STAY THY HAND VILLAIN! Turn and Face Foes More Worthy of Thy Mettle! - Ultimate Match Up Thread

Spoiler

http://img189.imageshack.us/img189/200/staythyhandvillain.jpg

Thor matches up quite well with a good bit of the cast. Many people assume that since he is a big character, he has no way of getting in, which means he can be zoned out easily, but with the proper assists, he can get in quite fine.

But there are those matchups that even while aided still end up being a struggle to deal with. With Ultimate MvC 3 being fairly new, virtually all the character match ups in the game are new as well, and will take some time learning how to fight against properly. That’s why this thread is here, though, so if you guys run into some folks that give you problems, post it here and the rest of us’ll come up with a solution to it.

That said, let’s talk about some general generalities here.

Combating Zoning

[details=Spoiler]Super jumping is more essential in these type of match ups than anywhere else. It gives you time to see where your opponent is and what they’re going to throw out. It’s also good because certain characters can’t hit certain parts of the screen, so when you’re up there and in flight mode, you may be able to maneuver around with some air dashes to close the distance.

:l: Mighty Strikes are your best bet for moving forward. They completely nullify all projectiles, so you have should have no fear of getting hit, and if you charge it fully, you get super armor. While the charge time is pretty decent, it’s still a good idea to be smart about how you use it. It’s the worst feeling in the world to be caught charging the strike with hopes of going through whatever they throw at you, and then getting hit out of it.

Remember, when you’re on the ground trying to advance in, call your beam assist to help out with that. A zoner’s gameplan is to keep as much space in between you and him as possible, so he’ll be most likely running away, jumping back, and doing whatever he can to keep the distance between you two. That beam assist will force the zoner to sit tight and block while you make your approach.

With it taking such a valiant effort to actually get in, you want to make sure you make it count when you do. Capitalize off of every hit you make. Have something in mind for every Mighty Strike you confirm with. I personally recommend going into training mode and practicing just that. What type of follow ups can you do if it’s blocked at this range? What if you’re a little further away? What if you’re right on top of 'em? What if you hit them? What if you hit them in the air. Hit the lab and find out. (If someone made a video of different things you could do in different situations, I would post it right here.)

Remember you have a command grab, and remember you can command grab in the air as well. Test out the ranges of the grabs. Test out the ranges of the grabs on different characters and different situations. If they’re jumping, see how close you need to be to scoop 'em up. If they’re under you, see if there’s a way to take 'em right there. Some characters with bulky weapons/arms have surprisingly large hurt boxes (shout outs to Tron Bonne), so you can grab 'em from a huge distance away. Some characters have very tiny hurt boxes (shout outs to Rocket Raccoon), so you’ll need to be closer. When someone’s up in the air raining down stuff on you, sometimes all that’s needed is a super jump, Mighty Strike or flight/air dashes, and a command grab to take 'em for a ride.

Bottom line is Thor has plenty of tools to combat zoning, but you gotta make sure you know how to use 'em and when to use 'em. Get to the labs folks.[/details]

Combating Rushdown

[details=Spoiler]The game is still primarily centered around high speed/rush down characters, so get used to fighting a lot of them, but before we go into what the characters generally do, it’s very important to get a read for what the player tends to do. Not everyone plays the same characters the same way. Some rushers like to get tricky with some teleport mix ups. Others like to rush straight on in your face and keep you pinned down with pressure. Some tend to look for opportunities to reset you. The sooner you find out what type of person you’re playing against, the sooner and easier it’ll be to fight 'em back.

So you’ve got a good feel for what the other guy likes to do, how he approaches, and when he likes to go for a grab (learn to break out of those grabs, because if you don’t, you’re in for a world of hurt), you do a good job avoiding most of the hits, and even in landing a good bit of your own, but then some way down the line, you get caught in a block string, and it takes forever to get out of. You’re just sitting there, waiting on the guy to stop, looking anxiously for the slightest pause in his offense, just so you can fight back and continue in striking down your foe. I get it. We’ve all been there, we all know that feeling, but I gotta come out and tell you—no matter how tempting it gets, no matter how tired of sitting and waiting you are, no matter how much you gotta scratch that itch—for the love of all that is righteous and good…DON’T PRESS A BUTTON!!

You can’t. You shouldn’t. It does not bode well for you at all. Try to ease off on the push blocks too, because you may accidentally not push block and instead get an attack or dash and be opened up for whatever terrible carnage he has in store for you. The reason for this is because absolutely all of Thor’s normals are horrible. (I still laugh at the people complaining about Vergil’s normals.) He can’t punish things with a crouching :l: like everyone else can, he can’t use an opening in the opponent’s block string to punch the guy and start up his own combo. Thor has a super easy time falling into frame traps. All of his normals take forever to start, and even longer to recover from, so don’t ever use them as a means to escape pressure.

