Brother, You're Needed - Ultimate Thor Team Building Thread

Spoiler

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SSS Enders
Mighty Punish Whiff Follow Ups

Thor is the type of character that works best when a team’s built around him. The reason being is because by himself, he has a few weaknesses that can easily be remedied with the appropriate assist.

Beam Assist

[details=Spoiler]The weaknesses any Thor player will face is finding a way in. Granted, Thor’s Mighty Strike move works great with closing the distance between his foe, it still is lacking in a few areas. For starters, the distance it covers is quick, but in comparison to some other people’s back dashes, it’s just about average. So if Thor were to try and chase down an opponent who didn’t want to get hit, he’d have a lot of trouble doing it by himself.

The best way to get around this little set back is with the aid of a beam or some other quick horizontal covering assist. Any time I’m more than half a distance away from my opponent, I’m always starting my approach with this assist call. It forces the other player to sit still for a moment to block the beam while Thor comes in with his tri dashes and Mighty Strikes. A beam assist is perhaps the most important assist Thor can have backing him up. You won’t have a good Thor team without it.

The goal in picking a good beam like assist is choosing something that’ll come out at a decent speed and go the full distance of the screen. Some projectiles like Sentinel’s Sentinel Charge serve the same purpose because it still forces the opponent to block the incoming attack.

As a side note, some beams, like the Bolts of Balthakk move of Doctor Strange, will shoot straight over a crouching character. To most, that may seem like a bad thing, but for Thor, that’s possibly the best thing in the world. The Bolts still serve the purpose of keeping the enemy from moving, but since the enemy’s not being forced to block, they’re not in block stun, and an idle enemy is a vulnerable enemy, especially to the likes of Thor. Quickly rush up to the him, and scoop 'em up with a Mighty Hurricane, and you’ll be golden.

Thor should always have someone backing him up, and if possible, that someone should almost always have a beam assist of some type.[/details]

Characters with Viable Beam Like Assist:

[details=Spoiler]Shuma-Gorath – Mystic Ray (Point/2nd Spot)
Hawkeye – Quick Shot (Greyhound) (Any Spot)
Doctor Strange – Bolts of Balthakk (Point/2nd Spot)
Rocket Raccoon – Spitfire Twice (Point/2nd Spot)
Captain America – Shield Slash (Point/2nd Spot)
Iron Man’s – Unibeam (Point/2nd Spot)
Doctor Doom – Plasma Beam (Any Spot)
MODOK – Psionic Blast (Point/2nd Spot)
Hulk – Gamma Wave (Point/2nd Spot)
Magneto – Electromagnetic Disruptor (Any Spot)
Taskmaster – Aim Master (H. Shot) (Any Spot)
Chris – Gunfire (Point/2nd Spot)
Arthur – Dagger Toss (Any spot)
Trish – Low Voltage (Any Spot)[/details]

Lockdown Assist

[details=Spoiler]So after having gone through the trouble of getting in, now comes the part of staying in and opening the other guy up. Thor isn’t the type of character to have these long and extensive combos. He’s meant to hit a few times, and do major damage that way. That, along with his normals being the most unsafe normals in the game, he hasn’t any block string to truly call his own. So when it comes to pressuring the opponent, Thor will need aid of a lock down assist.

Lockdowns are good for giving you time to try and mix people up. If someone is blocking a lockdown, they’re stuck doing just that and nothing else. If someone is getting hit by a lockdown, they’re stuck getting hit and that’s it. This gives Thor ample time to move himself into a prime position to strike.

A prime example of a lockdown assist being effective is with the following combo.

Jump :l:, Crouch :l:, Crouch :m: + Assist call, :h: Mighty Smash (will go over their head while they’re still in block stun), wait for the lockdown assist to end, Mighty Hurricane.

The key to this is making sure your assist is a true lock down assist. If it’s not, then the opponent will be free to move and easily jump up and grab you out of your Mighty Smash. Also, make sure you call the lockdown assist in time. If you do your Crouch :m: and go into your Mighty Smash without thinking, you won’t be able to call your assist at all because the game doesn’t allow assist calls during special moves, so that means, you’ve essentially opened yourself up to be grabbed out of the animation of your attack, and against certain characters, that means death.[/details]

Characters with Lockdown Assists:

