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Brother, You're Needed - Ultimate Thor Team Building Thread

LegendaryDJLegendaryDJ I'm DoneJoined: Posts: 2,643Registered
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SSS Enders
Mighty Punish Whiff Follow Ups

Thor is the type of character that works best when a team's built around him. The reason being is because by himself, he has a few weaknesses that can easily be remedied with the appropriate assist.
The weaknesses any Thor player will face is finding a way in. Granted, Thor's Mighty Strike move works great with closing the distance between his foe, it still is lacking in a few areas. For starters, the distance it covers is quick, but in comparison to some other people's back dashes, it's just about average. So if Thor were to try and chase down an opponent who didn't want to get hit, he'd have a lot of trouble doing it by himself.

The best way to get around this little set back is with the aid of a beam or some other quick horizontal covering assist. Any time I'm more than half a distance away from my opponent, I'm always starting my approach with this assist call. It forces the other player to sit still for a moment to block the beam while Thor comes in with his tri dashes and Mighty Strikes. A beam assist is perhaps the most important assist Thor can have backing him up. You won't have a good Thor team without it.

The goal in picking a good beam like assist is choosing something that'll come out at a decent speed and go the full distance of the screen. Some projectiles like Sentinel's Sentinel Charge serve the same purpose because it still forces the opponent to block the incoming attack.

As a side note, some beams, like the Bolts of Balthakk move of Doctor Strange, will shoot straight over a crouching character. To most, that may seem like a bad thing, but for Thor, that's possibly the best thing in the world. The Bolts still serve the purpose of keeping the enemy from moving, but since the enemy's not being forced to block, they're not in block stun, and an idle enemy is a vulnerable enemy, especially to the likes of Thor. Quickly rush up to the him, and scoop 'em up with a Mighty Hurricane, and you'll be golden.

Thor should always have someone backing him up, and if possible, that someone should almost always have a beam assist of some type.
Shuma-Gorath – Mystic Ray (Point/2nd Spot)
Hawkeye – Quick Shot (Greyhound) (Any Spot)
Doctor Strange – Bolts of Balthakk (Point/2nd Spot)
Rocket Raccoon – Spitfire Twice (Point/2nd Spot)
Captain America – Shield Slash (Point/2nd Spot)
Iron Man's – Unibeam (Point/2nd Spot)
Doctor Doom – Plasma Beam (Any Spot)
MODOK – Psionic Blast (Point/2nd Spot)
Hulk – Gamma Wave (Point/2nd Spot)
Magneto – Electromagnetic Disruptor (Any Spot)
Taskmaster – Aim Master (H. Shot) (Any Spot)
Chris – Gunfire (Point/2nd Spot)
Arthur – Dagger Toss (Any spot)
Trish – Low Voltage (Any Spot)
So after having gone through the trouble of getting in, now comes the part of staying in and opening the other guy up. Thor isn't the type of character to have these long and extensive combos. He's meant to hit a few times, and do major damage that way. That, along with his normals being the most unsafe normals in the game, he hasn't any block string to truly call his own. So when it comes to pressuring the opponent, Thor will need aid of a lock down assist.

Lockdowns are good for giving you time to try and mix people up. If someone is blocking a lockdown, they're stuck doing just that and nothing else. If someone is getting hit by a lockdown, they're stuck getting hit and that's it. This gives Thor ample time to move himself into a prime position to strike.

A prime example of a lockdown assist being effective is with the following combo.

Jump :l:, Crouch :l:, Crouch :m: + Assist call, :h: Mighty Smash (will go over their head while they're still in block stun), wait for the lockdown assist to end, Mighty Hurricane.

The key to this is making sure your assist is a true lock down assist. If it's not, then the opponent will be free to move and easily jump up and grab you out of your Mighty Smash. Also, make sure you call the lockdown assist in time. If you do your Crouch :m: and go into your Mighty Smash without thinking, you won't be able to call your assist at all because the game doesn't allow assist calls during special moves, so that means, you've essentially opened yourself up to be grabbed out of the animation of your attack, and against certain characters, that means death.
Doctor Strange – Eye of Agamotto (Point/2nd Spot)
Dormammu – Dark Hole (Any Spot)
Dormammu – Purification (Pseudo Lockdown, but has other uses as well.)
Iron Man – Unibeam (Point/2nd Spot)
Iron Man – Repulsor Blast (Point/2nd Spot)
Doctor Doom – Molecular Shield (Any Spot)
Sentinel – Sentinel Force (Charge) (Any Spot)
Super Skrull – Tenderizer (Any Spot)
Dante – Jam Session (Any Spot)
Chun-Li – Hyakuretsukyaku (Point/2nd Spot)
Akuma – Tatsumaki Zankukyaku (Any Spot)
Amaterasu – Cold Star (Any Spot)
While not as crucial to Thor's game as a lockdown or beam, an OTG assist can do wonders for helping do more damage overall. Not to say Thor has a problem doing damage, and of course any reset Thor happens to land should be the end of any character in the game, an OTG assist can still come in handy.

For instance, one of Thor's weaknesses is that he can do nothing after an air throw, and with all of the air dashing he does (make sure you're always air dashing with two buttons, and make sure one of those buttons is :h:), he has a very easy time getting throws. Here's where that OTG would come in handy.

