FEEL HEAVEN'S WRATH: Thor Thread Reloaded

The kara is Tricky. You have to be very deliberate with the Mighty Hurricane. No shortcuts like SSF4 : (
Its very slow for a kara. The hard part is moving from the down position (Cr.H) to the half circle back. Its really easy to miss that forward input.

Try starting your Cr.H at down forward, then slide to forward to begin the throw motion. (half circle back)

or if you played charge characters in SSF4…
input Cr.H with down back to forward to begin the throw motion.

Thats sick!! Launchers are usually -double digits gonna try that.

Just looked through most of the cast and it seems -6 puts him about right in the middle compared to the rest of the cast launchers on block. But taking into consideration the rang I think it make it one of the better launchers in the game. Like I said before don’t abuse it but throwing it out every now and then will sometimes catch the opponent by surprise. Know the spacing.

Thanks will give it a try tonight, I never played charge characters (curses me).

I don’t know if this has been mentioned before or not, if so I’m sorry for wasting time. Anywho, when Thor uses Mighty Spark H he creates a little bubble of electricity that seems to charge until it fires. I noticed you could cancel the charge with Mighty Speech or whatever it is (Down Down H). The ball stays where it is and fires after a few seconds while you keep talking that craziness. Don’t know how useful that is but there you have it.

That’s very interesting. It could set up ways to keep yourself better protected during Mighty Speech, especially if you call in an assist right before the Spark.

Nice gonna try that

I think I might have found something useful:

[media=youtube]MkxJ6phbNjQ[/media]

When you air dash forwards and quickly hit a normal move (triangle jump) it sends you quite a ways forward while letting you attack in the process. It seems like the most useful part of this is for his tornado throw as it is a super quick way to get in and get ahold of your opponent. If you combine this with his kara (which is demonstrated in the video) you can get some pretty insane range on it.

Good for a quick attack with his Tornado Throw, Kara TT, or Hyper Throw

Edit: I have been very successful using this in matches using it to set up the l. TT

Anyone been trying out L mighty spark into magic combo? Even using L mighty spark as bait for small characters to dash under the beam, and go into Thor’s cr.H into kara has been working out.

Anyone have any good assist types? Spencer for an assist type works well for thor IMO. Spencer helps thor with his resets from what I’ve been working with.

Go in flight mode, airdash upforward while in flight, and then quickly press C and you will fly across the screen. You’re welcome

Doh I been meaning to post something like this, but I kept forgetting.

Also try buffering his grab super after L Mighty Spark for characters who dash under the spark. They’ll dash right into his super grab. Good for a few laughs :rofl:

Is Thor’s Mighty Punish a 0 frame grab? Can it be jumped right after the flash?

Good. Fucking. Shit.

I was using st.medium cancelled into launcher today. St.medium has pretty good range on it and can increase total damage.

Ok, guys, think I got a big one for you here. I think it’s fully possible to do Mighty Hurricane resets mid-screen, and to do them CONSISTENTLY. Now, it takes some major practice to get a good feel for the spacing and timing, but I’ve only been working on it a little bit and I can feel it coming along. I’ll number the steps for ease of understanding.

  1. Start an air-combo. The specifics don’t matter. I use launcher into sj.M, sj.M, sj.H.

  2. If you’re using the combo above, end with a L or M Mighty Strike. Which one you use will mostly depend on the spacing between you and the opponent, and the size of the other character, things you’ll have to get used to and eyeball on the fly. In general, I find the L version to work best mid-screen, and the M version to work best in the corner, though not always.

  3. Next: STOP the combo. As in stop pressing buttons for a split second. The Mighty Strike will put them into a forced reset condition when you don’t follow up, so you can do one of the following three things depending on the situation (all work consistently in my testing thus far):

3a. If they reset BACK or NEUTRAL in MID-SCREEN space, you air dash up-forward and do a Mighty Hurricane H (the speed is necessary to keep them from falling away). As most people in that situation are going to be holding back instinctively to get out of the situation or block in case you drop the combo or DO try to follow-up, the majority will reset backward, meaning you’re most likely to catch them this way.

3b. If they reset BACK or NEUTRAL in the CORNER, you air dash straight up and do a Mighty Hurricane H (the speed makes it more consistent).

3c. If they reset FORWARD (mid-screen or corner), you air dash up-back and do a Mighty Hurricane L (the extra range is necessary because of spacing).

