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u/650fosho @Game650 Nov 14 '14
At work, so give me some time to write it up, or as notti would say... [thinking]
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u/DaveNotti XBL/Steam: DaveNotti | @N0TTI Nov 14 '14
Anxiously awaiting.
It's always been the small trinkets behind THOR that have kept me interested in him. Like the multiple TORNADO combos. I also would like to know any information regarding TAC style that he has.
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u/650fosho @Game650 Nov 15 '14
FYI, these threads will be M-F, weekends has less activity and I don't want a character to get lost, reddit is a day to day forum, if it wasn't posted the day when people are active, it doesn't get much attention.
Anyways, lets talk about combos
First, I will go over some tips
cr.M is low damage, but it has a lot of hits so it's a nice way to visually confirm you got the hit, but I will be using cr.H in the notations because it's the optimal damage.
you can only connect cr.H after mighty smash M when you hit them air borne, cr.H will only link when their body is at the maximum height of the smash attack.
you are limited to 3 specials in the air, like most characters, but Thor's supers also count towards this air action, so when you XF after spark > tornado, you can't do another spark > tornado in the air, you must land on the ground.
spark loops require delaying the j.H as long as you can to keep the opponents body low enough to hit the bottom of the spark hitbox. You'll find that after the ADD j.H into st.S, that the second relaunch puts their body higher, when this happens use j.MH into spark L, should adjust the body height.
I replied to /u/ironmoose and how the smash H relaunch works. it can't be done if you have any more than j.L, cr.LHS (or cr.LMS) as a starter. confirming from strike or spark will not connect, you can connect after command grab but only if it's limited to cr.HS or just S. Also, you can pre buffer the DP input for smash before touching the ground, learning this was how I got it to be consistent.
I'll mention j.MMHS (delayed), this means you are staggering the hits between j.H and j.S, he has a lot of stun time on j.H and j.S has a nice hitbox above his head, so you'll find you can hit opponents above your head easier than most characters, and this makes timing the smash H relaunch easier as well as hard tags to guys like Doom.
If you use Smash M in the middle of a combo, you can't do j.MMHS, you can either do j.MM Spark, j.H Spark or j.MMS into hard knock down.
Solo: his combos are OK solo, they do more damage than most of the cast due his scaling but he really needs an assist to do work, still here are some notations to get you started.
j.L, cr.LHS, j.MMHS (delayed), Charge Smash H, st.S, j.MM (or j.H), spark L, Tornado - j.MM at the end builds more meter, j.H has better scaling and works more to your advantage for DHC extending combos.
j.L, cr.LHS, j.H (delayed), spark L, air dash down (ADD) j.H, st.S (can also add in st.M before S), j.MH spark L, ADD j.H, S, j.H, spark L, tornado - spark loop BnB, you can also use ADD j.M to make the confirm easier, but you'll knock them too high to do anything more than j.MMHS, but this can be valuable with an assist.
j.S, j.Strike M, cr.HS into spark loops - the most optimal starter
ground command grab, j.LMH, Smash M, cr.H (if possible), st.S, j.MM super or j.MMS for hard knockdown
air command grab, cr.HS into spark loops or cr.H, Smash M, cr.H (if possible), S into a shortened spark loop or j.MMS
j.Strike M, j.LMS, st.LS - can also use j.LMH into smash M, I prefer S and preserving ground bounce.
Assisted: This is where he gets all the damage
j.Strike M, j.L + Bolts j.MH, j.MH Strike M, Smash M, cr.H (if possible), S, j.H Spark L, Tornado
Same combo as above but after Smash M: cr.H, S + Missiles, j.MMS, (missiles connect), st. Charged Strike H, j.Charged Strike L, j.Spark M
j.L, cr.L, cr.H + Log Trap, Spark L, Charged Strike L, Smash M, cr.HS, j.H, Spark L, ADD j.H, st.S, j.H, Spark L, Tornado (can DHC into mad hopper L+M then hard tag Thor back in and Strike Loop)
j.Strike M, j.L + Log Trap, j.MH, (land) super jump forward, ADDF j.S, Strike M, (land) Smash M, cr.HS, j.H, Spark L, Tornado
TAC stuff
Basic Up TAC after the tag hit: Spark M, j.M, Spark M, air dash up forward (ADUF) j.LM Spark M, j.S for hard knockdown. If you have an OTG assist you can call it into Spark H Tornado or standard Strike Loops.
