FEEL HEAVEN'S WRATH: Thor Thread Reloaded

I don’t know what Borjan is talking about. The locals I play with don’t turtle against me at all. They zone me out or work on getting in on me, and results in me taking substantial damage (chip or otherwise) plus having to wait for an opportunity to punish, or get out.

Anybody ever play Thor vs Dante? It’s a mess. It’s not unwinnable, but I have no problem with getting in on Dante, because the opportunity never presents itself. I fare better in that match just by sticking to the air. If I’m on the ground, it’s Blockstring City. I find Thor is the one in that match who has to both chase and run. You gotta be real careful with your approach, cuz Dante can even start something from the ground when you’re in the air. Pushblock is really not enough.

Basically there are times in which you take enough damage as Thor, when you acknowledge that you should tag out, since your other, preferably quicker characters, can have an easier time at getting in. Having Thor on point/on the team wasn’t a waste though. At the very least, Thor was there to tank and to help you figure out the other player’s style for what was shown.

IMHO Thor needs to be in the air for any match. His shit is just too slow on the ground.

There are sometimes parts of a match where you have to accept damage at the cost of getting in. Sometimes when people are getting zoned they are more focused on not getting hit rather than getting in. Sometimes when players are good and are flawless with their zoning you will just have to accept getting hit in order for an oppertunity to strike. Luckily Thor has the most damage in the game now and can do this much better than a lot of characters.

Thor has enough mobility and HP where I don’t really feel like the issue is getting in as much as a lot of people are making it out to be.

Alright, sorry guys, I heard all the requests to get most of these things on the front page, but I was busy being banned.

Since I probably will again, I suggest for NissanZaxima to take over my threads.

Quit getting banned :slight_smile:

Yeah, that’s not happening.

Alright, well it feels we’ll just have to agree to disagree on the ‘up back’ situation, it just feels like I’ll be repeating myself.

But, remember if Thor is losing to rush down at the moment, that still doesn’t invalidate my point that he still loses to up back. We just simply aren’t good enough at blocking at the moment, so the opponent beats us that way.

All in all… he’s still fun though.

Maybe people aren’t understanding what you’re saying. I mean I for one don’t see what (by your logic) ANY character can do against up-back unless they have a teleport or a really fast (Magneto) tridash.

Even then Up back beats Magneto too. Last night on the WNF stream Justin Wong was timing the intervals of Magneto’s crazy tri dash offense so that when he was able to went up back to eliminate the whole high/low mixup Magneto has.

I wasn’t trying to say he Bjoran didn’t have a point because yes Thor does lose to up back. I was trying to simply state that it isn’t Thor specific and that most if not all characters have this problem. The whole bitching and moaning rant was more of just frustration on my part built up from a decent amount of people coming to this board upset they aren’t doing good with Thor and complaining how bad he is. It is like put in a little time and work and if you find it too frustrating then pick a new character. So apologies on my part if I came off a little dick-ish.

Anyways we should be finding/thinking of tactics to beat up back as every other character forum should. Simple solution would be air throw… for Thor command or regular throw. It just shouldn’t get in the way of us finding regular tactics though. Because in a real match someone won’t always hold up back when they should because hey everyone is human and makes mistakes. Plus you take into consideration that a lot of the times you will catch someone trying to initiate offense off guard and it is sort of hard to go into a adaptive defensive mode very quickly. A lot of factors will contribute to them not being able to hold up back in every optimal situation.

Honestly if you fight someone with a very turtely defensive style holding up back a lot keep them honest with throws. If they are seemingly teching everything then during the jump hit them with a jumping L or M and get them with the counter hit. I think that this should be the next thing we figure out is if Thor has any decent air loops for turtely players who air tech a lot to counter that. I have been working a lot with Wesker lately putting Thor on hold but Wesker has a very nasty air loop for people who tech a lot of air throws… it can do anywhere from 400-600K damage depending on the follow up… plus it presents itself with even more mix up oppertunities based off of it.

I wonder if Thor has something that is somewhat similar to this would be interesting to explore. I have been having a lot of fun with the mix up/reset part of this game lately with every character I use. People are so obsessed with combos right now and overlooking mix up and resets it is annoying. People just think about the high damage combos and always assume going for damage is the way to go but they forget about red health (which is huge in this game IMO). So instead of going for 1 high damaging combo where it makes it easy for your opponent to DHC or raw tag out right after… why not go for 1 or 2 solid mix up attempts and just kill them completely before the red health regenerates? I must say ever since I sort of tuned my brain to this approach my play has gotten much better.

