(added frame data, some damage values missing for now) |
m (→Throws) |
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{{ | {{KI2013 Character Infobox | ||
|name=Thunder | |||
|image=KI2013_Thunder_CSS.png | |||
|forward walk speed= 85f to cross two large training mode squares | |||
|backwards walk speed= 124f to cross two large training mode squares | |||
|forward dash duration= 25f | |||
|backdash duration= 25f | |||
|pre-jump frames= 5f | |||
|jump duration= 47f | |||
|landing recovery= 4f | |||
|advantage post grounded combo breaker= +1 | |||
}} | |||
{{ | |||
N/A | |||
| | == Universal Mechanics == | ||
N/A}} | === Instinct === | ||
'''Murder of Crows:''' Thunder can cancel attacks into and out of dashes. All dashes become invulnerable and pass through your opponent. | |||
=== Combat Trait === | |||
'''Throw Linkers:''' Thunder can use his Back Throw as an Opener or Exchange Linker during combos. | |||
== Normal Moves == | |||
=== Far Normals === | |||
{{MoveData | |||
|image= Thunder SLPhb.png|thumb | |||
|caption= Test Caption | |||
|name= Standing Light Punch | |||
|linkname= 5LP | |||
|input= Stand LP/5LP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 10(2%) | |||
|counter-hit damage= 14(3%) | |||
|potential damage= -- | |||
|shadow on hit= 1.6% | |||
|shadow on block= 2.4% | |||
|guard= Mid | |||
|startup= 5 | |||
|active= 2 | |||
|recovery= 13 | |||
|total duration= 19f | |||
|on hit= +5 | |||
|on counter-hit= +7 | |||
|on block= +2 | |||
|special properties= Chain | |||
|description= To Do | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder SMPhb.png|thumb | |||
|caption= Test Caption | |||
|name= Far Standing Medium Punch | |||
|linkname= 5MP | |||
|input= Far Stand MP/5MP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 20(5%) | |||
|counter-hit damage= 26(7%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4% | |||
|shadow on block= 4% | |||
|guard= Mid | |||
|startup= 8 | |||
|active= 3 | |||
|recovery= 15 | |||
|total duration= 25f | |||
|on hit= -1 | |||
|on counter-hit= +3 | |||
|on block= -4 | |||
|special properties= -- | |||
|description= To Do | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder SHPhb.png|thumb | |||
|caption= Test Caption | |||
|name= Far Standing Heavy Punch | |||
|linkname= 5HP | |||
|input= Far Stand HP/5HP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 30(8%) | |||
|counter-hit damage= 38(10%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= 4.5% | |||
|guard= Mid | |||
|startup= 11 | |||
|active= 5 | |||
|recovery= 19 | |||
|total duration= 34f | |||
|on hit= -1 | |||
|on counter-hit= +3 | |||
|on block= -4 | |||
|special properties= -- | |||
|description= To Do | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder SLKhb.png|thumb | |||
|caption= Stanky Leg | |||
|name= Standing Light Kick | |||
|linkname= 5LK | |||
|input= Stand LK/5LK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 10(2%) | |||
|counter-hit damage= 14(3%) | |||
|potential damage= -- | |||
|shadow on hit= 1.6% | |||
|shadow on block= 2.4% | |||
|guard= Mid | |||
|startup= 6 | |||
|active= 3 | |||
|recovery= 10 | |||
|total duration= 18f | |||
|on hit= +5 | |||
|on counter-hit= +9 | |||
|on block= +2 | |||
|special properties= Flipout | |||
|description= LMAO this button. Easily Thunder's overall most useful button. Fast startup, +2 on block so it frametraps into itself, almost no pushback and range that rivals medium buttons, can link into 5f buttons on hit/ch, and ticks into M CotE on hit/ch/block. Pressing this up close is never a bad idea. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder SMKhb.png|thumb | |||
|caption= Test Caption | |||
|name= Far Standing Medium Kick | |||
|linkname= 5MK | |||
|input= Far Stand MK/5MK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 20(5%) | |||
|counter-hit damage= 26(7%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4% | |||
|shadow on block= 4% | |||
|guard= Mid | |||
|startup= 9 | |||
|active= 4 | |||
|recovery= 14 | |||
|total duration= 26f | |||
|on hit= +3 | |||
|on counter-hit= +6 | |||
|on block= 0 | |||
|special properties= -- | |||
|description= To Do | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder SHKhb.png|thumb | |||
|caption= | |||
|name= Far Standing Heavy Kick | |||
|linkname= 5HK | |||
|input= Far Stand HK/5HK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 36(10%) | |||
|counter-hit damage= 44(12%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= 4.5% | |||
|guard= Mid | |||
|startup= 15 | |||
|active= 5 | |||
|recovery= 21 | |||
|total duration= 40f | |||
|on hit= +3 | |||
|on counter-hit= +6 | |||
|on block= +1 | |||
|special properties= -- | |||
|description= | |||
}} | |||
}} | |||
=== Close Normals === | |||
{{MoveData | |||
|image= Thunder NMPhb.png|thumb | |||
|caption= | |||
|name= Close Standing Medium Punch | |||
|linkname= clMP | |||
|input= Close Stand MP/clMP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 20(5%) | |||
|counter-hit damage= 26(7%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4% | |||
|shadow on block= 4% | |||
|guard= Mid | |||
|startup= 8 | |||
|active= 2 | |||
|recovery= 13 | |||
|total duration= 22f | |||
|on hit= +1 | |||
|on counter-hit= +4 | |||
|on block= -2 | |||
|special properties= -- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder NHPhb.png|thumb | |||
|caption= | |||
|name= Close Standing Heavy Punch | |||
|linkname= clHP | |||
|input= Close Stand HP/clHP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 30(8%) | |||
|counter-hit damage= 38(10%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= 4.5% | |||
|guard= Mid | |||
|startup= 10 | |||
|active= 4 | |||
|recovery= 16 | |||
|total duration= 29f | |||
|on hit= 0 | |||
|on counter-hit= +4 | |||
|on block= -5 | |||
|special properties= -- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder NMKhb.png|thumb | |||
|caption= | |||
|name= Close Standing Medium Kick | |||
|linkname= clMK | |||
|input= Close Stand MK/clMK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 20(5%) | |||
|counter-hit damage= 26(7%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4% | |||
|shadow on block= 4% | |||
|guard= Mid | |||
|startup= 7 | |||
|active= 3 | |||
|recovery= 13 | |||
|total duration= 22f | |||
|on hit= +4 | |||
|on counter-hit= +7 | |||
|on block= +1 | |||
|special properties= -- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder NHKhb.png|thumb | |||
