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The Thunder God is back! Wielding his mighty hammer Mjolnir, Thor flies into the battlefield to take on the two universes mightiest foes. | The Thunder God is back! Wielding his mighty hammer Mjolnir, Thor flies into the battlefield to take on the two universes mightiest foes. | ||
{{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.}} | {{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 === | === Introduction === | ||
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|hit=-8 | |hit=-8 | ||
|block=-11 | |block=-11 | ||
|notes=His main low attack | |notes=His main {{low}} attack | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|damage=400x3 (1160) | |damage=400x3 (1160) | ||
|guard= | |guard= | ||
|properties=Reflects low priority projectiles | |properties=Reflects {{low}} priority projectiles | ||
|startup=13 | |startup=13 | ||
|active=5(0)6(0)6 | |active=5(0)6(0)6 | ||
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|hit=+4 | |hit=+4 | ||
|block=+0 | |block=+0 | ||
|notes=Can be chained from any lower strength normal and chained into [[File:Mvci_down.png]][[File:Mvci_hp.png]]. OS with forward throw. It's ability to reflect low priority projectiles such as fireballs makes this a strong tool to pair with Mighty Spark into Mjolnir for anti-zoning or an Infinity Stone of your choice. | |notes=Can be chained from any lower strength normal and chained into [[File:Mvci_down.png]][[File:Mvci_hp.png]]. OS with forward throw. It's ability to reflect {{low}} priority projectiles such as fireballs makes this a strong tool to pair with Mighty Spark into Mjolnir for anti-zoning or an Infinity Stone of your choice. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=+43 | |hit=+43 | ||
|block=-16 | |block=-16 | ||
|notes=Cannot be used in a combo string as [[File:Mvci_down.png]][[File:Mvci_hp.png]] will take priority. By far his best normal at setting up a kara command grab. This button is a strong | |notes=Cannot be used in a combo string as [[File:Mvci_down.png]][[File:Mvci_hp.png]] will take priority. By far his best normal at setting up a kara command grab. This button is a strong {{otg}} to combo from [[File:Mvci_up.png]][[File:Mvci_hk.png]] to create another relaunch after landing from an air combo. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes=Hitbox remains active until landing, automatically cancels out of flight mode, cannot be plink dash canceled on whiff. Chains into [[File:Mvci_hk.png]]. Can be OS with throw with a [[File:Mvci_df.png]][[File:Mvci_hp.png]] input | |notes=Hitbox remains active until landing, automatically cancels out of flight mode, cannot be plink dash canceled on whiff. Chains into [[File:Mvci_hk.png]]. Can be OS with {{throw}} with a [[File:Mvci_df.png]][[File:Mvci_hp.png]] input | ||
}} | }} | ||
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|hit=+33 | |hit=+33 | ||
|block=+28 | |block=+28 | ||
|notes=Hit/Block adv is dependent on when you cancel your tag-in | |notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in | ||
}} | }} | ||
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|hblock=-26 | |hblock=-26 | ||
|hproperties=Proj | |hproperties=Proj | ||
|notes=Causes no push back on block and cannot be push blocked. Can cancel into Mjolnir with [[File:Mvci_lp.png]] or [[File:Mvci_hp.png]]. Excellent anti-air. | |notes=Causes no push back on block and cannot be push blocked. Can {{cancel}} into Mjolnir with [[File:Mvci_lp.png]] or [[File:Mvci_hp.png]]. Excellent anti-air. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
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|hblock=-2 | |hblock=-2 | ||
|hproperties=Proj Knockdown Wallbounce Groundbounce | |hproperties=Proj Knockdown Wallbounce Groundbounce | ||
|notes=Canceling Mighty Spark into Mjolnir will only give you the [[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] version depending on which Mighty Spark you used beforehand. For example, [[File:Mvci_qcf.png]][[File:Mvci_lp.png]] -> [[File:Mvci_hp.png]] will still throw the [[File:Mvci_lp.png]] version of Mjolnir. Doesn't push Thor back on block and it cannot be push blocked by the enemy or reflected. Mjolnir goes away when Thor is hit and it will nullify all projectiles, including hypers. | |notes=Canceling Mighty Spark into Mjolnir will only give you the [[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] version depending on which Mighty Spark you used beforehand. For example, [[File:Mvci_qcf.png]][[File:Mvci_lp.png]] -> [[File:Mvci_hp.png]] will still {{throw}} the [[File:Mvci_lp.png]] version of Mjolnir. Doesn't push Thor back on block and it cannot be push blocked by the enemy or reflected. Mjolnir goes away when Thor is hit and it will nullify all projectiles, including hypers. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
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|hblock=+109 | |hblock=+109 | ||
|hproperties=Throw Groundbounce | |hproperties=Throw Groundbounce | ||
|notes=Uses up ground bounce and turns follow up [[File:Mvci_up.png]][[File:Mvci_hk.png]] into a hard knockdown only. Hitstun will deteriorate fast and follow ups are best with tags. [[File:Mvci_lp.png]] version allows Thor to follow up with an Air Combo, however [[File:Mvci_hp.png]] version pretty much requires a tag-in to work. In the corner you can reliably do a jumping Mighty Strike HK and create a reset opportunity. | |notes=Uses up ground bounce and turns follow up [[File:Mvci_up.png]][[File:Mvci_hk.png]] into a hard {{knockdown}} only. Hitstun will deteriorate fast and follow ups are best with tags. [[File:Mvci_lp.png]] version allows Thor to follow up with an Air Combo, however [[File:Mvci_hp.png]] version pretty much requires a tag-in to work. In the corner you can reliably do a jumping Mighty Strike HK and create a {{reset}} opportunity. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