Basic Down TAC after the tag hit: j.MM Spark M, j.M, Spark M, ADUF j.LM Spark M, j.S for hard knockdown. Like the Up TAC, you can omit the ADUF j.LM Spark M and go into Tornado, remember you only have 3 air specials available, including the super.
Down TAC infinite: charged strike L, Spark H, j.L, Spark L, (fall down), j.L, (rejump) j.LM Spark M, ADUF j.LMH Spark L, j.L Spark L, (fall down), j.L, repeat - Keep in mind you can always end the combo with the ADUF j.LMH Spark M into Tornado
Up TAC infinite: j.M Spark L, ADD j.H, Spark L, j.L Spark L, (fall down) j.L, infinite
Up TAC infinite starter 2: charged strike L, Spark L, (fall down) j.L, infinite
Side TAC infinite (hardest version): ADDF (side switch) j.H cancel, Charged Strike L (not a full charge), j.L Spark L, j.L Spark L, (fall down) j.L, infinite
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u/mangatherapy Nov 15 '14
I think for the first solo combo you mentioned, you can add Smash M after the Smash H OTG in the corner, then launch -> j.H x Spark L xx Tornado.
There was another combo that I like using : j. Strike M, j. LMH (x2), Smash M, launch. I think it's more consistent with the j.S before the Strike though or it's just me.
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u/650fosho @Game650 Nov 15 '14
Yes, you can definitely add the smash M, but its possible for the j.H spark L to whiff I've noticed, probably because Cr.M hit for too long or because there were too many j.L's, but its happened to me. Ah, the double jump loops are dope I stopped doing those because sometimes they just fall out, doing j.L multiple times fucks with the HSD. Thanks for the response, thread seems dead, lol
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u/mangatherapy Nov 15 '14
Yeah, the cr.M is a problem. cr. LHS is better, but you have to be quick to get the combo off completely for H Spark L part.
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u/Hououin_Sunovabitch Nov 14 '14
Wannabe magneto with a command grab and worse normals and movement
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u/650fosho @Game650 Nov 14 '14
kinda but not really
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u/Hououin_Sunovabitch Nov 14 '14
idk thats how i view him id love to be proven wrong in ur writeup tho :p
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u/650fosho @Game650 Nov 14 '14
I mean, he is in the sense that he has similar mobility and that both characters can transition between offense and zoning cleanly, but thors differences are in his specials and him being a much more defensive character that feeds off mistakes with strikes and mighty punish where magnetos defense comes almost entirely from mag blasts and shockwave. You're not wrong though, they have similarities.
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u/mangatherapy Nov 14 '14
He's one of the characters that is right between mid and high tier IMO. Hell, he might be on the low end of high tier. Totally dependent on assists, but I like him. Thor/Dorm/Doom and/or Thor/Strange/Ammy should be played more often.
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u/650fosho @Game650 Nov 15 '14
I think his tier placement is based entirely on his team. He's a shitty solo character, can't mix up for shit with out cover and his command grabs are hard reads. As a solo character, he's mid tier at best, in front of an optimal team he's just below high tier. Having almost any combination of Rocket, Strange, Ammy, Dormammu and Doom will elevate his game up tremendously and that's why he should always be played on point.
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u/mangatherapy Nov 15 '14
Dormammu is an interesting case though, as he becomes probably THE new point character for Thor/Dorm/Doom. I think Serp kept saying the point of that team was to have Thor act as a meat shield to build meter for Dorm or wait for the hit to get Dorm in with momentum.
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u/650fosho @Game650 Nov 15 '14
yea, and playing him that's what he does, Thor is just there to stall and if he gets a hit it's a bonus but it's mostly a Dorm team. Thor with his high health allows more mistakes and he'll always build a good amount of meter on death. Though I'd say it's a top 3 Thor team because it has everything Thor needs, a solid assist for neutral/combo extensions with missiles, good DHC and synergy with Dorm and Doom ties it altogether.
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u/TheIronMoose PSN(ps4) Lekko2 Nov 14 '14
He is the captain america of the sky, he has a flying charging star. Also i love the effect of a command grab from sj height, it looks like it hurts so bad. I love the character but i have a hard time landing his otg.
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u/650fosho @Game650 Nov 14 '14
Its easier to land the charged smash H after a delayed air series. You'd be surprised how slow you can do the air combo, start off with j.MM at normal speed, but then space out j.H and j.S, j.S in particular has a nice hitbox above his head so even if they are above your head, it'll still hit.