|caption= | |||
|name= Close Standing Heavy Kick | |||
|linkname= clHK | |||
|input= Close Stand HK/clHK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 30(8%) | |||
|counter-hit damage= 38(10%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= 4.5% | |||
|guard= Mid | |||
|startup= 9 | |||
|active= 4 | |||
|recovery= 15 | |||
|total duration= 27f | |||
|on hit= -1 | |||
|on counter-hit= +3 | |||
|on block= -5 | |||
|special properties= -- | |||
|description= | |||
}} | |||
}} | |||
=== Crouching Normals === | |||
{{MoveData | |||
|image= Thunder CLPhb.png|thumb | |||
|caption= | |||
|name= Crouching Light Punch | |||
|linkname= 2LP | |||
|input= Crouch LP/2LP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 10(2%) | |||
|counter-hit damage= 14(3%) | |||
|potential damage= -- | |||
|shadow on hit= 1.6% | |||
|shadow on block= 2.4% | |||
|guard= Mid | |||
|startup= 5 | |||
|active= 2 | |||
|recovery= 10 | |||
|total duration= 16f | |||
|on hit= +4 | |||
|on counter-hit= +6 | |||
|on block= +2 | |||
|special properties= Chain | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder CMPhb.png|thumb | |||
|caption= | |||
|name= Crouching Medium Punch | |||
|linkname= 2MP | |||
|input= Crouch MP/2MP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 20(5%) | |||
|counter-hit damage= 26(7%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4% | |||
|shadow on block= 4% | |||
|guard= Mid | |||
|startup= 9 | |||
|active= 2 | |||
|recovery= 15 | |||
|total duration= 25f | |||
|on hit= +3 | |||
|on counter-hit= +6 | |||
|on block= -3 | |||
|special properties= -- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder CHPhb.png|thumb | |||
|caption= | |||
|name= Crouching Heavy Punch | |||
|linkname= 2HP | |||
|input= Crouch HP/2HP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 30(8%) | |||
|counter-hit damage= 38(10%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= 4.5% | |||
|guard= Mid | |||
|startup= 10 | |||
|active= 4 | |||
|recovery= 21 | |||
|total duration= 34f | |||
|on hit= -3 | |||
|on counter-hit= +1 | |||
|on block= -6 | |||
|special properties= -- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder CLKhb.png|thumb | |||
|caption= Toe Tap | |||
|name= Crouching Light Kick | |||
|linkname= 2LK | |||
|input= Crouch LK/2LK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 10(2%) | |||
|counter-hit damage= 14(3%) | |||
|potential damage= -- | |||
|shadow on hit= 1.6% | |||
|shadow on block= 2.4% | |||
|guard= Low | |||
|startup= 5 | |||
|active= 2 | |||
|recovery= 8 | |||
|total duration= 15f | |||
|on hit= +4 | |||
|on counter-hit= +6 | |||
|on block= +1 | |||
|special properties= Chain | |||
|description= Thunder's first and best low normal. Useful in frametraps and especially tick throws. Ticks into M CotE on hit/ch/block and its blistering fast total duration of 15f means a barely delayed cancel into M CotE will come out on whiff, OSing backdashes. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder CMKhb.png|thumb | |||
|caption= | |||
|name= Crouching Medium Kick | |||
|linkname= 2MK | |||
|input= Crouch MK/2MK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 20(5%) | |||
|counter-hit damage= 26(7%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4% | |||
|shadow on block= 4% | |||
|guard= Low | |||
|startup= 9 | |||
|active= 3 | |||
|recovery= 14 | |||
|total duration= 27f | |||
|on hit= -2 | |||
|on counter-hit= +1 | |||
|on block= -4 | |||
|special properties= -- | |||
|description= Thunder's second and still decent low normal. Better range means you can check standers from farther than 2LK can reach. When used as a tick normal you have to be mindful about their mashing habits as it will tick properly with M CotE on hit and block but will whiff on ch. If worried about a counterhit, tick into H CotE instead. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder CHKhb.png|thumb | |||
|caption= | |||
|name= Crouching Heavy Kick | |||
|linkname= 2HK | |||
|input= Crouch HK/2HK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 36(10%) | |||
|counter-hit damage= 44(12%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= 4.5% | |||
|guard= Low | |||
|startup= 12 | |||
|active= 3 | |||
|recovery= 25 | |||
|total duration= 39f | |||
|on hit= +48 | |||
|on counter-hit= +48 | |||
|on block= -6 | |||
|special properties= Hard Knockdown | |||
|description= Thunder's final and by far his worst low normal. Slow and unsafe, pressing any other button is better in nearly every scenario. | |||
}} | |||
}} | |||
=== Command Normals === | |||
{{MoveData | |||
|image= Thunder 6HPhb.png|thumb | |||
|caption= "Bonk" | |||
|name= Forward Heavy Punch "Horn Breaker" | |||
|linkname= 6HP | |||
|input= Forward HP/6HP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 32.1(8%) | |||
|counter-hit damage= 40.1(11%) | |||
|potential damage= 2.7(0.7%) | |||
|shadow on hit= 3.2% | |||
|shadow on block= 4.8% | |||
|guard= High | |||
|startup= 19 | |||
|active= 2[17]2 | |||
|recovery= 26 | |||
|total duration= 65f | |||
|on hit= -2 | |||
|on counter-hit= -2 | |||
|on block= -6 | |||
|special properties= Overhead | |||
|description= Key component of Thunder's offense due to being a grounded overhead. Long animation means it can easily be confirmed into an optimal opener on hit as well as some additional mix on block. Ticks into any meterless version of CotE on block with an increasingly tight window depending on which version you choose. Despite being a fairly easy shadow counter, making the opponent remember that you can always clock them on the head will immediately make your mixup game even more terrifying. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder SkycallHB.png|thumb | |||
|caption= Dash up S CotE incoming <br> "The reason you should never macro" | |||
|name= PPP/Call of the Sky | |||
|linkname= CotS | |||
|input= 3P/PPP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= -- | |||
|counter-hit damage= -- | |||
|potential damage= -- | |||
|shadow on hit= -- | |||
|shadow on block= -- | |||
|guard= -- | |||
|startup= 15 | |||
|active= 7 | |||
|recovery= 25 | |||
|total duration= 46f | |||
|on hit= -- | |||
|on counter-hit= -- | |||
|on block= -- | |||
|special properties= Destroys projectiles during active frames. Next dash becomes an instinct crow dash. | |||
