Depends, the safest thign is to walk back and jump up back. Just avoid the whole stupid start of the round opening game. I usually just do the jump H though, most people just go for the tech and call an assist. Only person I don’t fuck with is hulk, though if you wanted to be fresh you could just try and might punish him lols.
Basically you just gotta get good at reading your opponent. Look at the character they’re using for hints. Look at what habits they makin’.
If they comin’ up on me, I’m usually expecting a jump and an air grab, so I either jump to meet and tech it, or sit still, crouch, and watch 'em whiff their air :h:.
If they just standing there, I’m expecting them to expect me to do something stupid to get punished, so I’ll stand there too, or super jump as soon as the fight starts.
If they’re backing up, I’m expecting them to get ready for some zoning, so I’ll either super jump to get over it, or normal jump an’ do some Mighty Sparks with an assist call.
Thor’s a heavy character, so you gotta think in a more defensive manner with him than any of your other characters. You can’t really just rush up on people mashing grab because, if you whiff, you just did the most unsafe/highly punishable move in the game, and you can’t really expect to throw out anything else and expect to get the first hit, because Thor’s not getting the first hit at the start of a match, unless your opponent’s sleepin’. That said, if you do catch ‘em sleepin’, empty tri-jumps into grabs/command grabs is a good wake up call.
The corner reset with :h: Mighty smash, j.:l:, MT…what’s the deal? Either I drop to the ground before they recovered or it whiffs because they’re recovering when it comes out. :xeye:
You talkin’ 'bout the one that goes full charge :h: Mighty Smash, Mighty Smash, j:l: :h: Hurricane? It’s just a timing thing. After you OTG with the :h: MS, you cancel into the MS for the ground bounce. Then it’s a matter of knowing/seeing Thor touch the ground and then immediately doing the j :l:. Then go for the :h: hurricane while you’re still in the air. You don’t wanna do it too fast, otherwise, you’ll get that whiff as they recover, so give it a slight delay. Once that timing’s down, you’ll get 'em every time.
How do I open someone up with thor?
Lock down assist (Ammy’s Cold Star or Sentinel Drones work well with it) and tri-jump mix up.
Empty tri-jump into Mighty Hurricane.
It’s really best to always be looking for places to command grab. In the air, on the ground, it’s what you want to go to most of the time when you see the openings. Otherwise, you need to apply as much pressure as you can, which is why Thor needs lock down assists for his neutral game.
K thanks I’ll try that
What are the conditions to get the float state after mighty [S]hurricane[/S] tornado? I’ve found its easy with OTG assist h.strike (don’t need to mighty [S]hurricane[/S] tornado) but I can’t get it consistently after OTG assist h.spark.
Getting zoned out hurts. And it’s especially annoying when it’s something as simple as Dante + Strider assist spamming rockets. What do you do to combat this? You can’t throw mighty sparks everywhere since he can teleport. But as a general question, not just vs. Dante, but for example, Deadpool can zone out pretty annoyingly too. So what should my gameplan be? Mighty strikes aren’t fast enough to cover the space to reach him before he recovers.
Float after the Hurricane command grab? Mighty Hurricane gives a ground bounce. Can’t think of any instances where it’ll float. To get the opponent in “float states” they gotta be hit with a move that causes a soft or hard knock down. Mighty Tornado does it if you cancel it with a DHC or X-factor before the last hit. Mighty Spark does it if you hit them in to the spark a certain way, and Mighty Strike does it when it’s fully charged.
When you’re getting zoned out by a bunch of stuff flying on the screen and you don’t have enough time or good spacing to do your Mighty Strikes, your best option is :l: Mighty Spark backed up with a beam assist. The idea is hit the opponent fast enough so they get knocked out of the start up, and your beam assist is supposed to keep you relatively safe by adding aiding in clearing the screen. If Dante teleports, you just gotta anticipate it and play as safe as you can. Thor’s got a decent zoning game of his own with the proper assists, and sometimes the best option is to annoy the other guy to the point that he wants to come to you. Just be sure that you’re in the right frame of mind to instantly switch it up to offense when they get in range.
Sorry I meant Mighty Tornado.
EDIT: Here is the video i was referencing . I realize that opponent popped X factor before abegen used grab but still, that is a pretty cool meaty setup
[media=youtube]E2oVKVnKML8[/media]
- what causes Abegen’s Tron/thor/shehulk inescapable hyper anti air grab to work on incoming characters? Is it possible to emulate this by using Another point character like Vergil or hulk? Im assuming the tron hyper forces them into block stun, the whiffed thor hyper grab removes the block stun and then she huylk is able to convert the air grab?
I’ve had a lot of problems emulating this.
- I can’t find the video right now, but I remember seeing Abegen (i think) do jump H meaty on an incoming character and as they block he catches them with what i think is an air mighty hurricane command grab.
anyone else know what I’m referring to here and what the proper timing is for this? I could have mistaken it for a grounded command grab so yeah.
It’s a guard break. But j.H is not the best normal for doing it. You can use a j.S, land, negate the pushblock of advancing guard by doing a fast ground dash, then TK Mighty Hurricane.
Unfortunately it’s not consistent and depends on character sizes. From my research, for getting a float out of a Mighty Tornado, the character has to be right above Thor and the Tornado, at the highest point of it. The most consistent way to get a float is with this combo:
corner whatever hitconfirm, s.S, jMMH delay , j.S, land, charged mighty smash H, mighty smash M, M.Tornado at once (without landing), Mighty Smash L at once, Mighty tornado, and this tornado is the one that gets more floats because the smash L will send the character to the exact height for it to work.
So I have seen SSS get thrown around. What is it, how do you do it? Is it mostly used in combos for damage or is there something I am missing.
Does anyone have the vita version and can look at the hitboxes of mighty tornado? Perhaps the last hit (the one that gets rid of the untechable state) has a unique hitbox compared to the rest of the move…
Coined by Saitsu, if I recall correctly, its short for Mighty Strike, Mighty Strike, Mighty Spark hence calling it SSS. It ends combos after using an OTG assist in which you do fully charged :h: Mighty Strike > fully charged :l: Mighty Strike > Mighty Spark > Mighty Tornado.
Is there a guide for Thor? If not, what are the blockstrings I should be using with him?
Full scale guide videos are in the first post of the Ultimate Thor thread. There’s a video for beginners and a video for the moves.
All your blockstrings with Thor should pretty much lead to Might Hurricane grabs. It’s important to get the timing down for them. They’re easy to set up off of crM. And if for some reason your crM actually hits, you can easily spot it and go into stS. You can practice recognizing hit confirms by setting the computer to random guard in training mode.
One thing that is generally essential to keeping Thor’s block strings safe is by using a lock down assist with them. The lock down keeps them from pressing buttons allowing you to wait for the assist to finish and grab, or to back up and put some space in between.
It’s important to keep your strings tight, too. This is somewhat difficult with Thor since his normals are so bad, but to practice with them, set the computer to all guard in training mode, and record them pressing either a rapid fire L or a grab. When you go about doing your strings, if the computer knocks you out of them, you know you’re not getting it right.
A general block string will look like jL, crL, crM + Lockdown assist, L (or M or H depending on the distance) Hurricane.
Things that you should not do when doing block strings is cancel into Spark after a cr H. A good many characters can still crouch under it and punish for free because what’s happening is the pushback from cr H pushes them out of the range of the sparky part of the beam. Adding a lock down assist will keep you safe, but it’s still better just end in cr M, L Spark Hurricane or cr L, L Spark or cr M, lock down assist.
What can Thor do against chicken blocking? Especially against characters that can punish whiffed air command throws heavily?