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

One thing about XFC’s that’s important to note is that you gotta know what moves its best to do it on. Watch out for multi-hitting moves in particular. Another thing to look out for is checking the range and pushback on a character’s moves. I can’t tell you how many times I wanted to take out Vergil with it, but because his sword has so much range on it, I ended up looking silly because he was out of range for my response. Once again, sword normals are the bane of Thor’s existence.

To that, I say know the ranges of your hurricanes. XFC should give you time to do the one of your choice, but you only get one shot at it during a match, so make it count.

The reason I feel that this isn’t really worthy of BS status is that Thor only gets rid of ONE character. Plus you lose the strategic advantage of XF later in the match, which can be massive. (and as an aside… just about everyone can do this more or less, XFC into magic series does not get blocked too often…)

When you XFC with certain characters to kill off an opponent, it can instantly sway the whole match due to how deadly you can make incoming mix ups with the continued additional speed boosts. Prime example is dorm or zero or something.

With Thor, not only are you gambling to land the XFC into mighty hurricane (what with the ways to get out of it such as hypers or hell, even just plain old jump cancels or staggered block strings throwing off your timing), but he isn’t exactly great at forcing a really bad situation on an incoming character. Sure there are certain set ups that work better than others, but its not fool proof. If you don’t completely wipe out the team with a bunch of good guesses (and guesses they will be) you are now going to have to face an attempted XF3 comeback. Was the initial gamble worth it? IMO no… unless…

… you DHC into a character mid combo after the XFC that CAN set up these mixups. Ironically Thor does so much damage once you hit XF you have to be careful not to kill off the opponent too quickly! haha. A good example is XFC into Mighty Punish, DHC’d into Chaotic flame. That will kill off a lot of people as long as they aren’t at full health, leaving Dorm reading to do his thing.

(P.S. Of course, if there is only one character left, this tactic is great. Just get blocking, XFC and its game over, the one thing I really like about still having Thor at the end of a fight)

To really step up Thor play, its going to have to be intelligent use of team building to make his approaches and mixups really scary.

mm, Thor has 50/50 mixups with fully charged s.Mighty Strike L + assist in the midscreen/corner for incoming characters.

Thor has a guard break unexplored tech for incoming characters. You can airdash cancel his j.M if you are flying and then grab with a M.hurricane L:

Fly, character enters the screen, j.M, advancing guard, unfly, dash forward, M.hurricane L.

If someone can make this work 100% of the time Thor would definitely move up to A+ tier.

And don’t forget that Amaterasu guard break tech for incoming characters, it’s specially useful for Thor.

Are you sure you can get this guard break to work? I’m sitting here in training mode with the dummy set to all guard (with AG), and jumping (for ease of set up).

Fly, j.m, I get push blocked, cancelling fly just makes me fall to the ground… are you saying grab them as they hit the ground or still from the air?

Edti: think I am getting it, you have to be a lot higher up than I thought.

Double edit: Moving the discussion of this to the other thread, don’t think it really belongs in a match-up thread.

They still haven’t fixed the reset ground bounce on Ammy after a Mighty Hurricane? Dang, that’s messed up. Just something we gotta look out for.

Normally whenever you do a Mighty Hurricane against a character, it doesn’t count towards the “1 ground bounce per combo” rule, so you can do whatever you want, and throw in a :m: Mighty Smash, and everything works fine. For some reason that doesn’t apply to Ammy, so when you do a Mighty Hurricane on her, then your :m: Mighty Smash doesn’t ground bounce, and just leaves her with the hard knock down. That’s been there since vanilla, and I just found out that it’s still here in Ultimate. So any combo you start with the hurricane, you might as well just omit the smash. Only on Ammy though.

I think it works better from a j.L. I’ve been trying it out in Training mode from snapping people in, it works pretty well.

Does anyone have any advice on dealing with the trench coat trio with Thor? I know Thor is practically unstoppable once he gets his offense started, however it is VERY hard landing solid hits on them with him.

Wait for a predictable teleport and grab into a TOD

ok iv been playing for the last 2 weeks, and im 0-10 vs hulk, this matchup…no idea what to do

Don’t let him in, Mighty Spark zoning, etc. all day.

I’ll admit it’s tough for me as well, though.

As someone who uses Hulk on their team, zoning with Mighty Spark from full screen works. However, if he manages to get up close then bait H (don’t push block) and punish it with Mighty Hurricane (L or M). If you want to risk doing major damage with Thor then you can get in with Mighty Strikes or rushdown with tri-dashes.

what i do against hulk is annoy him with mighty sparks until they decide to jump over it, if its a SJ then you can SJ forward + mighty hurricane them pretty easily, normal jumps are a little harder to deal with but still in your favor.

