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

I feel like the Thor/Hulk match gets decided within the first 2 seconds of the match. Up close Hulk is the better of the two but if Thor gets space to do anything then it’s not really a problem. At the start of the match I usually jump up and away while blocking. If he gets the air throw then fine. It’s better then lettin Hulk land standing h. Up close the only time you shouldn’t push block Hulk is when you see a blocked standing S or the second gamma charge. Everything else Hulk does can be made safe because of gamma charge. So he can stick out a standing heavy just to bait you into getting hit by gamma charge. When trying to zone him, remember that heavy Spark’s initial start up helps keep Hulk from jumping in at you. So if for any reasons he gets through your projectiles, gauge when he’ll land and try to make him land on spark as it starts. As for approaching Hulk, makes sure there’s enough space/time for you to be doing charged Mighty Strikes and you’re usually okay. If you’re dealing with a Hulk team with an assist that covers Hulk’s charges then Thor’s (or the zoning assist) zoning should be making sure whatever assist that’s protecting Hulks approach is being disrupted. Once Hulk is hit near the corner he seems easier to reset then most, so whatever your most reliable reset is, use it.

well i just had my first match ever against a good strider and holy shit is it a bad matchup, possibly even worse than zero. The entire match he just threw projectiles at me, called sent drones and teleported and you cant counter this at all, if i try to use mighty spark to stop the assist i leave myself wide open for a teleport cross up, and there’s always the chance of it being the dive kick instead of just the teleport so you cant risk going for an air grab. Good thing about strider is that his damage is low so he wont kill you in 1 or 2 combos like zero, but this guy can definitely reset you to death with his mixups, ive never wanted a get off me assists so badly before lol.

Thank god thor is a tank, seriously the only thing that saved me was the health difference between strider and thor + strider is relatively hard to use so this guy wasnt able to convert every hit he got into a full combo (not to mention it was online), so all it takes is 1 hit for me to kill strider, but getting that 1 hit seems impossible at times…

Neo I agree, the Strider match up sucks. Thor though, as well all know, doesn’t care about puny strength and can take a few hits, but when your game is about being in the air and more less controlling the pace of the match and strider can just dive kick teleport it’s just tough. Also I truely think Ghost Rider has an advantage on Thor. Like you said though…that first hit.

What can I do against a Joe that is spamming charged boomerangs , I swear I was completely helpless

If he’s charging the voomerangs, you should have time enough for some :l: Mighty Strikes to close the distance before he throws it out, or for something quicker, beam assist/tri-dash. If he’s not charging the voomerangs, then you should notice that he’s gradually moving in. Really, that’s Joe’s only way to get in. I’d imagine super jumping and coming back down with a Mighty Strike would be best there. Haven’t fought many Joe’s to be sure though, so try it and come back with how it worked.

I hear you legendary , ill try to mighty strike during the interval between the charged voomerangs, didn’t seek very possible when it happened to me

So I was doin’ my lurkin’ thing while doin’ my best to avoid/postpone workin’ on some work that needs to be worked on, and came across an interesting exchange of words that I felt needed to be expanded on here. Mostly because I’m still workin’ on doin’ my best to not work, but more importantly because I think bringing it here would be more important to us as Thor players.

Thor vs Wesker

How does it go for you guys? Shoutouts to Ace, Duck, and Sabin for gettin’ this started in the tier thread.

For the record, I play a good Wesker pretty regularly, and firmly believe this match up is heavily in Wesker’s favor. The fact that Wesker can punish virtually everything Thor does while Thor has a lot of trouble punishing anything Wesker really tips the scales, but I don’t want this post and discussion to be about who wins and who loses. I’m more on looking for how to make this fight easier for the Thor player.

What things need to be done? What moves should never be thrown out? What do you need to look out for? How do you avoid certain situations? And so on.

What I’ve come to know is you pretty much wanna treat this like any other rush down match up. Be patient, always be weary of a teleport cross up. Pretty much any time you hear an assist call, start blocking the other way. If the assist call doesn’t do it for you, whenever you see the poof block the other way. Depending on the spacing, his teleport to the air will probably appear on the other side, and you already know the ground teleport will too. Never try punishing with a ground normal. Never stay in one spot on the ground.