I love Marvel 3

Well, I’ve been in training mode for the past week finding a bunch of Thor technology on my own. I’ve never used any of the characters forums for anything, but I popped in here to see what’s up. It seems like a lot of you guys are using bad combos? There’s a Thor bnb I use that does over 600k for no meter and no x-factor, starts on a safe hit confirm/mixup opportunity and ends on a reset that pushes the whole sequence over a million for no meter. There’s a lot of weird stuff thor can do that I don’t see anyone doing. I didn’t want to share anything because I’m afraid that people will start learning how to fight Thor, but I didn’t know about the 2M tick hurricane, which can be useful sometimes. So I figured that I’d give back something of equal value:

Thor’s forward and back throw, as well as all versions of his mighty hurricane, combo into hard tags from the middle of the screen. This way you get a safe tag for no meter without having to run away from people, and your next character starts off with a slight advantage while being on top of the opponent from the get go.

Anyway, it’s cool to see there’s a couple other players pairing Thor with MODOK. I like aerial characters, makes it easier to deal with mix ups.

OK so after my last post I started to try and figure out some basic air loops in the corner to counter people who try and air tech backwards off an OTG move and either try to mash out or tech out of a throw.

So if your opponent has a tendancy to mash H in desperation not to get scooped up in the corner after an OTG (Could be off an assist like Wesker Samurai Edge or simply after a H Mighty Smash after landing). You wait for them to pop out and j. M, j. H, land, j.l, j.l, j.s, land, cr. l., S and they are back up in the air and you get the follow up of your choice. There may be a better loop to go for but this is literally like 15-20 minutes in the lab so it would be great if people could test this further.

When I have more time I will start testing forward/neutral air tech loops to see if this works as well or if something better is out there. As I feel most GOOD players will realize that being in the corner against Thor is a big no-no and will naturally air tech forward.

Well could you possibly share your BnB? Honestly my BnB does about the same damage and what not for about no meter as well. Combos are kind of overrated as everyone should have a pretty solid BnB anyways and should be focusing more on the follow up reset mix up material and not the combo itself… which is the biggest part of Thor’s game after all.

You should share the technology you are finding as well if you don’t see anyone else using it. I bet you aren’t using some things as well that have been discussed here that you could implement into your game as well. That is the beauty of this character forums is we are all discovering and sharing technology with each other to help level up and what not.

Just think about what you are saying. If the problem afflicts every characters, then every character needs to think hard about what they need to do about it. Thor included. Maybe there is an answer, maybe there isn’t. But its a point I raised to stimulate discussion.

Try to not take these boards too serious, its not worth getting worked up for. Like I’ve seen you about SRK saying that there is too much combo talk going on. Don’t worry about it. Let people do their things, and you do yours. There are plenty of players who still want to talk about the interesting stuff.

Alright, that’s your choice of course. But regardless, the people you play against will learn how your Thor works. And they will adapt. And if you plan on playing tournaments or something, a lot of others will see your stuff too. If you are concerned about people knowing how to beat your Thor, then unless you never actually use him, it’s going to happen.

I haven’t actively spent a lot of time training in the lab, I actually haven’t been able to play this game as much as I wanted due to coursework. But I’d always be more than willing to share. In my mind, its inevitable and indeed encouraged for all players to know what all characters are capable of. THEN the real fun begins.

Nissan: The best mini-loop I’ve found with Thor involves a jumping (must be done early in the jump) L, M, H (or S) string. Near as I can tell, it can be repeated twice at most, but if you do it once, it seems to be able to link into a ground combo to launch.

Beard: Mind sharing this combo of yours with us? It’s not a state secret, is it?

Edit: Beaten to the punch twice-over, lol. What might be cool is if we could find an air loop that links into Mighty Strike/Spark (air or ground), so that you could opt to continue the combo or initiate a reset as you felt like it.

Yea I am not going to anymore. I realize that in this new day and age that fancy combos are what people enjoy the most… sort of like highlight reel dunks in the NBA. No one cares about all the solid play and other factors go around in the match they just want to see cool combos. To me, it is just a watered down approach to things if the future is focusing on all combos and not everything else that makes up a fighting game. Finally accepted the fact that I am in the minority in this group and moving on.

