The Odinson Shall Triumph: Thor Reset/Combo thread

Not knowing it would work, I did this midscreen combo once while playing at a friend’s house. I still have no ways to test it(haven’t got the game yet), but it seems nice and powerful.

c.:l:, c.:h:, :l: Mighty Smash, OTG assist, :m: Mighty Smash, :s:, j.:m::m::h:, :m: Mighty Strike, Thornado (DHC)

The assist at the time was Hulk’s Gamma Wave. Gamma Crush DHC hits full after Thornado btw.
2nd Mighty Smash might miss on small characters, so c.:h: kara Mighty Smash can do the trick if needed.

Also, after j.:m::m::h:, you can probably do :s:, OTG :h: Mighty Smash, Thornado for more damage, but again, I still can’t test it…

I don’t think you can. You only get two OTG’s in a combo so you used the first off mighty smash + assist and the other from mighty smash into launch. Correct me if I’m wrong, and already I’ve seen super skrull do some retarded otg stuff from full screen that has me confused.

And yeah, after the launch jump cancel, I have trouble with M M H. It only resolved itself when I started jump canceling as soon as I hit S and hitting them with the first M on the way up before you reach the top of your jump and delaying the second M a hair. Very tricky timing but quite fluid once you “feel” it. Probably one of the harder air series.

Here are the combos I’ve been doing after Thor’s command grab.

No meter:

Mighty Hurricane > :m: Mighty Smash > :s: > j.:m: > j.:m: > j.:h: > j.:s: > land > :h: mighty smash

With meter:

Mighty Hurricane > :m: Mighty Smash > :s: > j.:m: > j.:m: > j.:h: > air :l: Mighty Strike xx Mighty Tornado

I don’t remember the damage values off the top of my head, but they’re pretty hefty.

Alright, if you can go into Training or something and get them, I’ll put them in the OP.

i’ve been doing the second one with M or H mighty strike. they are 650+… i want to say 660-680k off the top of my head. and of course the strength of the mighty hurricane at the beginning factors in as well (30k diff betw. L and H iirc)

yo im trying to learn a bread and butter air combo, is this the nicest one, im having trouble with timming the hits in the air once i get the launcher

crouching Low, crouching medium, launcher, air medium, air medium, air hard, might smash, mighter thunder super

i am having trouble with the timming of hte air mediums into the air hard

i can combo the air hard into the dragon punch into the super and i can combo the first air medium after launcher but its the 2nd air medium and then the subsequent air hard that i am having trouble comboing into.

with no meter i got 417,800 the second one I did got 612,900

medium mighty hurricane > :m: mighty smash > :s: > j.:l: > j.:m: > medium mighty strike > mighty tornado (605,000)

with hard mighty hurricane I got 635,000

i think you meant mighty strike instead of mighty smash?

try this instead

c.low, c.medium, launcher, j.light, j.medium, medium mighty strike, mighty tornado (damage is around 511,900-550,600 depending how many hits you get in with mighty strike)

I’ve been working a bit with Thor trying to get some resets down. It looks like he can follow most air combos ending with j.M with an up/forward airdash and follow with a throw midscreen.

You can also end an air combo with Light Mighty Strike, then airdash up and reset with a throw there as well.

Keep in mind that these where all done in training only and haven’t been tried against players yet, I don’t have a great connection where I am now so I can’t really try much online. If anyone can experiment with these and find out how reliable they are that would be great.

Another thing to note is that alot of resets in the corner can replace jumping or airdashing with flight mode followed by throw. Particularly I have more consistency in the corner following up the Heavy Mighty smash with flight instead of the usual jump -> grab, but that may just be personal preference, not sure if the timing is actually that much different.

Simple Thor reset using kara grab that is good to discourage mashing (assume first part hits)

air dash df+l , cr.l,cr.mp xx light spark ~cr.l, cr.heavy

the light spark link cr.l does combo but its a two frame link and is a little tough, after it the cr.h doesn’t combo at least from what I’ve seen, but you can kara it to command grab for really nice reset setup, or if they mash they get hit by cr.heavy into launcher into mp smash, or if they are blocking you can do it into hard smash… really you have quite a few options from this string to maintain momentum and get some damage. There is other stuff Ive found combo wise but I working on figuring out the damage.

Fullmetal: Just FYI, after c.l, you can chain S into air series after that mighty spark combo. Much better option to get your damage and reset later with mighty hurricane if you choose.

