Never Shall the God of Thunder Relent! - Ultimate Thor Thread

i havent tried it out myself but im guessing that it doesnt lose to anything other than air invincible moves and (i think) air throws since they’re also 1 frame grabs, the H command grab should still act as an OS throw tech but it will atleast get them out of the reset. In theory it should beat neutral techs too but no one has frame perfect timing to be able to do it on reaction, so it basically becomes a guess.

Also 50/50 shenanigans are important for any reset that isnt guaranteed, because if it isnt and they find out how to escape it then you’re not gonna land it again.

So I’m thinking about air dashing in particular as an escape?

Also I agree on the 50/50 thing… especially if you can make them safe.

air dashing doesnt work because its too slow, thor’s jump keeps him close enough for a H mighty hurricane which is a 1 frame grab, so if its timed right there rly shouldnt be anything the opponent can throw out in time other than air grabs and invincible moves.

Its a great reset but there are a couple of reasons why i prefer the j.S reset, first being that the j.S reset is less situational, landing H smash > M smash isnt possible if there is too much HSD (i think that even starting the combo with a mighty strike would screw it up). 2nd is that j.S has 5 active frames where as MH only has 1, this means that the timing is more lenient and if timed correctly you can do a meaty j.S (so no air throws).

I tend to use M MH rather than H. It lets you actually time it a lot better to be able to grab on the first possible frame. By doing H, you have to wait and get the input, so it tends to leave open a couple of frames so things like air normals can poke through. By using M MH, you can do it earlier and I feel it leaves the timing a bit better and the reset tighter.

I do like this reset for one reason. You should only do resets if you absolutely know at the start of the combo you will not be able to kill. Also, the reset just comes off of ANY M Mighty Smash done in the corner. It does not need to be off of FC H Mighty Smash. Thor has a decent amount of combos that can lead into M Mighty Smash even with HSD pumped up.

Oh man, I didn’t realize how cool this reset was. I tried messing around with it earlier but I didn’t like it because I was thinking you had to predict which way they’d tech to actually get something, but after charging the Smash (don’t know why I didn’t do that before) it works like gold.

Its just too good. Thats why Thor resets are 50/50, if you mash j.L trying to avoid the m.hurricane you get smashed by j.S

Dang, that just gave my Thor game an entirely new dimension. Now, I’m tied with my favorite resets, but it’s cool, cuz I got 'em both for the different situations and hit confirms I do. So good.

I’m surprised that you hadn’t come across this before! To be honest, I’m guilty of not knowing a lot of things about Thor either still. Haha. I blame the fact that I just ‘play’ marvel too much (and just do stuff that works and doesn’t work but not really breaking things down and examining why). need to hit that lab more often… not enough hours in the day sadly and plus I think having a human on the 2P side makes practising such things so much easier…

ANYWAY so basically… from what I can tell to it comes down to either:

  1. j.S to catch them mashing or air dashing away. It loses to blocking though.
  2. Grabbing them with a MH. Looks like there is some debate regarding which version to use.

I wonder if with this though… eventually it will get to the stage where players can see the start up of j.S and just decide to block… hmm…

{quote=“NeoArtisan, post: 7341450, member: 35223”]air dashing doesnt work because its too slow, thor’s jump keeps him close enough for a H mighty hurricane which is a 1 frame grab, so if its timed right there rly shouldnt be anything the opponent can throw out in time other than air grabs and invincible moves.
[/quote]

Is there start up to air dashing then? Can you be grabbed during dashes themselves? I agree though that if you do it right, then the opponent pretty much has to ‘reversal’ to stand any chance.

There’s no time for the other guy to do anything unless you mess up the execution which is why I like it so much. Every Mighty Hurricane starter I get off close to the corner leads to that reset, and it’s a kill every time. Usually when I have a reset that I think is the greatest, I run it against a friend of mine and he usually finds some type of way to get out of it. Mashing buttons, air dashes, different techs, by the time they air recover, they’re already in the grab.

Pretty much, but i wanna point out that j.S only loses to push blocking and even then i think that thor is still safe, if they dont push block then you just get another 50/50 with cr.L or MH because air mighty strike gives you advantage on block

Thats the beauty of it, it deals with most escape attempts without needing to react and change your inputs/timing up until the mighty strike (which is plenty of time).

Now add the j.S reset with Ammy assist. Even more fun times. At least I think, I actually haven’t USED Ammy assist with the reset since I picked my new team up…

It actually seems to be pretty good against push blocking too. After the push blocked j.S, go straight into M Strike to get down, and you’ll beat them to the ground and be in range for a L. Hurricane, but that’s only against people who don’t have any good air moves or options. Someone like Dante or Vergil can mash their helm breaker. I guess for the characters that don’t have moves like that, Thor would be beating anyway.

Wow i though the j.S resets were common knowledge, i think i have mentioned them in this thread a couple of times oO

For the record, the resets i think are good:

midscreen
s.S, superjump, j.MMH, spark L, then for backward air recovery

  1. airdash up-forward, mighty hurricane L is kind of a gimmick reset
  2. fully charged Strike L, this will catch people pressing buttoms to escape the hurricane reset

2.1) on hit, airdash down forward, j.S, land, s.M, smash M or s.S, etc.
2.2) on block and advancing guard, Thor can go on with the air pressure with another Strike or with an airdash into hurricane

still working on the most efficient way to reset frontal recoveries, dont know if the answer is j.S, strike L, etc, or flying into air wavedash into grab, etc. But i want an option select that give Thor options for both recoveries without guessing too much.