|description= While not an attack nor a very consistent anti-fireball tool, Call of the Sky remains a very important move in Thunder's arsenal. Access to an instinct mechanic outside of instinct is a feature unique to Thunder. Once CotS is up Thunder's neutral suddenly becomes much scarier as dash up special move and dash cancelling DP>HK both become possible. If already in his ideal range because CotS was used after DP Ender or S CotE his offense gains an additional layer with the threat of dash throughs/cancels. If your opponent allows it, there is essentially no reason to go without CotS. | |||
}} | |||
}} | |||
=== Jumping Normals === | |||
{{MoveData | |||
|image= Thunder JLPhb.png|thumb | |||
|caption= | |||
|name= Jumping Light Punch | |||
|linkname= jLP | |||
|input= Jump LP/jLP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 20(5%) | |||
|counter-hit damage= 24(6%) | |||
|potential damage= -- | |||
|shadow on hit= 1.6% | |||
|shadow on block= 2.4% | |||
|guard= High | |||
|startup= 7 | |||
|active= 7 | |||
|recovery= 4 | |||
|total duration= 17f | |||
|on hit= +15 | |||
|on counter-hit= +17 | |||
|on block= +8 | |||
|special properties= -- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder JMPhb.png|thumb | |||
|caption= | |||
|name= Jumping Medium Punch | |||
|linkname= jMP | |||
|input= Jump MP/jMP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 24(6%) | |||
|counter-hit damage= 30(8%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4% | |||
|shadow on block= 4% | |||
|guard= High | |||
|startup= 9 | |||
|active= 4 | |||
|recovery= 4 | |||
|total duration= 16f | |||
|on hit= +16 | |||
|on counter-hit= +19 | |||
|on block= +12 | |||
|special properties= -- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder JHPhb.png|thumb | |||
|caption= Emperor of all Crossups | |||
|name= Jumping Heavy Punch | |||
|linkname= jHP | |||
|input= Jump HP/jHP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 26(7%) | |||
|counter-hit damage= 32(8%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= 4.5% | |||
|guard= High | |||
|startup= 11 | |||
|active= 4 | |||
|recovery= 4 | |||
|total duration= 18f | |||
|on hit= +20 | |||
|on counter-hit= +24 | |||
|on block= +16 | |||
|special properties= Crossup | |||
|description= Likely KI's most infamous crossup. The foundation of his post CotE vortex as, if it is properly timed, jHP is the single most ambiguous crossup in the game. It is absolutely mandatory for all aspiring Thunder players to learn how to use this normal. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder JLKhb.png|thumb | |||
|caption= | |||
|name= Jumping Light Kick | |||
|linkname= jLK | |||
|input= Jump LK/jLK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 20(5%) | |||
|counter-hit damage= 24(6%) | |||
|potential damage= -- | |||
|shadow on hit= 1.6% | |||
|shadow on block= 2.4% | |||
|guard= High | |||
|startup= 8 | |||
|active= 7 | |||
|recovery= 4 | |||
|total duration= 17f | |||
|on hit= +15 | |||
|on counter-hit= +17 | |||
|on block= +8 | |||
|special properties= -- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder JMKhb.png|thumb | |||
|caption= | |||
|name= Jumping Medium Kick | |||
|linkname= jMK | |||
|input= Jump MK/jMK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 24(6%) | |||
|counter-hit damage= 30(8%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4% | |||
|shadow on block= 4% | |||
|guard= High | |||
|startup= 10 | |||
|active= 10 | |||
|recovery= 4 | |||
|total duration= 23f | |||
|on hit= +16 | |||
|on counter-hit= +19 | |||
|on block= +11 | |||
|special properties= Crossup | |||
|description= Essentially no reason to ever use this normal. Not because it is bad, but because in every possible use case for jMK it is outclassed by jHP | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder JHKhb.png|thumb | |||
|caption= | |||
|name= Jumping Heavy Kick | |||
|linkname= jHK | |||
|input= Jump HK/jHK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 30(8%) | |||
|counter-hit damage= 38(10%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= 4.5% | |||
|guard= High | |||
|startup= 10 | |||
|active= 12 | |||
|recovery= 4 | |||
|total duration= 25f | |||
|on hit= +20 | |||
|on counter-hit= +24 | |||
|on block= +17 | |||
|special properties= -- | |||
|description= | |||
}} | |||
}} | |||
== Throws == | |||
{{MoveData | |||
|image= Thunder LPLKhb.png|thumb | |||
|caption= | |||
|name= Forward Throw | |||
|linkname= LP+LK | |||
|input= LP+LK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 40 (11%) | |||
|counter-hit damage= 40 (11%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= N/A | |||
|guard= Throw | |||
|startup= 5 | |||
|active= 2 | |||
|recovery= 29 | |||
|total duration= 35f | |||
|on hit= +63 | |||
|on counter-hit= +63 | |||
|on block= N/A | |||
|special properties= Hard Knockdown | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder_B_Throw.png | |||
|caption= | |||
|name= Back Throw | |||
|linkname= LP+LK | |||
|input= LP+LK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 0 (0%) | |||
|counter-hit damage= 0 (0%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= N/A | |||
|guard= Throw | |||
|startup= 5 | |||
|active= 2 | |||
|recovery= 29 | |||
|total duration= 35f | |||
|on hit= +14 (+14 for manuals) | |||
|on counter-hit= +14 (+14 for manuals) | |||
|on block= N/A | |||
|special properties= Opener/Linker | |||
|description= Thunder's back throw can be used as both a combo opener and a linker. Useful for positioning to keep the corner due to Thunder's damage enders switching sides. | |||
}} | |||
}} | |||
== Special Moves == | |||
{{MoveData | |||
|image= Thunder 236Phb.png|thumb | |||
|caption= | |||
|name= Triplax | |||
|linkname= 236P | |||
|input= QCF+P/236P | |||
|data= | |||
{{AttackData-KI2013 | |||
|version= LP | |||
|damage= 19.4(5%) | |||
|counter-hit damage= 31.4(8%) | |||
|potential damage= 1.8 (0.5%) | |||
|shadow on hit= 1.6% | |||
|shadow on block= 2.4% | |||
|guard= Mid | |||
|startup= 9 | |||
|active= 2[11]2 | |||
|recovery= 27 | |||
|total duration= 50f | |||
|on hit= +4 (+9 for manuals) | |||
|on counter-hit= +4 (+9 for manuals) | |||
|on block= -1 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{AttackData-KI2013 | |||
|version= MP | |||
|damage= 22.1(6%) | |||
|counter-hit damage= 34.1(9%) | |||
|potential damage= 2.0 (0.5%) | |||
|shadow on hit= 2.4% | |||
|shadow on block= 4% | |||
|guard= Mid | |||
|startup= 11 | |||
|active= 2[11]2 | |||
|recovery= 26 | |||
|total duration= 52f | |||
|on hit= +2 (+7 for manuals) | |||
