FEEL HEAVEN'S WRATH: Thor Thread Reloaded

I’m also having Thor get rushed the fuck down and having trouble getting in :confused:

Sure:

  1. Might Smash :dp::atk::
    -:l: 12 frames startup; 28 frames recovery; -4 frames on block
    -:m: 12 frames startup; 33 frames recovery; -9 frames on block
    -:h: 13 to 38 frames startup (depending on whether you charge it by holding H); 13 to 9 frames recovery; +9 to +8 frames on block

  2. Mighty Hurricane :hcb::atk:
    -:l: 5 frames startup (which is faster than any normal he has); 40 frames recovery
    -:m: 3 frames startup; 42 frames recovery
    -:h: 1 frame startup; 43 frames recovery

Random notes from guide:

-It suggests using the :h: version of Mighty Smash to hop over projectiles. This version gives +frames on block (as mentioned above) and also covers about 3/4ths of the screen.
-Mighty Strike (:rdp::atk:) nullifies projectiles during it’s active frames (when Thor is propelling himself forward and glowing yellow). the air versions of this attack have much better recovery than the ground versions. The guide says to Tiger Knee his :l: version when on the ground when you need to get in. Surprisingly, the guide also mentions that his Mighty Strike will beat pillar projectiles (i.e. Dante’s Jam Session) as well.
-The Mighty Hurricane throw has different grab ranges depending on the button used. :l: has the most range and the least damage, while :h: has the least range and the most damage.
-Thor’s jumping :l: his fastest normal at 6 frames. They suggest using it for his tri jump, and it can also cross up.
-Thor can use his standing :h: for his kara grab as well. It’s MUCH easier (for me) than using his d+H, although the range isn’t as good. It’s still better than the default grab range though.

Yo, thanks for this.

awesome, thanks bro. surprised to see H mighty smash give that much frame adv.

I suggest buying the guide asap, it’s the best fighting guide ever dropped.

No joke.

Quick question, how do you pull off the Heavy into kara grab with Thor?

down h, then do the command grab.

IDK its its been mentioned yet but a way to alleviate thors mobility is to triangle jump and then at the end of the airdash to a L. it hits overhead and he recovers instantly.

What’s the frame data on Mighty Smash if you don’t charge it.

Sad to say but my Thor is trash. I’ll be lucky to land a single hit with the guy on point and I get rushed for free. I had more success using his Mighty Smash as an assist than anything else.

Can someone help me with d+H kara throw? Which version should I be using? I’ve been trying to do f, df, d+H, db, b+M, but the throw just won’t come out. Does it have to be really really fast?

Can anyone advise me on Thor’s mission 10? I’ve watched the vid of it, and it FEELS like I’m doing it perfectly, but the last Mighty Smash OTG doesn’t seem to combo in, no matter how fast I input it or how careful I am about the charge time.

Yah that’s me too dude. I’m playing she hulk / thor / hulk which definitely isn’t an ideal team for him, cause it looks like he REALLY needs a lockdown assist. I’m doing decent enough with the two hulks, but my Thor is sucking it up. He’s really only proving his worth in DHCs right now. I’m not gonna give up on him, but this shit is work.

I been using his command grab more with some good results. Guys remember that his :h: command grab is 1 frame for both the air and ground versions. I was having the damnedest time trying to beat people air to air with his normals, but I recently started using his H command grab instead. Reallllyyy good in air to air. I’d say it’s his best option from what I’ve seen so far. Don’t sleep on that shit! Still though I’m getting rushed down for free. The frame data on his normals is really sad. crouching L is -9 frames on hit. :lol:

I’m having more success zoning with him than actually rushing down. L mighty spark plus another projectile assist (I use Hulk Gamma Wave) is pretty decent.

Dunno how you Thor players are doing it but damn… after messing about with him in training and messing about I played a friend who runs Chun/Storm/Sentinel.

I do not for the life of me know how you guys cope. He is so slooooooooooooow. It feels like it takes his normals 59482 years to come out when up against characters like Chun. I did better against Sent and Storm, but Chun just fucking steam-rolled me. No amount of pushblocking or zoning attempts could keep the bitch out of my grill. Had to run back to my original team to start winning games.

I hope this guy has some juice hidden in his cooler somewhere though… the god of Thunder can’t be ass by default.

The opposite, it’s much slower than you would think to kara a move. Try it really slow, down + H (wait a frame or 2) then hcb + H. Same with his s.H kara into Hurricane.

Thor is almost impossible to play. I cant land a command throw for the life of me, and rush down character eats him alive with no fear of being grabbed.

granted once he hits its 50% or more, but sent hulk and others can do it so much easier than him. A 6 frame crouching light attack kills him and the range on the command grab while good isn’t good enough to punish the end of block string. And the 5 frame startup on the weak makes it all but useless…

=(

hopefully i just need more time with him but as of now its not looking good.

