Alright seriously, does anybody want to do a Thor lobby in the future or something? I can’t level up my Thor properly playing randoms online that don’t know the meaning of the word “combo” or “block”.
im always down. Add me.
I sent you a friend request.
I’ll be down in a week or two. Cramming for finals at the moment.
Yeah, because as of now, my Wesker play is carrying my team by its ass. My Thor went from passable to awful within a day for whatever reason, and my Tron went up from atrocious to just crappy.
Has anyone else noticed you can DHC after the second hit of Thor’s Mighty Punish? I’d suggest that go in the OP because it gives it a lot more damage utility if you can tag something onto the end of it.
Also clarification on mighty tornado? The range is fixed from version to version so there is never any reason to not use H for the damage?
People here probably already know this, but mid-screen air Maximum Wesker DHC Mighty Thunder is hot sex.
Currently rocking (in order) Thor, Hulk, Wesker. I love annihilating the opponent’s first character(s) with air combo XX Mighty Hurricane DHC Gamma Crush. I’m still working on the exact timing of Gamma Crush (second or third-last hit of Hurricane seems to work), but when it hits…oh baby.
Yes I know about that Phantom Dance DHC Mighty Thunder looks at my sig. With that, I can kill a point character for free within two combos at the start of a match.
this may come off as a stupid question but Thor’s normals dont seem very safe. When do you normallly use them to engage your offense, or is it almost always based off mighty hurricane and, air m.mighty smash.
In my opinion, at least (others may differ greatly), Thor’s normals are actually far more situational than his specials. His specials are actually pretty diverse, with high priority, high damage, and generally a lot of uses in various situations. His normals, on the other hand, you really have to get to know very well and only use in appropriate situations.
What this has meant for me so far (and my playstyle with him is very much still in development) is that I “fish” (re: look for opportunities to attack or defend) with various specials or one of his movement options (e.g. - air dash, back dash, triangle jump, slide, etc.), and then try to employ the “right” normal when an opportunity presents itself. For example, if I’m fishing for a hit with a Mighty Strike or something, and I get one on the ground, I may opt for either his cr.H into S for damage, or his cr.M if I’m not entirely sure I got the hit and want a multi-hitting follow-up for hit-confirm before I try to launch into a full combo. If I have my opponent scared into blocking, I might start poking with j.L or cr.L to either start a combo or tick a throw.
The flipside, of course, is that you’ve got to know the weaknesses of his normals. If you try to use one and screw it up, it’s easy (too easy, IMO) to get punished, so you’d better know how to cover it. Whether that means a special, an assist, a super (Mighty Punish catches a surprising number of people trying to counter-attack), or even a DHC is case-specific.
Basically, Thor’s normals are important because they do stupid damage (for normals, anyway) and lead into his best combos, but they’re probably the most risky part of his whole arsenal.
I have been practicing my Mighty strikes, the M version has good potential I think, cause they try to punish they think you missed then come come down on there head with the air M version then do preferred combo of choice, you can also do this then use the H version to come down on there head, since Mighty Strike has such high priority it will beat out most AA.
Can anyone rate Thor’s assists in order from best to worst based on your experience? I’m having a hard time picking which assist to use…
Just go with Mighty Smash unless you use a character that relies heavily on ground bounces.
I’d rate them like this (and I know others have differing opinions): (1)Mighty Spark, (2)Mighty Smash, (3)Mighty Strike.
Strike, while useful as a high-priority anti-air, comes out a bit slowly, and its range isn’t the best. That said, if you’ve got Thor on your team, and you need an anti-air for another character, it’s certainly not bad for that purpose, just not the best AAA or the best of his assists.
Smash, on the other hand, is great for a lot of things. It comes out pretty quickly, hits on the way up and on the way down, and ground bounces, opening a lot of combo opportunities and acting as decent (though not the best) GTFO assist. Good as a combo extender or for anyone who doesn’t have a good way to ground bounce on their own. Also good for a bit of a surprise factor (for some reason, the arc and timing seems to catch people off-guard). On the flip side, Thor literally propels himself out into the middle of the playing field, he’s not invincible, and he stays out there for a long time, so if you use this one, be sure it’s with a character who can cover his ass.