|on counter-hit= +2 (+7 for manuals) | |||
|on block= -2 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{AttackData-KI2013 | |||
|version= HP | |||
|damage= 32.8(9%) | |||
|counter-hit damage= 44.8(12%) | |||
|potential damage= 4.3 (1%) | |||
|shadow on hit= 4% | |||
|shadow on block= 6.4% | |||
|guard= Mid | |||
|startup= 13 | |||
|active= 3[12]2[7]2 | |||
|recovery= 26 | |||
|total duration= 62f | |||
|on hit= +1 (+6 for manuals) | |||
|on counter-hit= +1 (+6 for manuals) | |||
|on block= -3 | |||
|special properties= -- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder 214Phb.png|thumb | |||
|caption= | |||
|name= Call of the Earth | |||
|linkname= 214P | |||
|input= QCB+P/214P | |||
|data= | |||
{{AttackData-KI2013 | |||
|version= LP | |||
|damage= 54.2(15%) | |||
|counter-hit damage= 54.2(15%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4% | |||
|shadow on block= N/A | |||
|guard= Throw | |||
|startup= 11 | |||
|active= 3 | |||
|recovery= 46 | |||
|total duration= 59f | |||
|on hit= +69 | |||
|on counter-hit= +69 | |||
|on block= N/A | |||
|special properties= Hard Knockdown and Throw Invul 1-13f | |||
|description= | |||
}} | |||
{{AttackData-KI2013 | |||
|version= MP | |||
|damage= 54.2 (15%) | |||
|counter-hit damage= 54.2 (15%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= N/a | |||
|guard= Throw | |||
|startup= 14 | |||
|active= 3 | |||
|recovery= 48 | |||
|total duration= 64f | |||
|on hit= +69 | |||
|on counter-hit= +69 | |||
|on block= N/A | |||
|special properties= Hard Knockdown and Throw Invul 1-16f | |||
|description= | |||
}} | |||
{{AttackData-KI2013 | |||
|version= HP | |||
|damage= 54.2 (15%) | |||
|counter-hit damage= 54.2 (15%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= N/a | |||
|guard= Throw | |||
|startup= 18 | |||
|active= 3 | |||
|recovery= 48 | |||
|total duration= 68f | |||
|on hit= +69 | |||
|on counter-hit= +69 | |||
|on block= N/A | |||
|special properties= Hard Knockdown and Throw Invul 1-20f | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder 214Khb.png|thumb | |||
|caption= | |||
|name= Ankle Slicer | |||
|linkname= 214K | |||
|input= QCB+K/234K | |||
|data= | |||
{{AttackData-KI2013 | |||
|version= LK | |||
|damage= 20.4(6%) | |||
|counter-hit damage= 36(10%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4% | |||
|shadow on block= 4% | |||
|guard= Low | |||
|startup= 16 | |||
|active= 2 | |||
|recovery= 20 | |||
|total duration= 37f | |||
|on hit= +5 (+10 for manuals) | |||
|on counter-hit= +11 (+16 for manuals) | |||
|on block= -2 | |||
|special properties= Lower Body Invul 3-15f | |||
|description= | |||
}} | |||
{{AttackData-KI2013 | |||
|version= MK | |||
|damage= 32(6%) | |||
|counter-hit damage= 44(12%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= 6.4% | |||
|guard= Low | |||
|startup= 19 | |||
|active= 2 | |||
|recovery= 20 | |||
|total duration= 40f | |||
|on hit= +4 (+9 for manuals) | |||
|on counter-hit= +10 (+15 for manuals) | |||
|on block= -3 | |||
|special properties= Lower Body Invul 3-18f | |||
|description= | |||
}} | |||
{{AttackData-KI2013 | |||
|version= HK | |||
|damage= 40(11%) | |||
|counter-hit damage= 52(14%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= 6.4% | |||
|guard= Low | |||
|startup= 21 | |||
|active= 2 | |||
|recovery= 19 | |||
|total duration= 41f | |||
|on hit= +2 (+7 for manuals) | |||
|on counter-hit= +8 (+13 for manuals) | |||
|on block= -5 | |||
|special properties= Lower Body Invul 3-20f | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder DPhb.png|thumb | |||
|caption= | |||
|name= Sammamish | |||
|linkname= 623P | |||
|input= DP+P/623P | |||
|data= | |||
{{AttackData-KI2013 | |||
|version= LP | |||
|damage= 28(7%) | |||
|counter-hit damage= 34(9%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4% | |||
|shadow on block= 4% | |||
|guard= Mid | |||
|startup= 8 | |||
|active= 7 | |||
|recovery= 39 | |||
|total duration= 53f | |||
|on hit= +13 | |||
|on counter-hit= +13 | |||
|on block= -31 | |||
|special properties= Soft Knockdown, Upper Body Invul 1-8f, Proj Invul 1-19f, Throw Invul 9-18f | |||
|description= | |||
}} | |||
{{AttackData-KI2013 | |||
|version= MP | |||
|damage= 32(8%) | |||
|counter-hit damage= 38(10%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= 6.4% | |||
|guard= Mid | |||
|startup= 8 | |||
|active= 9 | |||
|recovery= 37 | |||
|total duration= 53f | |||
|on hit= +55 | |||
|on counter-hit= +55 | |||
|on block= -34 | |||
|special properties= Hard Knockdown, Upper Body Invul 1-10f, Proj Invul 1-20f, Throw Invul 9-18f | |||
|description= | |||
}} | |||
{{AttackData-KI2013 | |||
|version= HP | |||
|damage= 38(10%) | |||
|counter-hit damage= 44(12%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= 6.4% | |||
|guard= Mid | |||
|startup= 12 | |||
|active= 7 | |||
|recovery= 47 | |||
|total duration= 65f | |||
|on hit= +48 | |||
|on counter-hit= +48 | |||
|on block= -38 | |||
|special properties= Hard Knockdown, Upper Body Invul 1-12f, Proj Invul 1-21f, Throw Invul 9-22f | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
[[File:Thunder KneeHB.png|thumb]] | |||
[[File:Thunder JHKhb.png|thumb]] | |||
[[File:Thunder SkyfalHB.png|thumb]] | |||
|caption= | |||
|name= DP Followups | |||
|linkname= DP+P>K | |||
|input= DP+P>K/623P>K | |||
|data= | |||
{{AttackData-KI2013 | |||
|version= Rainmaker/LK | |||
|damage= 16(4%) | |||
|counter-hit damage= 20(5%) | |||
|potential damage= -- | |||
|shadow on hit= 2.4% | |||
|shadow on block= 4% | |||
|guard= High | |||
|startup= 12 | |||
|active= 7 | |||
|recovery= 21 | |||
|total duration= 49f | |||
|on hit= +8 | |||
|on counter-hit= +8 | |||
|on block= -16 | |||
|special properties= Flipout | |||
|description= Rainmaker shares its animation with Jump Light Kick. | |||
}} | |||
{{AttackData-KI2013 | |||
|version= Downpour/MK | |||
|damage= 32(8%) | |||
|counter-hit damage= 36(10%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= 6.4% | |||
|guard= High | |||
|startup= 11 | |||
|active= 22 | |||
|recovery= 21 | |||
|total duration= 49f | |||
|on hit= +70 | |||
|on counter-hit= +70 | |||
|on block= -16 | |||
|special properties= Hard Knockdown | |||
|description= Downpour shares its animation and hitbox with Jump Heavy Kick. | |||
}} | |||
{{AttackData-KI2013 | |||
|version= Skyfall/HK | |||
|damage= 34(9%) | |||
|counter-hit damage= 38(10%) | |||
|potential damage= -- | |||
|shadow on hit= 4% | |||