[details=Spoiler]Doctor Strange – Eye of Agamotto (Point/2nd Spot)
Dormammu – Dark Hole (Any Spot)
Dormammu – Purification (Pseudo Lockdown, but has other uses as well.)
Iron Man – Unibeam (Point/2nd Spot)
Iron Man – Repulsor Blast (Point/2nd Spot)
Doctor Doom – Molecular Shield (Any Spot)
Sentinel – Sentinel Force (Charge) (Any Spot)
Super Skrull – Tenderizer (Any Spot)
Dante – Jam Session (Any Spot)
Chun-Li – Hyakuretsukyaku (Point/2nd Spot)
Akuma – Tatsumaki Zankukyaku (Any Spot)
Amaterasu – Cold Star (Any Spot)[/details]

OTG Assist

[details=Spoiler]While not as crucial to Thor’s game as a lockdown or beam, an OTG assist can do wonders for helping do more damage overall. Not to say Thor has a problem doing damage, and of course any reset Thor happens to land should be the end of any character in the game, an OTG assist can still come in handy.

For instance, one of Thor’s weaknesses is that he can do nothing after an air throw, and with all of the air dashing he does (make sure you’re always air dashing with two buttons, and make sure one of those buttons is :h:), he has a very easy time getting throws. Here’s where that OTG would come in handy.

It’s also good to note that some OTG assists hit high and some hit low. Knowing this, you could set up some nasty unblockables.

Be sure to get intimately get to know the timing of all these assists when doing your combos. Using the air grab as an example, a lot of times, you need to have the assist out before or at the exact moment you get the grab in order to do something with it. And then there are some that you have to call after the air grab hits to get the OTG to come through.

Once again, an OTG assist isn’t crucial to Thor’s game as he can actually get an OTG with his :h: Mighty Smash anyway, but it’s nice to have around if you’re looking for some other options to experiment with.[/details]

Characters with OTG assists:

[details=Spoiler]Shuma-Gorath – Mystic Ray (Point/2nd Spot)
Ghost Rider – Heartless Spire (Point/2nd Spot)
Ghost Rider – Hellfire (Point/2nd Spot)
Hawkeye – Trick Shot (Violet Fizz) (Any Spot)
Hawkeye – Rag Time Shot (Kamikaze) (Any Spot)
Iron Fist – Crescent Heel (Point/2nd Spot)
Dormammu – Purification (Any Spot)
Doctor Doom – Hidden Missiles (Any Spot)
X-23 – Ankle Slice (Point/2nd Spot)
Storm – Double Typhoon
Hulk – Gamma Wave (Point/2nd Spot)
Super Skrull – Stone Smite (Any Spot)
She Hulk – Torpedo (Point/2nd Spot)
Firebrand – Hell Spitfire (Point/2nd Spot)
Arthur – Fire Bottle Toss (Any Spot)
Wesker – Samurai Edge (Lower Shot) (Any Spot)
Dante – Crystal (Any Spot)
[LEFT]Felicia – Sand Splash (**Any **Spot)[/LEFT]
Akuma – Hyakki Gojin (Any Spot)
Crimson Viper – Seismic Hammer (Point/2nd Spot)[/details]

Get Off Me Assist

[details=Spoiler]This type of assist is nice to have if you want to frustrate your opponent, save yourself, or train them into not being so offensive. It’s perfect for counter picking those characters that like to rush you down like no tomorrow, and if your defensive game isn’t all that great, the Get Off Me assist will make it seem like that doesn’t matter.

That said, these assists aren’t stupid in the sense that you can do with them whatever you want and not get punished for it. They’re quick, and they’re meant to give you some breathing room, but they are by no means an answer to getting hit like a mug as they’re vulnerable during start up, so you’ll have to protect them for them to protect you.

However, there are some assists that are stupid and can be abused and are an answer to getting hit because they’re for all intents and purposes, completely invincible. They are dubbed the GTFO (Get the Flark Out) assists.[/details]

Characters with Get Off Me assists:

[details=Spoiler]Iron Fist – Rising Fang (Point/2nd Spot)
Rocket Raccoon – Pendulum (Point/2nd Spot)
Iron Man – Repulsor Blast (Point/2nd Spot)
Storm – Lightning Attack
Super Skrull – Orbital Grudge (Point/2nd Spot)
She Hulk – Somersault Kick (Point/2nd Spot)
Nemesis – Clothesline Rocket (Point/2nd Spot)
Arthur – Heavenly Slash (Any Spot)
Ryu – Shoryuken (Point/2nd Spot)[/details]

GTFO Assists

[details=Spoiler]Hulk – Anti Air Gamma Charge (vulnerable during recovery) (Point/2nd Spot)
Hsien Ko – Senpu Bu (during Golden Armor mode)
Haggar – Double Lariat (can be punished with crouching attacks) (Point/2nd Spot)[/details]

Those are the types of characters Thor works best with. He needs his fellow warriors to be effective, because a solo Thor fight will always be an uphill battle.