It's also good to note that some OTG assists hit high and some hit low. Knowing this, you could set up some nasty unblockables.

Be sure to get intimately get to know the timing of all these assists when doing your combos. Using the air grab as an example, a lot of times, you need to have the assist out before or at the exact moment you get the grab in order to do something with it. And then there are some that you have to call after the air grab hits to get the OTG to come through.

Once again, an OTG assist isn't crucial to Thor's game as he can actually get an OTG with his :h: Mighty Smash anyway, but it's nice to have around if you're looking for some other options to experiment with.
Shuma-Gorath – Mystic Ray (Point/2nd Spot)
Ghost Rider – Heartless Spire (Point/2nd Spot)
Ghost Rider – Hellfire (Point/2nd Spot)
Hawkeye – Trick Shot (Violet Fizz) (Any Spot)
Hawkeye – Rag Time Shot (Kamikaze) (Any Spot)
Iron Fist – Crescent Heel (Point/2nd Spot)
Dormammu – Purification (Any Spot)
Doctor Doom – Hidden Missiles (Any Spot)
X-23 – Ankle Slice (Point/2nd Spot)
Storm – Double Typhoon
Hulk – Gamma Wave (Point/2nd Spot)
Super Skrull – Stone Smite (Any Spot)
She Hulk – Torpedo (Point/2nd Spot)
Firebrand – Hell Spitfire (Point/2nd Spot)
Arthur – Fire Bottle Toss (Any Spot)
Wesker – Samurai Edge (Lower Shot) (Any Spot)
Dante – Crystal (Any Spot)
Felicia – Sand Splash (Any Spot)
Akuma – Hyakki Gojin (Any Spot)
Crimson Viper – Seismic Hammer (Point/2nd Spot)
This type of assist is nice to have if you want to frustrate your opponent, save yourself, or train them into not being so offensive. It's perfect for counter picking those characters that like to rush you down like no tomorrow, and if your defensive game isn't all that great, the Get Off Me assist will make it seem like that doesn't matter.

That said, these assists aren't stupid in the sense that you can do with them whatever you want and not get punished for it. They're quick, and they're meant to give you some breathing room, but they are by no means an answer to getting hit like a mug as they're vulnerable during start up, so you'll have to protect them for them to protect you.

However, there are some assists that are stupid and can be abused and are an answer to getting hit because they're for all intents and purposes, completely invincible. They are dubbed the GTFO (Get the Flark Out) assists.
Iron Fist – Rising Fang (Point/2nd Spot)
Rocket Raccoon – Pendulum (Point/2nd Spot)
Iron Man – Repulsor Blast (Point/2nd Spot)
Storm – Lightning Attack
Super Skrull – Orbital Grudge (Point/2nd Spot)
She Hulk – Somersault Kick (Point/2nd Spot)
Nemesis – Clothesline Rocket (Point/2nd Spot)
Arthur – Heavenly Slash (Any Spot)
Ryu – Shoryuken (Point/2nd Spot)
Hulk – Anti Air Gamma Charge (vulnerable during recovery) (Point/2nd Spot)
Hsien Ko – Senpu Bu (during Golden Armor mode)
Haggar – Double Lariat (can be punished with crouching attacks) (Point/2nd Spot)

Those are the types of characters Thor works best with. He needs his fellow warriors to be effective, because a solo Thor fight will always be an uphill battle.
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Comments

  • LegendaryDJLegendaryDJ I'm Done Joined: Posts: 2,643Registered
    Strike/Strike/Spark (SSS) Enders

    When making a Thor team, and really any team for that matter, there are two key principles that you have to keep in mind: building a strong neutral and maximizing your damage.

    The neutral thing is very important, and when weighing values, I personally feel that it should trump most every thing else all day every day. Some characters just have a good neutral game from the get go. Those are the ones that typically make solid anchors. The ones that can't afford that luxury need good neutral assists. For Thor, having slap either a beam or good lock down assist on, and he'll be good.

    Now with your neutral taken care of, you're gonna be wanting to get some touch of deaths. Sure, Thor's got the resets, and one solid reset'll lead to a kill, but a TOD's a TOD. That's guaranteed damage no matter what (provided you don't drop the combo of course). So you're definitely gonna want a team that can do that.

    The way for Thor to achieve the most damage from his combos is by ending them with a Charged :h: Mighty Strike, Charged :l: Mighty Strike, :m: Mighty Spark xxx Mighty Tornado. This works because charged up Strikes always give you soft knock downs. A soft knock down means no matter what the hit stun deterioration counter is at, the opponent will always fall to the ground if he's hit by the move, which means you'll always have time to do it, and it'll always give you the big damage.

    To set it up, you'll want to end your air combo with j :s: to knock the opponent to the ground, and OTG him into the Strike/Strike/Spark ender. And the cool thing about ending with SSS is that when you do your Mighty Tornado, you'll be close enough to the ground to DHC into anything else and get the full amount of hits for it. This easily allows you to dish out 900k+ from pretty much anything.

    So what type of assists should you be looking at to do this? The OTG ones are a good place to start. Once you knock them to the ground, call that OTG assist and start charging your Strike. Now, if you're like me, you may not care to have an OTG assist on your team. Fear not, a good bit of the lock down assists can do this too with the help of :h: Mighty Smash. It's as simple as that. Call the assist, Smash, then immediately charge for Strike.

