Has anybody found any good set ups for Mighty Sparks xx Mighty Speech to build meter? Not sure if its worth forcing my opponent into blocking to build that extra meter.
it only works if its from fullscreen and you’re opponent doesnt have a teleport or a good projectile, also if the other character has little health left you can do it at the end of a combo with the help of an assist to kill the character and build a little meter before the next character comes in, i dont like to do it though because its not always easy to tell whether or not it will be enough to kill them and if you use mighty speech you wont have enough time to setup mixups on the incoming character (which is more important than building a little meter).
Even if they block the incoming mixup, you’re still building meter and getting something for it. Mighty Speech might build slightly more meter, but it’s not great.
Mighty Speech is just a taunt really. There are some ghetto fake-outs you can do into a mighty Punish, but there’s nothing solid.
Tri-jump whiffed command grab canceled into Mighty Speech canceled into Mighty Punish is funny and probably infuriating to the other guy.
Using it after calling a slow assist can also be a good way to bait a Mighty Punish.
This is all shenanigans though.
Its taken me quite a while to figure out how to get this combo to work but I can do it a slightly different way with delaying the 2nd instead of :h:. Also, it works in the corner and I can get 801,600 max plus I’ve been using
Mighty Strike to end the combo to get the same results.
The timing is really tricky and yea I also forgot to mention it does work in the corner.
Thor’s normals are fairly under-rated, a lot of people believe them to be the death of the character due to how slow they are but they actually hit quite hard, his standing heavy is also electrified and guarantees a soft KD, which can lead into a mighty smash and a launch. As pretty much everyone has figured by now, Thor is better in the air (infact he eats people alive). Hitting his normals can be difficult, but it’s far from impossible in a game as fast paced as MvC, it’s not a turn-based strategy.
his air normals are underrated but his ground normals are seriously lacking especially his H attacks. Im good with thor having no armor, but did they rly have to make his normals slow AND unsafe AND have small hitboxes? his hitboxes are small if you compare them to any above-average size character, his st.H is insanely slow and you cant link it after a light attack, the fact that its hitbox is so much smaller than hulk’s (armored) st.H is ridiculous. His cr.H is a bit better because its faster but its still slow as hell, i rly need to get in the habit of pushblocking using L+M instead of M+H, atleast that way if i mess up the push block il get a cr.M.
Then there’s the issue of having to choose between a fast string thats able to air juggle but has short range (cr.LM) and a slow string that has more range and damage (cr.LH), and a lot of the time you cant react fast enough to choose the appropriate string.
Thor’s ground normals are bad in a lot of ways, as you’ve mentioned, they are slow, without massive hit boxes (though they travel a decent distance forwards) and they are un-armoured. They do however, hit pretty god damn hard when they do hit, and while you can’t LMH chain a target, if you get his attack active before an opponent attempts to strike you (when they are going to attack), you get an easy KD with some big damage. Basically, while they are hard to confirm and often inconvenient, they hit harder than some characters specials when they do hit, so it’s worth remembering that while the risk is high, so is the reward. You don’t need to hit something a ton of times when you can just slap them on their ass with a 110k standing heavy.
ya no one is denying that thor does a lot of damage, its just that his normals are bad in pretty much every other aspect (which matter more imo). And throwing out his st.H outside of combos is a very bad idea imo, its very slow on start up and recovery and to top it all of it has very few active frames, 18 frames on start up, 36 on recovery and only 2 active frames, not to mention that a lot of character can duck or slide right under it. The only time i ever use it is after an air mighty hurricane.
The only ground normal that you can throw out with thor hoping that they run into it is cr.M
cr. M is certainly his only (somewhat) spammable ground normal, but I wouldn’t discount his others in certain situations, I’ve timed st. H well enough to hit incoming jumps (one thing being tall is good for) and while it’s not the safest move, it pays off when it works as you can immediately use a MS, into launch.
Brothers. It has been too long. I am going out today to buy Ultimate finally.
I cannot take it any more. I keep lurking SRK. I theory fight and come up with combos/teams whenever I have nothing to do.
Thor/Dormammu/Felicia. It begins tonight.
I picked up my copy of ultimate last week and have been trying to work on my thor. I dabbled with him a bit in vanilla but I always played mss. Now I want to use the god of thunder.
I know my team is gonna be thor/storm/someone else, thor is just too godly. THAT HAMMER
Thought I’d quickly add my 2 cents on the easiest ways I’ve found to open someone up with Thor.
The easiest way by far is simply to charge up a Mighty Strike L along the ground, it’s safe on block and eats projectiles making it hard to punish. On connection there are a couple of ways to capitalize on it, the easiest way I’ve found is simply to launch them, you can proceed to combo them in the air, or, as I’ve taken to doing, launch, jump and Mighty Strike M under them for the cross-over, upon landing you can combo them (C. L, C. H xx Mighty Smash M works) or hit them with Mighty Hurricane. If you chose to mighty Hurricane you can catch the bounce with Mighty Smash M stopping the hard-knockdown allowing you to launch again.
