That last alt of his reminds me of Beta Ray Bill
yah that’s why I called it a gimmick
I’d sacrifice the two bars if it meant finishing off someone, or even breaking through their defense. You seem to get super meter pretty easy in this game. It’ll definitely be good with the stuff you listed though. Most of the non-hit supers in this game are status effects anyway. Only a few are dedicated to counters or throws.
Honestly, I’m basing a part of my team on that gimmick. xD
My team has Arthur and Thor, and using that I can punish people if they get close to my little spear chucking companion while getting powered up assists.
If only you could refresh the timer of Golden Armor while it’s active, then this strat would be legit. ><
Those kinds of tactics could definitely work, but it’s gonna have to be worth it. Finish off Phoenix before she builds that last half a bar towards L5? Worth it. Storm coming in with low health but a bunch of meter to burn on hail storms? Worth it. Nailing an opponent who’s about to try a hail mary with X-Factor? Totally worth it.
Really interested in playing Thor / Skrull / Sent with Thor as point. He just seems like a really fun character.
Questions, does anyone know if in the air mighty strike is an overhead if TK’ed? That could open many possiblities depending on recovery and it would give people something else to worry about when Thor finally closed in on some one. Best case scenario, TK mighty strike has great recovery and possible meterless opportunties afterword. Worst case scenario, Tk mighty strike gives you time to Hurricane super on hit and go from there.
Edit: Watched the reveal trailer again and one of the first comboes he does has mighty strike hitting off of j.s (e?) so, we know you can combo off of it, but is it an overhead…? [media=youtube]TdvjaavrqXo[/media]
I also wanted to see what his reset capabilities were with the mighty thunder, I was thinking maybe, s.a, b, c x mighty thunder, jump b, c, dash under? If possible also sets up for crazy throw mix up, they get hit when being crossed, they sit and take the throw or you guess the jump and do the air command grab for good damage.
Just food for thought…
Played a good amount of Thor at Fight Club, but mostly She-Hulk was responsible for my wins today. Here’s all I have to report (vids will show up soon):
- You cannot assist during 22C meter-building taunt.
- During flight mode, Thor stays in the air if you do any normal attack and Mighty Spark.
- A whiffed Mighty Punish (63214+2 attacks) can easily be DHC’ed into another super ON WHIFF (I DHC’ed into She-Hulk anti-air super after my opponent jumped).
- Jumping Might Strikes felt like they had more startup.
i think mighty strike can be charged by holding the button down. may explain the longer startup if you’re accidently holding the button
Man thor is gonna be a great character. I love how people underesimate characters before they come out
Thanks for the feedback, any word on super armor on any of his moves? Plus I can see the mighty punish dhc into AA hyper being a viable strategy.
hahahahaha dude I had a gimmick in mind (that I was keeping to myself lol), but it was the exact opposite of that setup. I was thinking about using her AA grab after a block string and then DHCing into Mighty Punish. My hope would be that the opponent waits on the ground when they see her AA super start, and Thor would come in and grab their ass (no homo). I was like–if someone sees her AA super then they won’t jump right? Mighty Punish!!!
lol it’s a gimmick but I don’t give a shit. Gonna be fun. Thanks for the info. Can’t wait for the vids.
That may be the case here. I didn’t see if it hit overhead. We can test that when the game hits the stores.
Not that I could tell. Might Strike had a lot less recovery from the last time I played, so it felt pretty safe. Thor’s ability to take damage well and also have a decent air dash should prove enough to keep last him a while.
I had a few tricks like these myself in TvC with a few of the grappler characters. I like to think of She-Hulk’s AA super as a grounded-only version of TvC Ippatsuman’s AA super (also the same input of 623+2 attacks). She actually travels a good horizontal distance. It’s easier to setup on post-character kills because the opponent always comes out jumping (unlike in TvC).
Yea we been speculating about using her AA super against incoming characters for a while. I think her AA ground grab will work as well if you treat it like a MvC2 style guard break. For example jump at the incoming character with a light attack, and then use the AA grab on him as soon as you land. It might work, but definitely needs to be tested. If it works then Spencer should be able to do it as well.
As for Thor: If Mighty Strike can indeed be charged then I wonder for what purpose? Maybe for super armor, or +frames on block?
I’m still very interested in seeing whether Thor can extend his air combos via flight. My first guess is no, since it looks like his flight has a slower start-up than other characters. However I’d very much appreciate it if someone gets to test. Even if it doesn’t work in that way I imagine that it’ll be great for air resets, especially if the opponent if mashing :s: to get out of an air exchange.
I’m sorry to keep posting this vid everywhere, but I think it has a lot of cool combo potential.
Look at around 8:30 for Thor, resets, kara-cancels galor! Seth managed to pull of a command grab reset off Air Mighty Tornado, plus other cool stuff. Check it out! Now!
Kara-grab off of cr.H will be tight as fuck. And those air-grab corner resets… geez. There is no way that that’s NOT 100% against most of the cast. I just hope Mighty Strike remains a good distance closer in the final game.
Yea vid was awesome. Confirmed some ideas I had. The big question I have now is whether he can do some of that stuff outside of the corner. Notable stuff:
- Air series–>knockdown–>Mighty Smash OTG (opponent resets)–>air to air command grab
- Air series xx Air Tornado super (opponent resets, Thor lands and re-jumps)–>air to air command grab
- Seth say’s 8-way air dash is fast, but people think it’s slow cause they don’t know how to do it yet
- Thor can kara cancel :d::h: sweep into his command grab
Eh, going by vids, I still don’t see his tri-dash being that fast, at least not for pressing mixups. His jumping attacks don’t seem to come out fast enough for it, but maybe I’m wrong. Still, good to have for closing space.
That said, I would like to know if Thor has any crossups with his jumping attacks. It’ll be awesome if that dropkick (j.B?) has a wide enough hitbox that he can tri-jump over you and cross you up.
Those resets were ridiculous. Thor is now officially out of the gutter.
Not to mention, that was Seth playing him with a broken hand. Wonder how he does with a non-broken one.
I think his air dash will be really good with X-factor’s speed boost. Hopefully as good as Iron Man’s normal air dash. However I think j.C will be very good for his normal tri dash.
I think Thor has two different jumping drop kicks–both j.A and j.B. However I wonder how good his J.C will be for crossups as well. It stays out forever but who knows how good the hitbox will be. I really want to mess with it in conjunction with She-Hulk’s topedo assist. I have the silly idea of using Thor’s flight with j.C against a grounded opponent, while calling out her low assist. I wonder how good/bad other normals will be when he’s using flight against grounded people. I’m not expecting him to be Sentinel but I really want to try for the lulz at the very least. :lol:
My confidence in Thor as now risen thanks to that video. I never been able to successfully kara moves before and I need to work extra hard for Thor. Shit looks to essential to not use.
Confidence in Thor has never left me. I was going to play him even if he was trash. I too will have to practice the Kara grab.