"God's Beard!"
Member
shaowebb said:Hey God's Beard, I have an odd thought and I'm too swamped with animation assignments to play anything for awhile (30+ panel storyboard + 26 weekly detailed environmentals = no MVC3 ever...my luck blows)
Anyhow here is my question.
Doesn't Jill use her dash kick (the H special not the cartwheel) as an assist? If so couldn't that be used as an assist to wall bounce people INTO Thor combos?
I've decided that when I get outta this insane semester of nothing but pure art classes that I want to train up Thor because your posts have been so drool worthy and have brought back a lot of my pre-launch hype for his potential.
Let me know what you think about assists for Thor. I currently roll Wolverine/Ryu/Taskmaster on rushdown offense so if any of those are stand outs for Thor setups let me know.
Ultimately, Thor can more or less max out his BnB by himself, he has a ground bounce and an OTG so he doesn't need much. What does help are assists that add hitstun after the OTG or lockdown assists that let you hit confirm your best combos. The main thing is getting a solid bnb that maxes out your damage and ends on Mighty Smash H. then you can use an assist to link to hypers or reset. That said, If you get the timing to hit Jill's arrow kick assist after the smash OTG, you get an untechable knockdown, giving you all the time in the world to decide what you need. Wall bounce assists in general can be invaluable to any team, and are among the best combo extenders in the game. Unfortunately, only Jill, Spencer and Skrull have them. For hit confirms, Arthur's Fire bottle, Chun's legs, spidey's web ball and anything that keeps people on the ground for a second all work well. Ryu's tatsu could probably fill both assist roles, freeing up the other slot for OTGs or whatever you like the most.