Other common ways to open up with Thor -
Tri Dashing - Seriously don’t under-rate this, if your opponent thinks you’re going up and blocks high you can use the huge amount of active frames on your C . H to combo from low, you can also Kara-throw into Hurricane, while that’s a fair bit harder to do there isn’t much your opponent can do to counter in that situation.
The other easy way I’ve found to get in is J. Mighty Strike M. Simply on it’s own it’s very effective, if rather telegraphed, backed up by a beam assist it works wonders. Thor also has much better air normals, such as the huge amount of active frames on his j. S and the fact j. H is active all the way to the ground. On registering a hit with either of these, cancel into Mighty Strike M and combo. There are a couple of ways of doing this, for maximum damage I believe st. H xx mighty strike M, c. H, s is your best bet. A lot of the time I like to combo with c. M cancelled into Mighty Smash M. If for whatever reason your normal misses after the Mighty Strike M you should fire off a beam assist or lockdown assist, whatever you have, and Thor should be safe from being punished.
The only other thing I want to add in this particular post is the best way to follow up air combos.
The basic air-combo chain with Thor is M, M, H, S, even though he has an eight way air dash and fly, I haven’t found any real way to abuse this in the way you might on Magneto, you’re generally best sticking with a basic combo and smashing to the ground or TAC’ing into a character with better mobility. If you chose to hit them into the ground, you have a couple of options, you can follow up with a fully charged Mighty Smash H if they’re the right distance, this will allow you to launch into a potential reset with air Hurricane, or launch into a Super with J. Mighty Spark L xx Mighty Tornado. If they are right across the screen and it’s imperative you punish them, you can OTG with Mighty Thunder and DHC into a character that can deal huge damage from full screen, I like doing this with Dormammu for Chaotic Flame. If you manage to Smash them down into the corner and land in the corner, a good OTG assist is your best bet, you can really go into any combo you wish from that point but the standard combo I’ve been using is Purification (Dorm OTG) charged Mighty Strike H, charged Mighty Strike S, Mighty Spark M xx Mighty Tornado.
The best way to finish a Thor air BnB without smashing your target to the ground is simply to go M, M, H xx Mighty Spark M xx Mighty Tornado.
Anyway, I hope this helps, obviously there is more to the character than this but I feel this will aid the basic guide will allow someone to jump on Thor and go for it, the biggest thing about the way Thor plays is that he doesn’t rely on his Magic Series at all, it’s crap, it seriously is, you can chain two J. L together into a C. L, C. H xx Mighty Smash M with timing, but that’s the best you’ll accomplish with Thor normals. Thor isn’t terrible because of this as a lot of uneducated players believe, Thor relies on special cancels so get used to those DP motions, Thor’s specials chain into each other and his main hyper (Tornado) very well and hit like a ton of bricks, you can easily pull a meter neutral 800k with Thor and with 2 meter you’re looking at enough damage to kill any of the cast from full health, including the God of Thunder Himself.
Its not actually, even a fully charged ground L strike is -7 on block so you should treat it like mighty smash M, never throw it out unless you’re covered by an assist or willing to cancel into mighty punish.
You can TK it though to make it safe, air version gives you frame advantage on block even if uncharged.
Yeah that was an oversight, you’re right you can TK it, I should have mentioned you should try use the air version close to the ground as the air versions are superior and he floats down anyway while it’s charging. Basically if you’re new to Thor, you want to do that move up-back, down, down-back instead of back, down, down-back. That way Thor will do a very short jump and you’ll use the air version instead as they both go the same direction and the air version is better.
If they block J. Mighty Strike L the easiest follow up is J. L, C. L, C. H xx Mighty Strike M. On block cancelling into Mighty Punish isn’t a bad idea if you’ve got a follow up since it’s invincible from frame one now, you can also X-Factor cancel obviously which can turn into a nasty surprise with Mighty Punish if you’ve got a good DHC to capitalize on it with.
As a general rule of thumb though, Thor’s ground game should generally be covered by assists like Cold Star or a beam.
ya coming down from an air L mighty strike with a j.L is surprisingly effective, ive caught a lot of ppl with that before.
Yeah I have as well, they block the initial strike and go to poke you and get kneed in the face, it’s golden
SECRETS
Dude, shut up. I’ve known about that since forever, but I don’t want it getting out. Too many shitty Weskers already anti-airing with safe low hitting ground strings, you want more of them to do it now?
Gah, this game is so much trash. It’s so close to being awesome, but ends up just being terrible. Makes me sad :sad:.
Yeah true… now that the awful framedata is out as well… I swear the more I play Thor, The more my neutral game is all sparks and strikes. Untill I can get sentinel on the screen : (
also edited above for secrets… lol