You are aware of the untechable throw state when the assist hits uncoming charaters as they hit the ground right? If you do it right its actually inescapable. But I don’t know why you are using a 1 frame grab, why don’t you use L MH so the timing is less strict?
Also, I don’t think going from wiffed MH to XFC into TK MH is 2 frames. No way you are doing it all that quickly.
I think you are referring to the vid “grabbing through blockstun” posted in the Ammy forums. It’s not untechable, the character can just jump and avoid the moment he/she touch the floor, i have tested many times the supposed “untechable” state (with the training dummy set to autojump) and got it like 1 out of 20 times so it’s not reliable as a 100% inescapable setup. As i said, without the XF It’s a 50/50 setup.
XFC is a total freeze, so the total frames used if the Thor user is FAST and do it right are: 1 (ground M.Hurricane H) + X (TK jump) + 1-3-5 (j. M.Hurricane). So the only variable here is the TK jump time. It’s very fast though.
Hey guys I just finished my new thor video it shows how he can get to 900,000 with one meter no assist on big characters and shows some solo kill combos. I hope you enjoy!
I tried to incorporate that soft knock down state that mighty spark can produce into my combos, problem was I never could make it consistent enough. You don’t seem to have much trouble?
well the one used in my latest video is actually a easier way to set up that soft knock down state. If you use M and then H around the peak of your jump it sets you up above your opponent so when you cancel into mighty spark you get the soft knockdown due to the mighty spark not hitting completly. So after that all you do is dash down H and then launcher. After a little practice I saw myself using this in matches and this is my go to relaunch combo for now, it does amazing damage and I have gotten it to work on characters ranging from nemesis to wolverine, I have not tried on rocket raccoon or arthur.
I was able to do the combo at 0:58 in the training room but wanted to see what kind of damage I was able to get if I XFC’d the 2nd MH. The max I was able to get was ~1.575 million using X-factor level 3. The Mighty Spark relaunch combo is a bit trickier for me so I need to practice it a lot more if I’m going use it outside of the training room.
The float stay caused by Mighty Spark I just haven’t used cause the Dormammu combo I use is way easier and less picky. It is really awesome that Thor has self relaunches though.
That seems viable. Especially if you’ve got an assist to have them worried about touching a button. Like falling on ColdStar. Or in my case the falling of Tasks arrows.
Actualizing this G.Break post, i have been using a guard break with Amaterasu on incoming characters:
very close to the corner
s.Mighty Strike M (straight hit, no charge), call Ammy at the same time, Character gets in and block both M.Strike and the first hit of Cold Star, *Character use advancing guard but the firts hit of cold star nullify the pushback, Mighty Hurricane H
And of course, if there is no advancing guard, the character just fall into a chain of high/low mixups. Still working on it though, making it more consistent.
Finally, another tech i have been working on is, Mighty Spark L induced float status/soft knockdown corner Resets
So after of for example: (in the corner) s.S, superjump, j.MMH, delay, j.S, land, fully charged Mighty Smash H, Mighty Smash M, delay, s.S, superjump, small delay, j.L, Thor can reset with both a mighty hurricane L or with:
j.S, Mighty Strike L, j.L, Mighty Spark L, from here the character is put into the floating status, Mighty Tornado style, airdash down forward, j.H, land, etc
Work in both backward and forward air recoveries (j.S works at a 90° angle). It’s very similar to the Magneto j.S corner reset that F.Champ use all the time for his Phoenix team. People mashing j.L fall automatically in the reset.
Still working on the best combo to continue after of landing though.
AND i found yet another guard break (this is definite i think, probably the one to go always). This time it relies on a trick that i dont know if anyone know, Thor (and i think any other character) can negate the pushblock of one advancing guard if land at once and do a forward ground dash. So Thor can land, negate the pushblock with a ground dash forward and perform a TK Mighty Hurricane to achieve a guard break. The trick is to delay the j.S as much as possible as for allowing Thor to land at once and be able to negate the pushblock. Also possible with j.L when pressuring with tri-jumps.
On incoming characters it should look like this:
Thor regular jump (the closer to the corner, the better), delay, character gets in, j.S and call Ammy at once (if there is no Advancing Guard prepare for some nasty high low mixups with Cold Star), Thor lands (the faster, the better), ground dash forward, pushblock negated, TK Mighty Hurricane L (preferably the L hurricane because of the range). And voila, guard break on incoming character without the need of using XFC or the more complex fly-unfly trick.