FEEL HEAVEN'S WRATH: Thor Thread Reloaded

both kinda, when wesker is on the other side of the screen they always teleport, so just crouch block and as soon as they teleport do cr.M. Its actually pretty easy to do since if you keep an eye out for the teleport you actually have a decent amount of time from the moment he disappears to react with your attack and cr.M also stays out for awhile and works well as an anti air so that helps too.

I risk it for the biscuit and do a raw super to punish a teleport attempt. No one ever suspects it. Punish for the ground version and Tornado for the air version.

Cr.M to me seems wonky it works sometimes and whiffs sometimes and another thing to bring up is thors recovery on his normals on whiff or guard is so bad.

And wesker with a good assist can keep you locked down because even if you see an opening thor might not be able to do anything about it and if you do wesker normals up close will beat alot of your normals…its very annoying

That’s why (IMO) Thor was never designed to use his normals to poke, IMO. Use his SPECIALS for poking–especially air Mighty Strike. Nothing Wesker has will beat that, it’s an easy hit-confirm to big damage, and it gets so many +frames on block that you’re basically safe.

it actually worked for me like everytime ive tried it against wesker’s teleport, i dont think thor’s M has that much range but wesker pretty much always teleports close enough to use it and it hits him out of the air easily aswell.

the problem with that is that all of thor’s specials are way too slow to punish wesker’s teleport, the only one that would work is mighty hurricane but you would have to react rly quickly and the inputs for the MH would change depending on where wesker is (front, above or behind you), so its much harder to do than a simple and quick cr.M (that if used right can do pretty much the same damage). And i dont see how air mighty strike would do any good against wesker’s teleports, first of all its too slow to do on reaction, 2nd if you normal jump you can still get hit by the bullet and that would put you in a juggle state allowing the wesker player to teleport and start a combo. The only way to completely avoid it is to superjump but that wont do much good either since the wesker player wont teleport when you’re that high up in the air.

I realize that thor’s normals arent exactly the best (especially his ground normals) and until recently i tried to stay away from them as much as i can, but they do have their uses, cr.M is pretty good and works rly well as an anti air.

I think we have a case of miscommunication, here. I wasn’t addressing your tactic. I was addressing the idea of using Thor’s normals to INITIATE offense on Wesker, which is like trying to nail jello to a tree. Thor’s normals are too slow to compete with Wesker’s, and anything that’s blocked is easily punished. His air Mighty Strike, however, beats out anything Wesker can do and is safe on block. So no, I agree that using it to punish a teleport is nearly impossible except on prediction, but using it to turn the tables and start your own offense is very viable. Additionally, if used selectively, you can punish a careless Wesker trying to teleport in, since often your Strike trajectory will carry you right over the spot he’s teleporting into, but that’s more luck and good guessing than any kind of deliberate punish.

Spending a little time in the lab, I gotta say I’m liking MODOK/Thor/??? more and more. There’s just so much synergy. MODOK can make use of either Mighty Spark or Mighty Smash assist, and Thor can make use of any of MODOK’s. My tactics lately have been to use Mighty Smash for MODOK’s defense, often saving a meter to use a crossover counter, since the follow-up combo Thor can do usually adds up to well over what landing a regular super would’ve done.

And for Thor, I’ve been playing around with MODOK’s barrier assist. The reason is that Thor can dash through it, or stand in it, and it totally screws up what your opponent can and can’t hit you with. It’s actually pretty reliable to duck behind or INTO the barrier as your opponent tries to attack, and then land a grab or super grab.

On top of the above, they have good DHC synergy, and they can trade off the DHC glitch to one another. Besides using barrier to set up Thor’s super grab, I’ve found that a nice setup for MODOK’s super grab is to call Mighty Smash from just out of range for the first (upward) hit to connect, then cancel into super grab while they’re blocking waiting for Thor’s second (downward) hit to land.

The only thing I’m not sure on is a third for the team. I need a good anchor, and just can’t settle.

Im answering yoru question direclty to the problem you describe.

Your biggest answer is spamming Mighty Spark L. You can Rapid fire it really, really fast, about EM disruptor level but still slower. Wesker will have a difficult time spamming gun shots at you and will be hit in the process. If he calls assist, they may be hit too. This will coax Wesker to do a number of things you can predict based on the distance between him and you. If Wesker decides to go pringles mode and start ducking your sparks, mix in some Mighty Speeches in between to build meter. If you build at least 2 Bars or more you basically can one hit kill Wesker and if he is smart he won’t sit around and wait for you to do that. Use this bait to your advantage, you’d be suprised how quick they will come at you.

I can’t stress how important it is to learn the range of his teleports and possible options he has when he does. Knowing the distance and exactly when and where he will appear will give you such a good edge mainly because you can Mighty Hurricane him upon him appearing. Weskers mostly Teleport and do nothing, or use H and S which have a lot of start up while MIghty Hurricane is much faster. You owe it to yourself to learn this.

