Wake up grabs are fun to do when the opponent isn’t paying attention. After like two or three times, they’ll catch on and move themselves out of range. Wake up assist calls are dangerous and not recommended at all. Any player worth his grain of salt will easily punish that by anticipating the forward ground tech, and dash back so the assist is still in front along with you, allowing them to hit you in some kinda way. But on people new to the game, wake up assist calls really mess up some folks.
Then just block/pushblock in time, there is a high chance for the assist to hit the character while Thor is blocking (not safe against characters with a lol-hitbox like Zero of course). Some assist characters are hard to hit, small characters (ammy, raccoon), Strider, and armored characters. I play my Thor backed up by either Cold star or Armored sempu bu, they are very good for the wake up-grab purpose.
That’s pretty much my problem. Too many characters with long limbs/appendages/swords in the game.
I wake up Mighty Punish a lot. People don’t expect it, its invincible, and I can DHC from it which are the reasons I do that.
Just some reverse Thormammu tech of mine, this is from Dorm to Thor, not Thor to Dorm.
Start with anything you’d usually start with with Dorm, I’ll begin from a standard c. magic series, it’s easy enough to set this up with tri-dash j. S off a teleport.
c. L, c. M, c. H, S, j. M, j. M, j. H, j. S, assist 1 (Mighty Smash), flame carpet OTG (let the carpet extend the combo), S, j. M, j. M, j. H, S, Purification L xx Chaotic Flame xx Mighty Tornado
Mash out Chaotic Flame but cancel before the final hit knocks them up into the air and you’ll get a full Tornado, this combo breaks 900k.
Criticisms/Improvements welcome as always
boring
clap clap for brilliant one word answer feedback.
It may be “boring” but it’s devilishly effective and practically undroppable.
still boring
I believe what Duck is getting at is that the combo’s notthing other than Dormammu’s normal everyday BnB into super and DHC. Nothing really new or groundbreaking, just day 1 stuff. As far as criticisms go, you should know that only works in the corner, and the combo itself doesn’t carry them to the corner all that much. And if you wanna get the flame carpet relaunch mid screen, you’d have to dash real quick before calling the assist. It’s still simple and effective, but let’s try looking for some more optimized stuff.
Other than resets, anyone come up with some Thor combos that builds a bunch of meter?
It’s definitely better closer to the corner, and it is intentionally simple, I can do fancier stuff, I just wanted to see how much damage I could do for the least amount of effort as it’s practical in an actual game. The quick dash forward + assist call and flame carpet is actually very practical, you have time to do it and MastaCJ is a player that does it a lot (however with a Wesker assist). I wouldn’t discount it as not being optimized, if anything it’s optimized for ease of use, just my two cents.
I believe the spark combos build a ton of meter, they’re not the best for damage though.
Pretty much all of Thor’s combos build at least 1 bar.
If that’s not enough to kill most fo the cast, you’re doing it wrong :D.
Pretty much everyone’s combos build at least 1 bar. Call me meter hungry, but I want more than that, and right now, resets seem to be the only way to do that with Thor. I guess I’m just tired of Frank teams who use exchanges takin’ my meter away.
Shrug, I think you have to jump through hoops to get 2 bars in 1 combo with Thor. It’s possible though.
I suppose you can always TAC (yuck).
TAC is definitely the easiest way. If you’re tired of Frank teams taking your meter, you might want to predict them to TAC in that direction and counter it, there is no other real way to stop that except for not getting opened up in the first place which is easier said than done.
I have been using a very strong corner reset, it goes like this (would make a video but doesn’t have time):
- without assists: j.L, cr.L, cr.H, s.S, superjump, j.MMH-delay-S, land, fully charged Mighty Smash H, Mighty smash M, s.S, super jump, j.L, (small delay), Mighty hurricane L (catch neutral, back and forward air recoveries)
- with amaterasu assist: j.L, cr.L, cr.H, s.S, superjump, j.MMHS, land, call Cold star, mighty smash H, Mighty Strike H, air Mighty Strike M, lands, Mighty smash M, s.S, superjump, j.L, Mighty hurricane L
I mean, yeah that’s what I’ve been doin’ pretty much, but then they either get more damage for combos, more meter for more damage, and more combos. TAC’s are completely in offender’s favor. I know it’s been a complaint since vanilla, but it’s still a thing. I kinda wish that they were like in the pre-build of vanilla where when you counter a TAC, you start up your own.