Then only kind of approach hulk players use that i sometimes find hard to deal with is gamma charge backed by a good assist (mainly sent drones). In this case if you cant stop the gamma charge then you should avoid it all together using a SJ, then put some distance between you using flight and air dashes with occasional mighty strike pokes to catch them off guard. Dont get too predictable with mighty strikes so that they’ll have a harder time countering it with st.H or gamma crush.

Zone as much as you can, don’t let him in, and when you have enough space, do a full charge Mighty Strike to armor through whatever he throws out into a super or a combo. Lot of hit an’ runs.

Got a FT5 coming up against a Nemesis/Doom/Wesker team. I’m not too worried about Nemesis resets, if I can scout them Thor can get out. But I don’t really know any of his resets. I know he has one with Wesker gunshot and anti air throw. I’ll do some research.

How should I approach this match? Should I hit Nemesis and snap in Doom, get rid of fucking missiles, or should I worry about Dark Wesker and snap hi min?

So I played my first competent Iron Man in a while. Boy, his aerial movement and more importantly amazing normals can give Thor a few headaches. I began to figure it out as the sets went on, but it was surprising at the beginning as he was ‘tridashing’ from a full screen super jump height distance and tagging me.

Being super jump height and coming down on IronMan is what I found kind of horrible. Repulser is really good.

Via Abegen’s twitter Thor’s cr.M beats Varja assist. Tested it and its pretty easy and you can cancel to m.spark xx.mighty tornado to pretty much kill Strider.

So, it seems Vergil is not that bad for Thor after all. I have been doing some research…

  1. Spiral swords into teleport M doesnt crossup the guard of Thor
  2. If Thor has two bars, XF in stock and a good partner, Vergil cannot bully Thor with the Spiral swords pressure, because Thor can XFC, Mighty punish into DHC and kill Vergil:

a) with Ammy, Vale of mist DHC right after the character fall in the ground (M.Punish full damage) into weapon change M, then Thunder edge x2, then Thunder Edge with reversed qcf motions until Vergil die (Its more or less 1050k damage when the vale of mist fade off)
b) with Strange, DHC into Seven rings of raggador in the first hit of Mighty Punish, then call M.Spark assist if possible (not necessary) and (jump up-forward, j.MH IP, land)x5, s.H, s.IP, s.S, superjump, j.MMH IP, teleport, s.IP, etc, at this point Vergil is already dead (This is dead for every character)
c) Dormammu, DHC into Chaotic flame is 846k, Vergil has 850k u.u … If Dorm has 2C1D charges in stock he can follow up a Stalking flare
d) Morrigan, DHC into Astral vision after the character touch the floor (M.Punish full damage), then Soul drain, fly, call Mighty Smash, Soul fist M, unfly, land, Soul drain, fly, Soul Fist M, or instead of the second Sould Drain, Soul fist M, fly, Soul fist H, unfly, land, Soul Fist M or H, fly, Soul Fist H (+1000K damage)
e) And basically any other character that could trigger the DHC glitch in vanilla (Sentinel, Wesker, Zero, etc)

Jeez I do not think Thor can fight Nova…

Those Javelins keep you out of the sky, his box dash OS’s are so fast you can’t manoeuvre really at normal jump height… paired with assists this fight is a nightmare for thor.

EDIT: Although I’ll be happy to be proved wrong! For instance, I used to think Zero was untouchable… but slowly yet surely I’m seeing where the holes are, and when exactly to push block… its so mentally draining to fight him though.

DELAYED DOUBLE EDIT: Haha, okay now I am beginning to see how felicia is a really issue too. Her blockstrights leave you no space to breathe, and Thor’s normals are too crappy to fight out of it. Command grabs whiff as every other second she’s airborne…

Okay so my thoughts for Nova and especially how to stop those box dashes. There are only two things I think stop them… grounded M mighty strikes (charged if you get the breathing room) or normal jump height Mighty Sparks. It is quite risky to try AAing with grounded sparks, but if you time it right of course they are easier to convert into full combos. Whats essential for this is a strong horizontal beam assist, basically because its likely the drones or something are coming your way, and you have to be careful in case Nova feints you out and comes under you.

You are basically looking to flood the normal jump horizontal plane with hitboxes. Once you do that, the fight becomes a lot easier. I struggle with dark hole as my assist for this tactic, but I can see how much stronger it would be with something better.

Apart from that, its a case of just knows his resets and other tricks… oh and to NEVER jump at him with air normals, you are just asking for trouble. You can attack him on the ground of course, but thats assuming you have stopped his momentum… which is very tricky.