The Odinson Shall Triumph: Thor Reset/Combo thread

I gave serious consideration to making a thread entirely about this, but the Reset thread here has been lonely for the past month!

Let’s talk about **the **Mighty Tornado glitch. It’s been a running gag lately that Thor can do what is probably one of the most hilarious ways to waste 5 meters in a row, which involves performing a Mighty Tornado in the corner in such a way that the opponent lands on top of it and doesn’t get hit by the final blast of the super. It sends the opponent into an (lightning-covered) unrecoverable fall state ending in a soft knockdown, just as if you had DHCed out of it (Wesker’s Phantom Dance has a similar effect). By using this glitch and having assists hold the opponent in the corner, you can link multiple Mighty Tornadoes. But is that the best use for this?

Not quite. See, Thor doesn’t need that much meter to kill people. All he needs is a reset. Since you’re in the corner, half the work is done for you.

Witness the Mighty Tornado Untechable Reset.

[media=youtube]MKs_ZJheJ2s[/media]

It goes like this:

Using the Mighty Tornado glitch, send the opponent into a floating freefall. At that point in the combo, the hitstun deterioration of your opponent is maxed out, which is to say the next “regular” hit will cause the opponent to tech out of the combo. Now, in the PRACTICAL version of this combo, I use Mighty Smash M before the initial launcher instead of at the end of the super, but I wanted to show off how the ground bounce property overrides the hitstun deterioration. So, by launching the opponent afterward, you override that limitation just like the ground bounce.

Now, after launching, the first hit in your air combo will cause the opponent to tech out, OR you can just wait for them to tech out in roughly 10 frames. You want to wait. At this point, Thor will be slightly over the opponent in the air, in the corner. Thor’s body will block forward techs, they will be unable to tech backward due to the corner, and teching in place will only alter the timing with which you can reset them. A few moments of practice on a random-teching AI opponent will be more than enough to get the hang of eyeballing the timing for catching somebody.

Mighty Hurricane L in the air has massive range, enabling you to simply use it when you see the opponent flip. Timing is key, here, because you basically have a 20-frame advantage. If you MH-L too early, you grab nobody. If you do it too late, they can jab you out or they’ll actually end up floating over you. It’s very possible to simply time your Hurricane to catch them at the very first possible frame they become vulnerable, thus negating literally anything except invincible reversals with perfect timing.

Also, to lengthen the beard of all this tomfoolery, the initial combo should take them to the corner from the center of the screen. All that is necessary is for you to get them into the very corner by the time you use the OTG assist. Now, for the notation:

http://comboimg.com/mvc3/c.LH%20xx%20dp%20M%20S%20xx%20%20sj.M%20M%20H%20S%20otg%20P1%20rdp%20H%20(full%20charge)%20xx%20qcf%20atk%2Batk

Rule 1: You need an OTG assist.
Rule 2: You need to charge Mighty Strike all the way.
Rule 3: You need to cancel Mighty Strike into Mighty Tornado before Mighty Strike finishes its active frames. This will launch the opponent vertically, higher than usual.

Then you wait for them to float down, relaunch them with http://comboimg.com/mvc3/s, super jump after them, and Mighty Hurricane L. Easy and fun! For smaller characters (like Wolverine, as if he needed to be any more obnoxious) you’ll have to take a step backward before relaunching them or else you’ll cross them up instantly the moment you superjump (which would take you out of the corner and allow them to escape the reset). Also, naturally, you’ll have to continue comboing after MH-L.

As demonstrated in the video, you will build enough meter to do the super over the course of the initial combo. This requires no meter. What’s more, it will kill any character in the game with the sole exception of an enemy Thor IF AND ONLY IF you begin this entire combo off a Mighty Hurricane-- I think. I haven’t actually tested that, but it’s such a specific scenario that I don’t see a need to hurry about it.

Ooookay. I believe that about wraps things up. I was watching early Thor videos and it really is apparent that he’s been forcibly toned down, but it’s only believable that it would be necessary after seeing ridiculous nastiness like this. Questions?

Righteous. That’s awesome I love it!

Wow, this is the first I’ve heard of such a thing. Have you played around with that? Do you know when it ends or how long it lasts?

i think i would rather just use the usual reset after an air mighty tornado in the corner, as in just do the usual BNB ending with M strike xx MT, land and superjump in their direction + MH. It’s not that hard since you have a decent amount of time to see which direction they go and react to it, atleast this method doesnt require any assists and will avoid mashers.

For people who like their TK Mighty strikes, I have a combo i’ve been using after a TK’d L Mighty strike that can lead into Thors normal bnb: TK Mighty Strike L, J.L, J.L, J.M, J.S, St.S>>whatever bread and butter you like after that

Key to this combo is to do the first jumping L as you’re falling from the tiger knee’d Mighty strike L, then jump straight up immediately afterwords for the second jumping l, this combo also works outside of the corner. Just make sure you jump straight up after the tiger knee’d Mighty strike L. If you jump forward your standing s will end up going under the opponent!

