I Will Strike You Down With All the Power At My Command - Ultimate Thor Combo/Reset Thread

when you mean straight into j L, do you mean just do L as I fall or tridash down L?

I’m really excited about playing thor, I am using captain america/x/arthur right now, and I’ve been messing with Doom and spencer in that second spot as both have incredible synergy with captain america.

But yeah, really want to give Thor a shot, i think the uknown matchup knowledge in my area will prove to be a big advantage.

anyone have any pointers on a squad of Cap (shield slash)/ Thor (mighty smash)/ Arthur (daggers)?

As you fall. You’re starting the tridash mixup without the tridash.

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: :b: :s: , (fly up a bit) , j:m: , :d: :db: :b: :s: (at exactly the same time you get pushblocked) , :f: :df: :d: :db: :b: :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: :b: :s: , (fly up a bit) , j:m: , :f: :df: :d: :db: :b: :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.:m: 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.

thor/arthur are pretty good together, after mighty punish you can DHC into kings armor for a full combo. You can also do thor’s usual BnB ending with air mighty strike xx hyper, DHC into king’s armor which puts them into an untechable state because of mighty tornado. After that you can either continue the combo with arthur, you need to test this out to see what you can do but he should be able to get decent damage out of it because of his buffed specials. A better option imo is to raw tag thor in ASAP after king’s armor, that way you will manage to get a couple of more hits in (ending with another mighty tornado if you want) and you’ll get arthur’s buffed assist which is awesome.

Very good analysis. Watching MarlinPie do guard breaks on stream, he usually calls Ammy’s Cold Star, and they always pushblock his Viper. So a lockdown assist will probably put it in people’s head to pushblock more. Another way to get the people to pushblock is to make Thor a major threat up close. Like if they do block, and just let the pressure continue, make Thor so threatening that he is almost guaranteed to open them up. I think that’ll be the key to getting this guard break to landed in a match.

this is interesting.I was thinking i would be able to do something like air string, L mighty strike, mighty tornado, dhc into armor, and possibly get relaunch with S into corner loops. I need to test to see if this works,.

When is the best time to cancel mighty tornado either via DHC or x factor?Trying to find the time where it keeps my opponent in that falling state and as well being high enough so that when I whiff falling H, it doesn’t hit my opponent.

“MIGHTY TORNADO

right on the last syllable basically.

There are reasons that other characters can do this easier than thor. One is movement speed. You are much more scared of characters with fast dash/airdashes and who’s moves come out lightning quick, and thus are much more liable to throw out some panic defense where all you try and do is block/pushblock.

Secondly, and this is perhaps the most important factor, is that this tech is attempting to guard break with a command throw. What we gain in range, we lose in OS versatility. It’s so fustrating that other characters can do this just by airdashing in hitting H. If they get the throw, great! If they don’t, pressure is easy to continue by continuing the block string, perhaps with an assist for additional cover. The rushdown is just so strong like this, you don’t need to think just do it and see if it works, if not you are still fine.

Meanwhile, Thor completely commits to one or the other if you decide to command grab. You whiff, game over. What’s even more of a kick in the teeth is that damage output isn’t even THAT bad off such throws, especially when you can put people into a mixup over and over again), plus thor can’t even use his j:h: in a comparable way given its unique properties.

Im not sure if its a good idea to go for a relaunch with arthur, their might be too much HSD to do anything after it, experiment with his buffed projectiles im sure he can do something with them.

As for DHCing out of MT, as far as i know it doesnt make any difference height wise when you DHC as long as you do it before the last hit, the height is set with how high you get them during the air combo. So to get the maximum height try not to start the air combo until they reach the peak height after the launcher, then do mmh xx L strike xx MT with no delay in the attacks. Other than that you just need to get as much hits out of MT as possible to get the most damage, its optimal that you DHC just before the last hit but its hard to do that consistently so just see whats the timing you’re most comfortable with.

Yeah, i play with Ammy on anchor, you can j.M / call Ammy at once and the assist won’t mess with the guard break. If Thor fails there is always the possibility for a high/low mixup, or a 1 frame command grab when the character lands. Cold star will keep Thor safe. I guess there are several assist that can improve the success rate for Thor guard breaks.

Check this out people, this can be a secondary tactic if the initial guard break fails:

[media=youtube]qcGr7OxpOQY[/media]

I 100% agree mr Borjan, Magneto, Viper, etc can open up characters with guard breaks easier, the downside is you can tech normal air grabs, Thor mighty hurricane is untechable, so if the other player use advancing guard then there won’t be a theoretical escape.

As long as you are down dashing and hitting H you should not hit the opponent at all. Hitting the H just guarantees the H.Mighty Strike to come out as he’s on the ground, I feel, and it’s a completely optional move.

Also, Cap + Thor has some cool properties especially with Mighty Smash. If you can get close to them and they block one of cap’s normals, like s.M or c.M, c.H anything, call Thor, and have Thor hit them on the way up. Cartwheel and you SHOULD be behind them by the time the second hit happens and people don’t block this 100% of the time unless they’re really good at blocking, causing a ground bounce into whatever combo you want. Keep in mind though, if you want to do the air shield slash combo, you have to hit them right when Thor’s hammer smites them into the ground, otherwise it has some weird Air Combo properties and you won’t get the full combo. Or just keep it simple. Experiment with your BnB because mine doesn’t work if I wait till they fall after the ground bounce. I usually use this when the other character is coming in. The strange thing about it though, is that even though you cartwheeled into the corner, it will still put you outside of the corner when Thor hits them.