I know that it combos into s…

anti sentinel strat from justin wong’s idea: both thors jumping A and jumping S instant overhead sentinel.

you can either xfactor (lvl 2 or 3) and instant jA, S mighty strike (medium version) into raw launcher, all combos…

with no xfactor you can do instant jump S into air medium mighty strike, land, into launcher. GOOOOD damage.

EDIT: you can also (after medium mighty strike) tack in a medium mighty smash after you land, into launcher… lots of damage here… if thor can get in on sent this could be absolutely lethal to sent…

Right now my favorite reset/combo is: A, c.C, S, j.M, j.M, Light Mighty Strike, Airdash up, Throw, Reset into standard launcher/air combo to tornado. 100% on Captain America, midcreen. You can charge the mighty strike if you think they’ll predict it and hit with a full charge as they try to mash something against the throw, but as far as I know you can’t follow it with anything other than cancel into super. Still good damage though.

Okay so I’ll try and list out some combos and what the general damage is, all of these start from the standard chain except when noted. You can also do all of them off of tornado throw from what Ive tested… not 100% on the damage numbers off those.
~ = delay, you have to delay it for awhile to make the rest work so just learn the timing.

Thor no Assist
(midscreen) combo to S, j.m,m,h ~ S, dp+H (full charge), S, j.H,S
Damage is around 550k, getting the launcher is a little finicky as sometimes the dp+h will cross them up, your better bet is to go for the standard reset mixup here, or cancel the otg hit to super asap which will up the damage considerably.

(corner) The Tragic combo to S, j.m,m,h ~ S, dp+H(full chage) dp+m, dp+h (optional) cancel first hit of dp+h into super.
This combo is great in the corner, conisderably ups thors damage and leaves them in the standard post dp+h reset position or open for a super. No super does about 500k I believe and with super does 651k so both good options

Thor + Wesker Samurai Edge
(midscreen) combo to S, j.m,m,h,s land normal jump + wesker immediate rdp+lp (full charge), dp+m, dp+h or dp+m cancel second hit into dp+2attacks
This combo ups the damage of the standard bnb by alot, but its a little hard midscreen because you must get the full charge mighty strike to hit correctly. Damage with no super is 584,500 of cr.short and 650k with the super, so unless you need the kill or the dhc super is pretty much not worth it.

(corner) combo to S j.m,m,h,s land normal jump + wesker immediate rdp+lp(full charge) dp+m, dp+h (same combo as midscreen but you get more hits from the dp+h upping you to 600k, you can score a launcher here and go for immediated j.h,s but its not worth it imo. For a super extension dp+m, dp+m (first hit into hurricane super) does 739k which is near the best damage Ive found.

if you ever hit a raw launcher in the corner, (may work off tornado throw but I forgot to check) you can get the most damage with the above combo but replace the dp+m with launcher, jump xx rdp+lp into tornado, which does 758k

Damage numbers on all of these may very depending on how you start them but they should work from all the common setups even cr.short,medium xx lp lighting, cr.short, launcher.

Having a bit of trouble understanding this one, I’m doing :d::l::m::s::u::m::h::s: but from there I don’t seem to have enough time to land a fully charged H Mighty Smash. Am I letting it go wrong?

No You need to delay the final j.S for a really long time. Like longer then should be possible. Youtube.com/trag13 has a good example of it.

Does mighty hurricane have varied properties when done in the air with each button?

I noticed that might hurricane light has a lot more range than heavy, and medium being middle range. Their other difference is their damage outputs. But I haven’t discovered anything different other than damage when might hurricane is done in the air.

Also, thor’s reset potential. AWESOME. Glad I picked him as my squads last member over hulk.

Thor’s second movie trailer. EPIC.

I’m seeing the potential for thor to become a solid character in the game, he seems like a really interesting character. He’s the first grapple character i ever touched in a fighter. I don’t get the concept of mighty spark doing tremendously more damage the closer you are to your opponent though…

What can you do after a Mighty Strike ? Like say i am going through some projectile spam ? I don’t know how to follow up any Ideas from the Asgard crew ?

I’ve been trying to work out a 1 meter mid screen BnB. Should the following be possible?

Triangle:l: > c.:l: > c.:h: > :m: Mighty Smash > s.:s: > j.:m: > j.:m: > j.:h: > j.:s: > :h: Mighty Smash (Fully Charged) xx Mighty Tornado

I am having a great deal of trouble charging the final mighty smash and connecting the tornado.

Honestly man I would cut out the j. S>H Mighty Smash xx Tornado and replace it with L Mighty Strike xx Tornado. Seems much more practical.