Thor UMVC3 changes

New Data for Mighty Strike :l:

20-31 Startup
11-11 Active Frames
23-12 Recovery
Advavtage on hit +13 (this is Huge)
block -18/-7

Old Data from Vanilla

Start up 20-41, Active 11-11, recovery 35-22, Advantage on Hit -10 advantage on Block -18/-7.

So the move has been buffed covered with an assist it may be more useful than it was. Of course we will probably still just Tiger Knee the motion into an air one seeing as they are safe on block.

That is great. That is so great. The move is relatively the same, but different where it counts. I’m so glad for that.

Aww what? :frowning: no credit for giving you that information? :wink: I could of posted the frame data for that move in here if you wanted me to. Although, everyone can see the other frame changes when I’m allowed to post that in the Frame Data thread I created.

“And we’re here because in spite of all that you’ve done to our empire… He loves you…
IIINNNNFFFEEEERRRRNOOOOO!!!”****

So wait, does assist mighty smash hard knockdown yes or no? cause if no IM still sad. As getting free otgs after it is super useful for somethings i have in mind.

No, only a ground bounce.

Does anybody knows if its possible to combo into a charged MS of an aerial combo? Something like launch-MMH-Charged MS?

I thanked/credited you I think in the UMVC3 official forum I been posting shit all over the place lmao.

Oh really? My mistake, thanks. :smiley:

Yea you and Dark Phoenix Helped me with quite a few decisions especially concerning Nova… he is definitely going to wind up on my day One Thor team.

What Nova assist are you using and why…

Still would like to see how much the 1 active frame of mighty punish being invinible entitles to. Does it “catch” every type of move, including other hypers? Does it stuff other invincible hypers?

That is something I am still deciding on. All of them seem very useful depending on what you are doing. The shield could be a good corner pressure tool place it right in front of them and just bombard them from the air with overheads and mighty strike cancels until they break. I think the Human Rocket punch one is the :m: version which causes a wall bounce … if it is not then I wont bother picking it. Lastly the Dive Kick is an Overhead so I can see how that could be useful, it also causes a ground bounce on air borne opponents. I really think I will try them all and see which works out best before settling on one. Right now My main team is looking like it is going to be Thor(smash)/Nova(shield)/Strider(Varaja) I also just found out that Nova can have two shields on the screen at once but one of them has to be an enhanced version. They can be placed anywhere so basically I could place a large shield ground level and a smaller one further back in the air making it really hard to jump in on me while tossing javelins. The main draw to nova for me was the fact that he can completely ignore zoning and has a very good air game. My Day one strategy is going to be to make people afraid to jump in on me for fear of eating a mighty strike,mighty hurricane,Varja or a human rocket punch …then to train them to fear throwing projectiles for fear of eating a mighty strike or centurion arts rush… into a full combo…make them feel safe on the ground or rushing in only to hear… Mighty Hurricane. The third member is really still up in the air I am going to try Strider,Dr.Strange,Dormammu,Hawkeye,Taskmaster and Hulk to see who works out best. I really enjoy Thor(smash)/Hulk(AA)/Dormammu(Dark Hole) it is working really well for me in vanilla. And all of them were significantly buffed in ultimate especially Thor and Dormammu.

AFAIK characters are untouchable by anything during invincible frames other than counters, so i dont think MP can stuff invincible hypers. Other than that it should catch anything as long as they’re on the ground and within range.

People can’t xfc lvl 3 mash out of your tick grab setups anymore. In other words, xfc>MP is even more of a viable tool. You can’t get knocked out of it, and you can punish certain supers, namely projectile supers up close. You’re still going to get slapped in the face by invincible supers though. But at least Thor has a very viable super armor tool, which can trade with supers that have what I call “normal invincibility”.

It also means he has completely free DHC’s into safe supers like Devil Trigger.

Is it just me or does it seem like the “pro players” really are ganging up on Thor. First Fanatiq then Jago now combofiend. This has prompted me to enter the locals and attend a few regionals not saying I will win anything at all but I bet I can make a muthafucka take notice… (Slams down a mug of Odin’s Beer.) Tis Time.

Well, in Fanatiq’s and Combofiend’s defense, the only Thor player I imagine they know is Mike Ross, and well, let’s just say that he’s not the most worthy of the bunch.

I tell some players in my area that Mike Ross doesn’t have a great Thor and they think I’m nuts. Ross is a great player so he can win with Thor, but he doesn’t really use the character.

Justin Wong did the same thing when he picked him up for a tourney… used nothing but day 1 stuff but his own talent got him plenty of wins.

Don’t like these day 1 combos coming in. I really thought Capcom would cut this shit down by half. As much as I am pumped for Ultimate…these vids are cutting my enthusiasm.