The Odinson Shall Triumph: Thor Reset/Combo thread

Change to launcher lpxmpxmpxhp lp mighty strike,lp,lp mighty sparkxxx mighty tornado.
Been working on it for a while.

^Can that combo be done in the corner?

It’s easier in the corner but does not have to be,but you can add it to mixups or OTG’s ect just have to play with the positioning.

So what are the necessary conditions for Thor’s Mighty Tornado to leave the opponent in the free juggle state?

I know you have to combo into it with Thor a fair bit below your opponent, its something about the last few hits whiff right? I can easy do this if I DHC into it with the right super, but I’m having trouble landing this with Thor alone. I think I saw from a few videos that it was possible though.

My thinking with it is that there might be some nice things you can do if you have a point character aerial exchange combo upwards into Thor, then at this increased height pull off the combo into a free juggle state causing Mighty Hurricane. Thor lands and does ‘something’ below and off screen leading to a reset.

All theory fighter of course.

Its the last hit of aerial Thornado that leaves the opponent a chance to tech.

You can either dhc in the air before the last hit to leave the opponent in an un-air-techable knockdown state or you can simply combo into ground tornado for limitless dhc options.

Unnecessary hate: You can xfactor the first few hits of ground Thornado to put the opponent in a wonky state as if u dhc glitched into Ammy’s slow. They’ll come down in super slow motion and let u do whatever you like. Kinda pointless unless you like to see Thor combo super into launcher or style on them by Mighty Taunting into super cancelled Mighty Thunder. Easiest way to set that up would be Throw>Thornado>XFC near beginning. Once again, no reason to ever do it.

Okay… so how do we go about making sure that only the last hit whiffs, if you are using Thor alone (ie not looking to DHC out)?

Reason I still want him in after the super is to look to see if you can get a reset somewhere.

Thor alone? It shouldnt happen. Thor can’t even move in time by himself to do anything after grounded Thornado. In the air, you would probably have to get some wonky reset with air Mighty Strike H into air Thornado and then that would be incredibly character specific. Imo, you should be resetting before the super. It does alot of damage and should kill someone. But if you really feel like setting up a reset after the super, you’re more than likely going to have to xfactor somewhere during the super.

[media=youtube]75T1SgOdWA8[/media]

I should have just dug up the video from the word go. The guy also has some other interesting Thor combos using the same technique.

Problem was I couldn’t remember where I saw it. Then I remembered that the guy replied to my youtube comment, so I got an email that I could track down. Funnily enough he’s explained the whole thing. Looks like it might only work with upwards mighty strikes from the ground though. Though you never know, it might work in other situations.

Ah, someone linked that in another thread. I thought you meant assistless like anchor status going for resets.

I’ve been messing around with Thor a lot trying to make him work. I’ve found a few nice combos that are around 720-766 damage with one meter and no assists. Hopefully some will find it some use.

Easy version:

Anywhere: 722,300 damage
J.:s: c.:l::h:xx:dp::m:,:s: pursuit :m::m::h::rdp::m:xx:qcf::atk::atk:

Intermediate version:

Mid-Screen Variant: 738,100 damage
J.:s: xx:rdp::m: C.:h:xx:dp::m:,:s: pursuit :m::m::h::rdp::m:xx:qcf::atk::atk:

Corner Variant: 744,440 damage
J.:s: xx:rdp::m: St.:h:xx:dp::m:,:s: pursuit :m::m::h:xx:rdp::m:xx:qcf::atk::atk:

Corner Variant 2: 766,300 damage count hit only
J:s: J:s: xx:rdp::m: St.:h:xx:dp::m:,:s: pursuit :h:xx:rdp::m:xx:qcf::atk::atk:

Advanced version: 741,300 damage Any Screen - fills one bar of meter
J.:s: xx:rdp::m: (dash a little if mid-screen) J up forward :l::m::h: xx:rdp::m: c.:h:xx:dp::m::s: pursuit :h:xx:rdp::m:xx:qcf::atk::atk:

All above can be made into resets by replacing :qcf::atk::atk: with :s: then :dp::h: jump up forward :hcb::h:

What’s Thor’s most damaging meterless bnb?

At first I thought that would be a waste, but after seeing the Ammy loop used over and over in tournaments I guess it’s worth the meter.

How are you guys getting these crazy damage values for this combo (or others for that fact)? I do the EXACT same combo on the default damage setting and it only comes to 541k. Do you have the damage setting set to high or something? I only used this combo as an example since I regularly use it myself. In the lab, with the default damage setting, it does 541k, not 722k unless I’m just totally missing something…

So Ive been messing with trying to do the regular air thor reset. After air combo to light mighty strike. Its really not that hard to watch their tech and then dash in the correct direction and grab them. I don’t know how well this works against mashers. Though the way that grabbing a forward tech works it looks hella trick. Sometimes thor will actually be behind them still and grab them…

Basically this is just a note to saying you can react to the tech post mighty strike and air grab them, just set dummy to random tech and practice it.

you sure you have the damage settings on default? because there’s no way that combo only does 540, even thor’s most basic combo cr.L, cr.H, S to air combo ending with mighty strike xx MT will do well over 600k. In fact pretty much the only time that i get less than 600k is when its a combo off a throw or an assist that causes too much damage scaling.

before the super on normal damage settings that combo does 533,200 - with the super it does in fact do 722,300 i just checked and i’m on normal

500k range bnb damage would make thor a really crappy character to be honest LOL

I’m positive. I’ll hit training mode with the time and damage defaults, and doing just that basic combo point-for-point is reading 541k. I’ll check again tonight just to be absolutely certain, but I’ve never changed my defaults.

I’d have to chip in with ThorGrimm here. I’ve seen most combos that Thor can do with 2/3 hits pre-launch into a bnb thornado combo level out at about 550 odd. I’ve also been comparing c.l, c.h, s to a c.l,c.h, m.mighty smash -> launch and you actually seem to get a tad more damage when you remove the mighty smash.

I also thought I’d chip in with what I’ve been finding is a pretty nasty trick if you’re going for a reset mixup. After a standard air series I end with S call doom missiles before you go for OTG mighty smash (this can be uncharged) Once they recover in the air you can go for the corner reset before the missiles hit. It’s a little bit fiddly but I’ve found sometimes the last missile clips them after the hurricane and they flip out and Thor’s relaunch misses sometimes, but I think using the h version of mighty smash would help that happen less frequently.

It’s not some ultra complex setup, but if they tech backwards and land in the corner you get a situation that is very dangerous to them as it’s a safe time to call missiles and have them rain down on them. Helps Thor to corner pressure more safely. If it’s at mid-screen it doesn’t do as much, but I look for any opportunity to safely call missiles as they’re just so damn helpful even just as a scare/tactic to make them more reluctant to try anything since missiles have a good tendency to at worst interrupt their combo and at best give you a free combo out of it.

i literally turned my xbox on checked my settings and did the combo before i posted the last post so yeah those are correct numbers

Fair enough. I’m obviously doing something wrong then.

I tested the numbers 3 times before posting. Although, the numbers can be off a bit with Mighty Smash as it can hit once or twice depending on your timing. Overall, it will be around a 10-15k difference. I use the default settings as well. The combos I posted aren’t too difficult, just take a little getting used to.

I’ll be playing around with Thor more, trying to make him work. He is the closet to Zangief’s playstyle besides Hagger.