Wesker’s main ways he has in opening you up are left/right mix ups and command grabs. The best way to limit that from happening is to limit your ground time as much as possible. Flights and air dashes to move around, Mighty Strikes in the air, Mighty Sparks in the air, super jumps, you know the deal. From there, Wesker will have to change his gameplan up a lil’ bit to land that hit. And he can still do it.

He can get some good damage off of his air throws, and you can bet he’s gonna be lookin’ for them too. Be conscious of that, and when you see it coming, tech it. Then go back to your neutral game, fishin’ for hits with your TK’d and air Mighty Strikes.

The Wesker may then try to just get some air hits himself and just convert to a combo from there. His air to ground game is pretty amazing. It seems like any stray hit’ll lead to something big. The best defense against this is really just to not get reckless. He’s got long limbs, which means long hit boxes, and their fast. But while you’re in the air, you should be seein’ things clear enough to know what’s what. Charged up Strikes’ll go through those hits, making the Wesker think more cautiously about throwin’ out normals, so there’s that.

So what about the gun? Well, it’s still a big problem. It’ll still shoot you out of the start up of all of your moves, so don’t try nothin’ as it’s firing, but before and after it, chuck some lightning bolts back at him. If he wants to try fishing for hits long range, throw some hits back. Mighty Sparks with beam assists’ll do you some good there. If you wanna get tricky, vary the strengths of the sparks. Just try not to give him too big a gap, because bullets, contrary to what I formerly believed, move faster than light, so he’ll still knock you outta somethin’, but hopefully your assist’s attack’ll eat it up.

Wesker will still keep fighting you at it like this until he gets a hit. He may try and super jump in. Your response to that should be super jump command grab. Once again, since you’re close to Wesker, you gotta be careful with that one. Normal grabs are 1 frame, and he’s got pretty good range on his air grabs, while you’re super jumping in and trying to do your :hcb:, you may have already been grabbed and sent to the ground. There are two ways around that, both of which include you sorta buffering your :hcb: motion while you super jump, so all you gotta do when you get in close is press an :atk: button. Know your command grab ranges. When you super jump in for the grab, you got 3 choices to make. Speed, range, or sorta both. I’d personally start off with range. A normal grab still needs you to be fairly close to land, so when you two meet, go for the :l: grab. Works wonders, still starts the combo, and you’re good. When you get better, the :m: and :h: ones may look more appealing due to the speed and damage, but the risk of getting hit rises dramatically.

That’s about alla dat. The next thing that you gotta worry about is figuring out what to do when you get hit. Trust me, you’re going to get hit. No ways around it. Wesker just has a very easy time doin’ it. First of all, look at your health, and look at his meter. Wesker’s gonna wanna get that reset in, if you’re close to full or if he got the hit off a grab. His resets are pretty much “beat you up, let you drop out the combo, air grab you into another combo.” Look for that air grab, and tech it. After you tech it, get the heck outta dodge, and if you’re low on health, DHC out so Thor can get that health back. No hard tags, please. It should really go without saying, but the phrase “hard tags get punished” has a lot of truth to it. You don’t wanna get on dude out the danger zone just to get another dude in it. We like safe tag outs. If you don’t have the meter, you could take a slight risk with a TAC, but in order to do that, you gotta find your hit and confirm it.

As for you hitting Wesker, well, it’s the same ol’ song an’ dance. I would definitely look to kill him because he’s a problem character, but I personally don’t think he’s worth blowing X-factor on as much as some other characters are, but if he’s givin’ you the most problems outta the guy’s team, then go for it. Plus that glasses thing is just–yeah, go ahead an’ X-factor. Dude’s too pompous anyway.

That’s about all I can think of. Everyone else add to it as need be. Share your experience. Vent about how stupidly safe everything he does is. Whatever. I’m certainly no expert, but I do get my butt kicked by him a lot.

