for those of you who play Dorm, I’ve been messing around with him in practice mode and I was hoping you guys could critique my combos. I’m sure they can be improved in a few ways. I’d appreciate the feedback, thanks.
The other day I was thinking about how awesome Abegen’s Tron/Thor corner damage and meter building is in the corner, and I thought I’d try to work something out with my Thor/Hulk/She-Hulk team. I came up with something that does a million damage, uses 2 meters, and builds 1.5 meters back. If you start with at least 1.5 meters you can tack on a Gamma Crush at the end for just over 1.3mil.
[media=youtube]LVdCf2aJw1M[/media]
Is it practical? Absolutely not. Does it look awesome? Shyeah. I just like the idea of meter optimization and using Hulk after the Mighty Tornado. Plus I wanted to see what I could do with Hulk’s hard knockdown potential.
What’s impractical about that? I used to just DHC straight into Gamma Crush from Mighty Tornado, but from this, it looks like you can get a lot more, especially with an OTG assist.
I think what makes it impractical is that this team has easier bnbs that do just about the same damage for the same meter. Also this particular variation of the combo only works in the corner. Last, it only works if you do Thor’s L,H,S,aM,aM,aH, Mighty Strike. Anything else you tack on is gonna mess up your Hulk options.
I dunno, I’d love to try it out in a match, but I think the spacing issues and the sheer damange from a simple DHC into Gamma Crush from an extended Thor combo relegate this to the style over substance category. But if you can find a use for it, well then more power to you!
Ah yea, forgot about the hitstun. I’m gonna play with it when I get home. I usually run Hulk on point, but I’ve been finding really good stuff for point Thor, and if I can make something out of this, then I may be permanently changing my team order. Any other interesting tech you have for Hulk/Thor? I’m still very much an infant at Marvel and, while I’ve been doing a pretty good job of finding tech on my own, it’d be nice to hear from other Hulk/Thor players. We don’t seem to be a popular breed.
I’m certainly not anything special, but I like exploring Thor/Hulk stuff. I recently did a post about Hulk’s command grab and the utility Thor adds to his corner mix-ups that you can check out http://wp.me/p18T0G-KJ. Also my Youtube channel has some stuff you might be interested in - http://www.youtube.com/user/kingofbreaker. I’m always kinda digging around. Lemme know if anything helps or you have any questions.
Hey guys MrFlubbs here again just wanted let you guys know I released my vid all about Hsien-ko. I do have a combo though using thor’s assist(mighty smash) mid combo, so I hope you guys enjoy! stay till the end and see Hsien-ko’s version of sword loops! lol http://www.youtube.com/watch?v=obw0_dUaGK4
I’d love to spend more time in training mode figuring out the sort of creative combos you pull off MrFlubbs, but the itch to just jump online and play matches is too strong haha.
Although, I recently figured out you can build 3 charges with Dorm after stalking flare in the corner when DHCing from sj’ed mighty tornado. I don’t know why I never really gave it a proper shot… I always played it safe with 2, and can’t honestly think why I thought three wasn’t possible!
But can you get the teleport down like you can mid screen? The way Stalker Flare interacts with the character in the corner is that it hits them directly up as it collides with the corner, making more hits on it get eaten up, so usually by the time I get 3 charges and teleport, they’ve already recovered. So I usually just get the chargers and wait for them to come down.
That’s the weird bit, I too thought there wasn’t enough time for three charges and the teleport… But I was landing it just fine. Perhaps I didn’t realise how early you could charge them or how quick you can repeat them… Give it a serious to again join training mode and see how you do.
I want to maximize my effort in the lab. I’m not sure how to approach Thor’s TACs at all. I learned one of the down TAC combo’s from the first page but I don’t know how you lab monsters do it.
Hey guys new to the thor thread. And still getting boied by verGIRLS. Just a thought but can I alpha counter his gucci belt to Thor grab hyper or comm grab?
I don’t think Thor has a counter into command grab. People generally counter into his Mighy Smash, but I don’t know if that nullifies swords. I’m still not great at the game so my advice may not be too useful, but against Vergil I have the most success when staying mostly airborne, calling Missiles/Dark Hole from the air and then coming down with an attack. This way, you minimize Vergil’s options for getting a hit, especially if he’s using an assist like Plasma Beam. And one stray air M/H Mighty Strike or j.S/H and Vergil is dead.
That sounds super risky, but if you lab it out and it works, then maybe. Mighty Punish in general is really the best way to go about fighting back if you’re getting pinned down by him. The general anti-Vergil strats are to be solid on your push blocking to avoid rapid slash mix ups, chicken blocking helm breaker so you can recover before he does and punish him, taking advantage of the rare times he whiffs a normal since he can’t cancel them into anything without being in Devil Trigger, and whenever he drops in on incoming make sure you have a good, solid, meaty set up or mix up that he can’t helm breaker out of.
He’s talking about alpha countering into Mighty Smash, and then canceling that into Mighty Punish immediately. If Vergil’s in range, that might be good enough to work since Mighty Smash is invincible until he jumps up in the air, and Mighty Punish has invincible start up.
Thanks DJ. Trying some alpha stuff now. But can any one give input for thor tac inf? I can do mags and Dok 9 cubes anywhere on stage but I can get thor corner tac down:/