  1. But wait, it gets better! If your opponent starts to figure this out (unlikely to happen against anyone but advanced players) and counters by teching and then mashing jab or something to hit you out of your air dash, you can actually do a L or M Mighty Spark instead of air dashing, which will hit them and force ANOTHER reset state. And since Mighty Spark totally halts your air movement, you can actually THEN air dash into Mighty Hurricane.

  2. And still better, because of Thor’s floaty air movement and long air dash, you actually HAVE to pause and fall slightly (except for the Mighty Spark option) for this to connect consistently, and it’s just enough time to get a clue as to which way they’re teching.

So, hows the progression coming along? Leaving my Thor to be 1st on the team means I’m getting a lot of play time with him (consequently my X-23 is sorta getting neglected, I can feel she’s the week link almost now on my team), and now he’s really come along for me. Not so much in my combo efficiency, I’m still a bit rubbish sometimes, but more in my spacing/zoning/what moves I can beat with what/and generally knowing how to open them up

Feels real good man.

Ogrim good shit. I’ll practice it next time I play.

Chef I dunno what to say about my Thor. I still drop his basic air series like crazy. So much so that I now just do M,M,S in the air or M,M,Mighty Strike xx super. It’s waaayyy more consistent that throwing the H in there. Oddly enough I don’t go for many resets with him unless the opponent is in the corner. I always go for max damage. His basic combos do so much damage that I rather kill the opponent than rely on some mixup.

Random thoughts/observations:

-I still have his jumping H whiff A LOT against crouching characters. I really need to cut down the use of this attack. Since it remains active for so long the opponent has plenty of time to react to it. I’m getting really sick of having it whiff against people spamming crouching A’s–especially the smaller characters.
-The M version of air mighty strike is great against grounded foes. It gives Thor big frame advantage on block (the guide says +13 and I tend to believe it although I haven’t tested for sure).
-I find myself jumping whole lot with him. His ground normals are so slow and unsafe that I feel that I can only mount offense from the air. If I get someone corner I continually jump with normals (either H or S) over and over again. It looks dumb and scrubby but it seriously feels like the only way I can get someone to stop mashing attacks to beat my shit on the ground. I eventually empty jump into Mighty Hurricane.
-I guess the big issue I have is trying to discourage the opponent from mashing, as mentioned. That’s what kills me the most when I get up close. It’s especially bad against characters like X-23 and Wolverine.
-I still think Thor has a very solid zoning game when paired with the right projectile assist. I very much think he needs to get as much ranged damage as possible against the fast pixie characters before they get in (which they will eventually).
-Lariat assist is awesome

Right now my Thor-based team is Thor / Haggar / Arthur

Bronzefist, one little strat to try to beat mashing: Don’t feel like Thor HAS to be right up in his opponent’s grill looking for a mistake. Yes, that’s the ideal place for him, but as you said, his normals are really tough to use reliably. Instead, play a short-range spacing game with his Mighty Strikes/Smashes and assists. They have super high priority, and if push-blocked can just be repeated to get right back in. And when they do hit, you can either continue into a combo, or (and I find this often to be the better approach) let the opponent reset from the hit and then get a Mighty Hurricane on them as soon as they do (air or ground). You can do this mid-screen or corner with the right spacing, and it only takes one or two at most to wipe out a character. I’m finding that the more I practice, the easier this becomes–especially with H Mighty Hurricane, since it’s a 1-frame move.

As an aside, people are really sleeping on H Mighty Hurricane in general. Yeah, the range is ass, but the speed is soooo useful. There have been so many times I’ve been stuck in a block string and managed to squeeze out an H-MH, or been doing one of my own block strings and just paused a split second into grab. Basically, if you can get the timing down (which I haven’t completely, yet), it starts getting really easy to land the thing as a reflex any time you make physical contact with the opponent, just because 1 frame is such a short period of time.

I really suggest incorporating his TJS ([media=youtube]MkxJ6phbNjQ[/media]) into your game. It is a great way to close ground quickly and catch a foe with a L Mighty Hurricane.

I also like to use it when I see what way opponents come out of hit stun mid screen and follow pursue them with the TJS. They get caught by surprise because you catch them so fast.

^^^
That’s definitely true. I’m still working on mastering the kara cancel, but it’s a great (if somewhat challenging) technique that is essential to Thor’s game.