I would agree that Wesker wins the match up too because everything he does is faster than Thor and he has more tools than him. So the best way that I would open him and others up is using Thor’s best normal, tri-dash j.:l:. It is really great because of how fast it is, its an overhead, and its best to start combos with after hit confirming.

Wesker vs Thor (both played on point) my take on this matchup is:

First thing to consider is the assist fight. If both Wesker and Thor are backed up by a beam/zoning assist, Thor (j)Mighty Strike L will clean the way for his own assist. A beam/zoning assist combined with mighty spark L can halt Wesker approaches and slightly punish small mistakes. Spark L startup >> the gun, and the spark can also stop beam assists from behind. Of course, Wesker can wave-dash and duck an unassisted spark L for easy punish.

Wesker without glasses is FAST, so he can make his way through any zoning game. Thor should always avoid any close range game with Wesker using his evasive tridash cancelled into j.H and buy some space for j.Mighty Strike M so that he can counterattack. Once Wesker (or basically any character) is on block disadvantage (after of a j.Mighty Strike M/H) Thor should call his lockdown assist and go for the tridash j.L and j.H for empty jumps into cr.L. Thor doesn’t have to worry too much about the command grab because his game is mostly in the air.

If Thor assists aren’t a good beam/zoning, lockdown, or Get off me, then he will be in a considerable disadvantage. Wesker ground blockstrings are safe, Thor aren’t, and his gunshots/blockstrings into teleports are very tricky. Thor best bet in a 1on1 fight vs Wesker is waiting for an approach mistake and punish with Mighty strike M, or get wesker in block disadvantage and go for his j.L and command grabs. Thor main game style is all about air space control with dashes cancelled into j.S/j.H and mighty strikes, Wesker can’t beat that so easily.

Once Wesker start retreating due to Thor + zoning/lockdown assist space control and threat of a j.L hitconfirm, then that’s his opportunity for a j.Mighty hurricane. One touch on Wesker and he might be dead, Thor combos are strong, and his reset game is very strong too. Wesker will have to work a lot to kill Thor.

Well, if today/last night is any indication, I’d say Thor can solidly hold his ground/out-zone Trish. My friend plays a very solid Trish. He’s got these good DHC set ups with Round Harvest, knows how to use the range of her moves very effectively, and makes it so you have to respect her air game. Pretty much everything she does is safe, so finding openings for punishing junk is few and far in between. She can effectively go from keep away to rush down thanks to her flight, 8-way air dash, and dive kick. All and all, she’s very solid, and a person who knows how to play her will wreck shop most of the time. My friend recently started puttin’ her on point. Doing that gives her the opportunity to do a combo, end it in a hard knock down, do Round Harvest super, hard tag Vergil, and do an unblockable with Wesker’s gun. Dat junk hurts.

So he knows I play Thor, has a general idea of what I do in a match, and knows that Thor being a heavy character struggles against good, solid zoning/keep away, and he does. Raining Low Voltages down from the sky, setting up traps all along the screen, controlling the entire fighting space makes it extremely difficult to go in. Mighty Strikes only get you so far. So when he started up doin’ that junk, I just made up in my mind that I’m not gonna go in. He wants to chuck plasma, I can chuck that mess too, and to my surprise, not only did it work, but I was winning.

In the air, Trish can do a number of things to start up some mess. Her Low Voltage is great for keeping people grounded. It shoots out fairly quickly, and does some decent damage. Her traps make it nigh impossible to solidly approach her without some type of teleport. You may eventually get in, after takin’ chip an’ damage, but as soon as you’re in range to start up an attack, the hopscotch’ll do its thing. Not to mention peekaboo just messin’ up everything too, and she also has a mini round harvest special that goes out horizontally, and boomerangs back, to keep the air to air stuff at bay. Then she can fly, and keep that stuff goin’. All an’ all, it’s a good set up for keepin’ people out.