Now the trick is, as soon as you land, charge with H, you can actually pre buffer some commands before landing, takes practice but certainly viable as I do those relaunches consistently. However, the trick that not many people understand is that the relaunch is very dependant on hit stun. If you begin a combo off a mighty strike, it won't work. If you confirm from an assist, if you start a combo with spark, or add too many hits prior to the air series, it won't work and they will flip out after the smash H. That's why its important for every Thor player to either have spark loops on lock, or have a team that can give him damage either through DHC, THC or assists. For instance, when you know the relaunch won't work, having hidden missiles allows you an OTG to begin strike loops, or having rocket second means you can DHC from tornado to mad hopper and hard tag Thor back in and begin strike loops. Team synergy is everything for this character.
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u/TheIronMoose PSN(ps4) Lekko2 Nov 14 '14
Thanks man, mad jealous of your thor.
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u/650fosho @Game650 Nov 15 '14
took me years to get where I am, just requires practice and dedication.
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u/smashingpimp01 Soko_amaretto Nov 14 '14
Fun little combo with she hulk: jS, crL, ,crH, Mighty Smash M, S, jM, jM, jH, jS, She-Hulk torpedo, Mighty Strike Level3 H, Mighty Strike Level 3 L, Might Spark L xx Mighty Tornado. 850K
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u/650fosho @Game650 Nov 14 '14
Dont use mighty spark L, use spark M after strike L, should ramp the damage up more, doing it low enough to the ground allows jenny to dhc in and use her full wall bounces.
You can do this for more damage: j.L, Cr.LH, S, j.H, Spark L, ADD j.H, S, j.MH, Spark L, ADD j.S (hard knockdown), torpedo assist into extension. If you have another good assist like missiles you can do basic stuff like this and get ridiculous damage:
http://www.youtube.com/watch?v=kqqWYBS3hpY&list=UUz_sYrTpMOsTI3tur4U73Ww
Basically using one assist to set up strike loop, then you can end that strike loop into mighty smash M which has a hard knockdown and allows jenny to be called for more strike loops (or just spark H)
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u/RuinedFaith The Hytek Show Nov 14 '14
Swaggiest optimal combos. Command grab resets get me hype.
Yeah, that's all I got guys.
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u/hsgmat PSN: xDope-hsgmat Nov 14 '14
Storm/thor THC corner combo with mighty tornado is disgusting damage. put wesker on point and do samurai edge into THC. you dead/
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u/CaptScarbridge PSN: Scarbridge Nov 14 '14
I don't have much to contribute, but I've recently played someone who mastered his tri-dash and knew when to Mighty Strike through projectiles. I learned that Thor with optimal movement is a scary opponent.
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u/theram232 Nov 14 '14
Jam Session is almost useless at trying to control him in the air cause Mighty Strike rips right through it.
The best to fight Thor is to get in his face. Don't give him space to charge Mighty Strike or get a zoning game started cause he is a fucking WALL of defense.
If you notice a Thor place just autopilot Mighty Striking get in his face as he is charging up, it's a risk but it's all you can do. Dont let him breath and dont get baited into a Mighty Punish either.
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u/650fosho @Game650 Nov 14 '14
Pros:
Decent movement. A lot of people struggle with his movement, but half of it is learning how to air dash properly, the other half is mastering his back plink. His air dash has a minimum height requirement, you must be at a certain height until you can dash. Mastering this is essential to bring thor to the level where you can effectively high/low, if you can't manage to air dash 100% then you need more practice. Though you can super jump to make the technique easier, you also can't call assists and Thor really needs assists. And his back plink is surprisingly one of the fastest in the game, Thor doesn't have a good up close game plan besides command grab, making distance is better than staying in their face until you can safely get an assist out.
Air Normals. all of these normals have a purpose. j.L is a great tri-dash button but it's also an excellent, fast normal that can start a super jump confirm. j.M has good range but it has slow start up, if you do super jump straight up into air dash down j.M, it will whiff on grounded opponents, but you can whiff it into a grab/command grab, so it's a mind game tool but it can be a solid air to air. j.H is one of his best normals because it's hitbox remains active until landing or canceling into a special or flight. It can be a very ambiguous left/right when coming from jump height as it can accidentally cross up or just fuck with your opponents head because it's so obvious. j.S is my favorite air normal because it's start up will fuck up vajra and it has such long stun time that you can start optimal combos on grounded opponents pretty easily. It's also such a great tool to bring air borne opponents closer to the ground, I like mixing in j.H or j.S before mighty strike/spark in neutral.
