Hey I’m sorry if this is answered elsewhere, but I couldn’t find it. Is it possible to hard tag right after Thor’s command grab, then otg with your incoming character (Haggar in my case)? I’m at work and can’t test it, but just thought of it randomly right now.
Idk, but you could definitely do it off of Mighty Smash M since it has a Ground Bounce and Hard KD and you can land it right after a Hurricane.
Its possible with Dr Doom s.M > s.S
Its usually not worth it though cause you miss out on damage in most cases since command grab doesn’t scale the combo, and air command grab lead to hella damage.
Now regular throw that is when you want to hard tag out.
So, it works. I can do Thor command grab, cr m xx m smash, hard tag to Haggar, otg cr h + Hulk gamma wave into hoodlum launcher, mmh down+h s, otg cr h, call Thor spark + otg cr h, toward h kara cancel lariat xx punch super, dhc Hulk meteor smash, dhc Thor tornado if I need it. In total it does like 1.2 mil.
But I can also do about the same if I don’t do the hard tag. Thor command grab, cr l + Haggar lariat cr m, while Haggar is juggling normal jump m h (whiff s to land faster), juggle cr m xx m smash, cr h s (launch) mmhs, Hulk gamma wave + h spark xx Tornado, dhc Hulk meteor smash, dhc Haggar punch super. I tried all sorts of fancy air mighty strike combos at the end but they did about the same damage as just the h spark with its non-scaling damage heh.
Guess I’ll pick which one to use based on which character matchup I want after the combo.
You’d do more damage just going straight into smash then hard tagging. Avoid cr.m like the plague, all it does is kill your damage when used early in combos.
Yeah, Cr.M is strictly a Neutral Normal unless you’re not confident with confirming hits with Thor up close.
Meh it’s only 1 hit so it shouldn’t add much to scaling and it’s easier for me to land a cr m after command grab than get the m smash immediately. I’ll try it without though, see what the damage difference is. As for the 2nd one, the only way to get Haggar to juggle properly so I can get a full j m h, cr m (1 hit), m smash, cr h s if I do cr light cr m at the start.
Just put the finger cramp video for Thor’s hit boxes on the first page.
Mighty Tornado’s hitbubbles sadden me.
Look at cr. :h:, that thing sucks so hard, .
[media=youtube]2eP2csV1FTg[/media]
That’s ok though, I was able to take a few games off Rayray, Marn and Floe over the weekend with my Thor so I’m happy with what I have to work with. Mighty Strike is just as retarded as you might have expected so that makes up for it a little.
Well in any case, new and non-Thor players now know the truth. Thor’s ground normals do not exist in neutral…except maybe cr.M.
You gonna upload your part of the casuals to your youtube channel or is that on lock for the next two weeks, too?
Saw you play some casuals at Canada Cup on stream, good shit.
Not sure, I’ll let you guys know.
I’m annoyed that the Mighty Tornado footage finished before the end… I know for a fact that the hit bubbles expand for the last hit that causes the techable state… I just wanted to see what it looked like.
what are you talking about
s.M canceled into charged mighty strike L is a safe blockstring if the other player dont use advancing guard. s.M hit crouching small characters at long range
cr.L, s.M, spark L is a safe blockstring against non-slide characters and medium-big size character when cr.L hits at max range. Same for s.M, spark L. Not even Zero cr.M can punish (at max range)
cr.L canceled into spark L right next to the other character is a safe blockstring, and +5 on block; just unsafe against Nova because of adv. guard then the BS slide. cr. L, spark L can be continued with cr.L, cr.H, smash M, etc. So you will be using this a lot in the neutral with a lockdown assist
s.L punish stuff from above, like tridashing or spencer zip command dash. Pretty safe cause you can cancel into spark L
cr.M also punish stuff and is an anti-air; anti-vajra btw. low range sucks though
s.S is a good anti-air and is not that unsafe; at max range its pretty safe (-6 but nobody can punish without XFC stuff). It crossup incoming characters because Thor step forward
cr.L, cr.M is not unsafe at all on block (-5, but the pushback means no punish or ground grab, no 4 frame cr.L reach in time according to my testings, and the most of the cr.L are out in 5 frames)
no Thor normal is unsafe to advancing guard > stinger kind of punish, just cancel to spark L and they will have to crouch or take the damage
cr.L, slight delay, cr.M is a frame trap
cr.H startup sucks, s.H sucks, yes. worst normal in the game right next to j.H. WTF was capcom thinking when gave Thor those *** H normals >_>
so yes, air mighty strike and j.S, j.L, j.M are very good, but the ground normals are not THAT bad
Also, the guide is wrong, grounded charged Strike L is not unsafe on block, i think its +2 on block from any distance.
back to Asgard
When the guide refers to the frame advantage of a move (when it isn’t just flat out wrong), it’s referring to the very first active frame.
As for his ground normals, I only ever use cr.:l:, st. :l:, :s: and rarely cr. in the neutral game. The rest of his ground normals are absolutely terrible and canceling into sparks every time will get you killed.
yeah not everytime, just in the situations i mentioned. Should look more into s.M Duck, i think its not that bad even though i almost never use it, check it out in training mode. The range and pushback are nice so it can have some uses outside of combos.
Some drunken casuals we had on Friday. Needless to say everyone was more than a little sloppy, but it was fun. We don’t have many serious players here so don’t be too harsh in your critique :
I play at
25:00 - 55:00
1:09:25 - 1:35:00 (My Hawkeye is doodoo)
1:53:30 - 2:12:30
2:41:00 - 3:01:00
Jozhear vs Brozhear FT10
at 3:06:00
It would be nice to see more match footage on here. Sharing info is always good.