Another little fun tactic I’ve recently discovered and been putting to use is to combine Thor with Doom’s Hidden Missiles assist. Now, obviously that’s a great assist for any character, but Thor has a special synergy with it. First of all, he can completely cover that assist’s vulnerable frames to everything except hypers with a Mighty Spark. I find M Mighty Spark the best mix of speed and power, but all 3 versions have their uses at different times. But what’s great is that the timing is just perfect to call Hidden Missiles, cover it with a Mighty Spark, and then use the Triangle Jump Slide (with or without the kara cancel at the end) and connect with an opponent sitting across the screen (anywhere from 2/3 to full screen depending on which Spark you used).

What this does is create a fantastic time mixup, because your opponent knows those missiles are coming (or if they don’t, they’ll just get hit), and has to figure out if they have time to hit you safely in some way before they arrive, or if they have to block first and then try to hit you after. This is made even worse if you mix up which Mighty Spark you use, since that extra time totally changes the delay period between you sliding in and the missiles hitting. For example, if one time you do an H Spark, then the missiles will hit very quickly after you slide in. If the next time you do an L Spark, there will be a much longer “gap” period between the end of your slide and the arrival of the missiles. Obviously, M is right in between.

If they try to hit you before the missiles, you can block or whatever, and they’ll probably get hit and be open to anything you want. If they wait and block, you can literally walk right up to them, and once you learn the timing of the block stun on the missiles, you can time an H Mighty Hurricane to grab them the very frame it ends. If they learn to try to jump away, of course, you can do an air or air-dashed Hurricane, as well, or just a Mighty Smash or something. Where the strength of the Spark becomes fun, is that if you get them used to blocking the missiles shortly after your slide (with M or H Spark), you can instead do an L Spark and then slide in and throw them BEFORE the missiles arrive and while they’re trying to block. And if they get wise to this and try to pull something that will beat the Hurricane (if they even have such a thing), you can do Mighty Punish instead and they’re boned.

Try this, guys. It really screws with people if you’re patient enough to make it work.

His trijump cancelling ability is really nice, and like you say something that is crucial in making your opponent scared to hit buttons.

I start by conditioning the opponent. Tri-jump into his air light, then go for a block string like into cr.:L: cr.:m: (I presume my opponent will block this, assuming I’m playing with someone decent and haven’t snuck in some sneaky assists… if I do connect, then heck I’m comboing for damage). Then I do it maybe once more to reinforce things…

THEN comes the fun of doing things like empty tri-dash into command throw or tridash with j.:L:, then instantly Mighty Hurricane.

As for his tridash into kara-Mighty Hurricane (and even kara-Mighty hurricane), I’d just like to point out something that I’ve seem to come across. Usually, the characters that are in this type of range are ones that want to play a keep away game/projectile spamming game. Close range characters don’t stay in this range for long, and come in with attacks. As such, I feel slightly uncomfortable chucking it out sometimes, as I eat projectiles to my face or get hit with early quick attacks from the close range characters during the start-up. I need to somehow condition my opponents at mid range to fall for the kara-mighty Hurricane set ups, but I’m not exactly sure how, perhaps more kara-mighty smashes to get them to block.

Double edit: Found some frame stuff about mighty smash on page 14 of this thread… Looks the light version is -4, medium is -9, but heavy is +8 or +9. Seems strange but if thats what the guide says, that’s what the guide says.

EDIT: I’d like to point out to people that tri-jump cancelling and kara-Mighty Hurricane are not technically hard to pull off, but what is difficult is known how to properly use these in a match. So remember, even if you get these down in training, using them in a match is a whole different ball game. BUT KEEP AT IT. You will only get better by messing up 100 times until you figure out what works. Thor isn’t super easy to learn, but stick at it people!

Yea his TJS is best utilized to set up just his L Mighty Hurricane. Using it to with his kara really doesn’t have much use because as you said when they are that far away they will more than like be using projectiles or they will be moving somewhat… they won’t just be sitting there that far away holding down back.

I have used his TJS > l. Might Hurrican on bad tag ins when I am a little too far out of range to punish with a hard hitting combo up close.

Both posts above speak a lot of truth. One good way to get into the Hurricane on actively defending opponents is with a slower, multi-hitting assist, as in the example I gave above with Doom’s Hidden Missiles (which, so far, I have found to be the best option available to Thor). It keeps the opponent in-place on block, giving you just a little bit of time to position Thor for a throw. And if you learn the block-stun timing on whatever assist you use, a 1-frame H Mighty Hurricane can catch a surprising number of people coming out of block stun from the assist.