Non-e wrote:I used Thor quiet frequently in one of my reserved slot and I totally agree with most of the things said here...
There's one thing that I like to add, Mighty Strike is surprisingly useful. I use it to travel the distance and found that it eats up some of the fireballs (I think It was Deadpool's bullets but I'm not 100% sure). Instant Air L Mighty Strike if connects can be comboed to an Air L before you reached the ground. But Air M Mighty Strike is wonderful because it lifts the grounded enemy up for a launcher if it connects, which usually the case when you're against Sentinel.
Crouching M is great for hit confirming into M Mighty Smash launch though not if the enemy is crounching.
I had a run in with a really annoying Deadpool not too long ago, who shoots from full screen and when I superjumped, he did the "Quick as the wind" to switch sides. After the match I thought maybe I should have use H Mighty Strike to get straight back down though...
I agree with you. cr. is a good hit confirm, the only problem is it's range. In most cases if you just get the very edge of their feet the cr. will miss leaving you wide open. I have found that cr. or even st. is better because you have more options just in case.
cr. , st. on block will push the opponent almost a full character distance away, your still in recovery but your much more safer than if you ended with cr.
Both st. and cr. can combo into the same things cr. can in most cases.
st. will hit crouching opponents. I believe the exception is smaller characters like Ammy and such.
cr. or st. can act as a frame trap. At it's worse, you will trade if their attack is fast enough.
cr. can be canceled into Mighty Hurricane.
You can go into flight mode if you miss putting you over your opponents cr. which after you can begin your mix ups.
So as you can see cr. may be a good hit confirm but has more options that are safer.