Turn your attention to this video right here.
As you can see, Thor can move around quite well in the air. Those triangle jump mix ups (jump, air dash down-foward,
or jump, air dash down-foward
), covered with a horizontal beam assist do wonders for opening the other guy up. As a side note, when doing your air dashes, always do them with two buttons, and always have one of those buttons be the
button. This works wonders when the opponent tries to jump up and meet you in the air, because you will always get an option select air throw, sending them right back down to the ground.
While triangle dashing with an assist is a fairly good approach, I personally believe the best approach Thor has is with his air Mighty Strikes. They cover a good distance, give you major advantage on block, and when fully charged gains a hit of super armor. Very useful tool for getting around, fishing for hits, and annoying the opponent, and even better, any version of the Mighty Strikes plow through projectiles like nobody's business.
Mighty Strike going forward is the one you want to use when there's a pretty big gap in between. Best part is, if you just so happen to hit the opponent, and the Mighty Strike wasn't charged all the way, the opponent is forced to air tech in some manner, and that's a perfect opportunity to catch them in an aerial Mighty Hurricane. That command grab is so good, and if you don't feel like a command grab, you can actually combo off of it. It's plus 10 on hit, and plus 2~14 on block, depending on if you charge it.
Mighty Strike is good for when you're within range, and ready to hit the opponent below you, while also moving forward a bit. Leads to some very good goodness. If they get hit with that, judging by the range, you can go for a quick crouching
to lock 'em in place into a
Mighty Smash into
, or if they're a ways away, skip that, do a ground dash, and go into your
from there. It's +10, and on block it's +13.
Mighty Strike is good for when the opponent is directly below you, and you're just looking to get to the ground to be safe. +10 on hit. +13 on block.
Once again, all of his air Mighty Strikes are plus on block, which means you're at a major advantage to do whatever you feel like doin' when it makes contact. But do try to hit something when you use these moves, because they do have recovery on whiff. (15-1, or until grounded, then it's 11.) That said, his ground Mighty Strikes are not safe at block at all, which further supports the notion that Thor on the ground is not where you want him to be through most of the match. But there is a quick way to bypass using the ground Mighty Strikes, while still making what looks like a ground approach, and that's by tiger kneeing the
Mighty Strike. It's kinda technical, and'll take a while to get down consistently, but it's a great tool to have under your belt.
The input for the tiger knee (also called instant air) Mighty Strike is