UMVC3/Thor/Strategy

From SuperCombo Wiki
< UMVC3‎ | Thor


THIS PAGE IS UNDER CONSTRUCTION

Movement and Neutral Options

Thor is a slow character at first glance, but he can move with surprising rapidity. Thor can plink on the ground or in the air, though the only one of his plinks that is very useful is his grounded back plink. Grounded back plink is one of the fastest in the game, and can allow Thor to escape from a variety of circumstances. His forward plink is comparatively sluggish, and his air plinks are mediocre compared to a lot of the cast.

Thor's primary goal is to use his tridash j.L to open the opponent up with a quick overhead, or force them into blockstun. Then he can set up a command grab setup using a variety of strategies, which will be enumerated below.

Success with Thor depends on reading the opponent's movement strategies so you can land his 63214X command grab, which he can turn into huge damage with proper support.

Kara Command Grab
Easy ~ Moderate


5H~63214L or 2H~63214L

Thor's L command grab already has impressive range, but it can be kara'd on the ground to boost this range yet further. This is particularly notable in the case of his 2H, which carries him far forward and allows him to grab the opponent from nearly a quarter-screen away. The importance of this kara-grab strategy cannot be overstated. This can be combined with 2L for a sort of combined tick-throw kara-throw that can really undermine the opponent's defense if they have a habit of down-backing.

Mighty Spark Zoning
Easy ~ Moderate


236L

Thor's Mighty Spark projectile is surprisingly powerful, and has strong durability, as well as functioning as an anti-air. When combined with a beam assist, Thor's zoning can be very strong. However, there are some idiosyncrasies. For one thing, Thor's projectile is prone to being low-profiled due to its high hitbox. It also lingers, especially the H version, for a long time, to the point that Thor can call H mighty spark, cancel the recovery with 22H Mighty Speech, and then act while the projectile is still on the screen.

Incoming Mixups

Thor's incoming game can be surprisingly tricky. The most common incoming is simply a hard meaty with 421[M] which has armor and projectile nullification in addition to its huge hitbox. If used with proper spacing midscreen, this can cross under the opponent thanks to its forward momentum. Thor can also use 421L to cross under the opponent. This is especially powerful when combined with a strong horizontal assist like Unibeam or Bolts. In the corner, Thor can sometimes cross under the opponent with 5S, which advances him forward before it hits. This is a risky strategy, as he cannot cancel it into anything on block or whiff. Finally, Thor can use 623L to meaty the opponent on incoming, then grab them as soon as they hit the ground.