With the DHC into Arthur, you could theoretically tag Thor back in, do something like a sj.S > fly and into a Mighty Hurricane reset. I think there was a video floating around somewhere of the Thor reset you can do where you do S > MMH > H.Mighty strike > sj.S > fly > down dash > Mighty Hurricane as a reset. This reset only works if the sj.S hits, and since they’re in that float state from the MT, it might just work.

This in interesting. I am wondering if I could do air mighty tornado dhc into gold armor, hard tag, H MIGHTY STRIKE etc. Basically the xfactor combo but instead of popping x factor I’m just using 1 more bar to DHC into arthur!!!

Worth testing.

I took this to a tourney last night, and my thor is really like less than 48 hours old, but I did pretty well. I’m gonna post in the video forum for pointers! Thanks for the advice.

I’m a little confused as to what you mean bout those last two resets. I need a video to visually understand how it works

i already tested out the hard tag into mighty strike and it doesnt work, you dont have time to charge mighty strike. I think you’re choices are mighty smash, mighty spark M or Launcher.

Semi new to Thor and I am fine with resets and combos and everything, but I can never land a hit. Particularly against V.Joe, that character is super hard to approach with Thor. I am currently backing up Thor with Task and Ammy.

I do most of my learning through watching videos. Any good ones around for mobility options?

i dont know any vids that focus specifically on mobility but its generally just air dashing and air mighty strikes. On the ground you should just tri dash but make sure to cancel out of his air dashes with M or H so that you dont get that floaty recovery at the end, its not as fast as doom’s or storm’s but still covers a lot of distance, from full screen 2 tridashes will put you in range for L mighty hurricane. At SJ height you’re gonna mainly rely on chaining air dashes together during flight as well as mighty strikes.

And yes characters like V joe, trish, deadpool etc. can be hard to catch when the zone you out while moving around in the air. Against them i think that you’re mainly going to rely on predicting their next move and using a charged mighty strike or mighty hurricane to get a combo, like if joe is doing his triple jump/air dash shenanigans to try to avoid you then try SJ + mighty hurricane, or if you’re expecting a dive kick from trish/joe then charge up a mighty strike. Even if you do this its still not easy but the good thing against most of these characters is that you get a lot of tries. When its higher than normal jump height its hard (or not possible) for these characters to convert their hits into full combos and thor has too much health for a couple of projectiles to do any significant damage, but if you manage to catch them then it should be a minimum of 80% health gone.

Also i THINK that mighty spark L beats out voomerangs, joe is good at avoiding mighty spark but this way atleast his projectiles wont be getting through either and if you throw in task’s assist then you should be able to get a few hits in. Annoy them enough with this to bait a red hot kick or a SJ and punish accordingly.

Thor mobility basics:

  1. tridash forward into j.H for a fast landing and fast approachs
  2. wave-dash backward and tridash backward into j.H are the best ways for Thor to get out of pressure
  3. regular jump, dash upward, flying. Allows you to move in the air at superjump heigh while calling assists
  4. superjump, dash upward, flying, wave-airdashing for over the top speed in the air
  5. dash forward, arguably the worst form of Thor mobility but still usable in certain mighty hurricane resets
  6. fully charged mighty strike L from the ground + assist, is mobility + offense
  7. fully charged mighty strike M/L/H from the air
  8. Cancel tridashes into j.S, then cancel into mighty Strike M, this is a very strong way from Thor to approach/attack from above

Thor against Viewtiful Joe

  1. Try to predict the fire kick that comes after V.Joe tri-jumps, charge Mighty strike M/H and counter with it. Confirm later with Mighty smash M for a full combo
  2. Give thor some zoning assist, use that assist + mighty spark and mighty strike L for fighting Joe voomerangs spam
  3. Watch out the left-right mixups
  4. Dont ever get close to Joe in the ground if you are not attacking, he is dangerous there for Thor
  5. Open him up with Superjump, j.S, Mighty strike or lockdown/zoning assist + tridash into j.L or fakes j.L (with j.H) into cr.L

Your team is awesome for Thor.

I tested it out myself as well, you can’t do the mighty strike. However, you have a reset opportunity, where you do a mighty smash > S > sj.L > Mighty Hurricane.

For the Cap + Thor suggestion, it’s not really a reset. Try this. Set a dummy to do this with Cap: c.H + Thor, then cartwheel. If you set it up correctly, Thor hits on the way up on his Mighty Smash, and Cap should be on the other side for Thor’s 2nd part of Mighty Smash. Try blocking that :slight_smile: You can do this for incoming characters too.

Thanks for the advice. Was really looking to build a strong Thor team hence Task and Ammy.

How are you converting off the charged Mighty Strike? Like when Joe comes in with Red Hot Kick, since it’s a mulit hitting move will it beat Mighty Strike? Zoning Joe works a little but it is very unfortunate that Mighty Spark cannot hit him crouching.

Also I get the impression Thor should never be grounded. Ever. All his fighting should be done in the normal to super jump height with the ability to call assists. So when you are up there you are looking to catch some with Mighty Hurricane, Mighty Strike or j.H/j.S into Mighty Strike. From what height does Mighty Strike allow a launch?

One other thing, are kara throws any good with Thor. I assume the best option would be kara cr.H xx MightyHurricane. Say tridash j.L cr.L cr.H kara MightyHurricane.

Yes it is possible AFAIK, i think using st.H gives you more time to get that mighty hurricane out. I dont think that using a kara mighty hurricane is very useful outside of blockstrings though, cr.H is still fairly slow and ppl dont stay on the ground for very long in this game.

Hey guys I just made my thor tac glitch video hope you enjoy! [media=youtube]uVopIud6v0o[/media]