Like I said, I wasn’t puttin’ up with that. I didn’t wanna bother runnin’ through that maze tryna get in, so I stayed out, and kept him out at the same time. You see, having a super fast beam that goes horizontally across the screen while you’re in the air will pretty much always tag Trish. I varied the strengths of Mighty Spark, to make sure I timed it right for her jumps and falls. Every time my feet touched the ground, I called Doom’s plasma beam, and then jumped right back up to throw more lightning, and more lightning hit. Then he tried to activate fly to mess up my timing, so when I landed on the ground, he was still in air firin’ stuff, so I activated fly right back, an’ just kept up my assault, and doin’ just that, I beat Trish.

It took him a bit, I guess he was just as shocked as I was, but he realized that this was a zoning war that he just simply couldn’t win, so he had to come to me. And just like that, I brought back the fight to the way I wanted to play it from the get go. It was still tough, because Trish’s rush down is super good an’ super safe, but it’s still good to know Thor can do that.

So I guess the moral of the story is this. Thor is not a zoning character, but that doesn’t mean he can’t zone. Or is it “keep away?” Whatever, don’t sleep on Mighty Spark. Sometimes it’s the exact tool you need to aid in combating characters who like to play keep away. I don’t see it working on everyone’s zoning game though. I mean, after Trish went down, and Wesker occasionally came out, he was still out zoning with a gun, but either way, just remember your tools, and fight voltage with sparks. Just thought I’d share.

Totally agree. Certain match ups you must not try to get in, instead, frustrate from full screen. Catching people with 3 or 4 sparks actually really hurts.

On another note… the more I play against zero, the more I think Thor’s only actual option is fully charged aerial Mighty Strike. Sadly, Zero can combo from up there if you aren’t on point with the timing. I also usually use Mighty Spark assist, but sometimes in that match up switch to Mighty Smash just for the crossover counter…

I think that Thor can deal with soulfisting Morrigan (possibly + Missiles as well).

What do you guys think? Basically… stay full screen away and get into a full on projectile war. Timing is critical, as is the strength of Mighty Spark used. Importantly, the ball that is created during the start up covers Thor’s head, and if you are on the ground, that is the area that her projectiles come down at you from if she is higher up. Super jump up to her and let loose as well. The L version of mighty spark travels quickly, and should be good to tag her if she is flying/unflying. Mix up the different sparks to mess with her timing, and make her afraid the throw projectiles.

Thor can get hit by a fair few soul fists, and not really care. However, if morrigan eats 3 or 4 might sparks, especially if you’ve tagged her with an H version or two, she will suddenly start realise she can’t keep it up and might try to get in on you. Sparks still are effective however, even when she is rushing down, as the uniqueness of her dash puts her right into the initial ball of mighty spark (and the H version stays out for a LONG time). If you catch her with that, cancel into Mighty Tornado for massive damage.

Of course the strategy has to change when she has astral vision. Just superjump straight up, and fly. Chill out. Don’t let her even build the block stun meter.

Missiles makes this much harder, but not impossible. Try to tag him a few times with Mighty spark when he is out, do it enough and again morrigan will realise she can’t protect him as well as she wants to. If you can’t get to him safely (again, perhaps taking a soulfist or two isn’t the end of the world if you can land a H mighty spark on him.)

I’ve tried this all out… and it ‘works’. Sure I will mess up from time to time, but it usually makes a morrigan switch from the soul fisting gameplan… which is better than other characters can do.

Thoughts? I think I’ve explained it pretty badly, but I hope you get the idea.

When facing Morrigan in AV: just superjump, dash up, flying. A good morrigan will superjump, dash up, shadowblade H, flying, Soul Fist H, so Thor can just unfly there and repeat the proccess until AV is over. With the missiles assist morrigan should watchout for Doom, Thor can always Mighty Strike M, Mighty Tornado and heavily punish Doom.

I’m having the most trouble with Zero + Drones vs. Thor. The player that I play against likes to run away, super jump, lightning, buster, teleport, etc to get safe, then he does the pizza cutter to be even more safe. Once drones is out, he teleports. If I try to mighty spark the drones, I get blown up by Zero’s fast teleport from normal jump height into a pizza cutter. He makes things even worse when he just sits across the screen and throws hadangekis. This player is more than comfortable just running away and crouching under mighty sparks, and just waiting it out. He hardly gets impatient. How do you deal with Zeros? How about other Zeros not like my friend, especially when they have Vajra or something?

