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

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min 10:40

“dr doom cant make comebacks”

lolno

Okay, and? I’ve also seen Chun-Li make a reverse OCV with no X-Factor against a team of full health characters, she must be a great comeback character then.

comparing dr doom with chunli as anchor… dr doom is a top10 anchor and a great point character, he is just not a derp anchor with tracking teleports like vergil, strider or dark phoenix. This is but one of many solo dr doom vs 3 characters comebacks that chrisg (and fchamp) do with this character on a daily basis. His options once he make you block a j.M are scary, his options when you are in the corner are scary, he can keep leads and halt other dark characters with or without XF solo (doom doesnt really need assists cause his neutral game is very solid), he will kill you from any hitconfirm. Having 3 great assists that improve virtually any team is just one of his selling points. Why are always the thor players the most clueless? :frowning:

If Bolts is Thor’s favorite assist, what’s his favorite DHC? I’ve only experimented with him for a few days but I like state changes and hail thus far quite a lot. What do all of you recommend for Thor to DHC from and to?

So you’re using the two best players in the game as proof as to why he’s such a great comeback character…good logic there.

I will say it again though, anchor ability should NEVER be a bullet point as to why you add a character to a team.

But hey, if I’m so clueless just say the word and I’ll just bitch out from posting like you did when you were having a hissy fit.

I’m gonna try em both out. I’ve been wanting to learn Vergil anyway just because of how cheap and all-purpose he is. I assume you’d use Rapid Slash assist?

Hmm…what do you guys think about Liberation assist with Thor/Dorm/Doom? I was playing around with it and found that if you do Tornado/Mighty Punish xx DHC into Stalking Flare, you have time to charge 2-3 spells and tag Thor back in. It’s not overly useful as an assist since its a one-off, but you now get Stalking Flare in team hyper which, depending on who you’re fighting, can be a way to get in. Also, If I ever decide to run Doom second, he’ll get a lot more mileage out of Liberation than he would Hole or Purification. And while those are very good assists for Thor, missiles is pretty much both of those combined but better since they track, meaning a much better lockdown and SSS ender anywhere on screen.

bolts is his favorite assist at fullscreen/midscreen distance, but coldstar and log trap are better and more safe when he is close.
DHCs, the Strange ones (mighty punish > vishanti or raggador is indeed a mighty punish for anything, and DHC from mighty tornado to raggador allow fof loops that kill 1200k characters starting from an air mighty hurricane), but anyone of his bfs tbh. Raccoon has the trap for buying time as a dhc out or for combo extensions, dormammu has stalking flare and chaotic flame, vergil has swords, morrigan has astral vision for soul drain combo extensions or as a dhc out after of a spark L > mighty punish, and her invincible DHC, sentinel also have great DHC

Thor(spark)/Strange(bolts)/Ammy(coldstar), Thor(spark)/Dorm(liberation)/Doom(missiles), Thor(smash)/Vergil(rapid slash) or Morrigan(harmonizer)/Doom(missiles) and Thor(smash)/Raccoon(Pendulum)/Vergil(Rapid Slash) are probably the best teams in the game for Thor. Other team that can be optimized is Thor/great assist/Phoenix since Thor is a great battery and his resets are really hard to avoid

thankyou :coffee:

Thor doom Ammy is as good as Thor strange Ammy IMO. Though it is a different playable for sure

Bolts along with all the other beam and full screen projectile assists are his favorites. He can make use out of all of them exceptionally well when it comes to pressure up close, and full screen zoning. His second favorite assists are the ones that lock down, because they allow for his most damaging combo extensions, and also allows him to play close range footsies with the cast. Iron Man’s Repulsor, Dormammu’s Dark Hole, Ammy’s Cold Star, Dante’s Jam Session, they all give Thor the breathing room he needs, and it’s because of these assists that allow Thor to properly compete against the top tiers of the cast. Oh, and Missiles is a great assist for Thor to have as well.

As for DHC’s typically anything that takes advantage of the soft knock down after a Mighty Tornado done in the air is great. Dormammu’s Stalker Flare allows him to get 3 full charges, a teleport into an air :s: hard knockdown, and a spell release. Strange’s Seven Rings allow for a combo into a Palm Loop. Rocky’s Spring hyper allows Thor to hard tag back in, have the opponent get boing’d, and allow Thor to end the combo with an SSS ender. Frank can get some pictures after a DHC into it.

