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

Care to elaborate? I could make a few guesses as to those situations, but I’d like to see what you’re doing.

Yeah seriously, if there’s a legit reason to use Thunder…ever, I haven’t seen it.

Okay, well its all quite situational, so treat it more like a match up specific tool… but here are the uses I’ve found so far. Bare in mind that usually I do this when the opponent is low on health, as I haven’t really explored the options to combo from Mighty Thunder if it hits just yet. Seems pretty tough to do.

  1. Be on the look out for the opponent carrying out long, telegraphed moves at say superjump height. It’s a height where normally they would be pretty much safe. Think finger lasers, dante charging up that purple energy ball. Sure Mighty Thunder is slow, but its not THAT slow… it can be used in this purpose. I’ve also been thinking about the idea of crossing under an opponent whilst you are off screen below them, then releasing the hyper. would be really obvious from teh start up animation though I guess.

  2. Adding damage to assist call punishing. Its got to be when you know you won’t get wrecked from the slow start up, say if the opponent is in the air without an air-ok hyper. So lets say missles gets called, I’m mighty thundering to not only clear out the missles and hurt doom, but DHC’ing into chaotic flame is leaving the assist doom in a world of hurt. Better than just Mighty Punish into Chaotic Flame. Similarly it can be used to more safely DHC your next character in.

  3. The most situational use by FAR is my own teams THC, if I just have point felicia and assist Thor, and the opponent is in the air. I hit the THC, and felicia speeds under the opponent, and crosses up… then the Mighty Thunder hits. I’ve just looked it up and it appears as if Mighty Thunder causes a hard KD… which will be good for felicia since she can do OTG combos. This is also pretty safe, if the opponent blocks felcia recovers in plenty of time.

This clearly isn’t game changing tech, but a full screen hyper is still a useful tool to have. To be honest I’m just starting to explore it more myself. We all have pretty much disregarded this hyper I feel, yet it can clearly do things that no other move can do (especially this hitting from superjump height. Another thing to test is to maybe see how the frame advantage changes if you hit someone at superjump height… more time to follow up? I dunno.)

Since this thread is dead… lets talk about mixups for incoming characters. After of doing some lab work as always, it got obvious for me that mighty smash M is the go to corner mixup. It crossup, has a good hitbox above Thor and allow follow up because of ground bounce. Dont know why that guy Abegen use cr.H into strike H… so unreliable…

so smash M or guard breaks are the go to choices for incoming characters as i see it now.

A week or two and it’s dead? I remember a whole month going by before new stuff came up in the vanilla days.

So discussion time. Let’s go.

How good is the cross up for it? Is it legit 50/50 or will it always do the same thing causing the guy to block the same way? Reason I ask is because it’s pretty bad on block and there’s nothing it can cancel to to make it safe, and since they’re coming in, as soon as they touch the ground, they get an even faster recovery allowing for even more time to punish it. The pay off is definitely nice because of the ground bounce but the pay is pretty big too.

I question the same thing LegendaryDJ, since it’s neg on block is it worth it? I honestly haven’t tried it because I fear that exact outcome.
I actually find cr.H H Strike works if you know your timing, and rather well at that. I can kill quite a few characters with it into M Spark xx Thorando, xf, down fly, H Spark Thornado.

I also use fly, S xx j.M strike to be positive and in their face on incomers. Thor is intimidating on incoming when your flying on their entrance. People don’t see it often and have no idea what you’re gonna do.

SJ mighty strike + H FC (which can crossup and avoids alot of crap on the way in) is a really good incoming mixup and can lead to mixup.
If you have she hulk /lvl 3 + frank west you can do tridash L at the right time to hit the incoming on the way in xx might punish xx airgrab super… not great but it is basically an unblockable against most of the cast, unless they take the hit, but if they do that you can still get it, you just have to dhc later…

Also there is Mightystrike +upforward falling L + assist for unblockabesques. Or you can just go for standard air chain them on the way in corner pressure.

Also alot of this is different if you have assists, because certain assists set up pretty easy guard breaks that are really hard to get out of.

well, not anyone of Thor good options for incoming characters are “safe”. You have to make them safe with missiles or coldstar. and smash M always have the mighty punish cancel trap so it can be used that way. Smash L can also be used but only will work with missiles (missiles will OTG), and is better on block than smash M i think. smash M and smash L + missiles lead to long TOD combos. Another good detail about the smashes is that the first hit kind of ignore the pushback of advancing guard (correct me if i’m wrong), allowing the XFC, mighty hurricane guard break.

The crossup is very good, looks a lot like that Haggar corner crossup. People who doesnt know how it works just get hit.

Smash L is worse on block then smash M afaik

The reason I like sj H Strike cross up is because you can time it to go on the one side or the other, and it’s plus on block, so safety and advantage is in your favor. I’d be willing to over look the safety of Smash if you could do a similar time trick with it. Can you, or does it hit on the same side all the time?

I’m trying to condition myself to stop using M Smash as much these days in general… not because of it being unsafe on block, but how you can air throw Thor out of it during a block string… so I will hesitate to use it on incoming. Are you saying you are using the second hit to tag them on incoming? Isn’t that really too low to the ground to work? I’m a bit confused as to the exact part you are using to meet them on incoming… I’ll look at it properly later.

But now I’m all about using the assist. Call Dark Hole, superjump, airdash forward, j.S, M Mighty Strike. Easy to hit confirm if they get caught pushing buttons, if they push block they hang in the air too long in blockstun and its an easy air grab, if they just block then I meet them on the ground for more mixups… at the moment thats my go to incoming… apart from setting them up with an on-screen stalking flare.

So i said i was gonna make a Thor, Dormammu, Doom combo vid, here it is >_>

[media=youtube]0QjvfqIQItk[/media]

(beware, youtube quality)

Was pretty good. Nice to finally see all that anti-push block tech, and some cool Dormammu combos. Very well done.

Nice video serpentaurus!

Def shows nice options with Thor Dorm Doom

Do you know the complete list of people that won’t get picked up by doom’s missiles off the floor from the intial launch? In my experience this seems really inconsistent especially in the corner. Also do you know who can be rejuggled off dorm flames? Def a nice video that shows all the good combo capabilities for that team.

the missiles corner combo with Thor works on everybody from my experience as long as the timing is correct, maybe can whiff on the raccoon, so with him i use the basic combo that will kill anyway lol. Dorm flame carpet juggle works on small characters (amaterasu, joe, etc), wolverine and vergil. It can work on some other characters (wesker, etc) if you slightly step out of the corner.

Hmm so for the timing do you delay the missile call? for instance whenever I try to do a missile pick up where they intial launch otgs them it doesn’t work on chris in the corner? Or at least I could never get it too…

mm, the rules for it to work are:

  1. missiles will only OTG if you are very close to the fallen character (for this you must jump up-foward in the superjump combo, land, then do a regular jump + call doom assist, or jump forward + call doom assist.)
  2. no delay in the calling of missiles, just do it at once
  3. watch out for big characters, they will eat more than one missile, making the second OTG follow up slightly more strict in timing

Thanks so much for the video serp. I will be away from my 360 till mid October, but i can’t wait to start implementing stuff you have shown.

Nice stuff, I was gonna put the OTG missiles, charged strike, mspark, (missiles), charged h Strike, charged strike blah blah into my next combo video but you beat me to it :tup:.

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