Okay, looking more at this ‘Guard break’ against incoming character set up… I’ve been told its along the lines of: “Fly, j.m, (advancing guarded), cancel fly, air dash, command grab”. Now, have been giving this a go, and have a number of thoughts.
Firstly, you must be relatively high for this to work. Thor’s minimum air dash height is quite high, and during the unfly into dash, you can drop a few pixels, enough to screw this up. So I’ve found having Thor’s head just above the normal jump height screen works the best. A horizontal air dash I feel is a bit too slow as well (as the opponent begins to fall), so a d/f air dash is working great, just remember to cancel into mighty hurricane before Thor gets to the ground.
Next, it is possible as we all know to completely negate AG if you time a fly or unfly at the correct moment. So an adaptation of this is to hit them with j.m, get AG’d but stay exactly in their face. So, if you have quick hands, yes, it is possible to pull off.
:d: :db: :s: , (fly up a bit) , j:m: , :d: :db: :s: (at exactly the same time you get pushblocked) , :f: :df: :d: :db: :l: ,
Thus scooping them out of the air. Now, the tricky bit is that when you unfly, Thor drops VERY quickly. You can easily mess up the mighty hurricane at the end. But what is possible is that you can buffer the unfly and mighty hurricane commands together. So now this is:
:d: :db: :s: , (fly up a bit) , j:m: , :f: :df: :d: :db: :s: ~ :l: (at exactly the same time you get pushblocked) ,
The timing for :s: ~ :l: is strict. Feels like a frame, and you have to be precise with the timing of your motion as well. But it lets Thor immediately cancel flight into grab, with almost no dropping. So perfecting this could be a good way not to have to worry about dashing after AG…
HOWEVER. After all this I am still of the opinion that this isn’t a great tactic. First of all, you are completely guessing that the opponent will be acting as you plan them to (i.e. push blocking at the correct times). What happens if they are not blocking on entry and get tagged? The speed at which you have to pull off these inputs means I do not think you can ‘hit confirm’ (well more like block confirm) into it. Perhaps going in with j.:l: j. gives you more time… but what happens if they push block the first hit? What happens if they don’t push block, come out of blockstun a lot earlier, and just hit you out of you incoming mighty hurricane?
There is still some testing I want to do (perhaps calling Dark Hole assist as I throw out j:m: might mean they will be kept in a perfect amount of blockstun as I come back to them to throw them, or might juggle them sufficiently if I actually hit j:m:), but I feel its too much of a commitment. The great thing about other characters incoming mixups is that they FORCE the opponent to do certain things, and to block incredibly difficult set ups.