What you need to do is be patient. In order to properly play Thor, you need to have like the best defense ever. You need to see every mix up, every high low, every frame trap, and block it perfectly. Once you do this, your opponent will always, always, always get frustrated, and when they’re frustrated, they start getting sloppy. Look for that sloppiness. When you see that some of the approaches they’ve been making have changed, get ready to punish. They change it up to try and see if you’ll make a mistake and get hit, but if you endure for a little while longer, it’ll be them who make the mistakes.

So what do you do when you see these mistakes? You can’t punish with a normal, so what else is left? Grabs. They don’t even have to be command grabs. A simple grab’ll do the trick. All grabs are 1 frame, so you’ll beat out an unsafe poke that’s in range with an air grab. If they manage to tech, that’s absolutely fine, because you’ve created a neutral situation, which allows you to get the flark outta there. If they don’t, then you’re still in a great neutral situation, and if you have an OTG assist (like Wesker’s Samurai Edge), you’ll be able to combo off of it. And if your execution is good enough to put in the half circle back motion fast enough, you can punish with the :h: command grab, and get a free combo off of it, but most people tend to do what is known as an X-factor guard cancel to do the command grab.[/details]

Combating Giants

[details=Spoiler]This is perhaps Thor’s most favorable match up. The reason being because he himself is a big, heavy based character, but unlike other big heavies, he has amazing mobility, and extremely versatile moves, and a command grab with good range that can be done on the ground and in the air. So he can literally fly circles around the other bigs and scoop 'em up whenever he feels like it.

It’s important to note that big characters do still hit hard, so you can’t be doin’ all sorts of unsafe stuff because things like Haggar’s pipe and Hulk’s smash can really mess you up if you’re not paying attention, so play smart. That said, Mighty Strike gets super armor when it’s fully charged. The recovery on all of those long range pokes the big guys have is more than enough to punish. And Thor can still kill any of 'em off of a combo into a reset. Also, also, don’t forget about Mighty Spark. All the other big guys have nothing to combat zoning, so a few rapid fire lightning bolts will give them trouble. Expect a super jump from them to try and get around it, and then meet that super jump with a super jump of your own and hurricane them right back down to the ground.[/details]

That about covers all the character archetypes of the game. We’ll go into some more specific character match ups as the game unfolds. Make sure you guys report back to this thread with some information about other stuff that I missed.

Reserved

Reserved

I’m having a little trouble with the Dr. Strange matchup. Strikes are helping move around the plasma fiesta but teleports and insta-pillar are annoying. It’s looking like an obviously crappy match-up for Thor but I’m just picking him up so I might be missing something. Once I’m in he’s dropped, but getting in is more of a chore than it usually is. Ideas? BTW I use Thor/Doom/Wesker, Doom on beam and Wesker on low shot (duh).

Well let’s see here. That’d be a very bad match up now that I think about it.

The important thing to remember is that Strange’s teleports are only grounded (except for the overhead one), only bring him towards you, and they can’t cross you up in the corner, and while they recover fast enough to catch you by surprise, they’re still punishable just like any other teleport. You can try punishing with a grab. Of course, grabs can be teched out of at any moment during the throw it seems, that’s still a good option, and the best part about Thor getting grab techs on the ground is this:

[details=Spoiler][media=youtube]uU2q3YrKqXk[/media]

[media=youtube]SH0VoRPUIv4[/media][/details]
Punishing a grounded throw tech with a :m: Mighty Hurricane will give you a free combo. If you don’t feel like punishing with a normal grab, you can do any of his normal moves to be honest. (Recovery on Strange’s teleports is 19 frames I think, so that’s a lot of leeway.)

Strange’s projectiles can all be blown through by Mighty Strike, but that Spell of the Vishanti will really cause havoc. Best thing I can say to that right now is bait it out. Always be looking at the opponent’s meter, and be safe in how you approach. Don’t get caught in something unsafe, and you should be able to have the other guy waste everything he’s got. Then you’d have nothing to fear. Strange has low health, so any damage he takes, he’s gonna feel, especially from Thor. The fact that Strange has no real mobility outside of his teleports will give you all the ammunition you need to get in.

Can anyone provide some insight into the Nemesis matchup, I feel like Nemmy has an answer to almost everything thor can do. A buddy of mine (who I could usually beat in vanilla) has been using him.

I would think that thor could outzone him, but that !@#$ing rocket hits thor whether I jump or stay grounded, yet my mighty spark doesn’t hit nemesis when he jumps. not to mention that he has nearly full screen normals ala ghost rider which make approaching from the ground impossible, and some command throw setups that rival thors.