|shadow on block= 6.4% | |||
|guard= High | |||
|startup= 20 | |||
|active= 7 | |||
|recovery= 29 | |||
|total duration= 58f | |||
|on hit= +62 (25f to juggle) | |||
|on counter-hit= +62 (25f to juggle) | |||
|on block= -13 | |||
|special properties= Ground Bounce, Soft Knockdown, Crow Dash Cancellable | |||
|description= On hit, Thunder has 0f of landing recovery | |||
}} | |||
}} | |||
== Shadow Moves == | |||
{{MoveData | |||
|image= Thunder 236PPhb.png|thumb | |||
|caption= Test Caption | |||
|name= Shadow Triplax | |||
|linkname= 236PP | |||
|input= QCF+PP/236PP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 33.6 (9%) | |||
|counter-hit damage= 45.6 (12%) | |||
|potential damage= 7.2 (2%) | |||
|shadow on hit= -- | |||
|shadow on block= -- | |||
|guard= Mid | |||
|startup= 3+3 | |||
|active= 2 [11] 1 [9] 2 [8] 2 [9] 2 | |||
|recovery= 27 | |||
|total duration= 78f | |||
|on hit= +4 (+6 for manuals) | |||
|on counter-hit= +4 (+6 for manuals) | |||
|on block= +1 | |||
|special properties= 1 Hit of Armor starting frame 4 | |||
|description= Likely Thunder's overall least useful shadow move. This does not mean that S Triplax is bad, far from it, this means that his other shadows are just that good. 3f after the screen freeze, 5 hits of chip damage, 1 hit of armor, and +1 on block means this move can be used as a high-chip cancel from H triplax that leaves you advantaged and in their face. Also serves as a great meaty lockdown tool if the opponent has no meter, as the armor blows through any meterless reversals. Overall very potent shadow, only mildly overshadowed by Thunder's other uses for bar. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder 214PPhb.png|thumb | |||
|caption= [[File:Pewish.png|75px]] | |||
|name= Shadow Call of the Earth | |||
|linkname= 214PP | |||
|input= QCB+PP/214PP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 74.0 (20%) | |||
|counter-hit damage= 74.0 (20%) | |||
|potential damage= -- | |||
|shadow on hit= -- | |||
|shadow on block= -- | |||
|guard= Throw | |||
|startup= 5+0 | |||
|active= 3 | |||
|recovery= 37 | |||
|total duration= 44f | |||
|on hit= +103 (37f to juggle) | |||
|on counter-hit= +103 (37f to juggle) | |||
|on block= -- | |||
|special properties= Throw Invincible 1-9f, Hard Knockdown, Launcher, Combo Cashout, Has "First Launcher Bug" (see [https://wiki.supercombo.gg/w/Killer_Instinct_(2013)/System the System page]) | |||
|description= Character defining move. 5f command grab with no startup after the screen freeze, nearly half screen reach, 20% damage, ground bounces for a juggle combo, cashes out combos for extreme damage at level 4, a ludicrous +103 hard knockdown that allows for a free CotS buff and still have time for jHP crossup mixup, will bring your dad back from getting milk. The alpha and omega, in the opinion of this wiki contributor it is the single best shadow move in the game and it is inarguably in the top 5. Even with 3 other very good shadow moves, S CotE stands head and shoulders above them. Go out and grab some fuckers. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder 214KKhb.png|thumb | |||
|caption= Test Caption | |||
|name= Shadow Ankle Slicer | |||
|linkname= 214KK | |||
|input= QCB+KK/214KK | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 44.8 (12%) | |||
|counter-hit damage= 52.8 (14%) | |||
|potential damage= 9.6 (2%) | |||
|shadow on hit= -- | |||
|shadow on block= -- | |||
|guard= Low | |||
|startup= 1+9 | |||
|active= 5 | |||
|recovery= 18 | |||
|total duration= 32f | |||
|on hit= +6 (+11 for manuals) | |||
|on counter-hit= +6 (+11 for manuals) | |||
|on block= -4 | |||
|special properties= Throw Invincible and Lower Body Invincible 1-10f | |||
|description= Thunder's most damaging opener and best whiff punisher. Good as an Instinct freeze informed (or just yolo) response to throws and lows. Very easy to break as a linker which is both a blessing and a curse. Least interesting shadow but a workhorse, as it really does do that much extra damage compared to other openers. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder DPPhb.png|thumb | |||
|caption= Test Caption | |||
|name= Shadow Sammamish | |||
|linkname= 623PP | |||
|input= DP+PP/623PP | |||
|data= | |||
{{AttackData-KI2013 | |||
|damage= 43.0 (11%) | |||
|counter-hit damage= 59.0 (16%) | |||
|potential damage= 9.0 (2%) | |||
|shadow on hit= -- | |||
|shadow on block= -- | |||
|guard= Mid | |||
|startup= 6+0 | |||
|active= 5 | |||
|recovery= 45 | |||
|total duration= 55f | |||
|on hit= +33 | |||
|on counter-hit= +33 | |||
|on block= -30 | |||
|special properties= Invincible 1-11f, Soft Knockdown, Combo & Juggle Cashout | |||
|description= The shadow you ideally use the least of, but it undeniably fills a hole in Thunder's kit by giving him a full invul reversal. Despite being safejumpable at 6f, definitely a good get-off-me tool. Can also be used as an ender in both grounded and juggle combos, but it should never be used in grounded combos as S CotE is a much better cashout. Being 0f after the screen freeze, there are some dash through shenanigans you can do with CotS up or in Instinct. | |||
}} | |||
}} | |||
== Enders == | |||
{{MoveData | |||
|image= Thunder 236Pnv.png|thumb | |||
|caption= Test Caption | |||
|name= Triplax Ender | |||
|linkname= 236P | |||
|input= QCF+P/236P | |||
|data= | |||
{{KI2013_EnderData | |||
|version= Level 1 | |||
|ender type= Wallsplat | |||
|on hit= 0/+16 | |||
|special properties= x= when used midscreen/y= when used in the corner | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|ender type= Wallsplat | |||
|version= Level 2 | |||
|on hit= 0/+21 | |||
|special properties= x= when used midscreen/y= when used in the corner | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|ender type= Wallsplat | |||
|version= Level 3 | |||
|on hit= 0/+26 | |||
|special properties= x= when used midscreen/y= when used in the corner | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|ender type= Wallsplat | |||
|version= Level 4 | |||
|on hit= 0/+31 | |||
|special properties= x= when used midscreen/y= when used in the corner | |||
|description= To Do | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder 214Pnv.png|thumb | |||
|caption= Test Caption | |||
|name= Call of the Earth Ender | |||
|linkname= 214P | |||
|input= QCB+P/214P | |||
|data= | |||
{{KI2013_EnderData | |||
|version= Level 1 | |||
|ender type= Damage/Exchange | |||
|on hit= +4 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|ender type= Damage/Exchange | |||
|version= Level 2 | |||
|on hit= +3 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|ender type= Damage/Exchange | |||
|version= Level 3 | |||
|on hit= +3 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|ender type= Damage/Exchange | |||
|version= Level 4 | |||
|on hit= +3 | |||
|special properties= -- | |||
|description= To Do | |||
}} | |||
{{KI2013_EnderData | |||
|ender type= Damage | |||
|version= Shadow | |||
|on hit= +103 (37f to juggle) | |||
|special properties= Launcher and Hard Knockdown | |||
|description= To Do | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder 214Knv.png|thumb | |||
|caption= Test Caption | |||
|name= Ankle Slicer Ender | |||
|linkname= 214K | |||
|input= QCB+K/214K | |||
|data= | |||
{{KI2013_EnderData | |||
|version= Level 1 | |||
|ender type= Battery | |||
|on hit= +7 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|ender type= Battery | |||
|version= Level 2 | |||
|on hit= +7 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|ender type= Battery | |||
|version= Level 3 | |||
|on hit= +7 | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|ender type= Battery | |||
|version= Level 4 | |||
|on hit= +7 | |||
|special properties= -- | |||
|description= To Do | |||
}} | |||
}} | |||
{{MoveData | |||
|image= Thunder DPnv.png|thumb | |||
|caption= Test Caption | |||
|name= Sammamish Ender | |||
|linkname= 623P | |||
|input= DP+P/623P | |||
|data= | |||
{{KI2013_EnderData | |||
|version= Level 1 | |||
|ender type= Launcher and Hard Knockdown | |||
|on hit= +85 (15f to juggle) | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|ender type= Launcher and Hard Knockdown | |||
|version= Level 2 | |||
|on hit= +90 (20f to juggle) | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|ender type= Launcher and Hard Knockdown | |||
|version= Level 3 | |||
|on hit= +94 (24f to juggle) | |||
|special properties= -- | |||
|description= | |||
}} | |||
{{KI2013_EnderData | |||
|ender type= Launcher and Hard Knockdown | |||
|version= Level 4 | |||
|on hit= +93 (23 to juggle) | |||
|special properties= -- | |||
|description= To Do | |||
}} | |||
{{KI2013_EnderData | |||
|ender type= Launcher and Hard Knockdown | |||
|version= Shadow | |||
|on hit= +26 | |||
|special properties= Launcher and Hard Knockdown | |||
|description= To Do | |||
}} | |||
}} | |||
== Frame Data At A Glance == | == Frame Data At A Glance == | ||
{{KI2013FrameDataGlanceTableHeader}} | {{KI2013FrameDataGlanceTableHeader}} | ||
{{KI2013FrameDataGlanceHeader}} | {{KI2013FrameDataGlanceHeader}} | ||
{{KI2013FrameDataGlanceRow|LP|[[File:Lp.png]]|10| | {{KI2013FrameDataGlanceRow|LP|[[File:Lp.png]]|10(2%)|14(3%)|--|1.6%|2.4%|Mid|5|2|13|5|7|2|Chain|}} | ||
{{KI2013FrameDataGlanceRow|Close MP|Close [[File:Mp.png]]|20|10|2.4%|M|sp/sh|6|2|13|1|-2|Does not cancel into Ankle Cutter|}} | {{KI2013FrameDataGlanceRow|Close MP|Close [[File:Mp.png]]|20|10|2.4%|M|sp/sh|6|2|13|1|-2|Does not {{cancel}} into Ankle Cutter|}} | ||
{{KI2013FrameDataGlanceRow|Close HP|Close [[File:Hp.png]]|30|5|4.0%|M|sp/sh|9|3|16|0|-5||}} | {{KI2013FrameDataGlanceRow|Close HP|Close [[File:Hp.png]]|30|5|4.0%|M|sp/sh|9|3|16|0|-5||}} | ||
{{KI2013FrameDataGlanceRow|LK|[[File:Lk.png]]|10|15|1.6%|M|sp/sh|5|3|10|5|2||}} | {{KI2013FrameDataGlanceRow|LK|[[File:Lk.png]]|10|15|1.6%|M|sp/sh|5|3|10|5|2||}} | ||
Line 19: | Line 1,333: | ||
{{KI2013FrameDataGlanceRow|Far MK|Far [[File:Mk.png]]|20|10|2.4%|M|sp/sh|8|4|14|3|0||}} | {{KI2013FrameDataGlanceRow|Far MK|Far [[File:Mk.png]]|20|10|2.4%|M|sp/sh|8|4|14|3|0||}} | ||
{{KI2013FrameDataGlanceRow|Far HK|Far [[File:Hk.png]]|36|5|4.0%|M|sp/sh|15|5|21|3|1||}} | {{KI2013FrameDataGlanceRow|Far HK|Far [[File:Hk.png]]|36|5|4.0%|M|sp/sh|15|5|21|3|1||}} | ||
{{KI2013FrameDataGlanceRow|Crouch LP|[[File:Down.gif]][[File:Lp.png]]|10|15|1.6%|M|sp/sh|4|2|10|4|2|Does not cancel into Ankle Cutter|}} | {{KI2013FrameDataGlanceRow|Crouch LP|[[File:Down.gif]][[File:Lp.png]]|10|15|1.6%|M|sp/sh|4|2|10|4|2|Does not {{cancel}} into Ankle Cutter|}} | ||
{{KI2013FrameDataGlanceRow|Crouch MP|[[File:Down.gif]][[File:Mp.png]]|20|10|2.4%|M|sp/sh|8|2|15|3|-3||}} | {{KI2013FrameDataGlanceRow|Crouch MP|[[File:Down.gif]][[File:Mp.png]]|20|10|2.4%|M|sp/sh|8|2|15|3|-3||}} | ||
{{KI2013FrameDataGlanceRow|Crouch HP|[[File:Down.gif]][[File:Hp.png]]|30|5|4.0%|M|sp/sh|9|4|20|-3|-6|Does not cancel into Ankle Cutter|}} | {{KI2013FrameDataGlanceRow|Crouch HP|[[File:Down.gif]][[File:Hp.png]]|30|5|4.0%|M|sp/sh|9|4|20|-3|-6|Does not {{cancel}} into Ankle Cutter|}} | ||
{{KI2013FrameDataGlanceRow|Crouch LK|[[File:Down.gif]][[File:Lk.png]]|10|15|1.6%|L|sp/sh|4|2|8|4|1|Does not cancel into Ankle Cutter|}} | {{KI2013FrameDataGlanceRow|Crouch LK|[[File:Down.gif]][[File:Lk.png]]|10|15|1.6%|L|sp/sh|4|2|8|4|1|Does not {{cancel}} into Ankle Cutter|}} | ||
{{KI2013FrameDataGlanceRow|Crouch MK|[[File:Down.gif]][[File:Mk.png]]|20|10|2.4%|L|sp/sh|8|3|14|-2|-4|Does not cancel into Ankle Cutter|}} | {{KI2013FrameDataGlanceRow|Crouch MK|[[File:Down.gif]][[File:Mk.png]]|20|10|2.4%|L|sp/sh|8|3|14|-2|-4|Does not {{cancel}} into Ankle Cutter|}} | ||
{{KI2013FrameDataGlanceRow|Crouch HK|[[File:Down.gif]][[File:Hk.png]]|36|-|4.0%|L|-|11|3|25|67|-6|Hard Knockdown|}} | {{KI2013FrameDataGlanceRow|Crouch HK|[[File:Down.gif]][[File:Hk.png]]|36|-|4.0%|L|-|11|3|25|67|-6|Hard Knockdown|}} | ||
{{KI2013FrameDataGlanceRow|Jump LP|Jumping [[File:Lp.png]]|20|15|?|H|sp/sh|7|7|4|15|8|Opener|}} | {{KI2013FrameDataGlanceRow|Jump LP|Jumping [[File:Lp.png]]|20|15|?|H|sp/sh|7|7|4|15|8|Opener|}} | ||
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Latest revision as of 18:33, 26 January 2025
Introduction
Lore
To Do
Gameplay
Thunder is a hybrid grappler character with a large emphasis on brawling tools. Said tools allow him to bulldog his way in and begin his destructive offense. Once Thunder scores a hard knockdown the party really gets started, forcing his opponent to endure a series of brutal ambiguous 50/50s. Get in the opponent's face and tear through their defense with this walking blender of death.
Strengths | Weaknesses |
---|---|
|
|
Universal Mechanics
Instinct
Murder of Crows: Thunder can cancel attacks into and out of dashes. All dashes become invulnerable and pass through your opponent.
Combat Trait
Throw Linkers: Thunder can use his Back Throw as an Opener or Exchange Linker during combos.
Normal Moves
Far Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10(2%) | 14(3%) | -- | 1.6% | 2.4% | Mid | 5 | 2 | 13 | 19f | +5 | +7 | +2 | Chain |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 26(7%) | -- | 2.4% | 4% | Mid | 8 | 3 | 15 | 25f | -1 | +3 | -4 | -- |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30(8%) | 38(10%) | -- | 4% | 4.5% | Mid | 11 | 5 | 19 | 34f | -1 | +3 | -4 | -- |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10(2%) | 14(3%) | -- | 1.6% | 2.4% | Mid | 6 | 3 | 10 | 18f | +5 | +9 | +2 | Flipout |
LMAO this button. Easily Thunder's overall most useful button. Fast startup, +2 on block so it frametraps into itself, almost no pushback and range that rivals medium buttons, can link into 5f buttons on hit/ch, and ticks into M CotE on hit/ch/block. Pressing this up close is never a bad idea. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 26(7%) | -- | 2.4% | 4% | Mid | 9 | 4 | 14 | 26f | +3 | +6 | 0 | -- |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
36(10%) | 44(12%) | -- | 4% | 4.5% | Mid | 15 | 5 | 21 | 40f | +3 | +6 | +1 | -- |
Close Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 26(7%) | -- | 2.4% | 4% | Mid | 8 | 2 | 13 | 22f | +1 | +4 | -2 | -- |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30(8%) | 38(10%) | -- | 4% | 4.5% | Mid | 10 | 4 | 16 | 29f | 0 | +4 | -5 | -- |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 26(7%) | -- | 2.4% | 4% | Mid | 7 | 3 | 13 | 22f | +4 | +7 | +1 | -- |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30(8%) | 38(10%) | -- | 4% | 4.5% | Mid | 9 | 4 | 15 | 27f | -1 | +3 | -5 | -- |
Crouching Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10(2%) | 14(3%) | -- | 1.6% | 2.4% | Mid | 5 | 2 | 10 | 16f | +4 | +6 | +2 | Chain |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 26(7%) | -- | 2.4% | 4% | Mid | 9 | 2 | 15 | 25f | +3 | +6 | -3 | -- |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30(8%) | 38(10%) | -- | 4% | 4.5% | Mid | 10 | 4 | 21 | 34f | -3 | +1 | -6 | -- |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10(2%) | 14(3%) | -- | 1.6% | 2.4% | Low | 5 | 2 | 8 | 15f | +4 | +6 | +1 | Chain |
Thunder's first and best low normal. Useful in frametraps and especially tick throws. Ticks into M CotE on hit/ch/block and its blistering fast total duration of 15f means a barely delayed cancel into M CotE will come out on whiff, OSing backdashes. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 26(7%) | -- | 2.4% | 4% | Low | 9 | 3 | 14 | 27f | -2 | +1 | -4 | -- |
Thunder's second and still decent low normal. Better range means you can check standers from farther than 2LK can reach. When used as a tick normal you have to be mindful about their mashing habits as it will tick properly with M CotE on hit and block but will whiff on ch. If worried about a counterhit, tick into H CotE instead. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
36(10%) | 44(12%) | -- | 4% | 4.5% | Low | 12 | 3 | 25 | 39f | +48 | +48 | -6 | Hard Knockdown |
Thunder's final and by far his worst low normal. Slow and unsafe, pressing any other button is better in nearly every scenario. |
Command Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
32.1(8%) | 40.1(11%) | 2.7(0.7%) | 3.2% | 4.8% | High | 19 | 2[17]2 | 26 | 65f | -2 | -2 | -6 | Overhead |
Key component of Thunder's offense due to being a grounded overhead. Long animation means it can easily be confirmed into an optimal opener on hit as well as some additional mix on block. Ticks into any meterless version of CotE on block with an increasingly tight window depending on which version you choose. Despite being a fairly easy shadow counter, making the opponent remember that you can always clock them on the head will immediately make your mixup game even more terrifying. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
-- | -- | -- | -- | -- | -- | 15 | 7 | 25 | 46f | -- | -- | -- | Destroys projectiles during active frames. Next dash becomes an instinct crow dash. |
While not an attack nor a very consistent anti-fireball tool, Call of the Sky remains a very important move in Thunder's arsenal. Access to an instinct mechanic outside of instinct is a feature unique to Thunder. Once CotS is up Thunder's neutral suddenly becomes much scarier as dash up special move and dash cancelling DP>HK both become possible. If already in his ideal range because CotS was used after DP Ender or S CotE his offense gains an additional layer with the threat of dash throughs/cancels. If your opponent allows it, there is essentially no reason to go without CotS. |
Jumping Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 24(6%) | -- | 1.6% | 2.4% | High | 7 | 7 | 4 | 17f | +15 | +17 | +8 | -- |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24(6%) | 30(8%) | -- | 2.4% | 4% | High | 9 | 4 | 4 | 16f | +16 | +19 | +12 | -- |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
26(7%) | 32(8%) | -- | 4% | 4.5% | High | 11 | 4 | 4 | 18f | +20 | +24 | +16 | Crossup |
Likely KI's most infamous crossup. The foundation of his post CotE vortex as, if it is properly timed, jHP is the single most ambiguous crossup in the game. It is absolutely mandatory for all aspiring Thunder players to learn how to use this normal. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 24(6%) | -- | 1.6% | 2.4% | High | 8 | 7 | 4 | 17f | +15 | +17 | +8 | -- |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24(6%) | 30(8%) | -- | 2.4% | 4% | High | 10 | 10 | 4 | 23f | +16 | +19 | +11 | Crossup |
Essentially no reason to ever use this normal. Not because it is bad, but because in every possible use case for jMK it is outclassed by jHP |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30(8%) | 38(10%) | -- | 4% | 4.5% | High | 10 | 12 | 4 | 25f | +20 | +24 | +17 | -- |
Throws
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
40 (11%) | 40 (11%) | -- | 4% | N/A | Throw | 5 | 2 | 29 | 35f | +63 | +63 | N/A | Hard Knockdown |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 (0%) | 0 (0%) | -- | 4% | N/A | Throw | 5 | 2 | 29 | 35f | +14 (+14 for manuals) | +14 (+14 for manuals) | N/A | Opener/Linker |
Thunder's back throw can be used as both a combo opener and a linker. Useful for positioning to keep the corner due to Thunder's damage enders switching sides. |
Special Moves
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LP | 19.4(5%) | 31.4(8%) | 1.8 (0.5%) | 1.6% | 2.4% | Mid | 9 | 2[11]2 | 27 | 50f | +4 (+9 for manuals) | +4 (+9 for manuals) | -1 | -- |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MP | 22.1(6%) | 34.1(9%) | 2.0 (0.5%) | 2.4% | 4% | Mid | 11 | 2[11]2 | 26 | 52f | +2 (+7 for manuals) | +2 (+7 for manuals) | -2 | -- |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HP | 32.8(9%) | 44.8(12%) | 4.3 (1%) | 4% | 6.4% | Mid | 13 | 3[12]2[7]2 | 26 | 62f | +1 (+6 for manuals) | +1 (+6 for manuals) | -3 | -- |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LP | 54.2(15%) | 54.2(15%) | -- | 2.4% | N/A | Throw | 11 | 3 | 46 | 59f | +69 | +69 | N/A | Hard Knockdown and Throw Invul 1-13f |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MP | 54.2 (15%) | 54.2 (15%) | -- | 4% | N/a | Throw | 14 | 3 | 48 | 64f | +69 | +69 | N/A | Hard Knockdown and Throw Invul 1-16f |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HP | 54.2 (15%) | 54.2 (15%) | -- | 4% | N/a | Throw | 18 | 3 | 48 | 68f | +69 | +69 | N/A | Hard Knockdown and Throw Invul 1-20f |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LK | 20.4(6%) | 36(10%) | -- | 2.4% | 4% | Low | 16 | 2 | 20 | 37f | +5 (+10 for manuals) | +11 (+16 for manuals) | -2 | Lower Body Invul 3-15f |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MK | 32(6%) | 44(12%) | -- | 4% | 6.4% | Low | 19 | 2 | 20 | 40f | +4 (+9 for manuals) | +10 (+15 for manuals) | -3 | Lower Body Invul 3-18f |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HK | 40(11%) | 52(14%) | -- | 4% | 6.4% | Low | 21 | 2 | 19 | 41f | +2 (+7 for manuals) | +8 (+13 for manuals) | -5 | Lower Body Invul 3-20f |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LP | 28(7%) | 34(9%) | -- | 2.4% | 4% | Mid | 8 | 7 | 39 | 53f | +13 | +13 | -31 | Soft Knockdown, Upper Body Invul 1-8f, Proj Invul 1-19f, Throw Invul 9-18f |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
MP | 32(8%) | 38(10%) | -- | 4% | 6.4% | Mid | 8 | 9 | 37 | 53f | +55 | +55 | -34 | Hard Knockdown, Upper Body Invul 1-10f, Proj Invul 1-20f, Throw Invul 9-18f |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
HP | 38(10%) | 44(12%) | -- | 4% | 6.4% | Mid | 12 | 7 | 47 | 65f | +48 | +48 | -38 | Hard Knockdown, Upper Body Invul 1-12f, Proj Invul 1-21f, Throw Invul 9-22f |
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rainmaker/LK | 16(4%) | 20(5%) | -- | 2.4% | 4% | High | 12 | 7 | 21 | 49f | +8 | +8 | -16 | Flipout |
Rainmaker shares its animation with Jump Light Kick. | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
Downpour/MK | 32(8%) | 36(10%) | -- | 4% | 6.4% | High | 11 | 22 | 21 | 49f | +70 | +70 | -16 | Hard Knockdown |
Downpour shares its animation and hitbox with Jump Heavy Kick. | ||||||||||||||
Version | Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
Skyfall/HK | 34(9%) | 38(10%) | -- | 4% | 6.4% | High | 20 | 7 | 29 | 58f | +62 (25f to juggle) | +62 (25f to juggle) | -13 | Ground Bounce, Soft Knockdown, Crow Dash Cancellable |
On hit, Thunder has 0f of landing recovery |
Shadow Moves
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
33.6 (9%) | 45.6 (12%) | 7.2 (2%) | -- | -- | Mid | 3+3 | 2 [11] 1 [9] 2 [8] 2 [9] 2 | 27 | 78f | +4 (+6 for manuals) | +4 (+6 for manuals) | +1 | 1 Hit of Armor starting frame 4 |
Likely Thunder's overall least useful shadow move. This does not mean that S Triplax is bad, far from it, this means that his other shadows are just that good. 3f after the screen freeze, 5 hits of chip damage, 1 hit of armor, and +1 on block means this move can be used as a high-chip cancel from H triplax that leaves you advantaged and in their face. Also serves as a great meaty lockdown tool if the opponent has no meter, as the armor blows through any meterless reversals. Overall very potent shadow, only mildly overshadowed by Thunder's other uses for bar. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
74.0 (20%) | 74.0 (20%) | -- | -- | -- | Throw | 5+0 | 3 | 37 | 44f | +103 (37f to juggle) | +103 (37f to juggle) | -- | Throw Invincible 1-9f, Hard Knockdown, Launcher, Combo Cashout, Has "First Launcher Bug" (see the System page) |
Character defining move. 5f command grab with no startup after the screen freeze, nearly half screen reach, 20% damage, ground bounces for a juggle combo, cashes out combos for extreme damage at level 4, a ludicrous +103 hard knockdown that allows for a free CotS buff and still have time for jHP crossup mixup, will bring your dad back from getting milk. The alpha and omega, in the opinion of this wiki contributor it is the single best shadow move in the game and it is inarguably in the top 5. Even with 3 other very good shadow moves, S CotE stands head and shoulders above them. Go out and grab some fuckers. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
44.8 (12%) | 52.8 (14%) | 9.6 (2%) | -- | -- | Low | 1+9 | 5 | 18 | 32f | +6 (+11 for manuals) | +6 (+11 for manuals) | -4 | Throw Invincible and Lower Body Invincible 1-10f |
Thunder's most damaging opener and best whiff punisher. Good as an Instinct freeze informed (or just yolo) response to throws and lows. Very easy to break as a linker which is both a blessing and a curse. Least interesting shadow but a workhorse, as it really does do that much extra damage compared to other openers. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
43.0 (11%) | 59.0 (16%) | 9.0 (2%) | -- | -- | Mid | 6+0 | 5 | 45 | 55f | +33 | +33 | -30 | Invincible 1-11f, Soft Knockdown, Combo & Juggle Cashout |
The shadow you ideally use the least of, but it undeniably fills a hole in Thunder's kit by giving him a full invul reversal. Despite being safejumpable at 6f, definitely a good get-off-me tool. Can also be used as an ender in both grounded and juggle combos, but it should never be used in grounded combos as S CotE is a much better cashout. Being 0f after the screen freeze, there are some dash through shenanigans you can do with CotS up or in Instinct. |
Enders
Version | Ender Type | On Hit | Special Properties | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | Wallsplat | 0/+16 | x= when used midscreen/y= when used in the corner | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 2 | Wallsplat | 0/+21 | x= when used midscreen/y= when used in the corner | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 3 | Wallsplat | 0/+26 | x= when used midscreen/y= when used in the corner | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 4 | Wallsplat | 0/+31 | x= when used midscreen/y= when used in the corner | |||||||||
To Do |
Version | Ender Type | On Hit | Special Properties | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | Damage/Exchange | +4 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 2 | Damage/Exchange | +3 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 3 | Damage/Exchange | +3 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 4 | Damage/Exchange | +3 | -- | |||||||||
To Do | ||||||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Shadow | Damage | +103 (37f to juggle) | Launcher and Hard Knockdown | |||||||||
To Do |
Version | Ender Type | On Hit | Special Properties | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | Battery | +7 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 2 | Battery | +7 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 3 | Battery | +7 | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 4 | Battery | +7 | -- | |||||||||
To Do |
Version | Ender Type | On Hit | Special Properties | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | Launcher and Hard Knockdown | +85 (15f to juggle) | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 2 | Launcher and Hard Knockdown | +90 (20f to juggle) | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 3 | Launcher and Hard Knockdown | +94 (24f to juggle) | -- | |||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Level 4 | Launcher and Hard Knockdown | +93 (23 to juggle) | -- | |||||||||
To Do | ||||||||||||
Version | Ender Type | On Hit | Special Properties | |||||||||
Shadow | Launcher and Hard Knockdown | +26 | Launcher and Hard Knockdown | |||||||||
To Do |