Line 291: | Line 291: | ||
|block=-17 | |block=-17 | ||
|notes=3 hit attack, 300 damage per hit | |notes=3 hit attack, 300 damage per hit | ||
}} | |||
{{UMvC3MoveListRow2.1 | |||
|photo=[[File:]] | |||
|name=Mighty Spark | |||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]]/[[File:Mvci_qcf.png]][[File:Mvci_hp.png]] | |||
|ldamage=300x3 (870) | |||
|lguard= | |||
|lstartup=15 | |||
|lactive=5(0)5(0)15 | |||
|lrecovery=22 | |||
|lhit=-13 | |||
|lblock=-17 | |||
|mdamage=50,000x4 (171,800) | |||
|mguard=- | |||
|mstartup=9 | |||
|mactive=8 | |||
|mrecovery=39 | |||
|mhit=-15 | |||
|mblock=-15 | |||
|hdamage=50,000x5 (204,600) | |||
|hguard=- | |||
|hstartup=9 | |||
|hactive=10 | |||
|hrecovery=42 | |||
|hhit=-18 | |||
|hblock=-18 | |||
|properties=Strk armored | |||
|notes=Gamma Charge is basically a "shoulder tackle" Hulk can use to approach the opponent. Gamma Charge has one hit of armor and can be followed up with one of three specials, though the move is usually unsafe and should be covered by an assist. In some situations, Gamma Charge is excellent for finishing off weak foes with chip damage and for discouraging wake-up Hard Tags when covered by a lock down assist. Hulk can jump cancel his ground dash into Gamma Charge to deceive enemies who call assists or attempt to set up a move thinking they have enough distance. | |||
If Hulk lands this move on two characters, unfortunately the best he can do without X-Factor or assists would be to combo into the L followup and then Gamma Tsunami (or Gamma Crush if cornered or at a lucky placement midscreen) into a DHC. | |||
Damage, active frames and distance covered all depend on the strength used, all have 9f startup. L goes the least distance, so it is mostly used in certain extensions or with quick assists. M. will typically see the least use of the three strengths of Gamma Charge as it doesn't offer the most distance or is as good for combo extension. H covers the most distance, does the most damage and has the most active frames of the three strengths of Gamma Charge, making it the most useful in Hulk's neutral. | |||
}} | }} | ||
Revision as of 17:40, 8 October 2017
Thor
The Thunder God is back! Wielding his mighty hammer Mjolnir, Thor flies into the battlefield to take on the two universes mightiest foes.
In a nutshell
To those familiar with Thor from the last game will find that he has been revamped and quite possibly better than before. What makes him stand out is his mobility as it is now on par with everyone else and gives him a much needed speed boost to get things done. Though he no longer has a beam attack, he now has the ability to throw his hammer and destroy projectiles along the way. He has new hammer attacks which can pair nicely with a team mate as well as strong resets to keep the opponent guessing. Use Thor if you like a high health character with strong mobility and armored attacks.
Introduction
Players to Watch
Socal Irongod, emc
Character Vitals
Move List
Unique Trait
Mjolnir: One of the strongest magical weapons in the Marvel Universe, Thor can toss his hammer which can break projectiles and his hammer cannot be reflected. If he is able to get a full charge from Mighty Strike, he gains full hyper armor beating even supers.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 400 | 7 | 3 | 21 | -13 | -11 | - | |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 800 | 15 | 3 | 34 | -11 | -15 | - | |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 600 | 8 | 3 | 33 | -18 | -20 | - | |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 800 | 14 | 10 | 23 | -9 | -13 | - | |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 400 | 7 | 3 | 21 | -13 | -11 | - | |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 800 | 12 | 2 | 27 | +21 | -9 | Launch | |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 600 | Low | 8 | 3 | 23 | -8 | -11 | - |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 800 | Low | 15 | 3 | 33 | +42 | -17 | Sweep, Knockdown |
Jumping Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 400 | High | 7 | 7 | 17 | |||
Jumping Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 800 | High | 15 | 5 | 34 | |||
best air normal, OS with throw |
Jumping Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 600 | High | 7 | 12 | 14 | |||
best tri-dash button with long active frames |
Jumping Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 800 | High | 14 | 7 | 25 | Groundbounce Hardknockdown | ||
Air combo ender |
Hammer Straight![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 600 | 10 | 4 | 28 | -14 | -16 | ||
Spinning Thunder![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 1160 | 13 | 5(0)6(0)6 | 14 | +4 | +0 | Reflects low priority projectiles | |
3 hit attack, 400 damage per hit |
Lightning Swipe![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 800 | Low | 17 | 4 | 31 | +43 | -16 | Hardknockdown |
Cannot be used in a combo string as ![]() ![]() |
Divine Drop![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 800 | High | 16 | ∞ | ||||
Hitbox remains active until landing, cancels out of flight, cannot be plink dash canceled on whiff |
Specials
Mighty Speech![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 74 | 0 | 0 | |||||
Builds meter, hold HK to continue charging |
Mighty Spark LP![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 870 | 15 | 5(0)5(0)15 | 22 | -13 | -17 | Proj | |
3 hit attack, 300 damage per hit |