Strike/Strike/Spark (SSS) Enders

When making a Thor team, and really any team for that matter, there are two key principles that you have to keep in mind: building a strong neutral and maximizing your damage.

The neutral thing is very important, and when weighing values, I personally feel that it should trump most every thing else all day every day. Some characters just have a good neutral game from the get go. Those are the ones that typically make solid anchors. The ones that can’t afford that luxury need good neutral assists. For Thor, having slap either a beam or good lock down assist on, and he’ll be good.

Now with your neutral taken care of, you’re gonna be wanting to get some touch of deaths. Sure, Thor’s got the resets, and one solid reset’ll lead to a kill, but a TOD’s a TOD. That’s guaranteed damage no matter what (provided you don’t drop the combo of course). So you’re definitely gonna want a team that can do that.

The way for Thor to achieve the most damage from his combos is by ending them with a Charged :h: Mighty Strike, Charged :l: Mighty Strike, :m: Mighty Spark xxx Mighty Tornado. This works because charged up Strikes always give you soft knock downs. A soft knock down means no matter what the hit stun deterioration counter is at, the opponent will always fall to the ground if he’s hit by the move, which means you’ll always have time to do it, and it’ll always give you the big damage.

To set it up, you’ll want to end your air combo with j :s: to knock the opponent to the ground, and OTG him into the Strike/Strike/Spark ender. And the cool thing about ending with SSS is that when you do your Mighty Tornado, you’ll be close enough to the ground to DHC into anything else and get the full amount of hits for it. This easily allows you to dish out 900k+ from pretty much anything.

So what type of assists should you be looking at to do this? The OTG ones are a good place to start. Once you knock them to the ground, call that OTG assist and start charging your Strike. Now, if you’re like me, you may not care to have an OTG assist on your team. Fear not, a good bit of the lock down assists can do this too with the help of :h: Mighty Smash. It’s as simple as that. Call the assist, Smash, then immediately charge for Strike.

All of these assists allow for the SSS extension in the corner, and some of them even allow for it mid screen. Play around with it and see what you can come up with, and remember to check the combo thread to bounce around some ideas and see what other people have come up with.

Mighty Punish Whiff Follow Ups

Thor is a solid character in the point spot given the right assists to back him up, but it should be known that having Thor in the second slot isn’t that bad an idea either. While in the second slot, Thor doesn’t have to worry about the start of the round gambit, can provide a decent beam assist or a good crossover counter, aid in combo extension, and give you a good DHC to finish off your combos.

One of those DHCs just so happens to give you the potential to TOD any character your point character touches, and no, it’s not Mighty Tornado. It is, in fact, Mighty Punish.

Mighty Punish is a grab. You can’t really combo into grabs, and given the properties of Mighty Punish, you can’t really combo out of it. But what you can do is use it as a means to just bring Thor in, and let him wail on whoever for free. Only certain characters have hypers that allow you to do this. Saitsu was nice enough to test and compile a list for us. There may be other hypers in the game that allow for set ups like this, so be sure to test out things for your own teams to see if you have something worthwhile.

Other follow ups include:

For Spider-Man, I think there was actually a video with this from Supernovajm. Anyway, out of a Maximum Spider, a Mighty Punish DHC before the last hit (the hit that kicks the opponent to the ground) allows for a SSS Thor ender. In spite of Crawler Assault being a wall bounce, it looks like it happens too fast for a DHC follow up. That said, it’s also a hyper that’ll probably push HSD to mad levels, so maybe a Tornado would be better.

Phoenix has a great hyper to Mighty Punish into. Since Phoenix Rage/Inferno starts up so quickly (invincibly), a quick Mighty Punish DHC in the corner’ll give you an easy SSS ender for Thor.

Chris is interesting. His sweep combo has a number of different things happening to the opponent, but the one you wanna look out for is the second to last hit. The one where he takes out that magnum and puts them in a spinning state. Yeah, that one. In the corner (and the timing is a lil’ tight) a Mighty Punish DHC will let you follow up with a SSS ender. And with his Grenade Launcher hyper in the corner, again you wanna be looking for the second to last hit (the one when he shoots out the lightning grenade). If you DHC right there, what’ll happen is the grenade he shot into the sky will fall down and OTG the opponent up way up in the air allowing for another SSS ender.