Approaching from super jump height always seems to land me in trouble too, due to his command throw that grabs out of the air, or his super armor.

You need to get in. In my experience playing him he doesn’t have a lot of options once you’re in close and have slowed his momentum. Charged mighty strikes will get you close without being punishable and the air H will usually catch him because he’s so big. And air resets with Thor almost always work against him because his standard moves take so long to come out. There aren’t many times I can remember that I have let Nemesis go after catching him in a combo, I just keep resetting him until he’s dead.

Also, the fact that you’re having trouble zoning tells me your either using Thor as an anchor or lacking a good beam assist. A good beam assist with Thor tossing out his plasma in air and on ground will eventually frustrate a Nemesis player.

Last night I played the most frustrating set I’ve had online against a decent player using Magneto/Shuma/Sent who sat on the other side of the screen chucking plasma and mystic ray/drone spam while shooting mag beams and repel/attract special. It was the hardest turtle fest I’ve dealt with but truthfully I still suck. Every now and then I’d get in using SJs and strikes with assists and I’d try to capitalize on any opportunity I could. He was happy just chipping me all over and running out the time on like 75% of our matches.

I play Thor/Wesker/Doom on beam assist … any thoughts on a matchup like that? Mags repelling my strike advances really sucked. I actually felt that missiles would’ve helped in a match like this and I would have to switch out wesker for another beam assist to cover my approach. hmmmmm…

I dont have much experience against magneto’s repel but i think you can avoid his repels by activating flight and zigzag-ing your way towards him but that would leave you vulnerable against mystic ray so make sure that you use mighty strikes to nullify mystic ray, even if you’re not in range yet just throw out air mighty strike L if you think mystic ray is coming, you will avoid damage and get a little closer. The only other thing that comes to mind is to try to avoid his beam once (like normal jump over it) and then call your assist quickly so that plasma beam kicks in before he can fire off another disruptor and use that to try to rush in as quickly as possible.

Thats all that i think you can do with your team, if you cant deal with it then you should probably tag in wesker, he should have an easier way of getting in with his gun/teleport shenanigans.

ya wesker was my goto guy for this stuff but i’m just forcing myself to work on my thor game. Good advice, thanks!

Heads up, a good Nemesis will give Thor some major trouble. After I play OnlyWingedAngel a couple more times I’m gonna write up a pretty extensive somethin’ or another for dealin’ with him.

Thor can beat Magneto spam if he get the lead with Mighty Spark L at fullscreen distance. Just spam Mighty Spark L assisted with Doom beam and Magneto will be the one trying to rushdown. Going fly mode > mighty strike against Magneto is very dangerous due to his Magnetic Shockwave, so watch out if the opponent has a bar. A bad dash in the air and Magnus can catch Thor with a superjump.H and start one of his loop combos.

Thor cant out-zone magneto, its true that once you get the mighty spark L rapid fire started it wont give him a chance to do his own beam, but mighty spark can be ducked easily so all he needs to do is duck under 1 mighty spark and he’ll have all the time in the world to use disruptor while thor recovers. Not to mention that disruptor has a lot of projectile durability so it beats out mighty spark cleanly, even if you’re backed up by plasma beam you cant zone him out.

Ofcourse the risk of eating a magnetic shockwave while rushing in is always there but thats just a risk you’ll have to take. You just have to watch out for it and deactivate flight if he uses it, and keep in mind that thor has a lot of health + this isnt a defensive option that mangeto can keep using, it requires meter and if he’s doing nothing but throwing out beams then he’s not going to be building a lot of meter.

Sup, so I’m struggling with starting out the match against Hulk. He’s in your face from the beginning and a lot of players will tend to go for the grab and use an otg assist to get the ball rolling. Thor’s tech kinda sucks because his standing H will ruin you if you whiff it. Is the best option to just jump up and block/tech hoping it’ll reset and go from there? What do you guys think?

Yeah, that’s a tricky situation for me, too. Up/back is probably the best thing to do. Remember, his standing :h: has some pretty big recovery, so it can be punished. The guy might try and call an assist to make it safe, but if he’s that close, you can do a normal grab or a command grab to avoid getting hit by it. It’s important to remember not to push block Hulk much at all because he has ways of avoiding it and applying pressure, and a lot of his moves are punishable, so push blocking will in essence make his stuff safe, and you don’t want that.