Then there’s the Mighty Punish follow ups. Like you said, state change hypers are really good here, because you’re taking advantage of the DHC Glitch like nature of the hyper by getting a full combo afterwards. That means Arthur, Wolverine, Dante, Vergil, Ammy, Felecia, and whoever else who can work great with it. In fact, they don’t even have to be state change hypers. Doom’s Sphere Flame, if timed right will completely whiff after a Mighty Punish, but the opponent will still hit the floor, and Doom can get an easy pick up into a full combo afterwards.

Then there’s the little matter of DHCing into Thor. Me and Saitsu a while back experimented with some Mighty Punish whiff follow ups. Again, exploiting the DHC glitch like nature of the hyper. These were our findings, and I’m sure there’s a couple we missed. In fact, thanks to Adelheid Stark’s video about using Bionic Arm DHC as a combo starter, I can imagine Thor could get something substantial after that, too. But it probably won’t be anything too much, because his HSD really holds him back in a few places, but with by taking advantage of a few special properties of his moves–like the soft knock down state that Mighty Spark gives if the beam whiffs, and so on, I’m sure there’s something substantial us Thor players can find with it.

That’s a tough question to answer because I wouldn’t say he has a favorite DHC. Instead, I would say that its best to DHC to Thor from any super that causes the opponent to be close to them and is in regular jump height. Also, you would mostly likely be using Mighty Tornado to DHC into for extra damage. To DHC from Thor, I would recommend anything that hits when Thor is doing Mighty Tornado from anywhere on screen because most likely it would be a super that you can also use to DHC into from Mighty Punish.

Also, I think that Hidden Missiles is one of Thor’s favorite assists.

Some of Thors best DHCs come from upgradeable hypers since for me, I can upgrade Arthur then raw tag Thor back whilst they are slow falling if I hit then with an air mighty tornado. This would also help Frank out as well if you wanted Frank on the same team as Thor.

For DHCing into Thor, most of the time for me its always mighty Tornado, but for someone like doctor strange, if you are not in the corner, then Mighty Thunder would be great to DHC into from Stranges spell of vishanti if it hits, if it is blocked, then wiff mighty punish, giving Thor the time to either pressure of retreat. Mighty punish wiff is also fantastic if combined with Shumas Hyper Mystic smash, as the random nature of shumas balls would force the opponent to block more then to try a cross over assist, giving Thor plenty of time to close the gap and between his opponent.

Was playing around with Hulk/Thor and found a very interesting piece of tech that should work well if you have 2 bars. And as far as I can tell it’s completely safe and is nearly inescapable, especially if they’ve never seen it before.

So basically, you forward or up/down (this is safer, but obviously more space dependent) Gamma Charge with Hulk and, when the opponent blocks, cancel into Gamma Quake. This is known to be a fairly safe way to cover Hulk’s GC. What’s interesting is that after Hulk pounds the ground, the opponent recovers from hitstun until the rocks start to come down and they have to block again. You can easily visually confirm the recovery and DHC into Mighty Punish. If they stay on the ground, they get scooped. If they jump, they still have to block the rocks so you’re safe.

But it gets a bit more interesting. If Mighty Punish connects, you can’t XFC, but you can XFC immediately if it whiifs. So when you DHC into Mighty Punish, just mash XF. If you hit with MP, nothing happens. If they jump, you automatically XFC and can TK Mighty Hurricane.

Unless I’m missing something, the only way I can think of to get out of this is to anticipate the MP, hold up and then normal throw when Thor goes for XFC xx TK MH. But chances are next to none that someone does this the first time you go for it. Even so, if you think they will or you don’t wanna waste XF, you can opt not to XFC xx TK MH and you still get a mixup because they have to air grab on anticipation, not reaction. So if you don’t jump, they get hit by rocks (Have to see if Thor can convert off this). If they jump and block, they have to block the rocks, giving you the lock down and, by extension, opens them up for tri jump mixups. Is there any other way to get out of this? Seems powerful.

That setup is not new, i think i referred to it as Thor solo “unblockable” for incoming characters.

