I actually found out about the autocorrect dash on the ground first before the fly -> autocorrect airdash so I thought the same thing, but after testing in-game, the fly one seems more consistent. When you fly, your opponent has less time to push a button, whereas if you land -> dash and go for the reset, your opponent has a good amount of time to do something else in the air (dive kick, fly, airdash, etc) to get out of your potential reset.
This is probably old tech, but i just found out that you can normal jump forward, airdash up/forward thus pulling the screen off the ground level, like a ghetto superjump, while still being able to call an assist.
It has a few limited applications, I mainly use it to set up positioning for an M Mighty Strike, or to call a low assist and fall with air H to create near-unblockables starting from a height other than normal jump.
makes sense, never really thought about it, but could be useful with the right assists, for mighty strike cross ups.
Playing online can be so hard with thor, his movement becomes almost impossible! So hard to learn match ups when people are just attacking outright not scared of anything.
Okay so against Dante based teams it’s mandatory to have Haggar assist. It doesn’t protect you up close so you still better be able to block but it makes it so can at least try to zone with Spark because you don’t have to worry as much about Dante’s warp. Anything that slows him down is good. The team I was fighting was Dante/X-23/Doom. Also before against Phoenix the burst that happens as she transforms into D.Phoenix didn’t knock Thor out of Tornado…now it does, it’s pretty annoying…
You can setup so it still won’t knock him out of tornado, sadly the chip won’t be enough and they can block instantly.
Heya people, long time absent from the forums for a number of reasons, Safari crashes with the new boards so its put me off even reading things, plus lots of exams at the moment.
BUT. There are a few cool things I want to share. Will try and make videos and stuff. But basically I’ve come to realise how good doing aerial series into OTG assist + H Mighty Spark is. Not only from a raw damage outlook (its getting 600k I think off the top of my head just as is with the right starting set ups… viable I might add) put Mighty Tornado in there (and it does build a bar by itself I think) and you are getting 800k-ish (then you can DHC for even more damage!), but its great because I can do it from anywhere on the screen but in the corner it leads to a nice reset. I think it can be mashed out of (like most of them!) but still good. If people haven’t been using it, seriously consider it.
Oh. And did you know, if you time it right, you can use the Taunt cancel after H Mighty Spark to combo? I can land M mighty smash after it. Hitstun deterioration is pretty nasty at this point, but I’m still experimenting on what I can do apart from Might Tornado. Timing is pretty tight, but nothing wrong with learning some hard and flashy links!
Finally, the whole corner reset with H Mighty Smash was annoying me. Just because of how they can flip either way, and I know its been mentioned that you can delay the aerial Mighty Hurricane so it auto corrects… but it just didn’t seem consistent to me. So what I found is that if you super jump up instead of regular jump up, Thor’s body blocks them from crossing you up. You now only have to in put the grab in one direction! The bad news is that L Mighty Hurricane is the preferred move to use, due to the positioning and timing and the such. Medium works as well, but I can’t get H mighty hurricane to reliably come out. So you risk getting thrown. Can you sorta plink L Might hurricane with H, so that L MH comes out but if you get inturrpted with a normal throw you tech? It’s just occured to me. I’ll test tomorrow if nobody else knows.
Apologies if this is all old news! Thor is still a lot of fun. Working on the mid screen H Mighty Smash grab reset, but for now my midscreen game is just to go for that damage… if I’m hitting 800k in a combo for one meter… Why the hell not.
EDIT: Forgot to mention. If you are getting a good read on your opponent and they are jumping up and away when you are attempting to empty trijump in on them to mighty hurricane them… remember that you can NOT input the M (or H or S) to cancel the airdash to get you back onto the ground. If you just immediately MH, thor will do a grab just above the ground… catching your opponent as they jump. Tricky stuff! If you wiff it though… be prepared to get hurt!
All of this has been found and talked about throughout this thread by various people. It would be nice if people read the thread before posting, look I found this cool new stuff. No offense meant to you, but its maddening seeing people post the same stuff over and over and over again. Reading first would have saved you the time of writing post.
These forums will NEVER be organised in an efficient and correct manner. Its the nature of the beast, its always going to be a mish mash of stuff. But someone might stumble past this and pick up some interesting info. If so then thats all good, I’ve helped someone.
Perhaps even someone will stop by and say ‘oh hey you didn’t know you can cancel H Mighty Spark using taunt cancel into <insert amazing combo>?’ If so, awesome, now I know something new to help my Thor.
I don’t claim to have straight up invented new tech, just discussing some stuff I found. I thought this was a general thread. Sorry for not reading through 27 pages (+others on other threads) to double check im not being redundant.
And besides, someone just mentioned normal jumping and dashing up so you are off screen and can still call assists… then you are all ‘oh cool I never thought about that’. Why didn’t you mention the same stuff to him? To me that’s a day 1 strategy. But me personally? I’m cool with it. Let him bring the stuff to the table. Because now I can mention things like ‘have you tried air dashing up like you mention, then activating fly mode to get more cross up dashes in, and figuring out when to best call that assist to mess with their guard?’.
he posted something that while day one strategy or not, hasn’t really been discussed, I read these threads pretty regularly so I know. You posted stuff that has been covered in multiple threads multiple times. I get your point maybe someone will find it useful, cool, but still like no one seems to take the time to read, and you just said yourself that you didnt take the time to read, so instead of just posting more of the same stuff we all have talked about alot, maybe read, then join the discussion on the same page as everyone else.
i have a question:
so i m dying to play this guy and hear that tri dash L is great for pressure.