Im convinced that Doom is Thor’s best friend. With hidden missiles, Thor becomes a TOD god to almost the entire cast. his combo potential suddenly skyrockets to over 900k in the corner (but most of thors combos move the enemy so far you can corner someone from half screen), and if you DHC it goes to a million easily. best thing is this is all off of a j.a to boot! hidden missiles is also great for getting in.
Personally, i run Thor Ammy Doom. Ammy is great for lockdown, and is great for extending combos.

Verdict: Thor hits like a grown ass man

Thor/Frank West/Viper. Thoughts? I feel that Shopping Cart could work as a “beam” assist, and maybe a lockdown and get off me also. Seismic Hammer is a good OTG, but it makes the enemy go really high so following up is kind of tricky.

I’d say go for it and come back with how well you like it or not. Right now, I see shopping cart kinda iffy, because it pushes the other guy away from you. That’d be great lockdown in the corner, but mid screen it might be problematic, but I don’t have a Thor/Frank team so I wouldn’t know. As for the team in general though, I’m not so sure. Thor, Frank, and Viper are all point characters. Thor because of the reasons stated in the thread, Frank because he needs to level up to get what you want out of him, and the best way to do that is with people backin’ him up, and Viper because she just benefits so much from having folks aid with her set ups and trickiness and tomfoolery.

I love me some Thor and I love me some Doom.

I’ve been messing with Thor/Wesker/Doom. I’m using Doom missiles as my only real assist to get in and I’ve still been having a bunch of problems. I’ll be switching to Doom’s beam to get in and i’ll be keeping wesker in for now so I can use his low shot for high/low mixups/unblockables once I’m in. Don’t know if I’m keeping Wesker in yet but I’m a fraud and can’t afford too much time right now to learn elaborate setups/combos with other characters and I’m actually finding him fun o.O.

Any thoughts or advice?

Thor/Wesker/Doom (or probably even Thor/Doom/Wesker)is a pretty solid team all around. I strongly recommend going with the beam for Doom if you’re having trouble getting in with Thor, but the missiles certainly do have their advantages as well. But yeah, definitely keep the beam. That’ll help tremendously. Make sure you really know your Doom, too. He’s sort of a wonky character to get into, but the pay off is great. As for Wesker, the low gun shot does work great for unblockables, and Thor can do some real crazy stuff with an OTG assist. Plus, if worse comes to worst, you can always go Dark Level 4 X-factor Wesker to clean up anything Thor or Doom may have left behind. That team should work exceptionally well.

i think both the beam and HM are great assists so go with whichever you like more. Personally i think HM is much better for thor, its a good combo extender if you know how to use it, works as a lockdown for mix ups, and when you throw out HM a lot of players like to turtle until the missiles pass which gives you a chance to land MH (and even if you miss HM will cover you).

But you need to learn how/when to use it otherwise you could get punished.

The one problem with this team, which is the problem I have with my Thor/Frank, is that really lvl4 frank is the point character, and thor is the backup, so if Thor dies before you get frank to lvl4, your team has a much tougher shot. Also you may have to sacrifice kills for frank lvl4, depending on how everything works.

You would probably also want to switch Thor to beam assist so frank has a beam assist backing him up which makes him alot better, most combos still work with mighty spark, it may also open up some new ones.

For Thor specifically VIper OTG works fine as it allows you get another full charge mighty strike and thats all you really need.

In general I think its an okay team as long as your viper is up to snuff and you don’t mind using mighty spark. Still of course supers with a few big issues but eh its not so important that you can’t play it.

Thanks for the input! Doom’s actually my best character and real main, Wesker I’m brand new to. That and HM + Wesker tele is the only reason I was keeping Doom anchor but I think you’re right about Dark Wesker and was considering it. Ya I’m gonna keep experimenting but I’m leaning toward beam. Thanks!

Actually my Doom assist seldom gets punished, I just still really suck with Thor. …like a lot. But I’m learning and I think I’ve found my main team. I’ve always got Wolv/Doom/Wesker to be cheap with if I’m on a losing streak. Ugh, I don’t want to do that anymore…

Thanks for the input. I haven’t had a lot of time to test it out since I’ve been really busy lately, but we’ll see how it goes. I played Viper in Vanilla so it should be alright, and Thor doesn’t seem like that tough a character to get the basics of; I do need to work on my Frank quite a bit, though. In any case, this is going to be a secondary team, so it’s not a big deal if it doesn’t have great synergy.