  1. grounded mighty strike L
  2. character get in
  3. mighty tornado
  4. tornado concludes, land
  5. grounded mighty hurricane H-M (if the other player use advancing guard for all the tornado, TK hurricane H at once)
  6. XFC
  7. TK Mighty Hurricane L

Characters with invincible stuff beat it, and in the worst scenario Thor will get thrown out of the circle back motion before he complete it. Characters with double jump also can escape this setup. The tornado can be changed for a fly > j.S > land > dash forward for beating advancing guard, but if the other player is smart he will delay the advacing guard making all the setup obsolete. So the setup is basically to put the other player in a situation where he has to guess a ground grab or cr.L, then XFC TK hurricane L, its basically that Mighty Punish > She-hulk anti-air grab hyper DHC setup, but without using She-hulk who is kind of an ass character

This is good shit, the kinda stuff I’m interested in. What’s novel about it is Hulks super is a two part super where the second bit is coming out no matter what, so its something interesting to play with.

I would have have though its probably better leave blowing XF and just try to grab them after the rocks put them in blockstun. Also… IF you mistime the Mighty Punish and it wiffs because they were still in blockstun, do they have enough time to grab you back before the rocks come back down?

I’m presuming hulks initial approach is immune to push block? Obviously you need to be right next to them when you super.

Its also a pretty good way to tag out. Question is whether you can follow up from Mighty Punish.

Unrelated, but I have a fun little set up for setting up a grab or at least rushdown pressure as long as pushblock doesn’t ruin everything. Air series into charged H Smash, M Smash, call Dark hole at the same time as cr. M xx Spark. Basically they out midway but the ball of the spark and Dark Hole keep them suspended in the air. You then go in.

If you actually bothered to read his post you’d see he wasn’t talking about the same thing, sure the xfc part of it is the same, but the addition of hulk rocks falling makes it a different setup. You are so cranky man.

I take it Serp still being an idiot?

EDIT: Also if you backed that up with an anti air DHC grab… good times.

Well, the thing is, you can’t really mistime it. It’s really obvious to see when they come out of hitstun, and even if you can’t visually confirm it, just wait until Hulk pounds the ground on GQ and you’ll always get it. However, I played with it in live matches and it is a bit more spacing dependent than I thought, and sometimes MP would whiff because I’d be too far away after GQ. But they were also too far away to punish anything and I was covered by rocks. So I don’t know if they can grab you if you mistime MP, but that shouldn’t really happen and they definitely can’t punish if you mis-space it.

As I was saying above, it can get a little tricky with the spacing and pushblocking definitely makes it harder, as if you only hit with the tip of Gamma Charge, you could either be too far away or you don’t get the full hitstun and they recover quick enough to punish GQ before Hulk can pound the ground to summon the rocks. But in this instance (which isn’t too hard to visually confirm), you can just opt to DHC immediately into MP and you’ll catch them because they recovered quicker. This is also really easy to see because during the freeze on GQ you can confirm if they’re pressing a button as they have to be mashing on something before the flash or they won’t have time (characters with long range, fast lights may be able to punish on reaction, have to test more). But this is just stuff I’ve noticed from matches. I need to go in training mode and test to see if it’s completely air tight. And this doesn’t really have anything to do with Thor, but if they get too happy with push blocking and then punishing Gamma Charge/Quake, you can always catch them pressing stuff with Gamma Crush.

If you only have 2 bars, you can’t do anything if MP hits. If you have 3 you can DHC into Stalking Flare (or Chaotic Flame for the kill). DHCing into Stalking Flare may give you enough time to charge spells and get the follow up, but I’m not sure. Have to test more. And obviously, if you have 3 meters and a state change character (Zero, Vergil, Wolverine etc) you get ridiculous damage off of this.

And sorry if I post any old or not-that-useful info. I’m still fairly new to Marvel and REALLY new to Thor so whenever I find something I’m excited and wanna get good Thor players’ opinions on whether it’s viable tech or another one of the millions of “that’s cool but you’ll never use it in a match” type things. And there’s just too many pages of stuff to look through to try and see if anything I come with has been discovered before.

EDIT

I’ve been thinking She Hulk or Frank. Frank’s a better character but you have to level him up to utilize his AA hyper. I don’t think there’s anyone else with a lvl 1 air grab.

Spidey’s the only other one.

Didn’t you know? If it’s not Serp Tech it’s obviously useless.

The only idiot here is you for not reading the AAA tech i post for Thor