But, when a do tridash L,i get IA mighty Thornado.
anyway i can avoid this?
If that happens, try to go from :df: to :uf: when you super jump instead of :d: then :uf:
Okay, so an alternate (and in many ways) easier approach for Thor getting in is through the air (which everyone here should already know). The simplest thing to do is literally just super jump and hit air heavy as you approach the peak of the jump. Thor keeps his momentum as he comes down. His air heavy seems to out right beat a lot of anti-air options that people have. If they move, check the little icon while you’re still above their head and do a charged mighty strike in their direction. You can also cancel to flight, air dash cancel and go back into air heavy then follow by a charged strike towards them.
As far as trades go, yes some character can anti-air Thor out of this stuff, but they knock him so high that they can’t follow for a combo. I’ll take 1 hit trades from pixies all day. After seein this work, Tron is mandatory (again) because it means they can’t stop Thor from goin to the sky. I just couldn’t believe all the stuff it was beating. I’m not going to do this ALL the time, but it should definetely help Thor approach people. If they try to follow Thor in the air to stop this, Spark or Hurricane them. Toss in a character that can DHC glitch, do an aerial exchane to bring them in and suddenly people are going to have to respect the threat of the hammer equaling a dead character. If you play Thor/Doom(hidden missles)/Tron one combo into exchange with Doom can equal a relaunch combo with Doom. Also hidden missles would kinda cover Thor as he descends. Just food for thought…
Hey guys,
I have a question in regards to mid-screen DHCs. I have tried Hulk, Dormammu, Amaterasu and Storm for DHCs after Thor’s air Mighty Tornado. They all deal nice damage, but the problem is when I get a hit with these characters, with the exception of Storm’s DHC glitch and try to DHC back to Thor, there is no real damage output from Thor’s Hyper Combo. Any ideas for this would be appreciated.
I also found out with doing block strings with c.A to c. C I kept cancelling into M Mighty Strike and H mighty Strike. I realized this could lead into some overheads and crossups with certain characters, but I want to know if any of these strikes would be safe.
Thanks
there’s rly not much you can do about it, DHCing into thor isnt very affective most of the time unless you’re in the corner, you can DHC into mighty tornado from all the characters you mentioned if you’re in the corner. Mighty thunder will work mid screen but it does crap damage so i wouldnt recommend it unless you’re going for the kill.
As for the Mighty strike thing im not sure if its a good idea, mighty strike has very slow start up so you could get hit out of it pretty easily, it could work if you cover yourself with an assist but in that case its better to do mighty smash H because you will jump right over them and the assist will cross them up.
Yeah I tried doing M Mighty Strike blockstrings before and about 75% of the time I go flying over my opponent for a free punish
Not sure if ppl already know this but i think i found a reliable way to land mighty hurricane after an uncharged anti air mighty strike. I started experimenting with this to try to get something similar to the mighty strike L reset but closer to the ground, problem is if you use an UF air dash like the usual you might cross them up depending on how close they were when the mighty strike hit them so its not very consistent. Instead what ive been doing is mighty strike > air dash down > forward dash > jump + mighty hurricane. This should work from an anti air ground mighty strike M or H, and it will work with air mighty strike L if you do it at the top of your jump (otherwise you’re too low to air dash). In the corner you can just jump forward or air dash up and grab them.
Are you reffering to DHC’ing the last hit of Mighty Tornado?Because DHC’ing it at the 2nd last( or before) hit open up some very interesting and nifty options.Like Chris’ Grenade Launch super for example.
It’s like a DHC glitch without resetting the damage and hitstun scaling.Still pretty good with the right combination.
Haven’t posted in some time. Figured I would mention what I heard at ECT from Killian. It’s a little vague but Capcom described Thor’s problems like this “He’s great when he’s right in front of you but if you can jump back away from him, he’s done”. I’m pretty sure he’s gettin a buff somewhere, looking at the wording though all I see happening is Spark having better startup or maybe more range on his air command throws. Faster air dash maybe? I dunno, just something to think about while we’re waiting for announcements. I don’t know if DHC Glitch is gonna survive, which would REALLY suck for Storm. Feels like Magneto is the only returning GOD tier that Capcom is okay with being good. shakes head in disapproval
The Break has been switching up their streams ever since AE hit home. I think they should be streaming MvC3 tonight. Unless something comes up I should be good to go. I’m still playing Thor/Storm/(Sent/Tron). Feels like the team is decent, if you touch anyone…they die. You just have to get off to a good start.
yo, i’m new, just picked up thor too, cuz he seems outside of my style and fun to mess with, and yeah i really noticed how i have virtually no zone or mobility, but i guess i just gotta practice my Mighty Strikes >_<
More importantly what “DHC Glitch”? =}
and ‘the break’?
kthnxbai
Uhh, well for the glitch…
There are certain supers in the game that leave them in that spiraling animation. What you end up wanting to do is cancel into a super that doesn’t directly hit and then do a regular combo. It’s dangerous because it resets the damage and hit stun scaling. So combos last longer AND do much more damage. Thor’s Mighty Punish is one of the moves you cancel into to take advantage of the glitch. ‘The Break’ is just an arcade in Dunnellen, NJ that host a weekly tournament. Read through some of the earlier posts and check the video thread and you should get the hang of Thor…