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|hblock= | |hblock= | ||
|hproperties=Throw Groundbounce | |hproperties=Throw Groundbounce | ||
|notes=Uses up ground bounce and turns follow up [[File:Mvci_up.png]][[File:Mvci_hk.png]] into a hard knockdown only. Much like the ground version, hitstun will deteriorate quickly. The [[File:Mvci_lp.png]] version has a ton of range at 6f but the [[File:Mvci_hp.png]] at 2f is faster than a 3f normal grab. | |notes=Uses up ground bounce and turns follow up [[File:Mvci_up.png]][[File:Mvci_hk.png]] into a hard {{knockdown}} only. Much like the ground version, hitstun will deteriorate quickly. The [[File:Mvci_lp.png]] version has a ton of range at 6f but the [[File:Mvci_hp.png]] at 2f is faster than a 3f normal grab. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
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|hblock= | |hblock= | ||
|hproperties=Armored Hardknockdown on full charge | |hproperties=Armored Hardknockdown on full charge | ||
|notes=Can be charged and gains full hyper armor which can even beat hyper attacks, automatically cancels out of flight. Uncharged [[File:Mvci_hk.png]] creates a special knockdown known as a "forced tech" where the opponent can only tech in two directions, neutral or air creating a 50/50 Oki. If the opponent tries to roll, they will go into a slow stand that is susceptible to a Thor meaty set up, however the opponent can hold [[File:Mvci_up.png]] and tech in the air. There is no difference in the hitboxes for full charge strikes, however the [[File:Mvci_hk.png]] version gains 5 extra active frames. | |notes=Can be charged and gains full hyper armor which can even beat hyper attacks, automatically cancels out of flight. Uncharged [[File:Mvci_hk.png]] creates a special {{knockdown}} known as a "forced tech" where the opponent can only tech in two directions, neutral or air creating a 50/50 Oki. If the opponent tries to roll, they will go into a slow stand that is susceptible to a Thor meaty set up, however the opponent can hold [[File:Mvci_up.png]] and tech in the air. There is no difference in the hitboxes for full charge strikes, however the [[File:Mvci_hk.png]] version gains 5 {{extra}} active frames. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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[http://wiki.shoryuken.com/MvCI/Thor#Top Top of Page] | [http://wiki.shoryuken.com/MvCI/Thor#Top Top of Page] | ||
[[Category: Marvel vs. Capcom Infinite]] | [[Category:Marvel vs. Capcom Infinite]] |
Revision as of 01:04, 9 December 2020
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 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
health character with strong mobility and
attacks.
Introduction
Players to Watch
Royal Flush, Socal Irongod, Abegen, emc
Character Vitals
Move List
Unique Trait
Mighty Speech: This special taunt-like boost up allows Thor to build meter. Without pressing any button during this stance nor being hit by the opponents' attacks, the meter build keeps increasing.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
400 | 7 | 3 | 21 | -13 | -11 | ||
Cannot be rapid fired |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
800 | 15 | 3 | 34 | -11 | -15 | - | |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
400 | 7 | 3 | 21 | -13 | -11 | - | |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
800 | 12 | 2 | 27 | +21 | -9 | Launch | |
Begins air combo, can be chained into from any lower strength button. |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
600 | Low | 8 | 3 | 23 | -8 | -11 | - |
His main ![]() |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
800 | Low | 15 | 3 | 33 | +42 | -17 | Knockdown |
Jumping Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
400 | High | 7 | 7 | 17 | |||
Jumping Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
800 | High | 15 | 5 | 34 | |||
best air normal, OS with throw, hitbox hits above and below him (see video below) |
Jumping Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
600 | High | 7 | 12 | 14 | |||
best tri-dash button with long active frames |
Hammer Straight![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
600 | 10 | 4 | 28 | -14 | -16 | ||
Can be chained from ![]() ![]() |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
1000 | 3 | 1 | (see Spinning Thunder) | +85 | +85 | ||
Additional damage scales by 50%. Tosses opponent into the air for an easy follow up. |
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
500 | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you ![]() |
Specials
Mighty Speech (can be charged)![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
74 | 0 | 0 | |||||
Builds meter, hold ![]() |
Hypers
Hitboxes
Videos
Technology
Combos
mid screen BnB from st.LK
Level 3 8k solo combo
3.5k grab and command grab conversions as well as guard break set ups
Uncharged HK Strike conversion 6.7k
Full charge HK Strike conversion 6.6k
Showing off how to easily get 7k w/ a partner, uses Dr. Strange
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind
Match ups
How to fight Thor
THANK YOU TOOL ASSIST! All hitbox and frame data provided by @toolassisted