    All of these assists allow for the SSS extension in the corner, and some of them even allow for it mid screen. Play around with it and see what you can come up with, and remember to check the combo thread to bounce around some ideas and see what other people have come up with.
  • LegendaryDJLegendaryDJ I'm Done Joined: Posts: 2,643Registered
    Mighty Punish Whiff Follow Ups

    Thor is a solid character in the point spot given the right assists to back him up, but it should be known that having Thor in the second slot isn't that bad an idea either. While in the second slot, Thor doesn't have to worry about the start of the round gambit, can provide a decent beam assist or a good crossover counter, aid in combo extension, and give you a good DHC to finish off your combos.

    One of those DHCs just so happens to give you the potential to TOD any character your point character touches, and no, it's not Mighty Tornado. It is, in fact, Mighty Punish.

    Mighty Punish is a grab. You can't really combo into grabs, and given the properties of Mighty Punish, you can't really combo out of it. But what you can do is use it as a means to just bring Thor in, and let him wail on whoever for free. Only certain characters have hypers that allow you to do this. Saitsu was nice enough to test and compile a list for us. There may be other hypers in the game that allow for set ups like this, so be sure to test out things for your own teams to see if you have something worthwhile.
    Okay, testing DHC Mighty Punish Whiff followups.

    Tron - You should know this one, it's the Abegen special. Lunch Rush DHC Mighty Punish. You have enough time for either two H Sparks or H Spark into SSS. Mega damage, mega meter build, all that fun stuff. It's a reward for being batshit crazy enough to run Tron.

    Viper - My personal concoction. Burst Time DHC Mighty Punish. Do it immediately on the last hit. You'll have enough time to either SSS raw (I wouldn't suggest it though, it's a bit hard to time) or, better yet, take advantage of M Mighty Smash's Ground Bounce + Hard KD...and having Viper on your team by doing M Mighty Smash, call Viper Seismo, into either SS(L)S (no Tornado on the end, too much HSD) or M Strike, M Spark, or just straight H Spark into Tornado into a possible DHC back. Obviously the first is preferred as it builds the most meter and won't cause a Tornado, but you better be sure it kills.

    Zero - Rekkoha DHC Mighty Punish Whiff into SSS is ridiculously easy. To the point that you actually have to delay the second Strike a bit just to make sure it lands all 3 hits since the opponent will be high in the air.

    Storm - Best you'll do is Hail Storm DHC Mighty Punish Whiff into Full Charge L Strike into M Mighty Smash, and I think you have to be decently close when you start Hail Storm. If you have an OTG assist, go nuts.

    Dante - Tried him out...you don't get much, especially since Dante likes to burn ground bounces in his own combos. Just stick to the basic Tornado DHC with him.

    Hawkeye- If you jump back after a launch and do a basic MMHS in the corner, it sets you at a good distance for a Kiss of Fire DHC Mighty Punish Whiff. Leads into (M)SSS. A little different than normal but not bad. Don't know if it's worth the extra meter though.

    Strider - Same as Storm only for Legion.

    Ammy - If you DHC right when the Lightning starts in Okami Shuffle into Mighty Punish, it gives floating knockdown (no huge bolt causes the hard KD) giving you time to get over there and SSS. Best if done in the corner though.

    Rocket Raccoon - DHC Rock and Roll into Mighty Punish in the gap before it's last hit. Floatiest Spinning KD ever. When I say you have all day, you could probably go make a sandwich, come back, still get in position and SSS. Best if Coon's in the corner, but if he's not, you still have enough time to dash over there for M Strike, M Spark. Seriously...all...freaking...day.

    Shuma - Same as Storm and Strider for Hyper Mystic Smash but the timing is a lot more finicky, you have to mash and time the DHC right...it's a mess. I wouldn't use it.

    Sentinel - Off of a throw where HSF actually will connect off of Rocket Punch, you're pretty solid. Though you know, you should just finish your combo with Sentinel :coffee:

    Hulk - Gamma Quake DHC Mighty Punish Whiff into SSS. Simple enough, though the rocks can obscure your vision and mess up your timing. Then again, pretty damn sure Gamma Crush DHC Tornado does more damage, but this would build more meter in the end if you can finish with this.

    She-Hulk - Hers is...interesting. After the second hit of Emerald Cannon, you can DHC out and the opponent does a very floaty knockdown sort of like Coon's. Half way through though they fall quickly all of a sudden (at least that what it seemed like). With She-Hulk's Emerald Cannon change in Ultimate, this is hard to utilize since she won't (and thus Thor won't) stay in the corner if you do it too close to begin with in the corner. I'm sure there's possible funky things you can do with this, that requires experimentation.

    Best ones that can utilize this so far from my testing are Tron, Viper (obviously for the previous two, especially Tron), Zero (hurray...), RR, maybe Ammy, and I think She-Hulk's has potential. Storm I guess too if only to give her and Thor some solid DHC synergy if you can make it into the corner. Otherwise you have to use Elemental Rage and...ugh, the damage isn't fun at that point.

    Any of the others it's either too finicky, or not worth not just going straight into Tornado.

    Other follow ups include:

    For Spider-Man, I think there was actually a video with this from Supernovajm. Anyway, out of a Maximum Spider, a Mighty Punish DHC before the last hit (the hit that kicks the opponent to the ground) allows for a SSS Thor ender. In spite of Crawler Assault being a wall bounce, it looks like it happens too fast for a DHC follow up. That said, it's also a hyper that'll probably push HSD to mad levels, so maybe a Tornado would be better.