Hope I’m not treading on old information here, but I haven’t seen anyone use this yet, and I thought it’d be super useful to combo off of a Tiger Knee’d mighty strike since its such a powerful tool of Thor’s, imo

A great assist for Thor is Spencer b assist that grabs players out of the air and pulls them back to the ground. I usually combo into it by doing cr.L + assist, cr.H, S. Thor will launch the opponent right into spencers arm, get pulled down to the ground and momentarily b stuned just long enough for you to dash forward for a free mh!

Guys ever tried a cross up reset?

No matter how good I get my stuff down in the danger room…it all goes South in a an actual match. Something so simple for a magic seris, and I can’t finish it off with a Mighty Strike…huh! So during a match, I got fed up with F-ing up that combe, and after a magic series ending with j.H…I immediatly hit the ground and just went for another mighty hurricane. And it’s working.

You can’t do it in the corner, so don’t try. Just do any ground combos into launcher into magic series…BUT during the magic series, push forward so the movement is an arc shape. And slowly delay each hit. By the time j.H comes out, you should on a falling arc. The momentum should carry you just past, almost next to your opponent. Once you hit the ground, immediatly super jump, and immediatly go into any might hurricanes. Just by the time your jumping the opponent should just be reseting and just barely turning around to face Thor. I should video the damn thing to see some feedback (that and actually show what the hell I’m talking about). So maybe something anyone else wanta try?

I c what u r talking about… I saw a vid where Thor would finish his air sj air combo into air mighty tornado, fall to the ground, superjump back up to a mh. This is the one I’ve been working on, but have only landed it twice… Once in a match and once in training… For me its hard to know when exactly Thor hits the ground for the super jump, but ive had the most success (or at least got close) if I wait and attempt the super jump the moment I see the animation for the opponents air recovery… Any tips?

its easy, just wait till they recover first then super jump

Thanks, Im in training mode and am making a lot of catches now!

Here’s another Thor reset video, its probabbly old news to most but I didnt see it in the thread.

Found another good one. Just pray that he doesnt get u in the corner. :pray:

Yeah I LOVE that reset it works on EVERYBODY the first time. But if they mash airgrab they can get you. But if you know they know that jump straight up and throw out a j.m j.h spark thornado. Also with wesker if you want to save meter you can go for M full charged mighty strike to mighty smash into the reset.

New thor combos on front page!! Hate when they don’t add notation or at least have input on :frowning:

So I’ve been workin’ on trying to master that mid-screen Thor reset. You know, the one that goes, BnB into launch j :m: j :m: j :h: :m: Mighty Strike, Flighty, Air Dash, Hurricane, and what I’ve found out is that the timing on that is really, really hard, and the reason the timing’s so hard is because it changes based on how big the character you’re fighting is, or at least I think.

I was doin’ it on Dormammu. He’s a fairly tall guy. When I did :m: Mighty Strike, I could easily do the flighty mode in the normal direction he’s facing. Like say I’m on the Player 1 side, Mighty Strike would keep me on the player 1 side, and I could initiate flight like :d::db::b: :s:. But when I was workin’ on it against Taskmaster, starting from the player 1 side, after I did my :m: Mighty Strike, I somehow went under him to the player 2 side, so the input for flight was :d::df::f::s:, and it’s a lot more difficult to get the air dash because you have a very high chance of being below the minimum height requirement for an air dash.

Now, I’m trying to think of ways to make this more reliable, but keep running into brick walls. I’m not sure if the reason the timing keeps getting messed up is because of the character sizes or just me not knowing what to use as a visual/audio queue for flight. Now I will say that in the corner, this reset is nigh perfect, because you don’t have to worry at all about going under them to the other side (because there is no “other side” in a corner) and it’ll catch them if they air tech back or forward (thanks to the auto correct on your air dash.)

So I guess what I’m asking is how often are you guys landing this reset and is there anything you guys have been doing to make sure you get the timing of activating flight perfectly?

==EDIT==

So I’m doin’ tryin’ this reset on some more members of the cast, and it’s lookin’ a little more like size isn’t a major factor in this. On people with weird hitboxes like Tron and Sentinel, you’ll get some strange air dashes that put you in the other direction, but I guess that’s not too bad. So it’s looking like this is strictly a timing problem I’m having.

Might want to just wait until Ultimate to dive into anymore matchup info. Trust me, I’ve been doing something similiar to what you’ve been doing DJ. But just a few more days then we’ll see how things work out.

Yeah, that’s right. As you can probably tell, playin’ vanilla right now is how I work off excess hype I have for Ultimate. Just a few more days. Man. Alright, until then.

Anyone else having problems pulling off some of Thor’s old resets? I can hit his very basic corner reset off of otg mighty smash but the buff to mighty strike has really screwed up my timing. Anyone come up with any new resets?

It’s not just the mighty strike buff but also the increased air dash distance. So far, all of his old resets still work. It’s just that Thor in general is faster, so you have to adjust your timing a bit. It can definitely still be done.

Also, Thor dashes further in the air to keep players from getting away from his MH using the backflip air recovery. You simply can’t do that anymore against Thor. Up +Forward air MH will catch you every time unless you mash jab or mash H to grab Thor instead. Essentially, Capcom has made it easier to do Thor’s midscreen air MH. Use it!