Thor UMVC3 changes

Okay, seeing as how my description of Thor’s new move has confused a lot of people, I made a really crappy mockup of it.

YES YES I KNOW IT SUCKS. I have no artistic talent whatsoever but w/e. This is basically what it was. It curved like that, and then hit Firebrand in the back, and did quite a bit of hitstun. And no, its not a hammer toss unfortunately.

(Someone with actual drawing skills please make a better version of this awfulness.)

It sounds useful but looks lame. Is it so hard to make a hammer toss animation? This move seems to be screaming for it.

But do you agree it seems to be a move to lock down players thus setting up the might hurricane?

is he throwing mjolnir?

hopefully someone uploads the video soon

kinda upset i didn’t get to go yesterday

Even though it has been said to be a different version of spark I pray they remove that and just put the hammer in there it just makes sense with the whole returning to him and all…

Vids are up, folks.

A few Thor changes I noticed:

  • Grounded A-version Mighty Strike seems to have less recovery. I was able to combo from a fair distance into st.A to launch.
    +/- j.C’s startup frames may be a bit slower or have a smaller hitbox, but I was able to create an super jumped tri-dashed aerial kara grab setup into C-version Mighty Hurricane.
  • Mighty Punish may have full startup invincibility.

And for the changes I was tasked to look for:

  • Mighty Spark does seem faster.
  • Range of UMvC3 C-version Mighty Hurricane may have range of MvC3 B-version, UMvC3 B-version MH range of MvC3 A-version MH, and A-version greater range overall.
  • No rapid fire st.A or cr.A.
  • Air Mighty Tornado still creates slow descent from air to the ground for the opponent for all hits except the last hit, so air Mighty Tornado XFC Mighty Tornado will definitely seal the deal in many situations where simple Thor combos just wouldn’t kill in MvC3.
  • Mighty Strike M did not OTG.
  • Mighty Thunder doesn’t push that far away on block. Recovery is still bad.

Good stuff Flush. It’s good to know we can actually punish with Mighty Punish now. Kinda bummed out that Mighty Thunder doesn’t push back, but I can manage. That air kara grab was super interesting.

Mighty Punish slightly better? huh…if I find out startup frames went from 4 to 1, then maybe then I’ll feel better. Mighty Thunder still sucks basically? Dammit.

I hope mighty strike got better startup as well.

Awesome footage and unreal Thor, nice job.

Is it just me or is something different about the mighty smash in video 7, can’t put my finger on it.

@RoyalFlushTZ awesome stuff man! I hope Mighty Punish does provide invincibility on start up.

Thor change wishlist (attacks/ specials/ Supers):

  1. Cancel-able Mighty Strike - This will make great use of his aerial mobility, once the attack takes full or half momentum to the screen, dash right away if you whiff it or your opponents blocks it. Good for mind games.
  2. Mighty Spark M and H should provide a protective electrical barrier like Blanka’s from SSFIV during the charge up. Prevent those rushdown players from intercepting you.
  3. cr. M - more vertical range and OTG.
  4. cr. H - faster start up.
  5. st. M/H slightly - more reach and knock back. Work your way to corner your opponent faster.
  6. j. M - more horizontal range.
  7. j. H - 2 points of super armor. He’s falling non-stop here, making him a big target.
  8. Mighty Smash M/ H = 2 points of armor. Chargeable M.S. H = 3 pts. of armor.
  9. Mighty Thunder (Super) = 2 pts. of armor on start up.
  10. Mighty Hurricane L/ M/ H - all should get more reach
  11. Aerial Mighty Hurricane - same as #11.
  12. st. L - since this also has a slow start up might as well have decent anti-air properties when the opponent is jumping in.
  13. cr. L - more horizontal range . . . kinda ran out of ideas.
  14. S - faster start up, more vertical range.

Now his mobility and misc:

  1. 8-way air dashes, more length and sped up.
  2. Flight - 4 seconds instead of the usual 2.
  3. j. L - drops him down faster like Magneto’s tri-jump from MvC2 (but not too fast).
  4. Ground back dash - more length and speed. Retreat!!
  5. Mighty Taunt - Faster start-up and charges gauge slightly faster.
  6. More health? 1250 to 1300? Nah he’s good. Unless otherwise.

I don’t know, I think some of this stuff may make him overpowered i.e. the Super Armor stuff.

Looks like :m: mighty hurricane xfc will become even more viable in matches than it already is. Good to hear, MH buff was necessary, only last saturday did I actually use :h: MH in a match (I landed it luckily). Its hitbox is too small to be viable is a reset tool.

Do you happen to know if Mighty Punish got range increase as well? Would kind of make sense since all his normal throws got their range increased. If so that would really help some DHC situations I couldn’t quite do in MvC3 due to it’s range. Nice to see it’s finally got invincibility too. Getting beat out by normals was just stupid IMO.

I’m actually quite curious to see the range of :l: MH.

http://www.youtube.com/watch?v=vSe_B-xrXbo&feature=player_embedded#t=0s

If you guys haven’t seen the footage yet, Mighty Tornado is Thor’s mashable super.

Mashable MT did half of Hulk’s health. Damn…

It looks like mashing hypers double the number of hits. I can dig it.

this whole mashing hypers thing is a terrible idea

I don’t see it as a big dilemma because most supers are used to end combos. Wouldn’t more hits mean the combo would be susceptible to damage scaling sooner anyways?

Yup. Though the hypers that are better for punishing will be buffed by this. I’m pretty sure they are being smart about that though. I don’t think dormammus flame torch is mashable… could be wrong though.

If mashing hypers equals the amount of damage that is normally done in regular MvC3 then I’m fine with it.

*+ Thor’s Mighty Spark projectiles have faster start ups. Not only that but the hit box underneath Mjolnir is bigger and hits smaller characters now. Active hit box on the spark on L Mighty Spark is longer making jump ins risky for opponents *

    • Grounded A Mighty Strike has less recovery/more hit stun, giving you enough time to follow up after it with a combo*
    • Cr.L appears to be faster on start up*

If this is true then its going to be awesome, if they made it possible to follow up ground L strike and made it safe (or atleast hard to punish) on block then its a huge buff. We would have some options on the ground for a change and it will be less obvious than the jump + M strike that we were forced to do in mvc3.

Spark buff is nice, it doesnt say that the hitbox of the beam is bigger so it probably still whiffs against crouching characters, but as long as the spark doesnt whiff we now have a good special move to end blockstrings that keeps thor at an advantage.

What im curious about is the speed of the new mighty spark, they said that they have faster start up and the spark on the L version has more active frames, it sounds great and all but if the spark stays out longer doesnt that also mean that the whole move lasts longer and thor has to wait more before being able to use L spark again? So in the end i think that when it comes to rapid firing L spark its either going to be the same or slower, and honestly i cant imagine capcom making L spark faster.

Anyway im liking the changes so far, there are still some more changes that i would like to see to make some of the less useful stuff better (mighty speech, mighty thunder, L smash etc.) but i wouldnt be very disappointed if we didnt get them if these buffs turn out to be true.