Spark is my favorite, though I know a lot of people really like Smash. My preference for Spark primarily because it’s just such an awesome projectile. It has quite high priority (among the highest in the game, I believe), beats out lots of stuff, does good damage, comes out fairly quickly, and holds the opponent in place on hit if you want to follow up. The height and “charge-up” animation at the beginning mean it can kind of work as ghetto anti-air in some situations, too.
All in all, Thor’s assists are pretty rounded. It’s more important to know what your team needs. I generally like Spark because not only is it a rockin’ projectile (and every team is helped by those), but the teams I tend to play in particular can often make use of it.
Mighty Spark IMO is Thor’s best assist. With Wesker I can use it for a combo that does 1,028,000 a (level 3 hyper needed, no XFC though). Not many other assists I have found can help me extend into the level 3 but Thor’s does.
Yeah which is why thor can’t play with deadpool : (
I was going to use him for dhc trick but deadpool uses all the groundbounces. Thor as a character has a nice groundbounce move and is most helpful on a team that doesn’t have access to self ground bounces.
Basically Thors only assist worth using is mighty smash in most cases there are probably some other cases but might smash is the way to go.
As for pairing assists with thor, things he benefits from the most in my mind go in this order
Space control == Lockdown (these are the best for thor some do it really well at one thing, like chun legs, or a good beam assist) others cover both jobs okay, like dormammu dark hole)
Get Off Me Assist (Thor can have some people making space for himself when cornered, the assist that shines most here is tron, follow’d by the only other one worth mentioning which is haggar, both are good, but thor is slow and haggar is slow, so you don’t need both, honorable mention to doom missiles, as these cna work sorta as preemptive get off me and sorta space control lockdown, very not standard version of all three assists)
Low hit/OTG (Plenty of assists do both, so don’t settle for an assist that just does one I prefer wesker, but pretty much any low hitting otg will do better. I forget if x23 ankle slicer hits low but this is probably second best after wesker in my mind, little less versatile and easy to setup, but you get access to damage reset glitch!)
As long as we’re on the topic, I’ve only just started playing with it, but I’m really starting to think Thor can make good things happen with the use of Chris’s mine/grenade assist. The space it controls is convenient for Thor when he’s trying to get in, and it makes your opponent have to guess when to block a lot, which is good for landing Hurricane mix-ups. It can also sort of be used as a GTFO option if your anticipation is good (or your opponent is predictable, which a lot of rushdowners are). Just something to experiment with if you feel inclined.
I’m actually using Mighty Spark alot more now. I was 100% Mighty Smash for a few weeks, but I’m liking the spark for projectile wars. I play Hulk & Arthur, and both get a very nice benefit to their projectile games with Mighty Spark assist. Even though it’s a slower assist, it can still help them win projectile wars because of it’s priority. Hell, it’s damn near overkill with Arthur.
I’m kinda meh on Mighty Smash these days.
Ive been running Thor/Wesker/Hulk, and I too was using Mighty Smash (which I mainly used to extend combos for Wesker, didn’t do much for Hulk though). I made the switch to Mighty Spark and I have to say, I’m actually surprised at how useful it is. Particularly pairing it with Hulk’s Gamma Wave. Just a wall of ultra tough projectile. If they don’t jump it, or if it catches an assist, it hurts pretty damn bad. Thor’s bolt and Gamma Wave running along the ground also just looks damn cool. Still working on finding a way to extend combos/assist Wesker, but I’m sure there is something.
Also, I know it’s already been mentioned, and I’m sure people already know this, but Mighty Strike is seriously underestimated by the players I’ve faced at large, particularly the Air m.Mighty Strike. Beats out Repulsor Blast/Photon Array, sets them up for a launcher, and the angle is really quite good along with the large hitbox on it. I’ve been using it hardcore for mobility and it’s done a ton to improve my game with Thor. It really seems that Thor relies on his specials/tridash for mobility, and between Tri-dashes/Mighty Strikes, you can seriously get into an unsuspecting opponent’s face.
Sorry, just had to share that. Had a really good run tonight!
Same, I have been using M. Strike as much as possible also getting used to doing it twice really catches people off guard, I have been running in this order Thor/ Hulk (Gamma Charge anti air)/ Deadpool (katanarama) I like Hulks assist cause it beats out most rushdown mofo’s who want to go gunho at Thor, once you hit them a few times they will approach you a little slower then you can start to use the M.Hurricane. I have Deadpools assist to help hulks combos.