    Phoenix has a great hyper to Mighty Punish into. Since Phoenix Rage/Inferno starts up so quickly (invincibly), a quick Mighty Punish DHC in the corner'll give you an easy SSS ender for Thor.

    Chris is interesting. His sweep combo has a number of different things happening to the opponent, but the one you wanna look out for is the second to last hit. The one where he takes out that magnum and puts them in a spinning state. Yeah, that one. In the corner (and the timing is a lil' tight) a Mighty Punish DHC will let you follow up with a SSS ender. And with his Grenade Launcher hyper in the corner, again you wanna be looking for the second to last hit (the one when he shoots out the lightning grenade). If you DHC right there, what'll happen is the grenade he shot into the sky will fall down and OTG the opponent up way up in the air allowing for another SSS ender.
  • Cekim1Cekim1 Joined: Posts: 31Registered
    Im convinced that Doom is Thor's best friend. With hidden missiles, Thor becomes a TOD god to almost the entire cast. his combo potential suddenly skyrockets to over 900k in the corner (but most of thors combos move the enemy so far you can corner someone from half screen), and if you DHC it goes to a million easily. best thing is this is all off of a j.a to boot! hidden missiles is also great for getting in.
    Personally, i run Thor Ammy Doom. Ammy is great for lockdown, and is great for extending combos.

    Verdict: Thor hits like a grown ass man
  • DoctorNormalDoctorNormal Joined: Posts: 179Registered
    Thor/Frank West/Viper. Thoughts? I feel that Shopping Cart could work as a "beam" assist, and maybe a lockdown and get off me also. Seismic Hammer is a good OTG, but it makes the enemy go really high so following up is kind of tricky.
    UMVC3 main team - Nova (b)/Taskmaster (a)/Super-Skrull (a)
    UMVC3 experimental - Iron Fist (y)/Taskmaster (a)/Dormammu (a)
    SFxT: Juri/Ogre
    Soulcalibur V: Hilde, Cervantes
  • LegendaryDJLegendaryDJ I'm Done Joined: Posts: 2,643Registered
    Thor/Frank West/Viper. Thoughts? I feel that Shopping Cart could work as a "beam" assist, and maybe a lockdown and get off me also. Seismic Hammer is a good OTG, but it makes the enemy go really high so following up is kind of tricky.
    I'd say go for it and come back with how well you like it or not. Right now, I see shopping cart kinda iffy, because it pushes the other guy away from you. That'd be great lockdown in the corner, but mid screen it might be problematic, but I don't have a Thor/Frank team so I wouldn't know. As for the team in general though, I'm not so sure. Thor, Frank, and Viper are all point characters. Thor because of the reasons stated in the thread, Frank because he needs to level up to get what you want out of him, and the best way to do that is with people backin' him up, and Viper because she just benefits so much from having folks aid with her set ups and trickiness and tomfoolery.
  • NuezNuez Joined: Posts: 15Registered
    I love me some Thor and I love me some Doom.

    I've been messing with Thor/Wesker/Doom. I'm using Doom missiles as my only real assist to get in and I've still been having a bunch of problems. I'll be switching to Doom's beam to get in and i'll be keeping wesker in for now so I can use his low shot for high/low mixups/unblockables once I'm in. Don't know if I'm keeping Wesker in yet but I'm a fraud and can't afford too much time right now to learn elaborate setups/combos with other characters and I'm actually finding him fun o.O.

    Any thoughts or advice?
  • LegendaryDJLegendaryDJ I'm Done Joined: Posts: 2,643Registered
    I love me some Thor and I love me some Doom.

    I've been messing with Thor/Wesker/Doom. I'm using Doom missiles as my only real assist to get in and I've still been having a bunch of problems. I'll be switching to Doom's beam to get in and i'll be keeping wesker in for now so I can use his low shot for high/low mixups/unblockables once I'm in. Don't know if I'm keeping Wesker in yet but I'm a fraud and can't afford too much time right now to learn elaborate setups/combos with other characters and I'm actually finding him fun o_O.

    Any thoughts or advice?
    Thor/Wesker/Doom (or probably even Thor/Doom/Wesker)is a pretty solid team all around. I strongly recommend going with the beam for Doom if you're having trouble getting in with Thor, but the missiles certainly do have their advantages as well. But yeah, definitely keep the beam. That'll help tremendously. Make sure you really know your Doom, too. He's sort of a wonky character to get into, but the pay off is great. As for Wesker, the low gun shot does work great for unblockables, and Thor can do some real crazy stuff with an OTG assist. Plus, if worse comes to worst, you can always go Dark Level 4 X-factor Wesker to clean up anything Thor or Doom may have left behind. That team should work exceptionally well.
  • NeoArtisanNeoArtisan Joined: Posts: 684Registered
    i think both the beam and HM are great assists so go with whichever you like more. Personally i think HM is much better for thor, its a good combo extender if you know how to use it, works as a lockdown for mix ups, and when you throw out HM a lot of players like to turtle until the missiles pass which gives you a chance to land MH (and even if you miss HM will cover you).

