The Mighty Punish Tavern: Tell us of your battles over some of Odins Beer

I thought this thread would be a good Idea so we could get an idea of good punishes vs certain characters, or best ways to punish people especially rushdowns characters since its kind of tough to gage when you can hit them since they so spammy.

Ok i am going to start this off with a question about some characters that are giving me a hard time.

What do you guys do vs a competent Ryu player, to me it feels like he can punish almost anything you do wrong, also alot of his stuff seems very safe.

Similar with Zero, when do you hit that guy it always seems like his moves have very good priority.

Vs Zero, I don’t even try to hit him when he rushes in. Thor is too slow to do anything in my opinion, what i do is run away and call out an assist at the right time then punish. My team is Iron man/ Thor/ Hulk, so i tend to use Hulk’s gamma charge to get him away from me.

Vs Ryu, I have a friend who runs with Ryu. He needs meter to punish you. I don’t think he’s a big threat unless you are being reckless, but hadouken is not great to keep you away from him. So i tend to just get in from the air while holding up back.

I just played a guy on XBL for like 2 and a half hours LOL i never thought i’d say that for someody I didn’t know to start out with. Anyway i’m picking up thor (making a secondary avengers team - so I’m picking up Iron Man too) and I learned a TON, but I still had some trouble vs rushdown (specifically Zero, Felicia CRAZY character, and Jill although not so much her) and wasn’t really sure what I should do. Push blocking and getting out of high low mixups only does so much - I just really struggled here unless I could catch him with one of my normals being used as a fat anti-air.

Also I was having trouble landing the reset combo off of a launch mmh l mighty spark airdash, can you grab the opponent if they’re mashing attacks after that? I started mixing in just randomly doing his super to get him to stop so it started working, but that hardly seemed like effective meter management LOL - sometimes I’d dash and just do an H and it would stuff what he was doing but that’s also all I’d get.

Anyway playing a person helped a lot to get a feel for when I can use mighty spark, when I can’t, when to push block, and I’m JUST starting to get the hang of learning when to grab and when to attack. My tri-dashes are weak in terms of actually mixing anybody up - but I’m learning him from scratch as of more or less today so it isn’t easy hahaha

The air reset with the dash is free to mashing for the most part. But what you can do is do another mighty strike instead of dashing. If they mash that you will hit and then either get the same chance again or be able to go into a hitconfirm super. Its a bit hard you can make it work with some practice. Thats why I prefer the ground based resets because you can always try and get a jump loop off them if you think people will mash.

If they mash in the air try air dash, :l::s:xx:l:Mighty Spark. Thor’s air L is very fast so it can beat out alot of other air attacks. You can also use this combo to hit confirm into Tornado super.

I can guarantee that 90% of people who use rush down characters are hitting a button out of reset, if you aren’t in range for a MH what do you guys do ? wait it out or send a bolt ? or a MSmash ?

i usually just go for the superjump reset but it only works in the corner after an air mighty tornado or dorm’s OTG purification. Dont have to worry about MH getting stuffed atleast.

what’s ground resets were you referring to? I don’t have every bit of thor information in my brain quite yet haha

I think in most of those situations you can do a box/forward up air dash then do L, S, M Spark and Tornado to punish mashing, for sure it stuffs people mashing H to tech throws and what not, and if you time the L right, then it should stuff even the 4-frame L the other person is mashing.

after air combo ending with S otg mighty smash h into jump grab orrrrrrrrrrrrrrr

air combo ending with S

dash, kara dash then command grab. As people will usually block or roll and call an assist. Plink dash reads the roll and lets you grab them. You can also call an assist and go for another combo if it hits or use the assist as a tick grab. Mighty actually work hella good off blocked shield slash.

Bro if you want to add me i’ll be leveling up my thor and viper tonight also.
If any of you do feel free i need to see some new tricks.

as far as punishing ryu goes do no forget the mighty strikes projectile immunity it’s Gotlike for closing vs spammers.

I managed to get a few Mighty Hurricane off of some tech rolls caught a few people off guard for some big damage especially since they might be expecting you to tag out.

I’m curious. Does anyone know if there is enough of a gap between the 2 hits of a blocked shield slash to land a mighty hurricane or not?

I don’t use cap or anything, just wondering, would be a cool place to grab them if it worked.

im pretty sure that there is, especially considering that if cap gets hit the 2nd hit of SS doesnt come out.

distance dependent. watch these.

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[media=youtube]WjQWmoobkP8[/media]

short answer is yes - but if you do it max distance or close to max distance no - but there are ALL SORTS of shenanigans possible with shield slash that assist is ridiculously good.

Wow that’s nifty. I’ll have to figure out what kind of timing I can use with my current team. That said it’s perhaps a more situational technique based on team composition so it just might not work with the assist setup I currently use.

How do you guys approach Wesker as Thor, he give me a hell of a time.

Alright guys every trick you know to use against Zero and Chun ? - your chosen assists since everyone has someone different on there team.

Mighty Strike. Mighty Strike. Mighty Strike. That’s #1. Get the timing down and learn to tiger knee it (both M and L versions), and also when you can hit it (or cover it) using your particular assists. You can beat out so much crap just by learning the spacing, timing, and active frames of Mighty Strike, and it usually leads to big damage (often even a kill).

It’s also a good idea (though riskier) to learn how to use Hurricane to snag someone out of or just before/after a block string. The H grab is 1 frame, so as long as they’re right up in your grill (highly likely with Zero/Wesker/Chun), you can snag them more often than you think.

As far as assists, there are a few things Thor can really benefit from. The first is obviously a GTFO assist, since he has trouble if he’s really getting rushed down. For this I use Hulk’s Gamma Charge (either one, both have their uses) or Tron’s fire, or sometimes Ryu’s/Akuma’s hurricane kick. The second is a projectile, either slow or fast. With a fast one plus Mighty Spark, he can win a lot of projectile wars. I like Doom’s or Magneto’s beam. With a slow one, he can hide behind it to advance. I usually use Ryu’s/Akuma’s fireball, but there are a lot of options. The third thing he can use is an overhead/low assist for unblockables with his tri-dash. I prefer Wesker’s, but there are plenty. The final assist that is helpful to him is one with a delayed attack, though it’s a slightly more advanced tactic. You use it to screw with your opponent’s timing, so that you can get in as it hits to cover your attack, or you can go in just before it hits (while your opponent is probably blocking) and grab them. For this, Doom’s assist is definitely the best, since it’s slow, hard to avoid, and people really respect its power. I’m sure Sentinel is great for this, too, but I just can’t bring myself to play him seriously.

Those are my thoughts, anyway. The real thing I think players (in general) need to do is spend as much time developing their defensive game as their offensive. Learning deceptively basic things like blocking up-back to avoid mixups and when to push block can do wonders for anyone’s game. I advocate it often and am still trying to really work it into my own game.