Just wanted to add with that Dorm combo I posted from Dorm to Thor, it does corner carry, I’ve tested it a bunch of times and you have enough time to ground dash after you land before the assist call in order for it to combo. It may be stupidly basic, but I’ve regularly been using it as my Dorm BnB, with the DHC it pulls around 940k and it’s pretty damn hard to drop it.
Oh really? Cool, that is nice to know. I’m still not familiar with the ranges on his grabs. I do know quite a few characters with insane air grab range. Taskmaster, Doctor Strange, Nova, Super Skrull, and Ammy bein’ some off the top. Gonna try and see if it can beat out theirs in a minute.
I agree. Doing that adds on another layer for the mind game. Keeping your opponent guessing.
Now that is a great thing to keep in mind, and I really want to quote it just to reemphasize how important it is. We do need to better explore this. At super jump height. At normal jump height. On the ground. I feel that’d add an entire new dimension to how Thor plays.
I agree 100% with this, and that’s also how Nemesis corner “resets” work. You deceive the other player making him think you will go for a command grab reset, then they will go for a neutral/forward air recovery and mash forward H/L, and that’s the chance to land a j.L/j.S into a full combo. At normal jump height Thor can reset with j.L,j.M/j.S, Mighty Strike M, land, Mighty smash M into a full combo. Nemesis can do the same with j.M, j.S. Mighty hurricane L has a range that will beat a lot of normals and air-grabs so his gimmick is actually strong is Thor is at a safe distance. The reset i mentioned earlier always put Thor at a distance where the opponent will be out of range for a normal air grab.
Thought this might be useful to somebody. Ultimate Web Throw DHC setups from a few characters. Thor is at 1:20
[media=youtube]j-RuT8Z0idw[/media]
Any Combos I can do with Hawkeye’s Poison Arrow OTG as an assist? It’s not as fast as Wesker’s or Deadpool’s…
i havent tried it out myself but you should definitely be able to OTG with it after mighty smash M, it causes a ground bounce followed by a hard knockdown so you have a lot more time to OTG than usual
I think i just made a new kind of corner reset with Thor / Ammy. It goes like this:
(in the corner) j.L, cr.L, cr.H, s.S, superjump, j.MMH, delay, j.S, land, fully charged Mighty Smash H, Mighty Smash M, call ammy Cold Star assist at once, s.S, superjump, j.S (cold star should catch the character and keep him in the air), j.Flying, (the other character air-recovers here), Mighty Hurricane L.
But basically works with any assist that keep the character in the air while Thor recovers from the j.S air combo finisher, i bet tenderizer and the drones work the same, probably Magneto hyper gravitation assist could be used in this kind of reset.
i think pretty much all the corner resets that end with mighty hurricane are the same (most/all of them block forward techs), its still good to have more variety so that it becomes less predictable.
mm, i agree and disagree at the same time. The most basic mighty hurricane reset is hard knockdown, mighty smash H, superjump, mighty hurricane. This reset has a very low chance to catch good players (forward tech can confuse the hurricane input, j.L sometimes hit Thor, and it can be easily countered with a normal airgrab in 1 frame).
The best corner resets put Thor at a certain distance from the recovering character making it impossible for them to airgrab before of the mighty hurricane attempt. The ammy reset i mentioned, and hard knockdown, fully charged Mighty Smash H, Mighty Smash M, s.S, superjump, j.L, delay, mighty hurricane L both put Thor at a distance where he will be safe from most j.L and normal airgrabs regardless of the direction of the air recovery. Not to mention they are a 50/50 with mind games involved, Thor can just cancel the j.L into j.S (just j.S in the ammy reset) and start a combo there if the other player try to mash some long range normal that could bring down Thor.
i agree but if you’re considering “50/50’s” and mixups then the normal charged mighty smash H > Neutral Jump reset is better imo. That way you can alternate between mighty hurricane and j.S to create a true 50/50 that will lead to a full combo either way. 1 of them can only be beaten by attacks and the other can only be beaten by push blocking.
I havent tried the j.S reset after a mighty smash M > j.L but if it rly does work the same then there’s rly no difference between the 2, just depends on whether or not you already used your ground bounce and how bad the HSD is (can’t follow up with mighty smash M if there’s too much HSD).
I have a question about the sj.S, fly, down dash, Mighty Hurricane. I can’t seem to get it off if the opponent blocks the S. It works when the opponent gets hit by the S though perfectly. Do you guys have this problem as well? I suppose if I was assuming the opponent will block, I would just go straight up for a Mighty Hurricane, but I might not want to take that gamble sometimes.
People i think i just discovered some amazing “guard break” tech in the corner for incoming characters with Thor. The trick is simple, Thor can’t dash cancel air normals, but he can cancel flying and dash at once, so if the other player use advancing guard after of a j.L/j.M Thor can still get close and perform a mighty hurricane L with success. It works like this:
Flying, move up, character comes in, j.L/j.M, advancing guard, unfly, airdash forward, j.Mighty hurricane L/M.
What make this tech indeed amazing is the range of the Mighty hurricane L. And of course, some assist call at the same time of the j.L/j.M make the guard break even more safe for Thor (Ammy cold star is perfect for this).
Hmm… could be very interesting. This is working in real matches?
I’ve also been trying to figure how how to really pin down incoming characters with Thor. One thing I’m working on is a set up after a kill a character with a DHC from Mighty Tornado at super jump height into Stalking Flare… as the ball floats up and finishes the kill, there is plenty of time to raw tag back into Thor. The 1st character is now dead, and the ball comes back down… right into the face of the incoming character. I fly with thor, position myself at L Mighty hurricane range and time the command grab for right when the block stun from the stalking flare finishes. It’s tough, the timing can be altered by the amount of hits the ball has already done and whether the opponent is using advancing guard… BUT I’m practising it over and over… and it seems possible.
At least in training. Haha.
Other incoming character mix-ups include:
Fully charged Mighty Strike. After they block, come down with your standard tri jump mixup of j:l: , cr :l: cr :h:(or cr ) Mighty Smash, launch. Typically causes a good hit confirm, because after you both land on the ground, they forget to block the cr :l:.
Call lock down assist, super jump up and Full Charge :h: Mighty Strike. Depending on when you do it, you’ll either cross them up, or get them stuck blocking. Once the block stun is done, a quick Mighty Hurricane of whatever strength, and you’re golden.
Yeah, the charged M mighty strike is what I normally go for, its actually pretty annoying to block the j.L into cr.L… or you can just command grab when you land. Doesn’t this lose out to push blocking though?
should work just fine if you air dash DF, basically tri-jump mixups.
You know what… I don’t think I have tried that too often but its obvious. So, I get push blocked out, but can air dash back in before they have recovered from advancing guard?
i havent tested it out enough to know what kind of frame advantage it gives you (if any) but it should be enough.
Is this safe on block? I tried this last night (just picked up Thor) because I saw AbeGen using this tech and everytime I tried to tri dash or stick out a normal after the blocked mighty striike, I would get air grabbed. I wonder if I wasn’t fully charging the mighty strike…
After the blocked Mighty Strike, you should have frame advantage to go straight into your j :l:, so if you’re getting grabbed before the j:l: then you’re either waiting too long to do the mix up, or you didn’t charge up the strike.