    But you need to learn how/when to use it otherwise you could get punished.
  • FullMetalRossFullMetalRoss That Hurt! Liar... Joined: Posts: 3,616Registered
    Thor/Frank West/Viper. Thoughts? I feel that Shopping Cart could work as a "beam" assist, and maybe a lockdown and get off me also. Seismic Hammer is a good OTG, but it makes the enemy go really high so following up is kind of tricky.

    The one problem with this team, which is the problem I have with my Thor/Frank, is that really lvl4 frank is the point character, and thor is the backup, so if Thor dies before you get frank to lvl4, your team has a much tougher shot. Also you may have to sacrifice kills for frank lvl4, depending on how everything works.

    You would probably also want to switch Thor to beam assist so frank has a beam assist backing him up which makes him alot better, most combos still work with mighty spark, it may also open up some new ones.

    For Thor specifically VIper OTG works fine as it allows you get another full charge mighty strike and thats all you really need.

    In general I think its an okay team as long as your viper is up to snuff and you don't mind using mighty spark. Still of course supers with a few big issues but eh its not so important that you can't play it.
    <<>>
  • NuezNuez Joined: Posts: 15Registered
    Thor/Wesker/Doom (or probably even Thor/Doom/Wesker)is a pretty solid team all around. I strongly recommend going with the beam for Doom if you're having trouble getting in with Thor, but the missiles certainly do have their advantages as well. But yeah, definitely keep the beam. That'll help tremendously. Make sure you really know your Doom, too. He's sort of a wonky character to get into, but the pay off is great. As for Wesker, the low gun shot does work great for unblockables, and Thor can do some real crazy stuff with an OTG assist. Plus, if worse comes to worst, you can always go Dark Level 4 X-factor Wesker to clean up anything Thor or Doom may have left behind. That team should work exceptionally well.

    Thanks for the input! Doom's actually my best character and real main, Wesker I'm brand new to. That and HM + Wesker tele is the only reason I was keeping Doom anchor but I think you're right about Dark Wesker and was considering it. Ya I'm gonna keep experimenting but I'm leaning toward beam. Thanks!
    i think both the beam and HM are great assists so go with whichever you like more. Personally i think HM is much better for thor, its a good combo extender if you know how to use it, works as a lockdown for mix ups, and when you throw out HM a lot of players like to turtle until the missiles pass which gives you a chance to land MH (and even if you miss HM will cover you).

    But you need to learn how/when to use it otherwise you could get punished.

    Actually my Doom assist seldom gets punished, I just still really suck with Thor. ....like a lot. But I'm learning and I think I've found my main team. I've always got Wolv/Doom/Wesker to be cheap with if I'm on a losing streak. Ugh, I don't want to do that anymore....
  • DoctorNormalDoctorNormal Joined: Posts: 179Registered
    The one problem with this team, which is the problem I have with my Thor/Frank, is that really lvl4 frank is the point character, and thor is the backup, so if Thor dies before you get frank to lvl4, your team has a much tougher shot. Also you may have to sacrifice kills for frank lvl4, depending on how everything works.

    You would probably also want to switch Thor to beam assist so frank has a beam assist backing him up which makes him alot better, most combos still work with mighty spark, it may also open up some new ones.

    For Thor specifically VIper OTG works fine as it allows you get another full charge mighty strike and thats all you really need.

    In general I think its an okay team as long as your viper is up to snuff and you don't mind using mighty spark. Still of course supers with a few big issues but eh its not so important that you can't play it.
    Thanks for the input. I haven't had a lot of time to test it out since I've been really busy lately, but we'll see how it goes. I played Viper in Vanilla so it should be alright, and Thor doesn't seem like that tough a character to get the basics of; I do need to work on my Frank quite a bit, though. In any case, this is going to be a secondary team, so it's not a big deal if it doesn't have great synergy.
    UMVC3 main team - Nova (b)/Taskmaster (a)/Super-Skrull (a)
    UMVC3 experimental - Iron Fist (y)/Taskmaster (a)/Dormammu (a)
    SFxT: Juri/Ogre
    Soulcalibur V: Hilde, Cervantes
  • big2033big2033 Joined: Posts: 60Registered
    I think it was mentioned before in the other thread but my team, Thor/Strange/Nova.

    Bolts of Balthakk is a perfect assist for Thor. He can literally tri-dash twice from full screen and catch opponents with down H while they're still in hitstun from the bolts. Also, you can command throw them between the bolts if they're blocking. A great lockdown assist.

    I pair with Centurion Rush from Nova. It hits overhead setting up unblockables for Thor. Also, Nova is also a great anchor.

    They're a perfect fit to me, don't know if you guys see anything wrong with it.
  • ViktorkainViktorkain Joined: Posts: 1,325Registered
    I think it was mentioned before in the other thread but my team, Thor/Strange/Nova.

    Bolts of Balthakk is a perfect assist for Thor. He can literally tri-dash twice from full screen and catch opponents with down H while they're still in hitstun from the bolts. Also, you can command throw them between the bolts if they're blocking. A great lockdown assist.

    I pair with Centurion Rush from Nova. It hits overhead setting up unblockables for Thor. Also, Nova is also a great anchor.

    They're a perfect fit to me, don't know if you guys see anything wrong with it.