There are some characters that i just dont mess with at the start of the match, thats basically anyone who has an amazing st.H attack. Hulk is at the top of that list along with magneto and wolverine, with magneto and wolverine their st.H is fast and has a big enough hitbox to hit you even if you jump, hulk is even worse because he can easily combo after his st.H. So just do whatever you have to to avoid him at the start of the match, try holding up back, if you feel that doesnt work then just before the match starts jump forward over hulk, the time it will take them to adjust should be enough to put some distance between you.

After that just zone him out and throw in an occasional air M strike poke. Dont rely on punishing his st.H, i think most hulk players have learned by now how to make it safe using his gamma charge, if you try to punish it you’re just going to end up eating a combo.

Hey, i need some help with Vergil, Dante and Spencer matchups! how are you people fighting every single approaching tool they have?

Vergil:
teleport behind / above + beam assist (unassisted teleports are punished with mighty hurricane L/M)
anti-air ground normals. s.S and the others normals the beat Thor air mighty strike, Vergil normals range is too much.

Dante:
blockstring + teleport + beam/low hitting assist
teleport > j.S cancelled into the hammer
The “sting” (qcf + j.L)
jump > dash > j.H > repeat

Spencer:
assist > jump > air grapple dash that crossup.
Spencer air dashes in general.

My Thor can be assisted by Amaterasu, Hsien-ko, Dr. Strange, Dormammu, Hulk. Any ideas on how to beat those guys?

Against Vergil and Dante, you lose.

The range on their normals completely shuts down Thor’s air game, especially with an assist. The best you can do is be as defensive as you can be, not approach them at all, and try your best to punish every single unsafe move they make. That means knowing your opponent extremely well, knowing what type of mixups they do, your reaction time has to be on point, and hope they make a mistake. Since you have a Hulk, I’d be using his anti air assist to relieve you of some pressure. Get off me assists would probably a good thing to have against the twins. That’s about all it comes down to. Defense, and that’s it. Otherwise, either try to avoid that fight, or if you land a hit, confirm it, X-factor, and kill. That’s about all I can say about that. Maybe some other Thor players got better advice, but I can’t imagine anything else.

Spencer’s a little more manageable. It’s good that you realize that air dash grapple crosses up. That’s a big thing. Block it accordingly, and try not to be so anxious to punish it because it’s deceptively safe with an assist, and even without one. If you find yourself in a block string, watch out for his over head. He can get a lot of damage off of his hits. That about covers defense. Like I said, it’s manageable. As for offense, it’s really more or less the same as usual, except you don’t want to get too predictable with your air game. That angled wire grapple shot of his will snatch you out the sky, and really give you a bad day. I fight against a Spencer pretty regularly. He usually runs him on anchor, so I don’t have to worry about assists getting in the way, but whenever it comes down between him and Thor, I’m pretty good. It’s mostly his Taskmaster that gives me problems.

suck to know that Vergil and Dante, two of the most overused characters online, are the worst matchups for Thor. But knowing that we cannot attack Vergil at all is a good start, i already play very defensively against that *****. Punishing bad teleports with Mighty hurricane is the only way Thor can really K.O. Vergil. Maybe abusing the super armor of fully charged Mighty strikes is another way to counter attack.

For Spencer, i just though of a way to counterplay the grapple dash thing, how about a fully charged s.Mighty strike H covered by a beam assist(?)… Spencer cannot block while he is dashing and the soft knockdown means Thor can start a full combo and probably take down Spencer.

Vergil:
teleport behind / above + beam assist (unassisted teleports are punished with mighty hurricane L/M)
If they’re covering their teleports with assist then you cant rly do anything other than block or avoid it completely with a super jump
**
anti-air ground normals. s.S and the others normals the beat Thor air mighty strike, Vergil normals range is too much.
Do you mean that his normals beat out mighty strike or that he hits you during its startup? if its the first then you can get around this fairly easy by changing the timing of your mighty strikes or just fully charging them for armor. If its the second then you need to pick a safer distance for using mighty strike.**

Dante:
blockstring + teleport + beam/low hitting assist
Again once you get in that there’s nothing you can do other than push block. Only countering options you have if he has you in blockstun is to XFC the blockstun or use a crossover counter, otherwise pushblock or try to avoid it completely.
**
teleport > j.S cancelled into the hammer
Air thor or MH can punish dante’s teleport if he’s not using an assist. If he uses an assist or you’re too late and you block the j.S then you wont be able to punish him.
**
The “sting” (qcf + j.L)
if you mean killer bee then im pretty sure its punishable on block.
**
jump > dash > j.H > repeat
Other than pushblocking any decent AA should work if you time it right, that includes mighty spark, cr.M, ground mighty strike M etc.**

and like LegendaryDJ said hulk’s AA assist is a great defensive tool against rushdown, you cant combo after it but you should be able to get in a mighty hurricane by super jumping.