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| |properties=Priority: Low, Beam Durability: 5 per frame for 3 frames | | |properties=Priority: Low, Beam Durability: 5 per frame for 3 frames |
| |description= | | |description= |
| THC Hyper: Mighty Thunder. Thor appears on stage and channels thunder from his hammer, creating a spark in front of him. After 20 additional frames, the spark shoots forward as a short-lived beam projectile. The spark hits up to four times and deals damage that ignores damage scaling, but has very short range. Unlike the point character version, normal-sized characters can not crouch under assist Mighty Spark. | | THC Hyper: Mighty Thunder. Thor appears on stage and channels thunder from his hammer, creating a spark in front of him. After 20 additional frames, the spark shoots forward as a short-lived beam projectile. The spark hits up to four times and deals damage that ignores damage scaling, but has very short range. However, Thor appears in front of the point character, which can help mitigate the spark's short range, at the cost of leaving him more vulnerable than traditional beam assists. The hammer also reaches lower than the beam, allowing it to hit characters who would otherwise be able to crouch under this attack. |
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| The beam portion has very high total durability by assist standards, allowing it to easily destroy other common projectile assists such as Doom's Plasma Beam or Sentinel's drones. In practice, this can be very difficult to actually perform. Thor's beam assist is very slow, at 47 frames of startup plus an additional 20 frames for the beam to actually fire. During that time, either the assist you were trying to beat, or the opponent's point character may have already hit Thor. | | The beam portion has very high total durability by assist standards, allowing it to easily destroy other common projectile assists such as Doom's Plasma Beam or Sentinel's drones. In practice, this can be very difficult to actually perform. Thor's beam assist is very slow, at 47 frames of startup plus an additional 20 frames for the beam to actually fire. During that time, either the assist you were trying to beat, or the opponent's point character may have already hit Thor. |
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| Thor stands in place, gains an aura, and begins talking. This move can be maintained indefinitely by holding down the H button. After 18 initial frames, Thor begins to generate hyper meter at a rate of 24% of a bar per second. Releasing H will cause Thor to stop talking and stop generating meter, but has 22 frames of additional recovery before Thor can act again. | | Thor stands in place, gains an aura, and begins talking. This move can be maintained indefinitely by holding down the H button. After 18 initial frames, Thor begins to generate hyper meter at a rate of 24% of a bar per second. Releasing H will cause Thor to stop talking and stop generating meter, but has 22 frames of additional recovery before Thor can act again. |
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| Mighty Speech can be used for a little free meter after a snap or kill while waiting for the oncoming character. Thor can also cancel his other grounded specials into Mighty Speech. This can situationally be used to save Thor from punished in the event of a whiffed Mighty Spark or Mighty Hurricane. | | Mighty Speech can be used for a little free meter after a snap or kill while waiting for the oncoming character. Thor can also cancel his other grounded specials into Mighty Speech. This can situationally be used to save Thor from being punished in the event of a whiffed Mighty Spark or Mighty Hurricane. |
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| Thor is usually played in either the '''Point''' or '''Second''' position. When played as a Point character, Thor's lack of solid long-range tools can be more easily compensated for with assists. He can use his strong aerial mobility to compete with other highly mobile Point characters. Although Thor's solo damage is not terrible, he becomes even stronger when he can utilize assists to easily combo into his slower special moves. | | Thor is usually played in either the '''Point''' or '''Second''' position. When played as a Point character, Thor's lack of solid long-range tools can be more easily compensated for with assists. He can use his strong aerial mobility to compete with other highly mobile Point characters. Although Thor's solo damage is not terrible, he becomes even stronger when he can utilize assists to easily combo into his slower special moves. |
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| Thor can be placed in the Second slot to serve as a damage engine for another lower-damage point character. His Mighty Spark assist can be exceptionally powerful if you are able to cover for its slow startup. | | Thor can be placed in the Second slot to serve as a damage engine for another lower-damage point character. His Mighty Spark assist can be exceptionally powerful if you are able to cover for its slow startup. However, Thor's support is generally suboptimal compared to his potential on point. |
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| === Notable Synergies ===
| | == Notable Supports == |
| | <tabber> |
| | |-| Doctor Doom = |
| | [[File:UMVC3 Doctor Doom Icon.png|center|100px]] |
| | <center>[[File:Alpha.png|20px]][[File:Beta.png|20px]]</center> |
| | Thor and Doom work extremely well together, not least because of an extremely strong raw-tag game. Thor can tag to doom off a basic magic sequence in the corner, leading to huge damage and meter gain, as well as off any grounded grab anywhere on screen. Thor also uses both Plasma Beam and Hidden Missiles extremely well, and Doom's TACs add a potent weapon to Thor's arsenal. S tier pairing. |
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| '''Tron:''' Although Thor's assists are slow, they last for a significant amount of time. This allows for Tron to combo or confirm into some of her slower attacks, such as j.5S or Beacon Bomb (236X). Might Spark in particular is a great assist for Tron, and she can call it freely while abusing box dash j.5H to approach nearly uncontested. Tron and Thor also have some unique and very powerful DHC synergy. If Tron DHCs Servbot Takeout (236XX) into Thor's Mighty Punish (63214XX), Thor whiffs and recovers quickly. Combined with the extremely lock duration of Tron's hyper (which continues after the DHC), Thor has time to cast several instances of 236H. Not only does Mighty Spark do great damage by itself, the initial hits of each cast are unaffected by damage scaling. This two-bar DHC combo deals significantly more damage than canceling into a standard hyper for its damage alone.
| | |-| Rocket Raccoon = |
| | [[File:UMVC3 Rocket Raccoon Icon.png|center|100px]] |
| | <center>[[File:Alpha.png|20px]][[File:Gamma.png|20px]]</center> |
| | Thor can use Rocket's support extremely well, with Pendulum being one of his favorite assists and Mad Hopper an excellent DHC which he can use for stylish raw tag combos. Rocket also works very well with some of Thor's other favorite supports, such as Doom, or Strange. |
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| '''Players to Watch:''' Abegen (Tron/Thor/She-Hulk)
| | |-| Doctor Strange = |
| | [[File:UMVC3 Doctor Strange Icon.png|center|100px]] |
| | <center>[[File:Gamma.png|20px]]</center> |
| | Doctor Strange, meanwhile, possesses potentially Thor's best lateral assist in Bolts of Balthakk, and his overall support value really shines when placed behind the God of Thunder. Thor can DHC from S.Jump height Mighty Tornado into Seven Rings, leading into a full strange combo. Alternately, Thor/Strange THC is very strong and kills everything. Great pairing. |
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| '''She-Hulk:''' Thor's Mighty Spark takes noticeably longer to fire than comparable beam assists like Doom's or Iron Man's. In the case of She-Hulk, this can actually work to her advantage. She can call Thor before entering her crouch stance, and the beam will still be connecting after her follow-up attack completes. This makes it easier for her to use Thor's assist as a combo extender than many other assists. Also, Thor's OTG options are very limited, and so having an OTG assist like Jenny greatly expands his combo potential. Thor and She-Hulk can also set up many dangerous guard break setups by having Thor DHC into her anti-air command grab. For example, Thor can attempt a grounded command grab, and then reaction DHC to her if the opponent jumps away. He can also cancel aerial normals into Mighty Tornado, and then DHC after the blockstun of his normal ends but before his own hyper connects.
| | |-| Arthur = |
| | [[File:UMVC3 Arthur Icon.png|center|100px]] |
| | <center>[[File:Beta.png|20px]]</center> |
| | Arthur's Dagger Toss assist is a strong lateral assist, something Thor desperately needs. Additionally, Thor/Arthur DHC synergy is excellent, with Gold Armor into a full combo being a great way to finish off an opponent in Mighty Tornado at Superjump height. Gold Daggers are even stronger than base daggers, and enable a number of powerful combos and mixes. Great pairing. |
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| '''Players to Watch:''' Abegen (Tron/Thor/She-Hulk)
| | |-| M.O.D.O.K. = |
| | [[File:UMVC3 M.O.D.O.K. Icon.png|center|100px]] |
| | <center>[[File:Gamma.png|20px]]</center> |
| | MODOK's Psionic Blaster assist is extremely strong for Thor in both neutral and combos, and MODOK also offers strong TACs and Raw Tags in many of the same situations as Doctor Doom. Hyper Psionic Blaster DHC leads into a full follow up if you've saved an assist, and since thor doesn't use wallbounce, MODOK can be a strong damage engine for him. Great pairing. |
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| '''Viewtiful Joe/Wesker:''' Besides She-Hulk above, Thor can make use of other OTG assists, such as Shocking Pink or Samurai Edge, to work around his own awkward OTG option.
| | |-| Iron Man = |
| | [[File:UMVC3 Iron Man Icon.png|center|100px]] |
| | <center>[[File:Alpha.png|20px]]</center> |
| | As dollar store doom, Iron Man offers a strong beam assist, good TACs, and decent DHC synergy to Thor. He is a great partner for Thor overall, and you should feel good about playing them together. |
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| '''Players to Watch:''' Royal Flush (MODOK/VJoe/Thor)
| | |-| Shuma-Gorath = |
| | [[File:UMVC3 Shuma-Gorath Icon.png|center|100px]] |
| | <center>[[File:Alpha.png|20px]]</center> |
| | Mystic Ray is one of thor's favorite assists. It is a full screen projectile assist and screen clear that also OTGs - what more could he want? Great assist, but outside of that the synergy is more limited. Still worth mentioning as one of his best partners, however. Shuma also enables the Thor/Dormammu pairing to actually function in a way that no other partner truly does, and is worth mentioning just for that. |
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| '''Rocket Raccoon:''' Log Trap (Pendulum) is a generically strong assist that can be used for its large screen coverage in neutral or as a combo extension utilizing its wallbounce. Since Thor has no wall-bounce moves of his own, he greatly appreciates having access to one via Rocket's assist. Rocket also offers several other ways to support Thor. Using his Mad Hopper (214XX) hyper and other specials, Rocket can cover the ground in dangerous traps that will force an opponent to block before tagging to Thor, letting him run a mixup game that opponent can not contest. There is also significant potential for a DHC from Air Mighty Tornado to Mad Hopper, as Tornado causes a very slowly descending Soft Knockdown. This gives Rocket enough time to deploy his trap, recover, and tag out to another character (Thor himself) to pick up after Mad Hopper finally connects.
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| '''Players to Watch:''' SoCal Irongod (Thor/Rocket/Strange)
| | </tabber> |
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| '''Other Players to Watch:''' Streamburger (Thor/Shuma/Dormammu), Luizmau (Thor/Dorm/Doom), emc (Thor/Strange/Doom), Mr.Flubbs (Thor/Ghost Rider/Iron Man)
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| <big>'''Suggestions on assists to choose by emc'''</big>
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| ----
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| <div class="mw-collapsible mw-collapsed">
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| Thor needs two types of assists, one full screen projectile and one screen control. I HIGHLY recommend using Hidden Missiles as your main assist of choice, not only does Thor have good tech with Doom(see tech section above), but missiles covers all of Thor's movement, allows high/low mixups, gives you extended combos and can really make a difference in those scrambles. All of those pieces that make hidden missiles so good is what you should also be looking for in the assist choices for your Thor team. Mystic Ray can accomplish much of what missiles can do, it can OTG, provide full screen control and can help start offense, it's a good pick for Thor.
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| Thor also benefits well from lock down assists like Amaterasu's Cold Star which tremendously ups Thor's high/low potential and can also be used after an uncharged mighty strike H OTG to extend combos. Many other assists could potentially achieve this, such as Hsien-Ko's Senpu Bu or Frank West's Shopping Cart, there is certainly room for experimentation.
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| Thor needs a projectile to cover his tri-dashing, his low height mighty strikes and also as a way to punish those pesky zoners and their assists while mighty sparking yourself. The best projectile assists that I've found are Strange's Bolts of Balthakk, Ironman's Unibeam, Arthurs Dagger Toss and Hawkeye's Triple Arrows. Doom's beam and Magneto's Disruptor are still great assists but their knock down abilities actually hinder a lot of Thor's confirms. Again experimentation is key, other great assists could include Taskmaster's arrows, Chris' Machine Gun and maybe Vergil's Rapid Slash.
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| It's also nice to have an assist that compliments his block strings and enables easy confirms. Rocket's Log Trap is perfect for this, doing spark + log trap is a safe string when blocked and on hit, can lead into a devastating combo, you can confirm with a dash in normal or just charged strike L on the ground.
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| Things to note, Rapid Slash and Cold Star can both be used after an uncharged Mighty Smash H after an air combo to extend combos.
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| So here are the top assists to choose from:
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| Hidden Missiles, Mystic Ray, Bolts of Balthakk, Cold Star, Dagger Toss, Unibeam, Log Trap, Spitfire x2
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| </div> <br> | | </div> <br> |
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