    Thats one of my Thor teams same assists and everything. I am running Thor/Strange/Dormammu and switching assists up depending on characters and the gameplan I will use against them. Eye of agamatto is really good for setting up Mighty strike combos if you can pin an opponent in the air with it but bolts is the best assist for Thor for the reasons you stated and Dorms Black Hole can do the exact same things that the eye can.
    "Worldmind Open Star Gate, Inform them that I am responding!"
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  • supernovajmsupernovajm Joined: Posts: 112Registered
    I've been considering picking up Dr. Strange; he's going to be an alternate anchor (normally I use arthur). I'm not sure about going without a strong horizontal assist (if I used strange, it would be with eye of agamotto for its combo extending abilities), although I would still have Spidey with web ball...
  • LegendaryDJLegendaryDJ I'm Done Joined: Posts: 2,643Registered
    I've been considering picking up Dr. Strange; he's going to be an alternate anchor (normally I use arthur). I'm not sure about going without a strong horizontal assist (if I used strange, it would be with eye of agamotto for its combo extending abilities), although I would still have Spidey with web ball...
    I'm not so sure about that team. I'm mostly against Strange on anchor because he's really not an anchor type person at all. Outside of Vishanti/X-factor/Vishanti, he doesn't have much goin' for him, and I wouldn't particularly call Spidey's Web Ball a strong horizontal assist. It might get the job done, but not very effectively I believe. How about instead of switching out Arthur for Strange, you switch out Spidey. You'd lose the Mighty Punish into Ultimate Web Throw set up, but I think your team would be stronger overall.
  • supernovajmsupernovajm Joined: Posts: 112Registered
    I couldn't drop Spidey, him and Thor are my best (and favorite) characters. I'm also considering Iron Man (repulsar blast), but Strange seemed more suited to the anchor spot... he at least had a teleport :/

    Edit: I also messed around with Dormammu, but purification isn't as versatile as EoA or Repulsar Blast.... decisions, decisions
  • LegendaryDJLegendaryDJ I'm Done Joined: Posts: 2,643Registered
    I couldn't drop Spidey, him and Thor are my best (and favorite) characters. I'm also considering Iron Man (repulsar blast), but Strange seemed more suited to the anchor spot... he at least had a teleport :/

    Edit: I also messed around with Dormammu, but purification isn't as versatile as EoA or Repulsar Blast.... decisions, decisions
    Trust me, I feel you on that one one hundred percent. My three favorite characters in the game and comics in general are Thor, Nova, and Spidey, so I know a thing or two about character loyalty.

    Anyway, the best thing about Spidey and Thor is that they need the same type of assists to work well. Beam and Lockdown. You can sorta go with one over the other, but you gotta have at least one. Whoever your anchor ends up being needs to have something like that. If you're looking at Dormammu, I'd say go with Dark Hole for your lock down needs, but Purification is more versatile overall for Thor. Thor and Dormammu work exceptionally well together by the way. If you're looking at Iron Man, I'd go for Unibeam because it's a beam and it locks down, but be warned, Iron Man is no easy character to pick up, but when you do, he does well. Plus he makes a halfway decent anchor. I've also found Hawkeye to be a good anchor as well. That combined with his Triple arrow does well for both Thor and Spidey. And as much as I detest the giant robot, Sentinel would make your team work well, too. Strange--again, he's not anchor material at all. His teleport is only good when accompanied by an assist, (as all teleports are by the way), he has no real way of moving around the screen on his own, and his game plan really needs assists to back him up.
  • supernovajmsupernovajm Joined: Posts: 112Registered
    yeah Dormammu has great DHC synergy with spiderman as well (maximum spider into stalking flare, hard tag back into spidey and repeat) and I played him for a short time in vanilla, but I haven't had much luck with his assists. Purification extends combos but doesn't provide forward protection, so I would probably need Dark hole, but for some reason, I just don't have good luck with that assist (if it actually hits, it drops the opponent to the ground quite fast). Maybe I will try purification, since i've noticed Spidey doesn't need much help getting in on the opponent in ultimate.

    Also, what versatility between thor are purification assist are you referring to? Is there more than just getting the corner OTG to Mighty Strikex2, Mighty Spark, Thornado?

    Especially considering Dormammu's buffs, I wouldn't mind picking him up again

    Edit: forgot to mention that Spidey and Thor have good DHC synergy as well. Mighty Tornado to Maximum Spider, and Maximum Spider to Mighty Thunder (for air MS), or Mighty Tornado (ground MS), then there's the throw shenanigans
  • LegendaryDJLegendaryDJ I'm Done Joined: Posts: 2,643Registered
    yeah Dormammu has great DHC synergy with spiderman as well (maximum spider into stalking flare, hard tag back into spidey and repeat) and I played him for a short time in vanilla, but I haven't had much luck with his assists. Purification extends combos but doesn't provide forward protection, so I would probably need Dark hole, but for some reason, I just don't have good luck with that assist (if it actually hits, it drops the opponent to the ground quite fast). Maybe I will try purification, since i've noticed Spidey doesn't need much help getting in on the opponent in ultimate.

    Also, what versatility between thor are purification assist are you referring to? Is there more than just getting the corner OTG to Mighty Strikex2, Mighty Spark, Thornado?