Looks pretty solid. I’ll add this to the list.
I see this way too much in this thread, but when you guys think of a new thor ‘reset’ just going into the hurricane is not enough. There is a difference between Thor resets and Thor gimmicks. Gimmicks will only work till you play somebody who knows about them. Normally his resets (esp in corner) are telegraphed. In order for the reset to be practical you need to test against all the options, ex. somebody mashing airgrab asap and throwing out a quick attack in the air. And when those options stuff your reset find an option that beats those two. Most of thor’s resets are heavily telegraphed and anybody who knows a little bit about what thor can do will mash unless you have an option that defeats that. A reset is not strong unless its alternative is just as strong.
Also just to add something nice, if anybody plays spencer with thor after a mighty smash (m) after an otg (because the smash needs bounce them high), you can call spencer and do a c.m. If timed correctly (this is VERY VERY hard to do) the wire should place them back on the ground where you can then ground hurricane, or c.l, or TK hurricane in corner. Its similar to shehulks reset with spencer. I used this back when I played Thor wesker spencer in vanilla, but it is very hard to do, and not that consistent (it is VERY good though). I donno maybe somebody can find something easier to combo into the grapple that gives enough time to reset afterwards.
While that’s definitely a major thing to take into account, I really can’t think of a single Thor reset that isn’t a gimmick by your definition. All of them get beat out by someone mashing air grab, mainly due to :l: Hurricane being 5 frames, and air grabs being 1, and all of them get beat out by folks with fast normals, especially those with range. No reset is inescapable, especially if you know what to look for, but with Thor, the idea is to keep throwin’ out more stuff for them to keep track of. Resets are mind games above all else. From the worst to the best, if the opponent doesn’t have a clue about what the combo’s about, they won’t be looking to find a way to stuff it, and after getting the opponent on their guard, constantly looking for anything that could be a reset, you start doing full combos long enough until you feel they’re not paying attention anymore.
I definitely see where you’re comin’ from though, and I definitely agree with it for the most part, but I feel that knowing as many resets and gimmicks as you can with Thor is a good thing.
@ LegendaryDJ
That’s not quite true, :l: hurricane has more range than most air grabs and you can time it in such a way that the active throw frames connect as soon the opponent becomes throw vulnerable but before they have time to mash out a normal. It’s tight, but if you’re gonna bother learning Thor it’s nice to know.
The best resets are the ones that also leave you with the option of “frame trapping” so to speak and following up into another full combos if they try to mash out a normal. The corner ones off normal jumps are the best ones. The ones involving airdashes after a launch are gimmicks at best. The midscreen ones aren’t even worth going for imo.
Basically you want to be ascending with your opponent as they flip out. Jumping after the flip is a big giant guess.
just my 2 cents
ANY reset can be slightly adjusted to counter a certain action, obviously there’s nothing you can do to counter all possible options (otherwise that would be a guaranteed reset). Like for the midscreen mighty strike L reset if your opponent learns the timing of the reset and is able to beat it out with throws/attacks you can easily change the timing on your airdash + mighty hurricane to throw off their timing, but you should avoid doing this against characters with long active frames on their attacks (dive kicks, helm breaker etc). On the other hand if you think they’re going to forward tech then its possible to set up the reset so that the UF air dash blocks any forward techs, obviously this is more vulnerable to attacks/throws because you’re close to them throughout the whole thing. That being said its possible to use mighty hurricane H with this reset now, the timing is harder but if you can do it then it will become an option select to tech throws and you’re less likely to get hit because its 1 frame grab.
Also ppl need to stop thinking of resets as grabs, resets that use normal attacks are just as good (sometimes better) than command grabs. If they’re expecting a command grab then throw out a j.L instead, if you’re at SJ height then you cant convert it to a full combo but you can still get over 500K out of it if you burn a meter. Honestly ppl need to use the corner j.S reset that i posted more, guess im a little biased when i say that this reset is awesome but i dont know any other reset in the game that beats forward/neutral techs, throws and any attacks, and even if they hold back and block you get a mixup unless they pushblock (which still leaves you safe). And all of this without needing to change your inputs/timing depending on how they react, if they ever get used to it then just go for a normal mighty hurricane (which also block forward techs).