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=== Tips and Tricks === | === 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! <br> | * 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. <br> | ||
* 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. <br> | * 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. <br> | ||
* 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! <br> | * 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! <br> |
Revision as of 17:18, 11 March 2014


Thor
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
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
Normal Moves
(97,600)
softknockdown
ends flight
Throws
(80,000)
can juggle after first hit
(80,000)
can juggle after first hit
Special Moves
(90,700)
first 2 hits never scale
(123,000)
first 4 hits never scale
(154,000)
first 6 hits never scale
(133,000)
hardknockdown on second hit
(160,000)
groundbounce
hardknockdown on second hit
(203,700)
groundbounce hardknockdown
on 2nd hit
otg on 3rd hit
proj on hits 3-5
(Charged)
(226,100)
groundbounce on 2nd hit
otg on 3rd hit
softknockdown
proj on hits 3-7
(133,000)
(charged)
(175,900)
softknockdown
projnull
hardknockdown
puts enemy in juggle state
hardknockdown
puts enemy in juggle state
hardknockdown
puts enemy in juggle state
while delivering speech.
Approx. 1 bar per 4 seconds
Hyper Moves
(321,600 ~ 382,700)
floating softknockdown on all hits
except final hit vs.
airborne opponent;
strk on final hit
mashable
(383,700 max)
hardknockdown
(310,000)
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.
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