    Especially considering Dormammu's buffs, I wouldn't mind picking him up again
    With Dark Hole, I'd recommend hitting the lab to see what you need to do with it. I'd assume while it locks someone down on hit, Spidey could get a Spider Sting on it before it disappears, but I'm not sure. Wouldn't it be crazy if you got a web throw off of it? I dunno, somethin', try it out. As for Purification and Thor, mostly it works as a good thing to control the air space that Thor relies on. The corner OTG is also something good, plus it works well as setting up a Mighty Hurricane grab on hit. It sends 'em straight up for you to super jump after.
  • Pops GhostlyPops Ghostly Joined: Posts: 32Registered
    Ok here is my predicament, My team is Thor(mighty smash)/Frank(Shopping cart)/MODOK(Psionic Blast) in that order, my problem is mainly the team order: I like Thor on point so i have both frank and modoks assists but at times i think i should have frank on point so i can try to lvl him up but i cant really open anyone up unless im lvl 2 frank (I am still mediocre with him), plus I could have modok on point just to start off with zoning. I would like to hear your opinions on how my order should go. Thank you
    UMVC3: Thor(b)/Iron Man(a)/Super-Skrull(a)
  • LegendaryDJLegendaryDJ I'm Done Joined: Posts: 2,643Registered
    Ok here is my predicament, My team is Thor(mighty smash)/Frank(Shopping cart)/MODOK(Psionic Blast) in that order, my problem is mainly the team order: I like Thor on point so i have both frank and modoks assists but at times i think i should have frank on point so i can try to lvl him up but i cant really open anyone up unless im lvl 2 frank (I am still mediocre with him), plus I could have modok on point just to start off with zoning. I would like to hear your opinions on how my order should go. Thank you
    So I watched the matches you posted in the video thread and you definitely know how to play these characters. Only obvious problem I see with your team is that you don't have a reliable anchor. All of your characters have a major weak spot that can be exploited when they're the last one standing and that's a bad thing. If you get Frank to level 4, it's not so bad, but typically when that happens, you're alright anyway. I'd say you need to pick a focal point of your team and build more around it. Frank and Thor can do alright together, but you need that horizontal assist from a guy who can hold his own. (Not too convinced MODOK can hold his own that well, but you got the right idea with using Psionic Blaster as his assist.) Thor and MODOK can do alright together, but you're gonna need another something for Thor and work well to hold down the line if worst comes to worst.
  • Pops GhostlyPops Ghostly Joined: Posts: 32Registered
    I see what your are saying, my anchor issue is a really big problem, but i have been trying out ghost rider and strider w/Thor and Frank, plus I used to play skrull(I would put him in there but i dont want thor on beam assist), Storm(She could fit in there w/whirlwind), and Iron-Man(I want to try out Iron man again but im not used to how he plays in this one compared to vanilla MvC3). Maybe one of these characters could help where modoks beam assist fails? I mean not to say modoks beam isnt bad but Its not great, like you said he cant hold well on his own.
    UMVC3: Thor(b)/Iron Man(a)/Super-Skrull(a)
  • DriftingsortDriftingsort Tight Lines Joined: Posts: 160Registered
    Pops I run Thor/x/Skrull right now and I've been vocal about it before but all three assists of skrulls extend thor's combos pretty well and orbital grudge and stone smite are good get off me assists. Skrull is a monster in xf too. I'm having a bit of character identity problem though. I played thor taskmaster skrull for a while and have done well with them but i kind of like pushing myself to work hard to win and Taskmaster is so easy mode it's ridiculous. So I've been leaning towards ole Steve and his shield slash assist or Iron Man and his beam. I ran Capt A./ Thor/ Skrull for awhile once the game came out but I was getting lit up for some reason. And, after all this time playing Thor I have to say he is probably best suited in the first slot, well at least for my style. It's fun to learn the game but it's fun to win lol.

    edit: It may not be lucky, but my stick broke and it's allowed me to really sit back and think about how I want to play the game. I'll be receiving an eight arc on Tuesday and from there I'll just keep pluggin and really do my best in helping maximizing Thor as best I can, and to try and supply some tech for you guys.
    xCrazy H0rse
  • Anim8td_fanAnim8td_fan Joined: Posts: 177Registered
    I see what your are saying, my anchor issue is a really big problem, but i have been trying out ghost rider and strider w/Thor and Frank, plus I used to play skrull(I would put him in there but i dont want thor on beam assist), Storm(She could fit in there w/whirlwind), and Iron-Man(I want to try out Iron man again but im not used to how he plays in this one compared to vanilla MvC3). Maybe one of these characters could help where modoks beam assist fails? I mean not to say modoks beam isnt bad but Its not great, like you said he cant hold well on his own.

    After the amount of time that I've been putting into him, I think Ghost Rider is not a good choice for an anchor.