^ Fully charged Mighty Strike footsies, go for a Mighty hurricane if Zero try the air Lightning special / command airdash, Mighty Spark for air space control and for taking out the Drones (one hit on Sentinel and they disappear). Basically wait for a Zero mistake, dont attack him with trijumps if he doesn’t approach enough, watch out for fully charged busters. Zero has a favorable matchup here but he is not invincible, one hit and he is dead.

@lamuness gotta go with fully charged mighty strikes , and personally with zero , after my might strike hits. I go striaght into mighty huricane , its half his life right there . This hopefully gets the zero to play alil more reserved . If u get sentinel in this. It’s major damage .

Take what u can get , if ur comfortable comboing after a hit from mighty strike , take it and go for kill.

In lieu of watching this:

[media=youtube]U59aczm10r4[/media]

I went into the lab to see what Thor’s best options of punishing this was. Depending on the spacing, you can get a good meaty crouching :m: into whatever. Depending on the spacing and a little bit of the timing, you can get a cr :l:, cr :h:, :m: Mighty Smash in there. You’ll have to take note of how close you are to Zero’s actual body and how close Thor is to the lightning. If you’re too close to the lightning, your hit may end up just being a trade because it’ll hit you just before you hit Zero. I wish Thor’s standing and crouching :h: was faster because it’d look so cool seeing Thor smack him with dat hammer.

Anyway, out of all of Thor’s normals, it looks like everything except for his :h:'s are able to hit him out of it. The one I found most consistent was standing :s:. Didn’t really have to worry too much about spacing and timing because of how good its range is.

Oh… how I have tried this. :frowning:

But its just like throwing spencer out of his damn zip line. I know that its theoretically possible, I just can never seem to land it. So I gave up!

Perhaps I should try harder. Haha.

Have you tried it in training mode? If it’s not working for you, that means you’re missing your queue. Like I said before, if you do it without spacing or timing it right, the lightning will hit you before you hit Zero. Set the training dummy to do it. It’s just full charge buster and in air :dp::l: I think. You should have enough time to have it do it 3 times, and just practice your reaction. After you block the Buster, just do a standing :s:, and you should do it.

After that, try and position yourself to where the lightning will cross you up, so you know how high above his head he’ll have to be for that.

Once you get the hang of it, you’ll start picking up on visual queues more easily. The first thing I noticed is that the lightning doesn’t hit you until Zero’s completely hit the ground and recovering. When you get good at seeing those things, you’ll be able to look for it in a match and then be able to do it.

Dear Thor brotherhood, it’s about time to step up our Thor success in tournaments and his tier position. He is considered B tier because there are not enough people willing to put time on Thor and his own BS.

Thor has one particular BS that can deal with every rushdown character and take them down at once, and that’s the X-Factor cancel into Mighty Hurricane L/M/H. It’s a very good tactic, because with this he can take down the point character which usually is the strongest in a team. This tactic is not counterable with another XFC because there is no escape for a command grab. So, Thor (solo) can deal the following damage (from the ground, midscreen) out of the XFC:

  1. M.Hurricane L, M.Smash M, s.S, superjump, j.MMH, M.Strike M, Mighty Tornado. 943k damage
  2. M.Hurricane M, M.Smash M, s.S, superjump, j.MMH, M.Strike M, Mighty Tornado. 975k damage
  3. M.Hurricane H, M.Smash M, s.S, superjump, j.MMH, M.Strike M, Mighty Tornado. +1000k damage

so Thor can kill Wolverine, Wesker, etc in one single bad approach.

Opinions, commentaries? Add this to your battle plan my fellow Thor players, it’s worth when dealing with good players.

BTW, it can fail against characters with startup invincible specials/hypers if the other player cancel his normals on reaction (Spencer, Arthur, another Thor, etc), so watchout the particular matchup.