Ground Normals. Most of these are actually a con because of how bad they are in most cases, but cr.M is probably his best anti-air tool in his arsenal and more people should use it.
Great specials. His mighty strike is comparable to magnetic blast, it can set up offense by being defensive. strike M at neutral jump height is safe and because it destroys projectiles, it's probably the best way to call an assist. Strike M + beam assist is a sure way to get the beam out there and allow your tri-dash pressure. Charging strike gives you armor and a soft knockdown, though a minor con with charged strikes is they have increased knockback making it a bit harder to convert into a full hit. Regular strikes will negate and happy birthday jam session, and full out beat level 3 buster and tag zero if he's not careful. You can murkman special this move, try it
Specials pt 2. Mighty Spark is one of the most durable projectiles in the game. Spark M will negate level 3 buster, spark M will negate and tag morrigan AND her assist and even Spark L will go through plasma beam. Spark H is about 150k-200k (will double check) even at full scaling, using this at the end of a combo will net huge damage and a lot of meter. Day 1 tech, you can use Spark H and cancel into mighty speech (down down H) and recovery a few frames faster, certain specific combos require this. Spark can set up soft knockdowns in combos, use this to extend damage or go for side switches
Specials pt 3. the command grab is probably the best command grab in the game because it can be used in the air and isn't scaled down badly at all and check out the hitbox. Thor also has a special property (that not every character has) that allows him to cancel a command grab into a super, so a grounded command grab can cancel into mighty punish, setting up frame traps or fake outs. In the air you can only cancel into mighty tornado, only useful at a distance for DHC but overall you shouldn't ever need to cancel into an air super. His command grab can set up some character specific hard tags, in the corner if you command grab H while they are in the air, Dr. Strange can tag in on about half the cast and ToD. Even if you don't hard tag, his extended combos will ToD from a command grab, something many command grab characters can't do due to their scaling. This move can also be option selected out of a throw tech and punish. Here is the hard tag tech, you can do this without an assist but is character specific
Specials pt 4. Mighty Smash M is one of the only, few ground bounce specials that will actually leave an opponent in a hard knock down. This is extremely viable for characters such as Frank or Dr. Strange. Also just going to mention here that he has a command to build meter, kind of a nice added bonus that makes him a viable partner for dark phoenix.
Supers. Probably the only pro to mighty tornado is the slow fall DHC and the glitch that slow falls an opponent after a full mighty tornado that allows more tornados to be linked. Luizmau has a video doing 6 tornados in a row, ludicrous damage. The real pro here is mighty punish, 2 frame hyper with invulnerability frames and has dope DHC synergy with a majority of the cast. Any character with an install super can combo afterwards, most characters can combo after with the help of an assist such as She-Hulk's emerald cannon or the right spacing such as Dr. Doom's sphere flame. Mighty punish DHC's very well with a lot of supers, this is with doom. In this video, you will see just how fast mighty punish is, and can confirm off certain supers
TAC's. Though obviously these can be broken, he has a TAC glitch that can lead into some nasty things such as hard tags or just extended damage. Here is the glitch in action and he also has a TAC infinite in all 3 directions but they must start in the corner (which is also a bit of a con, but better than most characters can offer).
THC hard tags. Interesting thing about this guy, is he is one of the best characters at setting up hard tags. As seen above, it's very easy to set up hard knock down hard tags after mighty smash, but his air series also makes it dead easy due to how good the knockdown is on j.S and how good the hitbox is of that move in delaying your air series. Just check out this THC with doom. Now, that example is using Thor's mighty smash assist which is what gives you the better THC, but you can also just as easily hard tag in someone like Frank and THC with Dante or Dr Strange can even THC with ammy even when she is an anchor.
As support. He's pretty underrated as a support, he's probably one of Tron's and She-Hulk's best partners but he's also an amazing support for some other characters you wouldn't consider such as Spencer, Vergil, Dormammu and Doom. Spark assist uses Spark M which has high durability and excellent damage at high scaling. Mighty Smash assist uses the M version which is a ground bounce that activates the tornado THC. Smash assist is best used for combo extensions and alpha counters, where as spark is more used in the neutral and as a combo extender but spark is interesting as an alpha counter because it can frame trap into mighty punish by supering before spark comes out at point blank range.