midscreen
s.S, superjump, j.MMH, strike M, land. If the other player choose a direction for the recovery the character will crossup Thor therefore he/she/it will look to the other side of the screen making normals useless for taking Thor out of superjump, hurricane L. Characters with no air mobility or divekicks/helm breakers are free to this reset. so the options are

  1. land, wait for a recovery, superjump, mighty hurricane
  2. land, fully charged m.strike H, against characters with a divekick so that they get a surprise for spamming their BS

corner
s.S, superjump, j.MMH, delay, j.S, land, charged smash H, smash M, then

  1. j.L

1.1) hurricane L, will catch air recoveries in 5 frames
1.2) j.S, strike M, land, smash M, will catch people pressing buttons

  1. (cr.H not necessary), s.S, superjump, j.L, then

2.1) hurricane L, will catch air recoveries in 5 frames
2.2) j.S, strike L, j.L, spark L (at this point there might be a soft knockdown, but dont know how to properly follow up), Mighty Tornado, about 600k damage

those are the pro resets imo, but:

long combo/big HST, s.S, superjump, j.MMH, slight delay, j.S, land, slightly charged smash H, then

  1. jump, hurricane
  2. wait for a forward air-recovery, superjump, hurricane with motions reversed
  3. j.S, strike M, land, smash M (catch people pressing buttons)
  4. fully charged strike H (catch people pressing buttons)

is viable imo

EDIT: Oh and resets are gdlk, but i will XFC and kill problematic characters at the first chance.

Its not as effective as his corner resets but if you end an air combo with mighty strike L > AD UF while thor is at the right height the air dash will block forward techs, trick is to have thor at about the same height as the opponent when you do the air mighty strike L.

2 other good resets that i use are:

Midscreen - S > j.MMHS > charged mighty smash H > jump forward + AD UF > Mighty hurricane L. If there isnt too much HSD (no mighty smash M used) then it will work on forward techs as well.

Corner - S > j.MMHS > OTG assist > charged mighty strike H > Charged air mighty strike L > mighty spark M xx MT > SJ up + mighty hurricane L.

Requires an assist but works against back/forward techs and against dive kick/helm breaker characters you can charge a mighty strike H insted of the SJ MH.

So, have we talked about Thor’s (grounded) AAs recently? I know, I know, he should be in the skies, but its not always possible…

The more I play, the more I like Mighty Spark to keep people from rushing me down with try-dashing etc. L version comes out pretty fast, and it occupies that nice spot just in front of Thor’s head. Even better is the fact you can combo off the M or H versions and it can also throw off the timing. Mixing them up with TK versions too can be very good at stopping approaches at normal jump height. Just make sure they are in the air first before doing it, you don’t want the crouching the beam! But yes, using this tactic if you even wear them down a little bit before converting off a M or H version into a full combo into hyper, I don’t think people realise they are putting themselves in such danger…

Alternatives are obviously a fully charged mighty strike, particularly if they are coming from superjump height where your charging will be hidden. I’ll sometimes use Mighty Smash if I ‘know’ the attack is coming and I’ll hit them before the active frames, but its particularly risky.

For me, crouching M… hmm… no there is just something about it that I don’t like so much. I just think the hitbox is too small or something…

There isn’t really anything else is there?

I think tk air :l: mighty hurricane is also good to add to your repertoire of anti-airs against people coming down from super jump height.

Again, use it sparingly, but once you’ve made people scared of hitting buttons from getting hit by charged :h: Mighty Strike, you can start going for throws. Remember that :l: MH actually has pretty good range above and below Thor as well.

Here’s a question for you guys. I like to play Thor on point mostly, but the start of the round can be a bit of a nightmare. What do you guys do apart from blocking and hoping for the best?

I have found that against characters like Hulk and Viper, doing a back dash into jump back isn’t a bad way to start things. It might sound risky (and it is), but if the other guy’s st.:h: is kinda slow (Hulk) or doesn’t have much range (Viper), Thor’s backdash seems quick enough to get out of the way and I believe it’s immediately airborn on frame 1, so you can’t get ground thrown either. After you’ve covered a little distance you just jump back. Please let me know if I’m completely out to lunch though. I’m just desperately trying to find an answer to his lackluster starting game. Just sitting there and trying to block and tech correctly is a bad idea imo.

I think we all feel your pain. :frowning:

Scratch that, I tested it more thoroughly and backdash is a terrible way to start the round :(.

I think :h:+assist then cancel immediately into :l: spark (if they jump) is the safest thing to do. You can even convert off it by doing j.:l:, j.:m:, j.:h:/:s: if they’re close enough.

Still not great though.

Grounded charged strike M/H are good anti-airs and are hitconfirmable. j.Hurricane L is very good as well. Mighty Spark L or M can be good for characters attacking from regular jump height, s.L can punish whiffed air attacks. What i want to develop for my game as an anti-air is: block air based attack, XFC, TK hurricane H; its hard to do in a fight, but theoretically its deadly.

I think Hulk is overrated in the opening. Move back, then chicken block a s.H, or air tech a j.H, or ground tech twice then mighty hurricane H to punish, or bait a gamma charge AA after of the first tech then punish, its all a game of reactions. Viper… i dont see how is she a bad matchup for Thor in the opening… EX seismo is her only tools to get in at once, and its not a reliable way to get in from the opening, you dont want to spend meter like a madman at that point of the game.

Well we had a discussion on Thor’s SoM options in one of the other Thor threads, with me saying that Thor isn’t really good at all in the opening and Serpent calling him one of the better characters.

Assuming you’re still rocking the Thor/Dorm/Doom, you’re kind of forced to have Thor on point. But your options all depend on the matchup. Who are you having the most trouble against?