The next thing you need to do is learn how to keep Wesker on the defensive NOT offensive. A defensive Wesker has little options and he may be forced to throw a random Hyper that may miss and put him in a bad position if your ready for it. Tri Jump dashing L and Squre jump dashing H is a great way to put pressure on him and get him to make a mistake. Add good assist to help you and Wesker really can’t do much.

Oh Shonuff, congrats on winning that Eventhubs MvC3 Guide competition.

can someone give me a non bias and legit pro’s and con’s list for thor? im trying to find a third to work on for CEO and Revelations.

Except Thor ISN’T the slowest character in the game. That would be Hulk.

@shonuff isnt samurai edge faster than mighty spark L? i sometimes do go for 2-3 mighty sparks whenever i get the chance but all in all it isnt that reliable.

And ya mighty hurricane is probably the best choice for countering his teleports, problem is that my reactions arent that quick and i only play online so i dont think il be fast enough to see where wesker teleported and input the correct motion accordingly which is why im using the easier punish (cr.M). But if i feel like the wesker player tends to go for the air teleport a lot then maybe il go for an air MH since its easier to follow up than an AA cr.M.

Guess i should go into training mode and learn the range of his teleports to know for sure whether he’s gonna appear in front or behind me.

Here is my list of Thor pros and cons

Pros:
Corner mixup is strong
With resets can kill or come close to killing the cast from one reset
Has one of the fastest / durable projectiles in the game
Supers do lots of damage in reg combos or dhcs
Lots of health
Decent anti air game
Can play some keep away with assists.
Mighty strike is really good.
Normals have suprusing range especially launcher

Cons
Bad recovery on normals. So no guess whiffing cr.a your normals need to be blocked.
Needs an assist to get in and stay in
Most people can duck his awesome projectile.
Forward ground movement is slow.
Ridiculous dash.
His combos without super do not do amazing damage. From cr.a you can barely reach 500k.
Not a lot of options againstbpeople with fast normals.

That doesn’t make Hulk any faster. With Thor’s Fly Dash, he can move rather quickly when he wants.

hulk actually has a lot of movement options as well if we’re considering the character with assists his pressure can be really strong and terrifying lol

So I ended up changing my assist setup with Thor and it seems to be doing the trick, Currently I’m using

DP - Quickwork
Thor - Mighty Strike
Doom - Plasma Beam.

I shifted away from using Smash simply because it gets stuffed before it can activate way too often. With Strike, I can somewhat control the area of the screen that people tend to jump in from, giving me a greater area of space control when used in tandem with Doom’s beam or DP’s horizontal guns.

I think one of Thor’s biggest strengths is that he’s surprisingly versatile. He can rush down pretty well from the air once you learn that he doesn’t move around like the rest of the cast. He can also play a decent (if temporary) ranged game. He has multiple reset options anywhere on screen (something I’m not sure is true for anyone else in the cast), and can really do big, big damage, off of almost any connection. If there’s one thing that holds him back (besides slow normals), it’s that people just do not want to learn to play him any differently than Dante or Magneto.

That air bnb xx M strike xx fly into autocorrect dash reset is so satisfying when it lands. Only issue I have with it is that I have to listen for the sound of flight activating, which isn’t always easy to pick out, especially in a noisy gathering or ranbat.

Yeah, the dependency on the audio can be frustrating. While you pretty much always need it to confirm, after a while you start getting the timing down so that you can feel comfortable that you’ll get it or know intuitively when you didn’t. On the flip side, if you have one of the sticks that allow it, bring headphones to plug in for the audio.

But yes, I agree, it’s super satisfying to land it, because you just know you caught your opponent COMPLETELY off-guard and now they’re praying they can survive the follow-up but knowing it’s unlikely.

Who are your partners? Do you have one with a projectile assist? IMHO Thor absolutely needs a projectile assist especially in this match up. Not only does it aid you in closing the distance, but it also allows you to put extra pressure on Wesker from a distance. It becomes much harder for him to use Samurai Edge when he has to deal with both Thor’s and the assist’s projectile. You definitely need to learn his teleport ranges but it’s really simple. They teleport to fixed locations so you can completely avoid any teleport mixup of you stay a full screen away. If Wesker teleports then he’s likely to eat your assist’s projectile when he reappears. If Wesker tries to jump and beat your ground projectiles with Samurai Egde in the air, then jump up and hit him with the air version of L spark.

Also as an FYI for anyone who didn’t know MIGHTY STRIKE LOSES TO TRON’S ASSIST. Doesn’t matter if you use the charged or quick version. It will lose. Well there’s yet another reason for me to sit back to lame people out with L spark + projectile assist, but even all that will get negated by her flames as well. :rolleyes: