UMVC3/Thor: Difference between revisions

From SuperCombo Wiki
Line 126: Line 126:
=== Basic Strategy ===
=== Basic Strategy ===


The general idea with Thor is to cover ground with air mighty strike M. The M version has the best chance at hitting a grounded opponent and allowing you to convert into a combo. The easiest combo off an uncharged Mighty Strike M is simply using launcher to send them into an air combo. You can also improve the combo by doing a Mighty Smash M and then launch, or re-jump after the hit and do j.LMS, st.LS into combo. <br>
Thor's ground game is generally pretty weak, you want to be in the air 90% of the time. The other 10% is using mighty spark L to control the ground, call your own assists under the cover of his beam and punish your opponents assist. All of Thor's ground normals are very punishable, so don't approach with raw ground normals too often, just stick to the skies and use his air dash down forward paired with L at low heights or with S at super jump height. <br>
Play patiently, you have a ton of health and most of your easiest combos will do a lot of damage. You want to try and stay mid screen as much as possible to pose a threat with mighty strike, but not too close as to get air grabbed or hit with an Anti-Air while charging.


=== Advanced Strategy ===
=== Advanced Strategy ===

Revision as of 17:33, 11 March 2014

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Thor

Umvc3 thor face.jpg

Thor is the "god of thunder" from Asgard and a founding member of the Avengers. His mighty hammer, Mjolnir, can only be wielded by him and gives him incredible strength.


In a nutshell

Thor is one of the more unique characters in the game, often compared to a slower Magneto but he's far from him. He doesn't have very much speed on the ground, but take to the skies and with enough practice you can move like the wind. He has the highest health in the game, a decent full screen projectile, a move with armored properties, lots of damage and an easy follow up with a command grab that can be done in the air. All in all, he's hard to master but in the right hands can be devastating.

Players to Watch

Luizmau, Serpentarus, Mr.Flubbs, Abegen, Royal Flush

Character Vitals

CHARACTER DATA
Health:
1,250,000
Double Jump:
No
Air Dash:
Yes
Air Dash/Jump count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
40 %
70 %
100 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
? s
 ? s
 ? s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
20 %
35 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
35 %


Video Walkthrough


Technology


Side switch combo
punishing throw breaks and dhc with ammy
Thor/Strange/Ammy combos and set ups
TOD combo with Rocket Raccoon and Vergil
Viper and Thor tech
mighty punish dhc to arthurs armor and hard tag to doom
Mighty Punish DHC to Doom into full combo

TAC infinite

Move List


Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Mighty Spark
shot front
31,000 X 4 + 35,000 X 3
(114,100)
proj
Mighty Thunder
Beta2.png Mighty Strike
direct tiltup
70,000 X 2
(133,000)
strk
projnull
Mighty Tornado
Gamma2.png Mighty Smash
direct tiltup
50,000 X 2
(95,000)
groundbounce
softknockdown
Mighty Tornado

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
65,000
Crouching Light
d + l
63,000
low
Standing Medium
m
90,000
Crouching Medium
d + m
40,000 X 3
(97,600)
low
Standing Heavy
h
110,000
strk
Crouching Heavy
d + h
105,000
low
softknockdown
Special
s
110,000
launch nocancel
Jumping Light
air l
68,000
high
Jumping Medium
air m
85,000
high
Jumping Heavy
air h
100,000
high ;
ends flight
Jumping Special
air s
110,000
high aircombofinisher

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
50,000 + 30,000
(80,000)
throw hardknockdown ;
can juggle after first hit
Back Throw
b + h
50,000 + 30,000
(80,000)
throw hardknockdown ;
can juggle after first hit
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Mighty Spark L
qcf + l
13,000 X 2 + 80,000
(90,700)
airok proj ;
first 2 hits never scale
Mighty Spark M
qcf + m
13,000 X 4 + 40,000 X 3
(123,000)
airok proj ;
first 4 hits never scale
Mighty Spark H
qcf + h
13,000 X 6 + 35,000 X 5
(154,000)
airok proj ;
first 6 hits never scale
Mighty Smash L
dp + l
70,000 X 2
(133,000)
strk on first hit
hardknockdown on second hit
Mighty Smash M
dp + m
70,000 + 100,000
(160,000)
strk on first hit
groundbounce
hardknockdown on second hit
Mighty Smash H
dp + h
70,000 + 100,000 + 20,000 X 3
(203,700)
strk on first hit
groundbounce hardknockdown
on 2nd hit
otg on 3rd hit
proj on hits 3-5
Mighty Smash H
(Charged)
dp + h (charge)
70,000 + 100,000 + 20,000 X 5
(226,100)
strk on first hit
groundbounce on 2nd hit
otg on 3rd hit
softknockdown
proj on hits 3-7
Flight
qcb + s
0
initiates flight
Mighty Strike
rdp + atk
70,000 X 2
(133,000)
airok strk
Mighty Strike
(charged)
rdp + atk (charge)
50,000 X 2 + 100,000
(175,900)
airok
softknockdown
projnull
Mighty Hurricane L
hcb + l
130,000
airok throw
hardknockdown
puts enemy in juggle state
Mighty Hurricane M
hcb + m
150,000
airok throw
hardknockdown
puts enemy in juggle state
Mighty Hurricane H
hcb + h
180,000
airok throw
hardknockdown
puts enemy in juggle state
Mighty Speech
d , d + h
0
Hold H , builds meter
while delivering speech.
Approx. 1 bar per 4 seconds

Hyper Moves

Name
Command
Damage
Notes (glossary)
Mighty Tornado
qcf + atk + atk
30,000 per hit (15 ~ 29 hits)
(321,600 ~ 382,700)
airok proj
floating softknockdown on all hits
except final hit vs.
airborne opponent;
strk on final hit
mashable
Mighty Thunder
dp + atk + atk
130,000 per hit (max 4 hits)
(383,700 max)
proj otg
hardknockdown
Mighty Punish
hcb + atk + atk
90,000 + 220,000
(310,000)
throw
hardknockdown

Strategy

Tips and Tricks

  • Mighty Punish is a great move. It's start up is instant, which is quite possibly one of the best reversals in the game. Having a good DHC, you can easily get a full combo afterwards. Abegen for example, uses She-Hulk to DHC, if the move connects you can go right into emerald cannon and combo! And if they jump in the air to avoid it? Then go into She-Hulks Taking out the Trash anti-air super and catch them in the air! Other hypers like Doom's Sphere Flame will whiff after a full two hits facing the right side and actually allow you to OTG and combo with St.H.
  • You can super cancel out of any of Thor's command grabs. This is especially useful as a frame trap. Try doing a block string, then tick throw them into a command grab. If you are too early the command grab will whiff but you can always cancel into Thor's Mighty Punish and catch them off guard.
  • Thor's command grabs can also be buffered during throw breaks. For example, at the beginning of the round, if they try to throw you and you tech the throw, you can buffer the command throw and input H again, it will double as another throw tech and also punish their throw attempt, talk about godly!
  • Thor's air dash is only accessible at certain heights, however if you super jump there are less frames needed to air dash, try it out.
  • Thor's jumping Light paired with tri-dashes is the best move to use as your high/low mix-up tool. However the hitbox is very small which means it will have trouble beating out other moves, so only use it during the cover of assists like Doom's Hidden Missiles or Amaterasu's Cold Star.
  • Thor's Special in the air has a great hitbox, but it has very slow start up. Practice using it when approaching from a distance but be careful using it too much because it's easy to get thrown during it's use. However if it connects, it's easily one of the best ways to start a combo due to it's huge hit stun and high damage. Hitting a grounded opponent with this move will stagger them and allow a nice follow up.
  • You may notice in some combo videos that after Mighty Smash M, that Thor is able to do crouching Heavy, this can only be done when mighty smash connects when they much higher in the air. As a rule, think of the apex of this move and if the opponent is hit at that height, there is a high chance a crouching Heavy will connect and give you a lot of damage.
  • Crouching heavy also connects on Thor's command grab but only if you grab them in the air.
  • Mighty Spark has an interesting property to it. There are two hitboxes associated with this move, one is the beam that goes full screen, the other is the circular spark around Thor's hammer. If an opponent is hit with the last hit of the spark around the hammer, they will go into a soft knock down. This allows you to do multiple relaunch combos using Mighty Spark Light as a way to bring them slowly to the ground. These sphere hitboxes are also the key to his TAC infinite.
  • Thor has perhaps one of the worst forward ground dashes in the game, "Wave" dashing or "Plinking" forwards just isn't worth it. His air dash is the quickest way to cover ground towards your opponent. However, his back dash is actually quite good, try Wave or Plink dashing backwards and see how quickly he can run away.
  • Thor's biggest strength is using air Mighty Strikes to cover ground with a big hitbox and is perfect for hitting assists with active hitboxes and converting happy birthdays.

Combos

  • j.S, cr.LHS, j.MMHS (delay the S as much as possible), Mighty Smash H (fully charged), S, j.MM, Mighty Spark L (OR Mighty Strike M), Mighty Tornado
  • j. Mighty Strike M, j.LMS (or j.LMH depending on how high they are), cr.LS (can also add Mighty Smash M in), j.MM, Mighty Spark L, Mighty Tornado
  • j.L, LHS, j.H (delay the H), Mighty Spark L, Air-Dash Down, j.H (or M because it's easier), S, j.MH, Mighty Spark L, Air-Dash Down, j.H, S, j.MM, Mighty Spark L, Mighty Tornado

Basic Strategy

The general idea with Thor is to cover ground with air mighty strike M. The M version has the best chance at hitting a grounded opponent and allowing you to convert into a combo. The easiest combo off an uncharged Mighty Strike M is simply using launcher to send them into an air combo. You can also improve the combo by doing a Mighty Smash M and then launch, or re-jump after the hit and do j.LMS, st.LS into combo.
Thor's ground game is generally pretty weak, you want to be in the air 90% of the time. The other 10% is using mighty spark L to control the ground, call your own assists under the cover of his beam and punish your opponents assist. All of Thor's ground normals are very punishable, so don't approach with raw ground normals too often, just stick to the skies and use his air dash down forward paired with L at low heights or with S at super jump height.
Play patiently, you have a ton of health and most of your easiest combos will do a lot of damage. You want to try and stay mid screen as much as possible to pose a threat with mighty strike, but not too close as to get air grabbed or hit with an Anti-Air while charging.

Advanced Strategy

Strategy vs. Thor