It works but the might smash m will miss from some places. Just do it without it you still get over half life for one meter. Also ithe full charge mighty smash isn’t that hard to get with some practice.
Random sentinel only (maybeother big characters, maybe even more didn’t test to much heh)
Launch wait j.m,j.h -> rdp+l ~ j.l,s full charge dp+h… Works mid screen or corner sentinel seems to high tonget a dp+b butanoher dp+h into immediate super may work in the corner. Otherwise cancel to super asap for around 630kbslighly more than the standard bnb.
That would be easier but I feel like the smash ending would be better because it’s more open to DHCs.
i’m no expert tester to find out the viability of any of this…
but you can try a Jump in Attack xx L. Mighty Strike or crouching ground chain into L. Mighty Strike (leaves them airborne recover) into Command Grab reset
I find it easier with the light or medium grabs. Since the start up is slower
other potentially useless shit- regular throw combo into Cr.M xx L mighty strike or M. mighty strike. doesn’t combo but it does leave you in command throw range. presume no air techs lol
Cr. L, Cr. H into light mighty strike…whiffs tick into command throw. probably very unsafe
man, i’m just throwing shit out people. i suck
fiy: the level 10 thor mission doesn’t require a “fully charged” mighty smash. just a regular one will do.
More dumb sentinel stuff j.m,h ->rdp+mp st.h -> dp+m launch standard finisher… Might be able to get more will have to try later.
not sure if this reset was posted or not. I saw this from the guide
cr.light, cr.medium, special, j.light, j.medium, light mighty strike, aduf, hard mighty hurricane
the damage before the mighty hurricane is around 325,900 add the 180,000 when you land the mighty hurricane… after that you land the bnb the damage is around 603,600
It’s not that hard once you get used to it. You need to sort of jump cancel after your launcher that way as you coming up you already land your first so that your second will be at the peak of your jump. So by the end of it you only start falling after once you press :h: and then :s: just as your falling away from their hitbox.
Hope that helped. I’ve been practicing it a lot these past 2 days, I found that helped a lot.
I know this probably isn’t too useful but you can loop l,m,h in the air (off regular jump) once before launch into whatever you’re gonna do. Felt like I was doing the MvC2 Iron Man infinite. The hit stun doesn’t let you loop again, it stops after the third light attack. What you can do though, is another air light attack (it’ll hit) and buffer into command throw. The timing for the jump is a little different on v. Joe and I was only able to hit him three times. So probably won’t work on Arthur either.
Something else I looked at was mighty strike. In regular air combos you can get a jab in at the end of a light mighty strike. If you cancel the jab into flight then it’s anothe chance at comman throw. Looks like it only works in the corner though, kinda sucks
having trouble consistently hitting Mighty Hurricane after OTG Smash.
I’m not sure if it’s timing or…hell, I’m not even completely sure how it’s supposed to work. Is Thor supposed to grab them on the way up? After they recover and “flip over”? does it matter which Hurricane I use? (l, m or h?)
edit: never mind. I see that it’s a post-reset option. I was trying to do it as part of the OTG combo.
I usually hit them at the apex of the bounce.
I don’t know if this reset has been brought up before but what I have been practicing is at midscreen if you launch them up go for your basic 2xM then wait a little longer than you would if you were going to dash up+forward and just dash forward then go into a M Mighty strike. Catches them off guard because they just landed then you can go into crouching M back into launcher for some more in the air fun.
More Thor combos…didnt get the damage this time but I’ll try and get it later I think its like 660k… Combo to launcher with point character into d+S to swap in THor, then as soon as thor hits wait a split second charge rdp+m, land launch, j.m,h, rdp+l xx super.
You can do other stuff like that off exchange tag, I just like comboing into full charge mighty strikes.
tested damage from wesker its 695k for one meter and it builds a bar.
Yeah wavedash thing isn’t new… Everyone knows his tridash is good.
But nice combo will mess with it later.
Hey i made a little combo video of me doing simple resets and combos with thor, i hope you guys would check it out.
[media=youtube]JG1-gSX7RgM[/media]
My first reset combo…
:s: > pursue > a. > a. > a.:h: x Mighty Strike :l: > a.:l: x Mighty Spark :l: > Air Dash :uf: x Mighty Hurricane
450,000k before Mighty Hurricane reset…
The air light to light spark after the mighty strike is a bit tricky but feels bufferable, but it puts them directly in the right spot for the mighty hurricane after the air dash.
It is also possible to Mighty Tornado after the Mighty Spark :l:. 646,500 damage
You can alter this combo with one less a. if you have launched them from some other setup. Seems to only be effective if 5 or fewer hits occur before the :s:.
It is also best to use the :h: Mighty Hurricane as if you flub the command for the Hurricane, you end up with the regular air throw instead.
Tested in open field (meaning, this is not a corner only combo)
A really basic mixup/reset that has worked for me as of late is:
In the corner, if you land a successful launcher go up and hit them with M, M, H. Wait for them to come down a little bit and just do a regular jump into Tornado Throw. It works well if you mix it in with M, M, UF Airdash, TT because they will see the H come out after and the two M’s and think that you dropped a combo. I haven’t ever really gotten mashed out of this one.
does anyone know an easier input for kara command grab?
Thought I’d add a regular Throw combo in here just in case it happens for whatever reason.
Throw -> j.:l: -> j. -> j.:h: -> 421:m: (land) -> j.:l: -> j. -> j.:h: -> 421:m: (land) -> 623:m: -> :s: -> j.:s: Does 262K and builds 1 bar of meter.
You can also replace the :s: -> j.:s: at the end with a Tornado Super and it does 426K instead.
I’m pretty sure standard launch combo doe the most damage.