I looked through the thread and saw a lot of people talking about it, but I couldn’t find how to do it exactly. How do you Kara his throw with crouching :h: , like how fast is the input?
I tried :df::h::d::db::h: and a couple other variations and couldn’t get it at all.
Remember when everyone was scared that everyone would be using Thor, because of the 100% vids that showed up a few days before release? Good times …
I was so hyped to use him and She-Hulk myself, because i love the characters. But man, do i not like how they play. Thor plays like i feel Sentinel SHOULD play. I havent spent much time with the game, and maybe my opinions will change, but it does not look good, which makes me kind of sad.
I usually buffer the c.H into the normal motion. The input isn’t that fast though. It just kind of takes practice to get the timing down. Someone else could probably explain better than I can.
Thor isn’t a character where you are going to be applying great pressure 24/7 like X-23 or other rushdown types. He is going to get beat up a little bit and once you get in YOU HAVE TO MAKE IT HURT. Luckily if you can get in a launcher or Tornado Throw he has the tools to do some massive damage. So yes at first I was frustrated to all hell using him until I accepted the fact that im not going to be able to apply constant pressure all the time. But it has taught me that once I get in I have to make it count which I enjoy. I consider him to be somewhat similar to abel as far as mix ups go if you can get in… obviously Abel has some amazing normals that Thor does not have but the mix up and resets are there.
I feel Thor will never be played by a large chunk of players because he takes time to use correctly. And with a cast that is full of characters that are fairly easy to pick up and get instant results, people will tend to flock to these types. When you begin to use Thor you will lose and lose somewhat consistently. But so far im seeing better results and the better I get with Thor the more satisfied I get.
So I would say just try to be patient and utilize what he has to get in and once you are there don’t let the opponent forget they messed with the protector of the heavens!
So an addendum to my above post about doing multiple Mighty Strikes in the air: I’m finding that it’s pretty useful to call out a longer-lasting assist, then Strike in but cut the Strike just an inch or so short. Then, while they block your assist and expect to have to block your strike, toss out a Mighty Hurricane. Haven’t tested it TOO much, but it seems to work pretty well so far.
Yes you are absolutely right, I also think you have to master his Kara throw such huge range boost and that seems where people like to sit, cause Thor Normals are so bloody slow.
FullMetalRoss thanks for the gameplay vid in the other thread. I’d love to see how you guys are playing Thor because, as I’ve mentioned before, I use A LOT of zoning with him. It’s basically the completely opposite of how I imagined I would originally play him. I just find that his normals are so slow that he doesn’t have a good pressure game or a good GTFO game when someone rushes him down. Granted, he can alleviate some of his weaknesses with the correct assists. Compared to Hulk and Sent, the lack of good super armor really hurts him IMHO. I know he has armor on charged smash and charges strike, but those aren’t nearly as practical as the armor on Hulk and Sent’s normals.
So yea I been zoning my ass of with him, with the occasional bursts of offense.
Does he have armor on H Mighty Smash ? Going to have to use it more against Akuma/Ryu, since they are going non stop hurricane kicks and Thor will get hit out of L and M versions
While he does have solid zoning, I really do feel your goal with him should be to land a tornado throw or any other of his tools that can lead into his launcher. Because once you land his launcher (ESPECIALLY in the corner) it is Thor’s world. 1 successful mix-up/reset can lead to the complete annihilation of a character.
I want to write a much more extensive write up about how I think Thor should really be played right now but I haven’t got the time. I will probably do it later this afternoon/evening. But for now I will just say that his mix ups/resets have too much potential right now to just zone all the time with him.
If your opponent gets wise to your reset in the corner and mashes out of your cmd grab, try this. After the OTG H Mighty Smash, immediately call Haggar Lariat assist. If they block, it sets up a command grab after the blockstun wears off, if they dont block, they eat Lariat into free launcher/Tornado hyper. Either way, you can make opponents very afraid to do anything in the corner after Mighty Smash OTG.
I think they could of also came up with something more cinematic for a level 3, similar to Weapon X,
Thor throws the hammer smashing the opponent , calls it back while in the air, comes down crashing on them with the hammer, would be pretty sick maybe leaving them in a lighting type mess.
I gotta say now that I got the hang of Thor I’m really digging him. Once you get your opponent scared to attack you know you have him. Kara throw pwns.
I too think that Thor has some untapped potential, and I found a few interesting things in training mode. I’ve been reading the posts and alot of people say that Thor has trouble getting in. I’m not disagreeing, but I think Thor has a few answers to keep his offence going. Hopefully not repeating anything.
We’ve all determined that Mighty Strike in the air is a good idea. I think that M mighty strike in the air is exceptionally good. It recovers instantly as you land, so you are at a HUGE Frame Advantage!! 13 Frames!! An eternity in MvC3!
Air M mighty strike -----> into whatever you want ( tri-jump L, delayed command throw, counter hit set-up with H, flight)
It seems pretty good to me.
I know what your going to say…What about advancing guard? Your opponent can just mash out right? Yes your right.
However Air M mighty Strike is a multihit move with big forward momentum. So Thor only is pushed out from the final hit of the move. This move recovers immediately, so you can easily confirm the Advancing Guard and regain your ground with a dash. This is useful. It puts you in range for a kara Mighty Hurricane, or gives you a good opportunity to use your projectile or lockdown assist to reset the situation. This works best in the corner of course, but is possible midscreen if you add a dash before your Kara Mighty Hurricane.
Another way to combat Advancing Guard is to cancel your Guarded normal into Cr.H. It moves you pretty far forward. You can even cancel your Cr.H into flight to threaten with with a Air Mighty Strike.
One last thing…I’ve experimenting with his Mighty Speech move ( down down H ) Since it can cancel most of Thor’s moves. Haven’t
found anything that useful besides cool factor. But one interesting thing is you cancel his mighty spark H for even more frame advantage(just as the ball of lightning appears before Thor). At full screen it might be useful cancelling Mighty Spark H into Mighty Spark L or dashing thru their Advancing Guard.
I’m done hopefully someone can use this, I want to see more Thor and less Sentinel in the future : )
Good post but that last part is wishful thinking. Why use a character that requires thinking when you can just use one that you are able to use in a coma for 80% 1 meter combos?
Can someone with the game test this for me, I was wondering if thor can punish sentinels :s: with a command grab/kara command grab/dash in command grab.
I feel like Thor’s launcher is relatively safe to just throw out if used at a certain distance. It has awesome reach and is only -6 on block which is surprsingly his best frame advantage (or disadvantage) on block. Pretty crazy considering most characters launcher makes them the most unsafe out of all of their normals.
Im not advocating to just throw it out there all the time… but every now and then to try and surprise them can’t hurt. My new motto with Thor is get them up in the air anyway you can.