Everything you outlined there is pretty much why I’ve relegated him to the bench for now.

yea i’ve been thinking to train myself to mash his cmd throw in more situations. its hard because the pace of the game is so frenetic, especially against much faster characters like wolvie, x23, etc. also something that i had originally been doing was c.l, c.m xx normal b&b. the idea behind c.m (before if found out c.h did a shitton more damage), was for hit confirm potential. they block, H.mighty smash. hit, M.mighty smash into launch. now knowing the frame data on M.mighty smash, it seems like c.m hit confirm becomes more viable. but then again, people might be able to hit confirm the triangle jump.l, which renders everything i wrote moot lol.

Few things I’ve found useful:

  • Thor definitely needs a lockdown or space-filling assist. So far, Dorm’s Dark Hole and Ammy’s Cold Stars have been the best for me. If you learn the spacing of his moves, you can sort of play in between that space and his airdash range pretty safely.

  • His high/low game is actually not bad at all. His “instant” overhead kinda messes people up for some reason, and his cr.M and (to a lesser extent) cr.H are easy enough to hit-confirm for extending the combo.

** - This is a big one, so I’m gonna bold it since I haven’t seen anyone else talking about it. Thor’s ground forward dash is obviously ass, but his ground back dash is pretty nice. It moves fast, pretty far, and just the right space to still keep him in hitting range of a rushing opponent. But the important thing I found is that you can buffer his back dash into the motion for Mighty Strike, meaning you can dash just out of range of a rushdown only to immediately torpedo back in for an easy hit confirm to big damage. Even better, you can slide from the back dash into a backward jump that keeps some of your moment, and buffer that into a tiger knee’d Mighty Strike for more shenanigans. And if you wanna go one step further, you can back dash, slide into back jump, into back or forward air dash and THEN into Mighty Strike (which goes through projectiles) and even charge the Mighty Strike for still more craziness.**

I highly recommend people play around with that last bit. It really screws with people’s timing in the little time I’ve messed with it so far. I’m calling it the “Mighty Feint.” :smiley:

Okay, I was about to give up on Thor for being to slow, then this got me motivated to try him out again. Some real nice stuff here.

After testing this out I’ve found a couple of options with this that I really like.

  1. By using his S very quickly after the dash you can cancel early at the max range of his launcher which is actually a pretty good size now that I look at it. This lets you get out of some shorter range attacks and counter with an air combo/reset.

  2. The mighty strike option you mention is pretty good, but a little on the slow side. Still I think it could be a good way for him to get in in some situations. I’ve been looking for an easy combo off of air strike to get me out in bad situations. Backdash-> Strike->Tornado->DHC seems like his best option right now for a safe DHC to a partner when you need to get him out. I’m using him with Storm and Sent right now and Tornado to Hail Storm works pretty good.

  3. Probably the biggest thing I found is that you can use you c.H off the backdash to quickly get out, then back in. By Kara canceling into the command throw you get a pretty stylish looking effect where you backdash out, then back in and grab. Looks like it could solve a few problems for him, but it will take some time to see just what can be done with it. I’ll definatly be testing this out a lot soon.

Wow. Good additions to the strategy. I’ll work on those, too. The launcher idea is nifty and might work even better with his cr.H which has even better range and can still be canceled into launcher. The kara cancel idea is wicked, but is going to take a lot of practice. Still, a couple months of practice to get it down as muscle memory could make Thor a beast.

I agree the Mighty Strike option is a little slow, but if you haven’t, you really should test out the damned thing’s priority. It beats out stuff it has no business beating out. As I said, it goes through projectiles, and I’ve even knocked Dante right out of his Jam Session assist. Plus you can mess with charging it to throw off timing, and you can pretty much bet that when you back dash out of your opponent’s way they’re going to try and either pursue or toss out a ranged move, which is sort of like setting out a Mighty Strike “landing strip.”

A little more theorycraft which I’ll test tomorrow:

  1. The ground version of “Mighty Feint” can probably be canceled into Mighty Smash with a little practice, which could mess a lot of people up.

  2. Mighty Strike has so many angles that there are probably almost limitless options. One I’m thinking of is to feint back and up, then air dash forward (or up-forward) and do either diagonal or even straight down Mighty Strike (depending on where your opponent goes) for some screwy crossups.

  3. You could probably mix this stuff in with some of Thor’s better normals, since the little extra window of time makes room for their startup, making for interesting high/low stuff.

  4. You already mentioned about the Mighty Hurricane, but I’m thinking once you get your opponent a bit jumpy and insecure about where you’ll be while he’s trying to rush you down, you can probably rebound in without throwing an attack and just point-blank Hurricane them while they block.

Maybe it should be “Mighty Rebound” instead, eh? Or “Mighty Rubber Band?” :smiley: