UMVC3/Thor: Difference between revisions

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{{UMvC3Header}}
{{Infobox Character UMVC3
|name=Thor
|image=Umvc3_thor_face.jpg
|health=1,250,000
|magicseries=Light Start
|airchain=Three
|forwarddash=19
|backdash=39
|jump=43
|superjump=81
|walljump=No
|doublejump=No
|airdash=8-Way
|xfactordamage1=40
|xfactordamage2=70
|xfactordamage3=100
|xfactorspeed1=0
|xfactorspeed2=0
|xfactorspeed3=0
|minimumdamagenormal=10%, 20
|minimumdamagehyper=35
|minimumdamagexfactor=35
|content=
==Introduction==
"Behold, I am Thor! God of Thunder, Son of Odin, and Defender of Asgard! If thou art foolish enough to challenge Thor, you will find Mjolnir powerful enough to break your skull!"


{{UMvC3CharacterHeader|Thor|thor|
'''In UMvC3,''' Thor offers a unique take on the 8-way airdasher archtype. While his forward ground dash is quite slow, Thor is impressively speedy in the air. Thor has a slow - but powerful - beam, as well as specials with projectile-nullification or even armor, which when paired with his huge health pool (the largest in the game), can be used to bully his way towards opponents. Once up close, Thor sports a great command grab both on the ground and in the air, which he can use to start damaging combos.
<youtube>XKTwrPnpwfY</youtube> Thor is the "god of thunder" from Asgard and a founding member of the Avengers. His mighty hammer, Mjolnir, can only be wielded by him and gives him incredible strength.
|
Thor is one of the more unique characters in the game, often compared to a slower Magneto but he's far from him. He doesn't have very much speed on the ground, but take to the skies and with enough practice you can move like the wind. He has the highest health in the game, a decent full screen projectile, a move with {{armored}} properties, lots of damage and an easy follow up with a command grab that can be done in the air. All in all, he's hard to master but in the right hands can be devastating.}}


=== Alternate Colors ===
{{ProConTable
| pros =
*High damage potential, especially in the corner, with extremely damaging level 1 hypers and access to unscaled damage via Mighty Spark (236X).
*Strong aerial mobility with a relatively fast 8-way airdash, as well as Mighty Strike (421X) which allows Thor to advance forward while protected by a large hitbox. Mighty Strike also destroys projectiles and has armor when charged, allowing it to blow through an opponent's keepaway game.
*Powerful strike/throw mixups and resets utilizing his Mighty Tornado (63214X) command grab, on the ground or in the air.
*Consistent TAC Infinites from every direction and screen position.
*Highest health total in the game allows Thor to survive combos that would kill the rest of the cast, endure large amounts of chip damage, and play a "grind game" where he forces longer battles that whittle away health over time.
| cons =  
*Being on the ground. Thor's grounded attacks are very bad, with poor reach and slow speed. His grounded forward dash is also extrmely slow (although his grounded backdash is decently fast).
*Stubby, awkward normals and an inability to chain M grounded normals into H normals.
*Gains no speed boost in X-Factor, and is a relatively nonthreatening anchor.
*Very dependent on assist calls to patch holes in his neutral game.
}}
 
}}
 
== Move List ==
 
=== Assists ===
 
{{MoveData
|image=
|caption=
|name=Mighty Spark
|input=Assist A
|data=
{{AttackData-UMVC3
|damage=13,000 x4 (unscaled) + 35,000 x3
|guard=Mid
|startup=47
|active=22~27
|recovery=124, 94
|onhit=-
|onblock=-
|properties=Priority: Low, Beam Durability: 5 per frame for 3 frames
|description=
THC Hyper: Mighty Thunder. Thor appears on stage and channels thunder from his hammer, creating a spark in front of him. After 20 additional frames, the spark shoots forward as a short-lived beam projectile. The spark hits up to four times and deals damage that ignores damage scaling, but has very short range. Unlike the point character version, normal-sized characters can not crouch under assist Mighty Spark.
 
The beam portion has very high total durability by assist standards, allowing it to easily destroy other common projectile assists such as Doom's Plasma Beam or Sentinel's drones. In practice, this can be very difficult to actually perform. Thor's beam assist is very slow, at 47 frames of startup plus an additional 20 frames for the beam to actually fire. During that time, either the assist you were trying to beat, or the opponent's point character may have already hit Thor.
}}
}}


[[File:Thor colors.jpg]]
{{MoveData
|image=
|caption=
|name=Mighty Smash
|input=Assist B
|data=
{{AttackData-UMVC3
|damage=50,000 x2
|guard=Mid
|startup=37
|active=5(16)10
|recovery=114, 84
|onhit=-
|onblock=-
|properties={{strk}} (first hit), {{groundbounce}} (second hit)
|description=
THC Hyper: Mighty Tornado. Thor jumps upwards - which knocks opponents up on hit - then slams back down to the ground, causing a Ground Bounce. Can be useful as an Alpha Counter, because it starts a very damaging combo on hit.
}}
}}


=== Players to Watch ===
{{MoveData
|image=
|caption=
|name=Mighty Strike
|input=Assist Y
|data=
{{AttackData-UMVC3
|damage=70,000 x2
|guard=Mid
|startup=44
|active=11
|recovery=126, 96
|onhit=-
|onblock=-
|properties={{projnull}}, {{strk}}
|description=
THC Hyper: Mighty Tornado. Thor leaps at an up-forward, anti-air angle. Mighty Strike destroys Low and Medium Priority projectiles on contact, but is only near the ground for a short period of time. It has a hard time hitting grounded opponents, especially if they are crouching, and pops opponents into the air on hit.
}}
}}


Serpentarus, Luizmau, emc, Mr.Flubbs, Royal Flush, Abegen, Irongod
=== Ground Normals ===


{{ UMvC3CharacterDataBox | [[File:1250k.jpg]] | Light Start | No | Yes | 1 |
{{MoveData
40 | 70 | 100 |
|image=
? | ? | ? |
|caption=
? | ? | ? |
|name=Stand Light
10 | 10 | 10 | 20 | 35 |
|input=5L
35 | 35 | 35 | 35 | 35 |
|data=
35 | 35 | 35 | 35 | 35 |
{{AttackData-UMVC3
35 | 35 | 35 | 35 | 35 |
|damage=65,000
|guard=Mid
|startup=8
|active=3
|recovery=23
|onhit=-8
|onblock=-10
|properties=-
|description=
-
}}
}}
}}


== Video Walkthrough ==
{{MoveData
<youtube>oQmj2cRS5cE</youtube>
|image=
<youtube>X4ZUHJOOBwI</youtube> <br>
|caption=
|name=Stand Medium
|input=5M
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=Mid
|startup=13
|active=3
|recovery=30
|onhit=-10
|onblock=-13
|properties=-
|description=
-
}}
}}


=== Technology ===
{{MoveData
<youtube>DrPrIRl1DLw</youtube> <youtube>_iKf8ZhqdsA</youtube> <br>
|image=
<youtube>HlhMLnEkamY</youtube> <br>
|caption=
[http://www.youtube.com/watch?v=f_6lDsqdC9M&feature=gp-n-y Side switch combo] <br>
|name=Stand Heavy
[http://youtu.be/lXlfRgArWpI punishing throw breaks and dhc with ammy] <br>
|input=5H
[http://youtu.be/vQ1ZxmZ-pdM Viper and Thor tech] <br>
|data=
[http://youtu.be/2ZRgm_W-PcU mighty punish dhc to arthurs armor and hard tag to doom] <br>
{{AttackData-UMVC3
[http://youtu.be/ih_kUAUbzzM Mighty Punish DHC to Doom into full combo] <br>
|damage=110,000
[http://youtu.be/oVDWE_5OlYA Mighty Punish reliable DHC to Dr. Strange] <br>
|guard=Mid
|startup=18
|active=2
|recovery=36
|onhit=-7
|onblock=-12
|properties={{strk}}
|description=
Thor performs a wide (by his standards) horizontal swing with his hammer, which knocks opponents into the air on hit.


=== Combos ===
5H can be kara-canceled into Thor's command grab (63214X) to slightly increase the grab's range. <code><nowiki>2L > 5H~63214L</nowiki></code> is a simple tickthrow setup that will catch opponents holding down-back.
}}
}}


<youtube>gMp6HdI7JDA</youtube> <youtube>ro8amA_EVuE</youtube> <br>
[http://www.youtube.com/watch?v=g6b4O4_6k4o Thor/Strange/Doom BnB] <br>
[http://youtu.be/C1LB6z0paxA Thor/Spencer with Strange and Doom ToD combos] <br>
[http://www.youtube.com/watch?v=IkTtNjN_Mek Thor/Strange/Ammy combos and set ups] <br>
[http://www.youtube.com/watch?v=y8Rfl-OnXp0 TOD combo with Rocket Raccoon and Vergil] <br>
[http://youtu.be/BlP6nqaex9A Thor/Dorm/Doom TOD] <br>


=== TAC infinite ===
{{MoveData
|image=
|caption=
|name=Crouching Light
|input=2L
|data=
{{AttackData-UMVC3
|damage=63,000
|guard=Low
|startup=7
|active=3
|recovery=24
|onhit=-9
|onblock=-11
|properties=-
|description=
-
}}
}}


<youtube>FebWt_JClKY</youtube> <youtube>9ez4dfZC8z0</youtube> <br>
{{MoveData
[http://youtu.be/0CNU3bO_sgU alternate UP tac infinite corner starter] <br>
|image=
[http://youtu.be/MKHh3B4rp9Y easy set up for down TAC] <br>
|caption=
|name=Crouching Medium
|input=2M
|data=
{{AttackData-UMVC3
|damage=40,000 x3
|guard=Low
|startup=13
|active=12
|recovery=19
|onhit=-2
|onblock=-5
|properties=
|description=
Thor spins his hammer, creating a ring of electricity that can hit up to three times directly in front of himself, angled slightly upward. Has awful range.
}}
}}


== Hit/Hurtbox Guide ==
{{MoveData
|image=
|caption=
|name=Crouching Heavy
|input=2H
|data=
{{AttackData-UMVC3
|damage=105,000
|guard=Low
|startup=16
|active=4
|recovery=36
|onhit=-
|onblock=-14
|properties={{strk}}, {{softknockdown}}
|description=
Standard sweep attack.
}}
}}


<youtube>j_nc-9Zss_o</youtube> <br>


== Move List ==
{{MoveData
|image=
|caption=
|name=Launcher/Special
|input=S
|data=
{{AttackData-UMVC3
|damage=110,000
|guard=Mid
|startup=11
|active=4
|recovery=28
|onhit=Launch
|onblock=-6
|properties={{launch}}, {{nocancel}}
|description=
-
}}
}}


=== Assist Types ===
=== Aerial Normals ===


{{UMvC3CharacterAssists
{{MoveData
  | Mighty Spark | {{shot}} {{front}} | 31,000 X 4 + 35,000 X 3 <br> (114,100) | {{proj}} | Mighty Thunder
|image=
  | Mighty Strike | {{direct}} {{tiltup}} | 70,000 X 2 <br> (133,000) | {{strk}} <br> {{projnull}} | Mighty Tornado
|caption=
  | Mighty Smash | {{direct}} {{tiltup}} | 50,000 X 2 <br> (95,000) | {{groundbounce}} <br> {{softknockdown}} | Mighty Tornado
|name=Jumping Light
|input=j.5L
|data=
{{AttackData-UMVC3
|damage=68,000
  |guard=OH
|startup=6
|active=8
|recovery=17
|onhit=+16
|onblock=+14
|properties=-
|description=
Jumping knee attack. Mainly useful for tick throws and air resets into Thor's command grab due to its low hitstun/blockstun. Thor often wants to cancel his airdash into a normal, even a whiffed one, to avoid the slowdown near the end of his airdash animations, and j.5L is a low-commitment choice.
}}
}}
}}


=== Normal Moves ===
{{MoveData
|image=
|caption=
|name=Jumping Medium
|input=j.5M
|data=
{{AttackData-UMVC3
|damage=85,000
|guard=OH
|startup=13
|active=4
|recovery=27
|onhit=+21
|onblock=+18
|properties=
|description=
Thor performs a flying dropkick with solid reach. Strong neutral tool besides being air combo filler.
 
If Thor performs a down-forward (or down/down-back) airdash at minimum airdash height and cancels the dash into j.5M, the kick will land-cancel just before becoming active and whiff. This can be useful as a fakeout and mixup option by intentionally whiffing a j.5M that looks like it should connect, then grabbing the opponent while they expect to be in blockstun.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Standing Light | {{l}} | 65,000 | }}
|image=
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 63,000 | {{low}} }}
|caption=
{{MoveListRow | Standing Medium | {{m}} | 90,000 }}
|name=Jumping Heavy
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 40,000 X 3 <br> (97,600) | {{low}} }}
|input=j.5H
{{MoveListRow | Standing Heavy | {{h}} | 110,000 | {{strk}} }}
|data=
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 105,000 | {{low}} <br> {{softknockdown}} }}
{{AttackData-UMVC3
{{MoveListRow | Special | {{s}} | 110,000 | {{launch}} {{nocancel}} }}
|damage=100,000
{{MoveListRow | Jumping Light | air {{l}} | 68,000 | {{high}} }}
|guard=OH
{{MoveListRow | Jumping Medium | air {{m}} | 85,000 | {{high}} }}
|startup=16
{{MoveListRow | Jumping Heavy | air {{h}} | 100,000 | {{high}} ; <br> ends flight}}
|active=Until grounded/contact
{{MoveListRow | Jumping Special | air {{s}} | 110,000 | {{high}} {{aircombofinisher}} }}
|recovery=1
{{MoveListFooter}}
  |onhit=+23
|onblock=+21
|properties=
|description=
Falling elbow drop. Thor continues on his current jump arc while holding the attack pose, with active frames all the way down. If Thor performs j.5H while in Flight mode, it ends Flight, similarly to how j.5S does.


=== Throws ===
j.5H is a good pressure tool and Throw OS with high reward on contact due to having almost no recovery. If Thor's travel arc seems dangerous or punishable, it can be whiff-canceled at any point into one of Thor's air specials (including Flight) in order to escape to safety.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 50,000 + 30,000 <br> (80,000) | {{throw}} {{hardknockdown}} ; <br> can juggle after first hit }}
|image=
{{MoveListRow | Back Throw | {{b}} + {{h}} | 50,000 + 30,000 <br> (80,000) | {{throw}} {{hardknockdown}} ; <br> can juggle after first hit }}
|caption=
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
|name=Jumping Special
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
|input=j.5S
{{MoveListFooter}}
|data=
{{AttackData-UMVC3
|damage=110,000
|guard=OH
|startup=14
|active=5
|recovery=37
|onhit=+21
|onblock=+18
|properties={{aircombofinisher}}
|description=
Aerial hammer swing. Can hit cross-up, but only just barely. Has very high hitstun and easily cancels into M Air Mighty Strike for a combo or continued pressure.
}}
}}


=== Special Moves ===
=== Special Moves ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Mighty Spark L | {{qcf}} + {{l}} | 13,000 X 2 + 80,000 <br> (90,700) | {{airok}} {{proj}} ; <br> first 2 hits never scale }}
|image=
{{MoveListRow | Mighty Spark M | {{qcf}} + {{m}} | 13,000 X 4 + 40,000 X 3 <br> (123,000) | {{airok}} {{proj}} ; <br> first 4 hits never scale }}
|caption=
{{MoveListRow | Mighty Spark H | {{qcf}} + {{h}} | 13,000 X 6 + 35,000 X 5 <br> (154,000) | {{airok}} {{proj}} ; <br> first 6 hits never scale }}
|name=Mighty Spark
{{MoveListRow | Mighty Smash L | {{dp}} + {{l}} | 70,000 X 2 <br> (133,000) | {{strk}} on first hit <br> {{hardknockdown}} on second hit }}
|input=236X
{{MoveListRow | Mighty Smash M | {{dp}} + {{m}} | 70,000 + 100,000 <br> (160,000) | {{strk}} on first hit <br> {{groundbounce}} <br> {{hardknockdown}} on second hit }}
|data=
{{MoveListRow | Mighty Smash H | {{dp}} + {{h}} | 70,000 + 100,000 + 20,000 X 3 <br> (203,700) | {{strk}} on first hit <br> {{groundbounce}} {{hardknockdown}} <br> on 2nd hit <br> {{otg}} on 3rd hit <br> {{proj}} on hits 3-5 }}
{{AttackData-UMVC3
{{MoveListRow | Mighty Smash H <br> (Charged) | {{dp}} + {{h}} (charge) | 70,000 + 100,000 + 20,000 X 5 <br> (226,100) | {{strk}} on first hit <br> {{groundbounce}} on 2nd hit <br> {{otg}} on 3rd hit <br> {{softknockdown}} <br> {{proj}} on hits 3-7 }}
|version=L
{{MoveListRow | Flight | {{qcb}} + {{s}} | 0 | initiates flight}}
|subtitle={{qcf}} + {{l}}
{{MoveListRow | Mighty Strike | {{rdp}} + {{atk}} | 70,000 X 2 <br> (133,000) | {{airok}} {{strk}} <br> {{projnull}} }}
|damage=13,000 x2 (unscaled) + 80,000
{{MoveListRow | Mighty Strike <br> (charged) | {{rdp}} + {{atk}} (charge) | 50,000 X 2 + 100,000 <br> (175,900) | {{airok}} <br> [[File:truesoftknockdown.png]] <br> {{projnull}} }}
|guard=High
{{MoveListRow | Mighty Hurricane L | {{hcb}} + {{l}} | 130,000 | {{airok}} {{throw}} <br> {{hardknockdown}} <br> puts enemy in juggle state }}
|startup=15 + 10
{{MoveListRow | Mighty Hurricane M | {{hcb}} + {{m}} | 150,000 | {{airok}} {{throw}} <br> {{hardknockdown}} <br> puts enemy in juggle state }}
|active=19
{{MoveListRow | Mighty Hurricane H | {{hcb}} + {{h}} | 180,000 | {{airok}} {{throw}} <br> {{hardknockdown}} <br> puts enemy in juggle state }}
|recovery=12
{{MoveListRow | Mighty Speech | {{d}} , {{d}} + {{h}} | 0 | Hold H , builds meter <br> while delivering speech. <br> Approx. 1 bar per 4 seconds}}
|onhit=+8
{{MoveListFooter}}
|onblock=+5
|properties={{airok}}, Priority: Low, Beam Durability: 5 per frame for 1 frame
}}
{{AttackData-UMVC3
|version=M
|subtitle={{qcf}} + {{m}}
|damage=13,000 x4 (unscaled) + 40,000 x3
|guard=High
|startup=23 + 20
|active=32
|recovery=3
|onhit=+16
|onblock=+12
|properties={{airok}}, Priority: Low, Beam Durability: 5 per frame for 3 frames
}}
{{AttackData-UMVC3
|version=H
|subtitle={{qcf}} + {{h}}
|damage=13,000 x6 (unscaled) + 35,000 x5
|guard=High
|startup=30 + 30
|active=45
|recovery=0 (!!)
|onhit=+18
|onblock=+14
|properties={{airok}}, Priority: Low, Beam Durability: 5 per frame for 5 frames
|description=
Thor's beam attack. Thor charges his hammer, causing a short-range spark to appear around it. After an additional duration, the spark fires forward as a beam. Higher button strength is slower to start up and lasts longer, but deals more damage, has higher duration, and lower recovery. Normal-sized characters can crouch underneath all versions of Mighty Spark's beam, limiting its potential as a sustained Chip Damage tool.


===Hyper Moves===
Despite being a projectile and Thor's only long-range option, Mighty Spark has several properties that make it useful up-close. The initial "spark" around Thor's hammer notably deals fully unscaled damage. Although the 13,000 base damage per hit may not seem impressive, this can actually be very high damage output compared to heavily scaled hits deep into a combo. This is especially true if you manage to connect H Mighty Spark, which hits 6 times for 78,000 unscaled damage in addition to the high (but scaled) damage of the beam itself. The very fast recovery on Mighty Spark means that Thor is always plus afterwards, and Thor can even link a normal attack after a close-range Spark to continue the combo.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Mighty Tornado | {{qcf}} + {{atk}} + {{atk}} | 30,000 per hit (15 ~ 29 hits) <br> (321,600 ~ 382,700)| {{airok}} {{proj}} <br> [[File:truesoftknockdown.png]] <br> causes floating [[File:truesoftknockdown.png]] on all hits except final hit vs. airborne opponent; <br> {{strk}} on final hit <br> mashable }}
|image=
{{MoveListRow | Mighty Thunder | {{dp}} + {{atk}} + {{atk}} | 130,000 per hit (max 4 hits) <br> (383,700 max) | {{proj}} {{otg}} <br> {{hardknockdown}} }}
|caption=
{{MoveListRow | Mighty Punish | {{hcb}} + {{atk}} + {{atk}} | 90,000 + 220,000 <br> (310,000) | {{throw}} <br> {{hardknockdown}} }}
|name=Air Mighty Spark
{{MoveListFooter}}
|input=j.236X
|data=
{{AttackData-UMVC3
|version=L
|subtitle=(in air) <br> {{qcf}} + {{l}}
|damage=13,000 x2 (unscaled) + 80,000
|guard=High
|startup=13 + 10
|active=19
|recovery=9
|onhit=+4
|onblock=-4
|properties=Priority: Low, Beam Durability: 5 per frame for 1 frame
}}
{{AttackData-UMVC3
|version=M
|subtitle=(in air) <br> {{qcf}} + {{m}}
|damage=13,000 x4 (unscaled) + 40,000 x3
|guard=High
|startup=21 + 20
|active=32
|recovery=4
|onhit=+8
|onblock=-2
|properties=Priority: Low, Beam Durability: 5 per frame for 3 frames
}}
{{AttackData-UMVC3
|version=H
|subtitle=(in air) <br> {{qcf}} + {{h}}
|damage=13,000 x6 (unscaled) + 35,000 x5
|guard=High
|startup=28 + 30
|active=45
|recovery=0 (!!)
|onhit=+13
|onblock=+1
|properties={{truesoftknockdown}} (only on last hit of the spark before beam), Priority: Low, Beam Durability: 5 per frame for 5 frames
|description=
Air version of Mighty Spark. Thor hovers in the air while performing the move. It is functionally identical to the grounded version, with all the same properties and uses, but starts up very slightly faster. TK L Mighty Spark (j.2369L) can be useful for controlling space against characters who like to fight at regular jump height, like Nova, Spencer, and Dante.


== Strategy ==
The last hit of the "spark" part of Mighty Spark causes a True Soft Knockdown. It is possible to space Air Mighty Spark so that this hit connects and the following beam whiffs, by juggling the opponent sufficiently above or below Thor. If done properly, Thor can perform very long, extended combos by landing and relaunching after Mighty Spark, especially in the corner.
}}
}}


=== Tips and Tricks ===
* Mighty Punish is a great move. It's start up is instant, which is quite possibly one of the best reversals in the game. Having a good DHC, you can easily get a full combo afterwards. Abegen for example, uses She-Hulk to DHC, if the move connects you can go right into emerald cannon and combo! And if they jump in the air to avoid it? Then go into She-Hulks Taking out the Trash anti-air super and catch them in the air! Other hypers like Doom's Sphere Flame will whiff after a full two hits facing the right side and actually allow you to OTG and combo with St.H.
* You can super cancel out of any of Thor's command grabs. This is especially useful as a frame trap. Try doing a block string, then tick throw them into a command grab. If you are too early the command grab will whiff but you can always cancel into Thor's Mighty Punish and catch them off guard.
* Thor's command grabs can also be buffered during throw breaks. For example, at the beginning of the round, if they try to throw you and you tech the throw, you can buffer the command throw and input H again, it will double as another throw tech and also punish their throw attempt, talk about godly!
* Thor's air dash is only accessible at certain heights, however if you super jump there are less frames needed to air dash, try it out.
* Thor's jumping Light paired with tri-dashes is the best move to use as your high/low mix-up tool. However the hitbox is very small which means it will have trouble beating out other moves, so only use it during the cover of assists like Doom's Hidden Missiles or Amaterasu's Cold Star.
* Thor's [[File:S.png]] in the air has a great hitbox, but it has very slow start up. Practice using it when approaching from a distance but be careful using it too much because it's easy to get thrown during it's use. However if it connects, it's easily one of the best ways to start a combo due to it's huge hit stun and high damage. Hitting a grounded opponent with this move will stagger them and allow a nice follow up.
* You may notice in some combo videos that after Mighty Smash M, that Thor is able to do crouching Heavy, this can only be done when mighty smash connects when they much higher in the air. As a rule, think of the apex of this move and if the opponent is hit at that height, there is a high chance a crouching Heavy will connect and give you a lot of damage.
* Crouching heavy also connects on Thor's command grab but '''only''' if you grab them in the air.
* Mighty Spark has an interesting property to it. There are two hitboxes associated with this move, one is the beam that goes full screen, the other is the circular spark around Thor's hammer. If an opponent is hit with the last hit of the spark around the hammer, they will go into a soft knock down. This allows you to do multiple relaunch combos using Mighty Spark Light as a way to bring them slowly to the ground. These sphere hitboxes are also the key to his TAC infinite.
* Thor has perhaps one of the worst forward ground dashes in the game, "Wave" dashing or "Plinking" forwards just isn't worth it. His air dash is the quickest way to cover ground towards your opponent. However, his back dash is actually quite good, try Wave or Plink dashing backwards and see how quickly he can run away.
* Thor's biggest strength is using air Mighty Strikes to cover ground with a big hitbox and is perfect for hitting assists with active hitboxes and converting happy birthdays.


=== Combos ===
{{MoveData
|image=
|caption=
|name=Mighty Smash
|input=623X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{dp}} + {{l}}
|damage=70,000 x2
|guard=Mid
|startup=12
|active=6(17)3
|recovery=28
|onhit=-
|onblock=-4
|properties={{strk}} (first hit), {{hardknockdown}} (second hit)
}}
{{AttackData-UMVC3
|version=M
|subtitle={{dp}} + {{m}}
|damage=70,000 + 100,000
|guard=Mid
|startup=12
|active=6(17)3
|recovery=33
|onhit=-
|onblock=-9
|properties={{strk}} (first hit), {{groundbounce}} into {{hardknockdown}} (second hit)
}}
{{AttackData-UMVC3
|version=H
|subtitle={{dp}} + {{h}}
|damage=70,000 + 100,000 + 20,000 x3 ~ x5
|guard=Mid
|startup=13 ~ 33
|active=6(19)3(6)8 ~ 12
|recovery=13 ~ 9
|onhit=+20
|onblock=+9 ~ +8
|properties={{strk}} (first hit), {{otg}} (after first hit), armored frames 32-48 (when charged)
|description=
Thor hops into the air (knocking the opponent upwards along with him) then slams down with his hammer. Higher button strengths are slower but gain additional properties when Thor slams down.


* j.S, cr.LHS, j.MMHS (delay the S as much as possible), Mighty Smash H (fully charged), S, j.MM, Mighty Spark L (OR Mighty Strike M), Mighty Tornado
*L version only causes a basic Hard Knockdown, and is rarely used due to Thor's poor OTG options making it difficult for him to capitalize on.
* j. Mighty Strike M, j.LMS (or j.LMH depending on how high they are), cr.LS (can also add Mighty Smash M in), j.MM, Mighty Spark L, Mighty Tornado
*M version causes a Ground Bounce, making it a staple combo tool. It is Thor's only Ground Bounce attack (other than Down TAC).
* j.L, LHS, j.H (delay the H), Mighty Spark L, Air-Dash Down, j.H (or M because it's easier), S, j.MH, Mighty Spark L, Air-Dash Down, j.H, S, j.MM, Mighty Spark L, Mighty Tornado


=== TAC combo ===
*H version hits OTG, and is Thor's only non-hyper OTG. It allows him to relaunch opponents after a Hard Knockdown, but its slow speed can make this very difficult to connect. Additionally, it knocks opponents quite high into the air on a successful OTG hit, which can make following up difficult at higher levels of Hitstun Deterioration. The H version can also be charged by holding down the button. This further increases the startup, but a fully charged H Mighty Smash gains Super Armor and additional OTG hits.
}}
}}


on DOWN TAC


* j.MM, Mighty Spark M, j.M, Mighty Spark M, Air-Dash Up-Forward, j.LM, Mighty Spark M, j.S. Can be followed up with an OTG assist into Mighty Spark H xx Mighty Tornado.
{{MoveData
|image=
|caption=
|name=Mighty Strike
|input=421X (Can be charged)
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{rdp}} + {{l}}
|damage=70,000 x2 (when charged: 50,000 x2 + 100,000)
|guard=Mid
|startup=20 ~ 31
|active=11 ~ 11(1)11
|recovery=23 ~ 12
|onhit=+13
|onblock=-18 ~ -7
|properties={{airok}}, {{strk}}, {{projnull}}, {{truesoftknockdown}} (when fully charged), armored frames 28-44 (when fully charged)
}}
{{AttackData-UMVC3
|version=M
|subtitle={{rdp}} + {{m}}
|damage=70,000 x2 (when charged: 50,000 x2 + 100,000)
|guard=Mid
|startup=20 ~ 31
|active=11 ~ 11(1)11
|recovery=23 ~ 10
|onhit=+4
|onblock=-6 ~ +5
|properties={{airok}}, {{strk}}, {{projnull}}, {{truesoftknockdown}} (when fully charged), armored frames 28-44 (when fully charged)
}}
{{AttackData-UMVC3
|version=H
|subtitle={{rdp}} + {{h}}
|damage=70,000 x2 (when charged: 50,000 x2 + 100,000)
|guard=Mid
|startup=20 ~ 31
|active=11 ~ 11(1)11
|recovery=23 ~ 10
|onhit=+4
|onblock=-8 ~ -7
|properties={{airok}}, {{strk}}, {{projnull}}, {{truesoftknockdown}} (when fully charged), armored frames 28-44 (when fully charged)
|description=
Thor charges forward, striking in front of himself, in a direction determined by button strength:


on UP TAC
*L version moves horizontally across the ground.
*M version launches Thor at an up-forward angle.
*H version launches Thor directly upwards into the air.


* Mighty Spark M, j.M, Mighty Spark M, Air-Dash Up-Forward, j.LM, Mighty Spark M, j.S. Can be followed up with an OTG assist into Mighty Spark H xx Mighty Tornado.
Mighty Strike destroys Low and Medium Priority projectiles on contact and can be used by Thor to bully his way into close range against projectile-heavy zoning characters. It can also be charged, which improves the recovery and adds a hit of Super Armor, allowing it to beat many physical hits as well.


=== Basic Strategy ===
Grounded Mighty Strike has poor recovery compared to its aerial version, especially the uncharged version, which hurts the risk/reward of using it. In general, it is better to use the air version of Mighty Strike as a mobility and approach tool.
}}
}}


The general idea with Thor is to cover ground with air mighty strike M. The M version has the best chance at hitting a grounded opponent and allowing you to convert into a combo. The easiest combo off an uncharged Mighty Strike M is simply using launcher to send them into an air combo. You can also improve the combo by doing a Mighty Smash M and then launch, or re-jump after the hit and do j.LMS, st.LS into combo. <br>
{{MoveData
Thor's ground game is generally pretty weak, you want to be in the air 90% of the time. The other 10% is using mighty spark L to control the ground, call your own assists under the cover of his beam and punish your opponents assist. All of Thor's ground normals are very punishable, so don't approach with raw ground normals too often, just stick to the skies and use his air dash down forward paired with L at low heights or with S at super jump height. <br>
|image=
Play patiently, you have a ton of health and most of your easiest combos will do a lot of damage. You want to try and stay mid screen as much as possible to pose a threat with mighty strike, but not too close as to get air grabbed or hit with an Anti-Air while charging.
|caption=
|name=Air Mighty Strike
|input=j.421X (Can be charged)
|data=
{{AttackData-UMVC3
|version=L
|subtitle=(in air) <br> {{rdp}} + {{l}}
|damage=70,000 x2 (when charged: 50,000 x2 + 100,000)
|guard=Mid
|startup=20 ~ 31
|active=11 ~ 11(1)11
|recovery=23 ~ 12
|onhit=+13
|onblock=-18 ~ -7
|properties={{strk}}, {{projnull}}, {{truesoftknockdown}} (when fully charged), armored frames 28-44 (when fully charged)
}}
{{AttackData-UMVC3
|version=M
|subtitle=(in air) <br> {{rdp}} + {{m}}
|damage=70,000 x2 (when charged: 50,000 x2 + 100,000)
|guard=Mid
|startup=20 ~ 31
|active=11 ~ 11(1)11
|recovery=15 ~ 1 / Until Grounded+11
|onhit=+4
|onblock=-6 ~ +5
|properties={{strk}}, {{projnull}}, {{truesoftknockdown}} (when fully charged), armored frames 28-44 (when fully charged)
}}
{{AttackData-UMVC3
|version=H
|subtitle=(in air) <br> {{rdp}} + {{h}}
|damage=70,000 x2 (when charged: 50,000 x2 + 100,000)
|guard=Mid
|startup=20 ~ 31
|active=11 ~ 11(1)11
|recovery=23 ~ 10 / Until Grounded+11
|onhit=+4
|onblock=-8 ~ -7
|properties={{strk}}, {{projnull}}, {{truesoftknockdown}} (when fully charged), armored frames 28-44 (when fully charged)
|description=
Air version of Mighty Strike. Almost identical but with superior recovery. The M and H versions can also be land-canceled.


== Advanced Strategy ==
*L version travels horizontally forwards through the air.
*M version travels at a down-forward angle.
*H version travels straight down.


=== Assist Choices as a Point character ===
Like the grounded version, Air Mighty Smash is a mobility and approach tool that Thor can use to force his way in through projectile attacks. It is especially useful against characters who regularly utilize projectile-based attack in neutral, like Zero, Morrigan, and Captain America. Using M or H Air Mighty Strike to attack a grounded opponent is very advantageous and starts a combo on hit even uncharged. The True Soft Knockdown on a charged hit makes it a high-damage option for certain combo routes if Thor can set up a way to land it.
}}
}}


{{MoveData
|image=
|caption=
|name=Mighty Hurricane
|input=63214X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{hcb}} + {{l}}
|damage=130,000
|guard=Throw / Airthrow
|startup=5
|active=1
|recovery=40
|onhit=-
|onblock=-
|properties={{airok}}, {{hardknockdown}}
}}
{{AttackData-UMVC3
|version=M
|subtitle={{hcb}} + {{m}}
|damage=150,000
|guard=Throw / Airthrow
|startup=3
|active=1
|recovery=42
|onhit=-
|onblock=-
|properties={{airok}}, {{hardknockdown}}
}}
{{AttackData-UMVC3
|version=H
|subtitle={{hcb}} + {{h}}
|damage=180,000
|guard=Throw / Airthrow
|startup=1
|active=2
|recovery=43
|onhit=-
|onblock=-
|properties={{airok}}, {{hardknockdown}}
|description=
Thor's command grab, and an important part of his offense. Can be done on the ground as a regular throw, or while airborne as an airthrow. Heavier button strengths are faster but have shorter range.
On a successful grab - grounded or airborne - Thor lifts the opponent up and then slams them into the ground, bouncing them slightly upwards. Despite appearances, this is not considered a Ground Bounce and does not prevent Thor from using an actual bounce later in the combo. It allows Thor to connect a normal afterwards to start a combo - usually 2M or 5S. If Thor does not catch the opponent with an attack, they will fall back down for a Hard Knockdown.
H version can option-select a throw tech, which is useful at round start.
}}
}}
{{MoveData
|image=
|caption=
|name=Flight
|input=214S
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=30
|active=-
|recovery=-
|onhit=-
|onblock=-
|properties={{airok}}, 90 frame Flight mode.
|description=
Thor's Flight mode. Once activated, Thor floats in the air, and can use his airdashes and aerial specials an unlimited number of times. Note that activating Flight on the ground does not raise Thor above minimum airdash height, preventing him from airdashing unless he manually floats further up.
At 30f startup, Thor's flight mode activation is extremely slow, and he does not gain any meaningful advantage from canceling attacks into it, nor does he have practical combos into Flight mode. He can still use it as a mobility tool to perform multiple airdashes in quick succession, or to cancel an aerial normal and halt his momentum.
}}
}}
{{MoveData
|image=
|caption=
|name=Mighty Speech
|input=22H
|data=
{{AttackData-UMVC3
|damage=HEED MY WORDS
|guard=NEVER SHALL THE
|startup=EVILDOERS! IF THOU
|active=DOST WISH TO CHALLENGE
|recovery=THE ODINSON, THOU WILL
|onhit=FACE THE DIVINE POWER
|onblock=OF MIGHTY MJOLNIR
|properties=GOD OF THUNDER RELENT
|description=
Thor stands in place, gains an aura, and begins talking. This move can be maintained indefinitely by holding down the H button. After 18 initial frames, Thor begins to generate hyper meter at a rate of ~25% of a bar per second. Releasing H will cause Thor to stop talking and stop generating meter, but has 22 frames of additional recovery before Thor can act again.
Mighty Speech can be used for a little free meter after a snap or kill while waiting for the oncoming character. Thor can also cancel his other grounded specials into Mighty Speech. This can situationally be used to save Thor from punished in the event of a whiffed Mighty Spark or Mighty Tornado.
}}
}}
=== Hyper Combos ===
{{MoveData
|image=
|caption=
|name=Mighty Tornado
|input=236XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=30,000 x15 ~ x29
|guard=Mid
|startup=20+2
|active=85
|recovery=58 (in air: 30 / Until Grounded)
|onhit=-
|onblock=-35
|properties={{airok}}, mashable, (True) {{softknockdown}}, Priority: High, Beam Durability: 1 per frame for 15 frames.
|description=
Thor causes a large tornado of thunder to appear around himself, hitting several times. This is Thor's standard combo ender. It has fairly slow startup, and so only a handful of Thor's attacks can reliably combo into it, but the hyper itself deals solid damage.
For the air version of Mighty Tornado, every hit except for the final hit causes a True (forced) Soft Knockdown, while the final hit causes a Soft Knockdown that the opponent can air recover from. The grounded version of Mighty Tornado always causes a True Soft Knockdown.
Mighty Tornado can be used in certain Guard Break setups, taking advantage of its two frames of post-flash startup. A fast aerial normal canceled into Air Mighty Tornado can be DHC'd into an airgrab hyper, from characters like She-Hulk, Spider-Man, or Frank West. The DHC can be performed after the flash (and after the opponent leaves blockstun from the normal you canceled) but before the Tornado actually connects, making the airgrab hyper either difficult or impossible to escape.
}}
}}
{{MoveData
|image=
|caption=
|name=Mighty Thunder
|input=623XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=130,000 per hit, up to 4 hits
|guard=Mid
|startup=24+14
|active=40
|recovery=63
|onhit=-
|onblock=-71
|properties={{otg}}, {{hardknockdown}}, Priority: High, Durability: 1 per strike.
|description=
<s>Store Brand Magnetic Shockwave</s> <br>
Thor causes bolts of lightning to rain from the sky. The first bolt strikes immediately in front of Thor, and additional bolts strike successively farther away. It is an alternative OTG for situations where H Mighty Smash will not connect in time. It can also be used as a screen-clear against non-hyper projectiles, but has surprisingly poor durability when clashing with other hypers.
Mighty Thunder deals very good damage if it hits as much as possible, but will deal significantly less damage if done close to the corner (most bolts will strike off screen) or from far away.
}}
}}
{{MoveData
|image=
|caption=
|name=Mighty Punish
|input=63214XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=90,000 + 220,000
|guard=Mid
|startup=4+0
|active=2
|recovery=23
|onhit=-
|onblock=-
|properties=Invuln until frame 6, {{hardknockdown}}
|description=
Cinematic command grab hyper. Can be thought of as an enhanced version of Mighty Hurricane. However, it does not start a regular combo on a successful grab the way that Hurricane does (you can combo afterwards using a DHC, depending on the second character).
It is quite fast, can't be reacted to post-flash and is invincible up through the actual grab, so it can be mashed as a reversal against close-range pressure.
Because of this hyper's fast total duration, it can be used as a DHC whiff in order to combo into non-hyper attacks. This concept was popularized by Abegen who would DHC from a long, lingering hyper (like Tron's Servbot Takeout) into whiffed Mighty Punish, then perform several unscaled Mighty Sparks while the opponent was being hit for huge damage.
Mighty Punish can also be used in gimmicky DHC setups where you perform an air hyper against a grounded opponent, then DHC to Thor's grab before the hyper actually hits.
If you mistime your tickthrow Mighty Hurricane, you can cancel into this move as an emergency second chance.
}}
}}
=== Universal Mechanics ===
{{MoveData
|image=
|caption=
|name=Ground Throw
|input=6H, 4H
|data=
{{AttackData-UMVC3
|damage=50,000 (initial throw) + 30,000 (landing)
|guard=Throw
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
Thor grabs the opponent and chucks them directly upwards into the air, where they fall back down onto him. Fairly unique among normal throws because Thor can attack the opponent before they land for the Hard Knockdown, starting a full combo without having to use an OTG. If Thor does not attack them on the way down, the opponent will take 30,000 additional damage when they hit the ground, and could still technically be OTG'd upon landing.
}}
}}
{{MoveData
|image=
|caption=
|name=Air Throw
|input=j.6H, j.4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Airthrow
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
Thor spikes the opponent straight down to the ground. Unlike the ground throw, it causes an immediate Hard Knockdown, and Thor can not start a combo afterwards. Do not use this airthrow, use Air Mighty Hurricane instead.
}}
}}
{{MoveData
|image=
|caption=
|name=Snap Back
|input={{qcf}}+[[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=2
|active=2
|recovery=36
|onhit=-
|onblock=-12
|properties=Snapback
|description=
Animation and hitbox based on 5H.
}}
}}
{{MoveData
|image=
|caption=
|name=Hard Tag
|input=Hold 14f [[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=27,000
|guard=OH
|startup=-
|active=20
|recovery=34
|onhit=-
|onblock=-15
|properties={{softknockdown}}
|description=
-
}}
}}
== Team Position ==
Thor is usually played in either the '''Point''' or '''Second''' position. When played as a Point character, Thor's lack of solid long-range tools can be more easily compensated for with assists. He can use his strong aerial mobility to compete with other highly mobile Point characters. Although Thor's solo damage is not terrible, he becomes even stronger when he can utilize assists to easily combo into his slower special moves.
Thor can be placed in the Second slot to serve as a damage engine for another lower-damage point character. His Mighty Spark assist can be exceptionally powerful if you are able to cover for its slow startup.
=== Notable Synergies ===
'''Tron:''' Although Thor's assists are slow, they last for a significant amount of time. This allows for Tron to combo or confirm into some of her slower attacks, such as j.5S or Beacon Bomb (236X). Might Spark in particular is a great assist for Tron, and she can call it freely while abusing box dash j.5H to approach nearly uncontested. Tron and Thor also have some unique and very powerful DHC synergy. If Tron DHCs Servbot Takeout (236XX) into Thor's Mighty Punish (63214XX), Thor whiffs and recovers quickly. Combined with the extremely lock duration of Tron's hyper (which continues after the DHC), Thor has time to cast several instances of 236H. Not only does Mighty Spark do great damage by itself, the initial hits of each cast are unaffected by damage scaling. This two-bar DHC combo deals significantly more damage than canceling into a standard hyper for its damage alone.
'''Players to Watch:''' Abegen (Tron/Thor/She-Hulk)
'''She-Hulk:''' Thor's Mighty Spark takes noticeably longer to fire than comparable beam assists like Doom's or Iron Man's. In the case of She-Hulk, this can actually work to her advantage. She can call Thor before entering her crouch stance, and the beam will still be connecting after her follow-up attack completes. This makes it easier for her to use Thor's assist as a combo extender than many other assists. Also, Thor's OTG options are very limited, and so having an OTG assist like Jenny greatly expands his combo potential. Thor and She-Hulk can also set up many dangerous guard break setups by having Thor DHC into her anti-air command grab. For example, Thor can attempt a grounded command grab, and then reaction DHC to her if the opponent jumps away. He can also cancel aerial normals into Mighty Tornado, and then DHC after the blockstun of his normal ends but before his own hyper connects.
'''Players to Watch:''' Abegen (Tron/Thor/She-Hulk)
'''Viewtiful Joe/Wesker:''' Besides She-Hulk above, Thor can make use of other OTG assists, such as Shocking Pink or Samurai Edge, to work around his own awkward OTG option.
'''Players to Watch:''' Royal Flush (MODOK/VJoe/Thor)
'''Rocket Raccoon:''' Log Trap (Pendulum) is a generically strong assist that can be used for its large screen coverage in neutral or as a combo extension utilizing its wallbounce. Since Thor has no wall-bounce moves of his own, he greatly appreciates having access to one via Rocket's assist. Rocket also offers several other ways to support Thor. Using his Mad Hopper (214XX) hyper and other specials, Rocket can cover the ground in dangerous traps that will force an opponent to block before tagging to Thor, letting him run a mixup game that opponent can not contest. There is also significant potential for a DHC from Air Mighty Tornado to Mad Hopper, as Tornado causes a very slowly descending Soft Knockdown. This gives Rocket enough time to deploy his trap, recover, and tag out to another character (Thor himself) to pick up after Mad Hopper finally connects.
'''Players to Watch:''' SoCal Irongod (Thor/Rocket/Strange)
'''Other Players to Watch:''' Streamburger (Thor/Shuma/Dormammu), Luizmau (Thor/Dorm/Doom), emc (Thor/Strange/Doom), Mr.Flubbs (Thor/Ghost Rider/Iron Man)
<big>'''Suggestions on assists to choose by emc'''</big>
----
<div class="mw-collapsible mw-collapsed">
Thor needs two types of assists, one full screen projectile and one screen control. I HIGHLY recommend using Hidden Missiles as your main assist of choice, not only does Thor have good tech with Doom(see tech section above), but missiles covers all of Thor's movement, allows high/low mixups, gives you extended combos and can really make a difference in those scrambles. All of those pieces that make hidden missiles so good is what you should also be looking for in the assist choices for your Thor team. Mystic Ray can accomplish much of what missiles can do, it can OTG, provide full screen control and can help start offense, it's a good pick for Thor.
Thor needs two types of assists, one full screen projectile and one screen control. I HIGHLY recommend using Hidden Missiles as your main assist of choice, not only does Thor have good tech with Doom(see tech section above), but missiles covers all of Thor's movement, allows high/low mixups, gives you extended combos and can really make a difference in those scrambles. All of those pieces that make hidden missiles so good is what you should also be looking for in the assist choices for your Thor team. Mystic Ray can accomplish much of what missiles can do, it can OTG, provide full screen control and can help start offense, it's a good pick for Thor.


Line 172: Line 903:
So here are the top assists to choose from:
So here are the top assists to choose from:


Hidden Missiles, Mystic Ray, Bolts of Balthakk, Cold Star, Dagger Toss, Unibeam, Log Trap, Spitfire x2
Hidden Missiles, Mystic Ray, Bolts of Balthakk, Cold Star, Dagger Toss, Unibeam, Log Trap, Spitfire x2  
</div> <br>
 
== Combos ==
 
=== Solo Combos ===
 
<code><nowiki>2L > 2H xx 623M, 5S sjc. j.5M > j.5M > j.5H xx j.421M xx j.236XX (726,000 for 1 bar, builds ~0.66 bars of meter)</nowiki></code> <br>
 
[https://youtu.be/KVGZIl1jDRQ?t=10 Video Timestamp]. Basic Thor combo off grounded confirm. Short with limited meter build and corner carry but respectable damage midscreen. Note you can not chain M normals into H normals with Thor. 2M xx 623M will still work for a similar route, but 5M canceled into Mighty Smash will whiff. This is true of any combo that uses a similar starter. <br>
 
<code><nowiki>2L > 2H xx 623M, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623[H] xx 236XX (701,000 for 1 bar, builds ~0.75 bars of meter) </nowiki></code> <br>
 
[https://youtu.be/KVGZIl1jDRQ?t=23 Video Timestamp]. Alternate ender, slightly less damage in exchange for slightly better meter builds, corner carry and better DHC options. The 623[H] OTG pickup is awkward to learn for new Thor players. Keep the following tips in mind:
*Stagger your air chain and stretch the hits out as much as possible, so that Thor is far through his jump arc as possible when j.5S connects.
*Buffer 623H while falling so that Thor begins charging the move as soon as possible upon touching the ground.
 
<code><nowiki>2L > 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623[H], 623M, 5S sjc. j.5H xx j.236L xx j.236XX (754,000 for 1 bar, builds 1 bar of meter)</nowiki></code> <br>
 
[https://youtu.be/KVGZIl1jDRQ?t=37 Video Timestamp]. Standard BnB off grounded confirm. The M Mighty Smash link is fairly tight, as is the Spark -> Tornado cancel, but both are worth learning for the extra meter build. <br>
 
<code><nowiki>j.421M, rejump, j.5L > j.5M > j.5S, land, 5L > 5M > 5S sjc. j.5M > j.5M > j.5H xx j.421M xx j.236XX (660,000 for 1 bar, builds ~0.8 bars of meter)</nowiki></code> <br>
 
[https://youtu.be/KVGZIl1jDRQ?t=64 Video Timestamp]. Basic confirm off air Mighty Strike. <br>
 
<code><nowiki>j.421M, rejump, j.5L > j.5M > j.5S, land, 5L > 2M xx 623M, 5S sjc. j.5H xx j.236L xx j.236XX (661,000 for 1 bar, builds ~0.8 bars of meter)</nowiki></code> <br>
 
[https://youtu.be/KVGZIl1jDRQ?t=75 Video Timestamp]. Alternate confirm off air Mighty Strike. <br>
 
<code><nowiki>(Forward Throw)2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623[H], 623M, 5S sjc. j.5H xx j.236L xx j.236XX (616,000 for 1 bar, builds ~0.75 bars of meter)</nowiki></code> <br>
 
[https://youtu.be/KVGZIl1jDRQ?t=101 Video Timestamp]. Basic combo off Thor's grounded normal throw. the 2H is hard to time and causes weird side-switches, so feel free to omit it or substitute a faster attack. <br>
 
<code><nowiki>63214X, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623[H], 623M, 5S sjc. j.5H xx j.236L xx j.236XX (707,000 for 1 bar, builds 1 bar of meter)</nowiki></code> <br>
 
[https://youtu.be/KVGZIl1jDRQ?t=129 Video Timestamp]. Basic combo off Mighty Hurricane (grounded or airborne). Damage given is for H Hurricane, lighter grabs will do slightly less. <br>
 
<code><nowiki>63214X, jump, j.5L > j.5M > j.5S, land, 5L > 2M xx 623M, 5S sjc. j.5H xx j.236L xx j.236XX (663,000 for 1 bar)</nowiki></code> <br>
 
[https://youtu.be/KVGZIl1jDRQ?t=145 Video Timestamp]. Alternate combo off Mighty Hurricane. <br>
 
<code><nowiki>j.5H, land, 2H > 5S sjc. j.5M > j.5H xx j.236L, 2XX > j.5H, land, 2H > 5S sjc. j.236L, j.5H, land, 5H xx 623M, 5H xx 623L (first hit) xx 236XX, 421[H], j.421[L], j.236M (903,000 for 1 bar) </nowiki></code> <br>
 
[https://youtu.be/gMp6HdI7JDA?t=35 Video Guide (Low Video Quality)]. Corner Only. Uses several corner-specific extensions for additional damage. By positioning Air Mighty Tornado in a specific way to cause a True Soft Knockdown, you can link H Mighty Strike afterwards for the post-hyper extension. <br>
 
<code><nowiki>(j.5S xx)j.421M, land, 2H > 5S sjc. j.5M > j.5H xx j.236L, 2XX, j.5H, land, 2H > 5S sjc. j.236L, j.5H, land, 5H xx 623L (first hit) xx j.236XX, 421[H], j.421[L], 2XX, land, 623M, 236L (903,000 for 1 bar) </nowiki></code> <br>
 
[https://youtu.be/gMp6HdI7JDA?t=65 Video Guide (Low Video Quality)]. Variant of the above combo. <br>
 
=== X-Factor Combos ===
 
TBW
 
=== Sample Team Combos ===
 
[https://youtu.be/g6b4O4_6k4o Thor/Strange/Doom BnB] <br>
[https://youtu.be/f_6lDsqdC9M Thor/Strange/Doom Sideswitch combo] <br>
 
[https://youtu.be/C1LB6z0paxA Thor/Spencer/Doom] <br>
 
[https://youtu.be/BlP6nqaex9A Thor/Dorm/Doom] <br>


=== Thor's Assists and Synergy with teams ===
[https://youtu.be/IkTtNjN_Mek Thor Hard Tag to Strange feat. Ammy] <br>


Thor only really has two assists that are worth using, Mighty Spark(a) and Mighty Smash(b).  
[https://youtu.be/HlhMLnEkamY Thor Hard Tag to Strange] [https://youtu.be/_iKf8ZhqdsA Part 2] <br>


(a) is really great for teleport characters like Strange, mobile characters like Magneto and possibly even zoners like Dormammu. It's slow start up can actually be a good thing for characters like Magneto and Spencer. As Spencer, zip-lining across the screen and calling Thor can create some interesting cross-ups due to how delayed the beam is, it's also a great tool for 80ks and used in conjunction with his wall bounce the spark can actually negate the wall bounce! For Magneto, the slow start up can allow you to cr.LMH disruptor and go for more mix-ups. The spark around the hammer can equal big damage, using it at the end of a combo with HSD ignoring moves can really up the damage and build a ton of meter. A tricky technique is to alpha counter into the assist and immediately cancel into Mighty Punish command grab super, this is especially effective after an ineffective block string by your opponent.
[https://youtu.be/X4ZUHJOOBwI Thor/Strange/Ammy] <br>


(b) is best as a combo extender and alpha counter. The alpha counter can lead directly into a Thor combo at minimal HSD, the correct team set up can allow Thor to TOD off a counter. (b) is a great combo extender because of it's ground bounce, but it's only best suited for characters who do not need or use a ground bounce in their combo. It's important to know that Thor's (b) assist does not reset the ground bounce as some others do. What may come as a surprise and shouldn't, is that (b) is excellent on incoming mix-ups. Using it with a character who can create strong right/left situations on incoming can really benefit from (b) as it has a fast start up and leads to an easy confirm due to the ground bounce. Experiment with using this on incoming, it's quite fun!
[https://youtu.be/y8Rfl-OnXp0 Thor/Rocket/Vergil] <br>


Thor's primary responsibility in the second or anchor position should only be used for TAC's, alpha counters and DHC into Mighty Punish. Thor's assists are good, but they aren't THAT good, Thor is best played on point backed by a solid shell, however here are some tips for running Thor in other positions. Abegen's team makes best use of Thor 2nd because Mighty Punish's quick recovery allows Thor to easily tack on huge damage with Mighty Spark H and further follow-ups with charged Mighty Strikes. However if you aren't running Tron or Storm(hail storm), definitely concentrate on using Thor as a TAC damage builder. Thor has an infinite but there are much easier TAC combos above that are still extremely damaging, doing a solid combo at about 400K before TAC will easily net you 1mil with an OTG assist. It's also never a bad idea to have supers that set up a DHC into Mighty Punish, the trick is to have 3 meters so that when Mighty Punish connects, you have another DHC that can combo off it.
[https://youtu.be/vQ1ZxmZ-pdM Thor/Viper] <br>


=== Team Building ===
[https://youtu.be/2ZRgm_W-PcU Thor Mighty Punish DHC to Arthur] <br>
[https://youtu.be/ih_kUAUbzzM Thor Mighty Punish DHC to Doom] <br>
[https://youtu.be/oVDWE_5OlYA Thor Mighty Punish DHC to Strange] <br>


So, we talked about the types of assists Thor likes and the kinds of assists and synergy he has in general, now put it all together. On point Thor wants some way to extend a hard knock down from an air combo into charged mighty strikes to add on big damage. He also wants some kind of projectile to control the ground and help snipe assists. Thor is a good point selection when your other characters are support based, but he should be placed second when you have a great point character.
[https://youtu.be/ro8amA_EVuE Thor Combo Video featuring extensions with Strange, Rocket, Doom, Vergil, Sentinel and She-Hulk] <br>


Examples of point Thor teams: Thor/Dorm/Doom, Thor/Strange/Doom, Thor/Strange/Ammy, Thor/Arthur/Doom, Thor/Rocket/Strange, Thor/Arthur/Strange, Thor/Vergil/Doom, Thor/Morrigan/Doom, Thor/Doom/Ammy, Thor/Doom/Phoenix.
[https://youtu.be/Xb9A6miDXug Tron/Thor/She-Hulk aka Team Abegen BnB] <br>


Examples of non-point Thor teams: Spencer/Thor/Doom, Magneto/Thor/Doom, Nova/Thor/Doom, Tron/Thor/She-Hulk, Storm/Thor/Doom. Basically Thor/Doom is the most solid Thor shell you can have, but She-Hulk has the best overall synergy with Thor, she just isn't top tier :(
[https://youtu.be/v7GL08eJ5aU Thor/Storm] <br>


However there is a TON of room for experimentation, we still have yet to see many teams involving Thor.


== Match ups ==
=== TAC Infinites ===


[https://youtu.be/FebWt_JClKY Corner all sides] <br>
[https://youtu.be/9ez4dfZC8z0 Midscreen all sides] <br>


=== Nova ===
[https://youtu.be/0CNU3bO_sgU Corner Up] <br>
[https://youtu.be/MKHh3B4rp9Y Corner Down] <br>


Nova is one of the harder match ups because his air throw game is so good. I've found that by doing TK mighty spark L's you can effectively cover his box dash space and frustrate him. Playing a zoning game against Nova is completely acceptable, after all you have 1.25 mil health, you can afford to spark full screen while calling assists. Just be careful against other beam assists as any good Nova player will have and try to match their beam assist with one of your own, check out the assist section below to see which one is right for you. Always be mindful when you are planning on Mighty Striking, a good Nova will recognize what you are doing and go for the grab. It's a tricky and tough match up but it just takes getting used to the way it all spaces out, especially watch out for those inevitable air throw resets! Be careful of speed tackle, that shit beats everything.


=== Zero ===


A fully charged Mighty Strike will beat Zero's lightning, the main move Zero will try to do to catch you. Always be in the air, if you are on the ground you are getting mixed up. Stay mobile and always be mindful of those upwards lightnings, they will catch you and he will convert into a full combo. Stay aggressive when he doesn't have buster charged, and play defensive when he does have it charged. I like to think of it as turtle Thor, staying far enough away that you can still Mighty Strike through his BS and not have to worry too much about him catching you. Using mighty spark in this match up just isn't as good because of level 3 buster and sogenmu. Remember to abuse the reversal frames on Mighty Punish super to catch zero dropping a lightning loop, don't rely on the drop, just be aware that it may happen. When zero uses sogenmu in the neutral game, just be patient, there really isn't much you can do on the ground and even trying a fully charged mighty strike can be a risk due to his shadows.
== Videos and External Resources ==


=== Magneto ===
=== Hitbox Display ===


I think this match up is fairly even, but Magneto probably gets the edge due to better normals and faster projectiles. Mighty Spark L will beat disruptor, but you have to preemptively use the move before magneto has a chance to use disruptor first as it's the faster projectile. Mighty Strike will actually beat magnetic blast and go through disruptor. A common strategy is to jump, call assist and mighty strike M, mighty strike will beat disruptor and your assist will be free to attack. Always be mindful of how fast Magneto can be in the air, there's always an opportunity for him to air throw you, but there's also an opportunity for you to command grab. When magneto starts plink dashing in the air to cover ground, try to anticipate their movement and go for the command grab. Be mindful of how much meter Magneto has, if he has anything over 2 meters, play a lot more patiently and stop using so many mighty strikes. If the Magneto player recognizes you are using mighty strike a lot, he can use shockwave and DHC into another character that can combo (like Dante) to punish you full screen, there is absolutely nothing you can do to stop shockwave or the coming DHC while you are in the air. It's almost unfair really, you can't play a ground game, you can't press a button in the air and you can't call an assist, your best bet is to bait them into doing it, maybe even call an assist as a bait just so he can lose his meter, just be aware of what kind of DHC he has.
<youtube>j_nc-9Zss_o</youtube> <br>


== Strategy vs. Thor ==
=== Guides ===


* Go for air throws, a lot.  
[https://youtu.be/oQmj2cRS5cE Thor Mobility Guide] <br>
* Don't push block ground normals, they are all unsafe and he has no real option to fly cancel because it's really bad.
* Use fast projectiles to clear the ground, Thor relies on his assists way too much.
* Don't be afraid to spend meter on full screen supers when he air dashes or starts to use mighty strike.
* If he's already 1.5 seconds in to charging mighty strike, do NOT press a button or call an assist, you will die.
* Respect his beam, it's pretty fast, but many characters can crouch underneath it.


[https://www.reddit.com/r/MvC3/comments/2ljj62/new_to_umvc3_and_want_to_learn_thor/clvepl1/ Write-up on learning Thor by emc] <br>
=== Setup / Mixup Videos ===
[https://youtu.be/lXlfRgArWpI Throw OS options with Ammy assist] <br>
[https://youtu.be/DrPrIRl1DLw Anti-Dark Phoenix setups] <br>
== Alternate Colors ==
[[File:Thor_colors.jpg]]
{{Content Box|content=
{{Navbox-UMVC3}}
{{Navbox-UMVC3}}
[[Category:Ultimate Marvel vs Capcom 3]]
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Revision as of 15:54, 28 July 2022


Introduction

"Behold, I am Thor! God of Thunder, Son of Odin, and Defender of Asgard! If thou art foolish enough to challenge Thor, you will find Mjolnir powerful enough to break your skull!"

In UMvC3, Thor offers a unique take on the 8-way airdasher archtype. While his forward ground dash is quite slow, Thor is impressively speedy in the air. Thor has a slow - but powerful - beam, as well as specials with projectile-nullification or even armor, which when paired with his huge health pool (the largest in the game), can be used to bully his way towards opponents. Once up close, Thor sports a great command grab both on the ground and in the air, which he can use to start damaging combos.

Strengths Weaknesses
  • High damage potential, especially in the corner, with extremely damaging level 1 hypers and access to unscaled damage via Mighty Spark (236X).
  • Strong aerial mobility with a relatively fast 8-way airdash, as well as Mighty Strike (421X) which allows Thor to advance forward while protected by a large hitbox. Mighty Strike also destroys projectiles and has armor when charged, allowing it to blow through an opponent's keepaway game.
  • Powerful strike/throw mixups and resets utilizing his Mighty Tornado (63214X) command grab, on the ground or in the air.
  • Consistent TAC Infinites from every direction and screen position.
  • Highest health total in the game allows Thor to survive combos that would kill the rest of the cast, endure large amounts of chip damage, and play a "grind game" where he forces longer battles that whittle away health over time.
  • Being on the ground. Thor's grounded attacks are very bad, with poor reach and slow speed. His grounded forward dash is also extrmely slow (although his grounded backdash is decently fast).
  • Stubby, awkward normals and an inability to chain M grounded normals into H normals.
  • Gains no speed boost in X-Factor, and is a relatively nonthreatening anchor.
  • Very dependent on assist calls to patch holes in his neutral game.
Thor
Umvc3 thor face.jpg
Character Data
Health 1,250,000
Ground Magic Series Light Start
Air Chain Combo Limit Three
Forward Dash Duration 19 frames
Backdash Duration 39 frames
Jump Duration 43 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? No
Airdash? 8-Way
X-Factor Damage Boost (1/2/3) 40% / 70% / 100%
X-Factor Speed Boost (1/2/3) 0% / 0% / 0%
Minimum Damage Scaling (Normals, Specials) 10%, 20%
Minimum Damage Scaling (Hypers) 35%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Mighty Spark
Assist A
Damage Startup Active Recovery
13,000 x4 (unscaled) + 35,000 x3 47 22~27 124, 94
On Hit On Block Guard Properties
- - Mid Priority: Low, Beam Durability: 5 per frame for 3 frames

THC Hyper: Mighty Thunder. Thor appears on stage and channels thunder from his hammer, creating a spark in front of him. After 20 additional frames, the spark shoots forward as a short-lived beam projectile. The spark hits up to four times and deals damage that ignores damage scaling, but has very short range. Unlike the point character version, normal-sized characters can not crouch under assist Mighty Spark.

The beam portion has very high total durability by assist standards, allowing it to easily destroy other common projectile assists such as Doom's Plasma Beam or Sentinel's drones. In practice, this can be very difficult to actually perform. Thor's beam assist is very slow, at 47 frames of startup plus an additional 20 frames for the beam to actually fire. During that time, either the assist you were trying to beat, or the opponent's point character may have already hit Thor.

Mighty Smash
Assist B
Damage Startup Active Recovery
50,000 x2 37 5(16)10 114, 84
On Hit On Block Guard Properties
- - Mid Strk.png (first hit), Groundbounce.png (second hit)

THC Hyper: Mighty Tornado. Thor jumps upwards - which knocks opponents up on hit - then slams back down to the ground, causing a Ground Bounce. Can be useful as an Alpha Counter, because it starts a very damaging combo on hit.

Mighty Strike
Assist Y
Damage Startup Active Recovery
70,000 x2 44 11 126, 96
On Hit On Block Guard Properties
- - Mid Projnull.png, Strk.png

THC Hyper: Mighty Tornado. Thor leaps at an up-forward, anti-air angle. Mighty Strike destroys Low and Medium Priority projectiles on contact, but is only near the ground for a short period of time. It has a hard time hitting grounded opponents, especially if they are crouching, and pops opponents into the air on hit.

Ground Normals

Stand Light
5L
Damage Startup Active Recovery
65,000 8 3 23
On Hit On Block Guard Properties
-8 -10 Mid -

-

Stand Medium
5M
Damage Startup Active Recovery
90,000 13 3 30
On Hit On Block Guard Properties
-10 -13 Mid -

-

Stand Heavy
5H
Damage Startup Active Recovery
110,000 18 2 36
On Hit On Block Guard Properties
-7 -12 Mid Strk.png

Thor performs a wide (by his standards) horizontal swing with his hammer, which knocks opponents into the air on hit.

5H can be kara-canceled into Thor's command grab (63214X) to slightly increase the grab's range. 2L > 5H~63214L is a simple tickthrow setup that will catch opponents holding down-back.


Crouching Light
2L
Damage Startup Active Recovery
63,000 7 3 24
On Hit On Block Guard Properties
-9 -11 Low -

-

Crouching Medium
2M
Damage Startup Active Recovery
40,000 x3 13 12 19
On Hit On Block Guard Properties
-2 -5 Low -

Thor spins his hammer, creating a ring of electricity that can hit up to three times directly in front of himself, angled slightly upward. Has awful range.

Crouching Heavy
2H
Damage Startup Active Recovery
105,000 16 4 36
On Hit On Block Guard Properties
- -14 Low Strk.png, Softknockdown.png

Standard sweep attack.


Launcher/Special
S
Damage Startup Active Recovery
110,000 11 4 28
On Hit On Block Guard Properties
Launch -6 Mid Launch.png, Nocancel.png

-

Aerial Normals

Jumping Light
j.5L
Damage Startup Active Recovery
68,000 6 8 17
On Hit On Block Guard Properties
+16 +14 OH -

Jumping knee attack. Mainly useful for tick throws and air resets into Thor's command grab due to its low hitstun/blockstun. Thor often wants to cancel his airdash into a normal, even a whiffed one, to avoid the slowdown near the end of his airdash animations, and j.5L is a low-commitment choice.

Jumping Medium
j.5M
Damage Startup Active Recovery
85,000 13 4 27
On Hit On Block Guard Properties
+21 +18 OH -

Thor performs a flying dropkick with solid reach. Strong neutral tool besides being air combo filler.

If Thor performs a down-forward (or down/down-back) airdash at minimum airdash height and cancels the dash into j.5M, the kick will land-cancel just before becoming active and whiff. This can be useful as a fakeout and mixup option by intentionally whiffing a j.5M that looks like it should connect, then grabbing the opponent while they expect to be in blockstun.

Jumping Heavy
j.5H
Damage Startup Active Recovery
100,000 16 Until grounded/contact 1
On Hit On Block Guard Properties
+23 +21 OH -

Falling elbow drop. Thor continues on his current jump arc while holding the attack pose, with active frames all the way down. If Thor performs j.5H while in Flight mode, it ends Flight, similarly to how j.5S does.

j.5H is a good pressure tool and Throw OS with high reward on contact due to having almost no recovery. If Thor's travel arc seems dangerous or punishable, it can be whiff-canceled at any point into one of Thor's air specials (including Flight) in order to escape to safety.

Jumping Special
j.5S
Damage Startup Active Recovery
110,000 14 5 37
On Hit On Block Guard Properties
+21 +18 OH Aircombofinisher.png

Aerial hammer swing. Can hit cross-up, but only just barely. Has very high hitstun and easily cancels into M Air Mighty Strike for a combo or continued pressure.

Special Moves

Mighty Spark
236X
L
Qcf.png + L.png
Damage Startup Active Recovery
13,000 x2 (unscaled) + 80,000 15 + 10 19 12
On Hit On Block Guard Properties
+8 +5 High Airok.png, Priority: Low, Beam Durability: 5 per frame for 1 frame
M
Qcf.png + M.png
Damage Startup Active Recovery
13,000 x4 (unscaled) + 40,000 x3 23 + 20 32 3
On Hit On Block Guard Properties
+16 +12 High Airok.png, Priority: Low, Beam Durability: 5 per frame for 3 frames
H
Qcf.png + H.png
Damage Startup Active Recovery
13,000 x6 (unscaled) + 35,000 x5 30 + 30 45 0 (!!)
On Hit On Block Guard Properties
+18 +14 High Airok.png, Priority: Low, Beam Durability: 5 per frame for 5 frames

Thor's beam attack. Thor charges his hammer, causing a short-range spark to appear around it. After an additional duration, the spark fires forward as a beam. Higher button strength is slower to start up and lasts longer, but deals more damage, has higher duration, and lower recovery. Normal-sized characters can crouch underneath all versions of Mighty Spark's beam, limiting its potential as a sustained Chip Damage tool.

Despite being a projectile and Thor's only long-range option, Mighty Spark has several properties that make it useful up-close. The initial "spark" around Thor's hammer notably deals fully unscaled damage. Although the 13,000 base damage per hit may not seem impressive, this can actually be very high damage output compared to heavily scaled hits deep into a combo. This is especially true if you manage to connect H Mighty Spark, which hits 6 times for 78,000 unscaled damage in addition to the high (but scaled) damage of the beam itself. The very fast recovery on Mighty Spark means that Thor is always plus afterwards, and Thor can even link a normal attack after a close-range Spark to continue the combo.

Air Mighty Spark
j.236X
L
(in air)
Qcf.png + L.png
Damage Startup Active Recovery
13,000 x2 (unscaled) + 80,000 13 + 10 19 9
On Hit On Block Guard Properties
+4 -4 High Priority: Low, Beam Durability: 5 per frame for 1 frame
M
(in air)
Qcf.png + M.png
Damage Startup Active Recovery
13,000 x4 (unscaled) + 40,000 x3 21 + 20 32 4
On Hit On Block Guard Properties
+8 -2 High Priority: Low, Beam Durability: 5 per frame for 3 frames
H
(in air)
Qcf.png + H.png
Damage Startup Active Recovery
13,000 x6 (unscaled) + 35,000 x5 28 + 30 45 0 (!!)
On Hit On Block Guard Properties
+13 +1 High Truesoftknockdown.png (only on last hit of the spark before beam), Priority: Low, Beam Durability: 5 per frame for 5 frames

Air version of Mighty Spark. Thor hovers in the air while performing the move. It is functionally identical to the grounded version, with all the same properties and uses, but starts up very slightly faster. TK L Mighty Spark (j.2369L) can be useful for controlling space against characters who like to fight at regular jump height, like Nova, Spencer, and Dante.

The last hit of the "spark" part of Mighty Spark causes a True Soft Knockdown. It is possible to space Air Mighty Spark so that this hit connects and the following beam whiffs, by juggling the opponent sufficiently above or below Thor. If done properly, Thor can perform very long, extended combos by landing and relaunching after Mighty Spark, especially in the corner.


Mighty Smash
623X
L
Dp.png + L.png
Damage Startup Active Recovery
70,000 x2 12 6(17)3 28
On Hit On Block Guard Properties
- -4 Mid Strk.png (first hit), Hardknockdown.png (second hit)
M
Dp.png + M.png
Damage Startup Active Recovery
70,000 + 100,000 12 6(17)3 33
On Hit On Block Guard Properties
- -9 Mid Strk.png (first hit), Groundbounce.png into Hardknockdown.png (second hit)
H
Dp.png + H.png
Damage Startup Active Recovery
70,000 + 100,000 + 20,000 x3 ~ x5 13 ~ 33 6(19)3(6)8 ~ 12 13 ~ 9
On Hit On Block Guard Properties
+20 +9 ~ +8 Mid Strk.png (first hit), Otg.png (after first hit), armored frames 32-48 (when charged)

Thor hops into the air (knocking the opponent upwards along with him) then slams down with his hammer. Higher button strengths are slower but gain additional properties when Thor slams down.

  • L version only causes a basic Hard Knockdown, and is rarely used due to Thor's poor OTG options making it difficult for him to capitalize on.
  • M version causes a Ground Bounce, making it a staple combo tool. It is Thor's only Ground Bounce attack (other than Down TAC).
  • H version hits OTG, and is Thor's only non-hyper OTG. It allows him to relaunch opponents after a Hard Knockdown, but its slow speed can make this very difficult to connect. Additionally, it knocks opponents quite high into the air on a successful OTG hit, which can make following up difficult at higher levels of Hitstun Deterioration. The H version can also be charged by holding down the button. This further increases the startup, but a fully charged H Mighty Smash gains Super Armor and additional OTG hits.


Mighty Strike
421X (Can be charged)
L
Rdp.png + L.png
Damage Startup Active Recovery
70,000 x2 (when charged: 50,000 x2 + 100,000) 20 ~ 31 11 ~ 11(1)11 23 ~ 12
On Hit On Block Guard Properties
+13 -18 ~ -7 Mid Airok.png, Strk.png, Projnull.png, Truesoftknockdown.png (when fully charged), armored frames 28-44 (when fully charged)
M
Rdp.png + M.png
Damage Startup Active Recovery
70,000 x2 (when charged: 50,000 x2 + 100,000) 20 ~ 31 11 ~ 11(1)11 23 ~ 10
On Hit On Block Guard Properties
+4 -6 ~ +5 Mid Airok.png, Strk.png, Projnull.png, Truesoftknockdown.png (when fully charged), armored frames 28-44 (when fully charged)
H
Rdp.png + H.png
Damage Startup Active Recovery
70,000 x2 (when charged: 50,000 x2 + 100,000) 20 ~ 31 11 ~ 11(1)11 23 ~ 10
On Hit On Block Guard Properties
+4 -8 ~ -7 Mid Airok.png, Strk.png, Projnull.png, Truesoftknockdown.png (when fully charged), armored frames 28-44 (when fully charged)

Thor charges forward, striking in front of himself, in a direction determined by button strength:

  • L version moves horizontally across the ground.
  • M version launches Thor at an up-forward angle.
  • H version launches Thor directly upwards into the air.

Mighty Strike destroys Low and Medium Priority projectiles on contact and can be used by Thor to bully his way into close range against projectile-heavy zoning characters. It can also be charged, which improves the recovery and adds a hit of Super Armor, allowing it to beat many physical hits as well.

Grounded Mighty Strike has poor recovery compared to its aerial version, especially the uncharged version, which hurts the risk/reward of using it. In general, it is better to use the air version of Mighty Strike as a mobility and approach tool.

Air Mighty Strike
j.421X (Can be charged)
L
(in air)
Rdp.png + L.png
Damage Startup Active Recovery
70,000 x2 (when charged: 50,000 x2 + 100,000) 20 ~ 31 11 ~ 11(1)11 23 ~ 12
On Hit On Block Guard Properties
+13 -18 ~ -7 Mid Strk.png, Projnull.png, Truesoftknockdown.png (when fully charged), armored frames 28-44 (when fully charged)
M
(in air)
Rdp.png + M.png
Damage Startup Active Recovery
70,000 x2 (when charged: 50,000 x2 + 100,000) 20 ~ 31 11 ~ 11(1)11 15 ~ 1 / Until Grounded+11
On Hit On Block Guard Properties
+4 -6 ~ +5 Mid Strk.png, Projnull.png, Truesoftknockdown.png (when fully charged), armored frames 28-44 (when fully charged)
H
(in air)
Rdp.png + H.png
Damage Startup Active Recovery
70,000 x2 (when charged: 50,000 x2 + 100,000) 20 ~ 31 11 ~ 11(1)11 23 ~ 10 / Until Grounded+11
On Hit On Block Guard Properties
+4 -8 ~ -7 Mid Strk.png, Projnull.png, Truesoftknockdown.png (when fully charged), armored frames 28-44 (when fully charged)

Air version of Mighty Strike. Almost identical but with superior recovery. The M and H versions can also be land-canceled.

  • L version travels horizontally forwards through the air.
  • M version travels at a down-forward angle.
  • H version travels straight down.

Like the grounded version, Air Mighty Smash is a mobility and approach tool that Thor can use to force his way in through projectile attacks. It is especially useful against characters who regularly utilize projectile-based attack in neutral, like Zero, Morrigan, and Captain America. Using M or H Air Mighty Strike to attack a grounded opponent is very advantageous and starts a combo on hit even uncharged. The True Soft Knockdown on a charged hit makes it a high-damage option for certain combo routes if Thor can set up a way to land it.


Mighty Hurricane
63214X
L
Hcb.png + L.png
Damage Startup Active Recovery
130,000 5 1 40
On Hit On Block Guard Properties
- - Throw / Airthrow Airok.png, Hardknockdown.png
M
Hcb.png + M.png
Damage Startup Active Recovery
150,000 3 1 42
On Hit On Block Guard Properties
- - Throw / Airthrow Airok.png, Hardknockdown.png
H
Hcb.png + H.png
Damage Startup Active Recovery
180,000 1 2 43
On Hit On Block Guard Properties
- - Throw / Airthrow Airok.png, Hardknockdown.png

Thor's command grab, and an important part of his offense. Can be done on the ground as a regular throw, or while airborne as an airthrow. Heavier button strengths are faster but have shorter range.

On a successful grab - grounded or airborne - Thor lifts the opponent up and then slams them into the ground, bouncing them slightly upwards. Despite appearances, this is not considered a Ground Bounce and does not prevent Thor from using an actual bounce later in the combo. It allows Thor to connect a normal afterwards to start a combo - usually 2M or 5S. If Thor does not catch the opponent with an attack, they will fall back down for a Hard Knockdown.

H version can option-select a throw tech, which is useful at round start.


Flight
214S
Damage Startup Active Recovery
- 30 - -
On Hit On Block Guard Properties
- - - Airok.png, 90 frame Flight mode.

Thor's Flight mode. Once activated, Thor floats in the air, and can use his airdashes and aerial specials an unlimited number of times. Note that activating Flight on the ground does not raise Thor above minimum airdash height, preventing him from airdashing unless he manually floats further up.

At 30f startup, Thor's flight mode activation is extremely slow, and he does not gain any meaningful advantage from canceling attacks into it, nor does he have practical combos into Flight mode. He can still use it as a mobility tool to perform multiple airdashes in quick succession, or to cancel an aerial normal and halt his momentum.


Mighty Speech
22H
Damage Startup Active Recovery
HEED MY WORDS EVILDOERS! IF THOU DOST WISH TO CHALLENGE THE ODINSON, THOU WILL
On Hit On Block Guard Properties
FACE THE DIVINE POWER OF MIGHTY MJOLNIR NEVER SHALL THE GOD OF THUNDER RELENT

Thor stands in place, gains an aura, and begins talking. This move can be maintained indefinitely by holding down the H button. After 18 initial frames, Thor begins to generate hyper meter at a rate of ~25% of a bar per second. Releasing H will cause Thor to stop talking and stop generating meter, but has 22 frames of additional recovery before Thor can act again.

Mighty Speech can be used for a little free meter after a snap or kill while waiting for the oncoming character. Thor can also cancel his other grounded specials into Mighty Speech. This can situationally be used to save Thor from punished in the event of a whiffed Mighty Spark or Mighty Tornado.


Hyper Combos

Mighty Tornado
236XX (1 bar)
Damage Startup Active Recovery
30,000 x15 ~ x29 20+2 85 58 (in air: 30 / Until Grounded)
On Hit On Block Guard Properties
- -35 Mid Airok.png, mashable, (True) Softknockdown.png, Priority: High, Beam Durability: 1 per frame for 15 frames.

Thor causes a large tornado of thunder to appear around himself, hitting several times. This is Thor's standard combo ender. It has fairly slow startup, and so only a handful of Thor's attacks can reliably combo into it, but the hyper itself deals solid damage.

For the air version of Mighty Tornado, every hit except for the final hit causes a True (forced) Soft Knockdown, while the final hit causes a Soft Knockdown that the opponent can air recover from. The grounded version of Mighty Tornado always causes a True Soft Knockdown.

Mighty Tornado can be used in certain Guard Break setups, taking advantage of its two frames of post-flash startup. A fast aerial normal canceled into Air Mighty Tornado can be DHC'd into an airgrab hyper, from characters like She-Hulk, Spider-Man, or Frank West. The DHC can be performed after the flash (and after the opponent leaves blockstun from the normal you canceled) but before the Tornado actually connects, making the airgrab hyper either difficult or impossible to escape.


Mighty Thunder
623XX (1 bar)
Damage Startup Active Recovery
130,000 per hit, up to 4 hits 24+14 40 63
On Hit On Block Guard Properties
- -71 Mid Otg.png, Hardknockdown.png, Priority: High, Durability: 1 per strike.

Store Brand Magnetic Shockwave

Thor causes bolts of lightning to rain from the sky. The first bolt strikes immediately in front of Thor, and additional bolts strike successively farther away. It is an alternative OTG for situations where H Mighty Smash will not connect in time. It can also be used as a screen-clear against non-hyper projectiles, but has surprisingly poor durability when clashing with other hypers.

Mighty Thunder deals very good damage if it hits as much as possible, but will deal significantly less damage if done close to the corner (most bolts will strike off screen) or from far away.


Mighty Punish
63214XX (1 bar)
Damage Startup Active Recovery
90,000 + 220,000 4+0 2 23
On Hit On Block Guard Properties
- - Mid Invuln until frame 6, Hardknockdown.png

Cinematic command grab hyper. Can be thought of as an enhanced version of Mighty Hurricane. However, it does not start a regular combo on a successful grab the way that Hurricane does (you can combo afterwards using a DHC, depending on the second character).

It is quite fast, can't be reacted to post-flash and is invincible up through the actual grab, so it can be mashed as a reversal against close-range pressure.

Because of this hyper's fast total duration, it can be used as a DHC whiff in order to combo into non-hyper attacks. This concept was popularized by Abegen who would DHC from a long, lingering hyper (like Tron's Servbot Takeout) into whiffed Mighty Punish, then perform several unscaled Mighty Sparks while the opponent was being hit for huge damage.

Mighty Punish can also be used in gimmicky DHC setups where you perform an air hyper against a grounded opponent, then DHC to Thor's grab before the hyper actually hits.

If you mistime your tickthrow Mighty Hurricane, you can cancel into this move as an emergency second chance.

Universal Mechanics

Ground Throw
6H, 4H
Damage Startup Active Recovery
50,000 (initial throw) + 30,000 (landing) 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Thor grabs the opponent and chucks them directly upwards into the air, where they fall back down onto him. Fairly unique among normal throws because Thor can attack the opponent before they land for the Hard Knockdown, starting a full combo without having to use an OTG. If Thor does not attack them on the way down, the opponent will take 30,000 additional damage when they hit the ground, and could still technically be OTG'd upon landing.

Air Throw
j.6H, j.4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Thor spikes the opponent straight down to the ground. Unlike the ground throw, it causes an immediate Hard Knockdown, and Thor can not start a combo afterwards. Do not use this airthrow, use Air Mighty Hurricane instead.


Snap Back
Qcf.png+A1.png/A2.png
Damage Startup Active Recovery
50,000 2 2 36
On Hit On Block Guard Properties
- -12 Mid Snapback

Animation and hitbox based on 5H.


Hard Tag
Hold 14f A1.png/A2.png
Damage Startup Active Recovery
27,000 - 20 34
On Hit On Block Guard Properties
- -15 OH Softknockdown.png

-


Team Position

Thor is usually played in either the Point or Second position. When played as a Point character, Thor's lack of solid long-range tools can be more easily compensated for with assists. He can use his strong aerial mobility to compete with other highly mobile Point characters. Although Thor's solo damage is not terrible, he becomes even stronger when he can utilize assists to easily combo into his slower special moves.

Thor can be placed in the Second slot to serve as a damage engine for another lower-damage point character. His Mighty Spark assist can be exceptionally powerful if you are able to cover for its slow startup.

Notable Synergies

Tron: Although Thor's assists are slow, they last for a significant amount of time. This allows for Tron to combo or confirm into some of her slower attacks, such as j.5S or Beacon Bomb (236X). Might Spark in particular is a great assist for Tron, and she can call it freely while abusing box dash j.5H to approach nearly uncontested. Tron and Thor also have some unique and very powerful DHC synergy. If Tron DHCs Servbot Takeout (236XX) into Thor's Mighty Punish (63214XX), Thor whiffs and recovers quickly. Combined with the extremely lock duration of Tron's hyper (which continues after the DHC), Thor has time to cast several instances of 236H. Not only does Mighty Spark do great damage by itself, the initial hits of each cast are unaffected by damage scaling. This two-bar DHC combo deals significantly more damage than canceling into a standard hyper for its damage alone.

Players to Watch: Abegen (Tron/Thor/She-Hulk)

She-Hulk: Thor's Mighty Spark takes noticeably longer to fire than comparable beam assists like Doom's or Iron Man's. In the case of She-Hulk, this can actually work to her advantage. She can call Thor before entering her crouch stance, and the beam will still be connecting after her follow-up attack completes. This makes it easier for her to use Thor's assist as a combo extender than many other assists. Also, Thor's OTG options are very limited, and so having an OTG assist like Jenny greatly expands his combo potential. Thor and She-Hulk can also set up many dangerous guard break setups by having Thor DHC into her anti-air command grab. For example, Thor can attempt a grounded command grab, and then reaction DHC to her if the opponent jumps away. He can also cancel aerial normals into Mighty Tornado, and then DHC after the blockstun of his normal ends but before his own hyper connects.

Players to Watch: Abegen (Tron/Thor/She-Hulk)

Viewtiful Joe/Wesker: Besides She-Hulk above, Thor can make use of other OTG assists, such as Shocking Pink or Samurai Edge, to work around his own awkward OTG option.

Players to Watch: Royal Flush (MODOK/VJoe/Thor)

Rocket Raccoon: Log Trap (Pendulum) is a generically strong assist that can be used for its large screen coverage in neutral or as a combo extension utilizing its wallbounce. Since Thor has no wall-bounce moves of his own, he greatly appreciates having access to one via Rocket's assist. Rocket also offers several other ways to support Thor. Using his Mad Hopper (214XX) hyper and other specials, Rocket can cover the ground in dangerous traps that will force an opponent to block before tagging to Thor, letting him run a mixup game that opponent can not contest. There is also significant potential for a DHC from Air Mighty Tornado to Mad Hopper, as Tornado causes a very slowly descending Soft Knockdown. This gives Rocket enough time to deploy his trap, recover, and tag out to another character (Thor himself) to pick up after Mad Hopper finally connects.

Players to Watch: SoCal Irongod (Thor/Rocket/Strange)

Other Players to Watch: Streamburger (Thor/Shuma/Dormammu), Luizmau (Thor/Dorm/Doom), emc (Thor/Strange/Doom), Mr.Flubbs (Thor/Ghost Rider/Iron Man)

Suggestions on assists to choose by emc


Thor needs two types of assists, one full screen projectile and one screen control. I HIGHLY recommend using Hidden Missiles as your main assist of choice, not only does Thor have good tech with Doom(see tech section above), but missiles covers all of Thor's movement, allows high/low mixups, gives you extended combos and can really make a difference in those scrambles. All of those pieces that make hidden missiles so good is what you should also be looking for in the assist choices for your Thor team. Mystic Ray can accomplish much of what missiles can do, it can OTG, provide full screen control and can help start offense, it's a good pick for Thor.

Thor also benefits well from lock down assists like Amaterasu's Cold Star which tremendously ups Thor's high/low potential and can also be used after an uncharged mighty strike H OTG to extend combos. Many other assists could potentially achieve this, such as Hsien-Ko's Senpu Bu or Frank West's Shopping Cart, there is certainly room for experimentation.

Thor needs a projectile to cover his tri-dashing, his low height mighty strikes and also as a way to punish those pesky zoners and their assists while mighty sparking yourself. The best projectile assists that I've found are Strange's Bolts of Balthakk, Ironman's Unibeam, Arthurs Dagger Toss and Hawkeye's Triple Arrows. Doom's beam and Magneto's Disruptor are still great assists but their knock down abilities actually hinder a lot of Thor's confirms. Again experimentation is key, other great assists could include Taskmaster's arrows, Chris' Machine Gun and maybe Vergil's Rapid Slash.

It's also nice to have an assist that compliments his block strings and enables easy confirms. Rocket's Log Trap is perfect for this, doing spark + log trap is a safe string when blocked and on hit, can lead into a devastating combo, you can confirm with a dash in normal or just charged strike L on the ground.

Things to note, Rapid Slash and Cold Star can both be used after an uncharged Mighty Smash H after an air combo to extend combos.

So here are the top assists to choose from:

Hidden Missiles, Mystic Ray, Bolts of Balthakk, Cold Star, Dagger Toss, Unibeam, Log Trap, Spitfire x2


Combos

Solo Combos

2L > 2H xx 623M, 5S sjc. j.5M > j.5M > j.5H xx j.421M xx j.236XX (726,000 for 1 bar, builds ~0.66 bars of meter)

Video Timestamp. Basic Thor combo off grounded confirm. Short with limited meter build and corner carry but respectable damage midscreen. Note you can not chain M normals into H normals with Thor. 2M xx 623M will still work for a similar route, but 5M canceled into Mighty Smash will whiff. This is true of any combo that uses a similar starter.

2L > 2H xx 623M, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623[H] xx 236XX (701,000 for 1 bar, builds ~0.75 bars of meter)

Video Timestamp. Alternate ender, slightly less damage in exchange for slightly better meter builds, corner carry and better DHC options. The 623[H] OTG pickup is awkward to learn for new Thor players. Keep the following tips in mind:

  • Stagger your air chain and stretch the hits out as much as possible, so that Thor is far through his jump arc as possible when j.5S connects.
  • Buffer 623H while falling so that Thor begins charging the move as soon as possible upon touching the ground.

2L > 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623[H], 623M, 5S sjc. j.5H xx j.236L xx j.236XX (754,000 for 1 bar, builds 1 bar of meter)

Video Timestamp. Standard BnB off grounded confirm. The M Mighty Smash link is fairly tight, as is the Spark -> Tornado cancel, but both are worth learning for the extra meter build.

j.421M, rejump, j.5L > j.5M > j.5S, land, 5L > 5M > 5S sjc. j.5M > j.5M > j.5H xx j.421M xx j.236XX (660,000 for 1 bar, builds ~0.8 bars of meter)

Video Timestamp. Basic confirm off air Mighty Strike.

j.421M, rejump, j.5L > j.5M > j.5S, land, 5L > 2M xx 623M, 5S sjc. j.5H xx j.236L xx j.236XX (661,000 for 1 bar, builds ~0.8 bars of meter)

Video Timestamp. Alternate confirm off air Mighty Strike.

(Forward Throw)2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623[H], 623M, 5S sjc. j.5H xx j.236L xx j.236XX (616,000 for 1 bar, builds ~0.75 bars of meter)

Video Timestamp. Basic combo off Thor's grounded normal throw. the 2H is hard to time and causes weird side-switches, so feel free to omit it or substitute a faster attack.

63214X, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623[H], 623M, 5S sjc. j.5H xx j.236L xx j.236XX (707,000 for 1 bar, builds 1 bar of meter)

Video Timestamp. Basic combo off Mighty Hurricane (grounded or airborne). Damage given is for H Hurricane, lighter grabs will do slightly less.

63214X, jump, j.5L > j.5M > j.5S, land, 5L > 2M xx 623M, 5S sjc. j.5H xx j.236L xx j.236XX (663,000 for 1 bar)

Video Timestamp. Alternate combo off Mighty Hurricane.

j.5H, land, 2H > 5S sjc. j.5M > j.5H xx j.236L, 2XX > j.5H, land, 2H > 5S sjc. j.236L, j.5H, land, 5H xx 623M, 5H xx 623L (first hit) xx 236XX, 421[H], j.421[L], j.236M (903,000 for 1 bar)

Video Guide (Low Video Quality). Corner Only. Uses several corner-specific extensions for additional damage. By positioning Air Mighty Tornado in a specific way to cause a True Soft Knockdown, you can link H Mighty Strike afterwards for the post-hyper extension.

(j.5S xx)j.421M, land, 2H > 5S sjc. j.5M > j.5H xx j.236L, 2XX, j.5H, land, 2H > 5S sjc. j.236L, j.5H, land, 5H xx 623L (first hit) xx j.236XX, 421[H], j.421[L], 2XX, land, 623M, 236L (903,000 for 1 bar)

Video Guide (Low Video Quality). Variant of the above combo.

X-Factor Combos

TBW

Sample Team Combos

Thor/Strange/Doom BnB
Thor/Strange/Doom Sideswitch combo

Thor/Spencer/Doom

Thor/Dorm/Doom

Thor Hard Tag to Strange feat. Ammy

Thor Hard Tag to Strange Part 2

Thor/Strange/Ammy

Thor/Rocket/Vergil

Thor/Viper

Thor Mighty Punish DHC to Arthur
Thor Mighty Punish DHC to Doom
Thor Mighty Punish DHC to Strange

Thor Combo Video featuring extensions with Strange, Rocket, Doom, Vergil, Sentinel and She-Hulk

Tron/Thor/She-Hulk aka Team Abegen BnB

Thor/Storm


TAC Infinites

Corner all sides
Midscreen all sides

Corner Up
Corner Down


Videos and External Resources

Hitbox Display


Guides

Thor Mobility Guide

Write-up on learning Thor by emc

Setup / Mixup Videos

Throw OS options with Ammy assist

Anti-Dark Phoenix setups

Alternate Colors

Thor colors.jpg