I think it was mentioned before in the other thread but my team, Thor/Strange/Nova.

Bolts of Balthakk is a perfect assist for Thor. He can literally tri-dash twice from full screen and catch opponents with down H while they’re still in hitstun from the bolts. Also, you can command throw them between the bolts if they’re blocking. A great lockdown assist.

I pair with Centurion Rush from Nova. It hits overhead setting up unblockables for Thor. Also, Nova is also a great anchor.

They’re a perfect fit to me, don’t know if you guys see anything wrong with it.

Thats one of my Thor teams same assists and everything. I am running Thor/Strange/Dormammu and switching assists up depending on characters and the gameplan I will use against them. Eye of agamatto is really good for setting up Mighty strike combos if you can pin an opponent in the air with it but bolts is the best assist for Thor for the reasons you stated and Dorms Black Hole can do the exact same things that the eye can.

I’ve been considering picking up Dr. Strange; he’s going to be an alternate anchor (normally I use arthur). I’m not sure about going without a strong horizontal assist (if I used strange, it would be with eye of agamotto for its combo extending abilities), although I would still have Spidey with web ball…

I’m not so sure about that team. I’m mostly against Strange on anchor because he’s really not an anchor type person at all. Outside of Vishanti/X-factor/Vishanti, he doesn’t have much goin’ for him, and I wouldn’t particularly call Spidey’s Web Ball a strong horizontal assist. It might get the job done, but not very effectively I believe. How about instead of switching out Arthur for Strange, you switch out Spidey. You’d lose the Mighty Punish into Ultimate Web Throw set up, but I think your team would be stronger overall.

I couldn’t drop Spidey, him and Thor are my best (and favorite) characters. I’m also considering Iron Man (repulsar blast), but Strange seemed more suited to the anchor spot… he at least had a teleport :confused:

Edit: I also messed around with Dormammu, but purification isn’t as versatile as EoA or Repulsar Blast… decisions, decisions

Trust me, I feel you on that one one hundred percent. My three favorite characters in the game and comics in general are Thor, Nova, and Spidey, so I know a thing or two about character loyalty.

Anyway, the best thing about Spidey and Thor is that they need the same type of assists to work well. Beam and Lockdown. You can sorta go with one over the other, but you gotta have at least one. Whoever your anchor ends up being needs to have something like that. If you’re looking at Dormammu, I’d say go with Dark Hole for your lock down needs, but Purification is more versatile overall for Thor. Thor and Dormammu work exceptionally well together by the way. If you’re looking at Iron Man, I’d go for Unibeam because it’s a beam and it locks down, but be warned, Iron Man is no easy character to pick up, but when you do, he does well. Plus he makes a halfway decent anchor. I’ve also found Hawkeye to be a good anchor as well. That combined with his Triple arrow does well for both Thor and Spidey. And as much as I detest the giant robot, Sentinel would make your team work well, too. Strange–again, he’s not anchor material at all. His teleport is only good when accompanied by an assist, (as all teleports are by the way), he has no real way of moving around the screen on his own, and his game plan really needs assists to back him up.

yeah Dormammu has great DHC synergy with spiderman as well (maximum spider into stalking flare, hard tag back into spidey and repeat) and I played him for a short time in vanilla, but I haven’t had much luck with his assists. Purification extends combos but doesn’t provide forward protection, so I would probably need Dark hole, but for some reason, I just don’t have good luck with that assist (if it actually hits, it drops the opponent to the ground quite fast). Maybe I will try purification, since i’ve noticed Spidey doesn’t need much help getting in on the opponent in ultimate.

Also, what versatility between thor are purification assist are you referring to? Is there more than just getting the corner OTG to Mighty Strikex2, Mighty Spark, Thornado?

Especially considering Dormammu’s buffs, I wouldn’t mind picking him up again

Edit: forgot to mention that Spidey and Thor have good DHC synergy as well. Mighty Tornado to Maximum Spider, and Maximum Spider to Mighty Thunder (for air MS), or Mighty Tornado (ground MS), then there’s the throw shenanigans

With Dark Hole, I’d recommend hitting the lab to see what you need to do with it. I’d assume while it locks someone down on hit, Spidey could get a Spider Sting on it before it disappears, but I’m not sure. Wouldn’t it be crazy if you got a web throw off of it? I dunno, somethin’, try it out. As for Purification and Thor, mostly it works as a good thing to control the air space that Thor relies on. The corner OTG is also something good, plus it works well as setting up a Mighty Hurricane grab on hit. It sends 'em straight up for you to super jump after.