Apologies for double-posting, but I wanted to respond to this separately:

This is almost EXACTLY what I’ve been working on. Ever since we found out just how high the damage setting was in this game, I’ve been trying to develop what I call a “boiling frog” strategy. I think most people are familiar with the term, but for those who aren’t: if you place a frog (or other cold-blooded animals who tolerate water) into a pot of boiling water, the frog will panic and jump out immediately. But if you place the frog in a pot of luke-warm water and slowly raise the temperature, the frog’s body temperature will rise right along with it, and it’ll never notice that it’s slowly being boiled alive. I think a similar mentality can be applied to this game.

Whereas in most fighters the damage you go for should be as big as possible as quickly as possible because opportunities to regen health are limited or non-existent, and in MvC2 health bars were so big that it wasn’t much of an issue, in MvC3 switching out for health regen is an important strategy. So if the first combo you land is something you carry all the way to the maximum end point (usually a hyper), you might do 60-70% damage on your opponent and pat yourself on the back. But the truth is that now they’re just looking to switch out, and punishing the switch only leaves you about where you started, and probably having burned one or more meters that didn’t help you that much.

On the other hand, if you get to know your character’s damage potential very well, you can sort of manipulate the opponent’s psychology. For example, if I’m using Thor, I know that I can pretty reliably break 600k damage before I have to DHC or look for a reset (that my opponent can potentially escape). So if I’m fighting an average-health character (let’s say Wolverine, since he’s so bloody common), I know that he has 950k health, so I need him down to about 60% health before I can probably kill him in a way he can’t escape and that doesn’t require me to go to extreme measures (like a triple DHC which may or may not be available to my team).

Now at 60% health, most people aren’t going to be looking to switch out, because they’re not in the “danger zone” yet–or they don’t think they are. So if I know I can do maybe 300-500k damage with a basic, meterless combo, I may elect to use THAT combo on my first opening, and simply try to end it in a way that leaves my opponent in a vulnerable (but not panicked) position for a follow-up. I might even try to let it look like I accidentally dropped my combo, so that he feels confident in trying to get “revenge.” Only NOW, if I play my cards right, I know I can kill off the character in a single combo, but my opponent is actually trying to bring that character TO ME. And if it works, I don’t have to worry about any red-life regen at all, and I’ve conserved my meter for later use.

Anyway, the “Boiling Frog” gambit obviously works for any character, but I think it’s especially useful for bigger-damage characters who can surprise people with sudden bursts of ridiculous damage. Feel free to play with it as you like, but try not to spread around the philosophy too much. We’d hate for the scrubs to get wind of it. :wink:

So are u gonna keep that combo dude?

FUckin thor!

blue hair is ghey … Yeah its my fav too!

By bad combos, I just mean the 5-600k combos that end on air thornado. I mean, there’s no reason I can think of to do that unless you’re gonna kill the guy. I think you should do as much damage as possible while still getting the reset because thor doesn’t get in as easily as magneto or whatever, even with his falcon kicks and canceled dashes. As for my bnb, that’s just the combo I memorise so I can use it in every section of my strategy in some modified form. My actual technology I have is more or less unrelated to being fancy, and more to do with how to beat dormammu/sent or whatever. You should just find a bnb that works for you that you’re comfortable with.

I’m surprised nobody commented on the raw tag combo. Was that known?

Um… I’ll ask again: is this some sort of state secret combo that you’re protecting? Thor’s not exactly Magneto or Zero. He’s only got so many options for a single combo without going for resets.

box dash :h: xx :m:Mighty Strike, :h: xx :m:Mighty Smash, 2:h::s:, :m::m::h::s:, :h:Mighty Smash, :a1:, (reset)Air Hurricane, 2:m: xx :m:Mighty Smash, 2:h::s:, :m::m::h::s:, :h:Mighty Smash, :a1:, reset/thornado/dhc/snap back/whatever.

works on all characters at all screen positions, you can fit a :s: between the jumping hard and air strike against sentinel. You have a ton of options with this series, do what you like. I’m sure you can fit another assist in there somewhere if you have a good one like deadpool or something.

normal version does 579,300 before reset, 616,700 against sentinel. You’re welcome.

Interesting combo. Why the “box dash” to open? Do you charge the otg Smash? Do you always go for ground-only resets, or do you ever use the air ones? Thanks for posting.