    Lately I have been working on Ghost Rider/Thor/x. I've been trying out a few characters as an anchor to see if they fit like Strider(Vajra) and Iron Man(Repulsor Blast). Strider would do what I want on my team but I need to put a ton of effort into learning combos with him. I would use Iron Man if his air dash/tri-dash was the same as vanilla and not like Nova's. So I've narrowed it down to Doom, though I should try out Storm. Now I just need to put a ton of training room time in with Doom to use him comfortably.
    UMvC3 Team #1: Thor/(Taskmaster/Trish)/Doom #2: Hulk/Thor/Captain America #3: Wolverine/Akuma/Hawkeye #4 Ghost Rider/Iron Man/Sentinel
    SSF4: Akuma, Makoto, and Yang
    BB:CS: Rachel, Carl, Jin, Makoto, and Ragna
  • kidgogetakidgogeta Joined: Posts: 175Registered
    Pops I run Thor/x/Skrull right now and I've been vocal about it before but all three assists of skrulls extend thor's combos pretty well and orbital grudge and stone smite are good get off me assists. Skrull is a monster in xf too. I'm having a bit of character identity problem though. I played thor taskmaster skrull for a while and have done well with them but i kind of like pushing myself to work hard to win and Taskmaster is so easy mode it's ridiculous. So I've been leaning towards ole Steve and his shield slash assist or Iron Man and his beam. I ran Capt A./ Thor/ Skrull for awhile once the game came out but I was getting lit up for some reason. And, after all this time playing Thor I have to say he is probably best suited in the first slot, well at least for my style. It's fun to learn the game but it's fun to win lol.

    edit: It may not be lucky, but my stick broke and it's allowed me to really sit back and think about how I want to play the game. I'll be receiving an eight arc on Tuesday and from there I'll just keep pluggin and really do my best in helping maximizing Thor as best I can, and to try and supply some tech for you guys.


    I'm also running Thor at the front with Skrull second and let me tell you finding a 3rd is extremely hard.I played around with every assist the seemingly ideal ones for this setup are Spitefire Twice and Bolts of Bethek. That would mean running Strange or RR as anchor tho which doesn't look too hot. I could be wrong though because I have not tested it yet.

    I've tested Arthur and Taskmaster in the back and they are SOLID anchors but I feel like other point characters get so much more out of these types of assists that it just isn't an optimal Thor team anymore.

    I'm surprised to see Vergil's assist listed as a beam. I'm not aware of the assists functions at the moment.
  • Pops GhostlyPops Ghostly Joined: Posts: 32Registered
    kidgogeta: idk about puting skrull on second, in my opinion(its just my opinion you dont have to switch your order if you dont want to) skrull i think is usally best on anchor with all the tools he has(Good mix-ups, pretty decent command grab, etc.) he seems really good on anchor(plus w/lvl 3 X-Factor he is even better).
    UMVC3: Thor(b)/Iron Man(a)/Super-Skrull(a)
  • DoctorNormalDoctorNormal Joined: Posts: 179Registered
    Yeah, I use Skrull as anchor on my main team, and to be honest, he wins most of my games for me with XF3. I haven't tried using him backing up Thor yet, though. I imagine Stone Smite might be a decent OTG assist for him, though it comes out slowly so you'll need to watch your timing. Orbital Grudge could be okay as a Get Off Me, and with some creativity you could probably work it into combos, maybe following up an OTG H Mighty Smash. Same with Tenderizer, though I probably see the least potential with Thor for that one. I guess it would be okay as a lockdown, though.
    UMVC3 main team - Nova (b)/Taskmaster (a)/Super-Skrull (a)
    UMVC3 experimental - Iron Fist (y)/Taskmaster (a)/Dormammu (a)
    SFxT: Juri/Ogre
    Soulcalibur V: Hilde, Cervantes
  • DriftingsortDriftingsort Tight Lines Joined: Posts: 160Registered
    I've used Skrull with Thor since day one MvC3, as an anchor, and DoctorNormal what you're saying it true. He wins games. Period. But, as far as assists go I have Stone Smite and in the corner I can consistently do between 700-900k damage with stone smite and one bar. I'm looking at near 600k resets using stone smite as well. I started with tenderizer and it actually allows for a pretty nice amount of damage in the corner holding up the opponent off a H mighty smash otg for awhile to get a full mights strike and I think H spark into Thornado. I think Orbital grudge only really works as an additional hit into a reset option for the H mighty smash, but I may be wrong. I would like to use Orbital grudges invincibility but it just doesn't work with my team. And really I don't call Skrull much because I don't like risking him getting hurt, because I'm a scrub and depend on lvl 3 XF (though it's so much damn fun) to win games lol. Which then shows i play a ton or responsibility on my mid character to have a good assist for Thor, which really has led me into the dilemma I'm in now on character order and who I WANT to play.
    xCrazy H0rse
  • Pops GhostlyPops Ghostly Joined: Posts: 32Registered
    That is true driftingsort, but imo i perfer the orbital grudge assist mainly because it has super armor plus i can get 600-700k damage w/thor in the corner. with my old team in vanilla (Thor/modok/skrull, which i think i may pick back up sense they all got buffed) worked really well with these assists but thats just my opinion of course i just like orbital grudge the best out of the 3.
    UMVC3: Thor(b)/Iron Man(a)/Super-Skrull(a)
  • kidgogetakidgogeta Joined: Posts: 175Registered
    kidgogeta: idk about puting skrull on second, in my opinion(its just my opinion you dont have to switch your order if you dont want to) skrull i think is usally best on anchor with all the tools he has(Good mix-ups, pretty decent command grab, etc.) he seems really good on anchor(plus w/lvl 3 X-Factor he is even better).
    That's funny because I actually thought of doing that right after I wrote that XD. I'm def trying out Thor / Ammy / Skrull. I didn't have faith in cold star at first but I found a few ways to set it up and Thor is just impossible to block Thor once you're stuck in the shots. Ammy isn't an assist dependent character so she can settle for just getting some decent combo extension from stone smite.
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