Marvel VS Capcom: Infinite/Thor: Difference between revisions

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|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

Mvci logo.png


Thor

Mvci Thor.png

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

CHARACTER DATA
Health:
11,000
Double Jump:
No
Air Dash:
8-Way
Air Dash/Jump count:
1
Misc Movement:
25.0

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
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 400 7 3 21 -13 -11 -
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 800 15 3 34 -11 -15 -
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 600 8 3 33 -18 -20 -
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 800 14 10 23 -9 -13 -
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 400 7 3 21 -13 -11 -
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 800 12 2 27 +21 -9 Launch
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 600 Low 8 3 23 -8 -11 -
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 800 Low 15 3 33 +42 -17 Sweep, Knockdown
Jumping Light Punch
Mvci up.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 400 High 7 7 17
Jumping Heavy Punch
Mvci up.pngMvci hp.png
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
Mvci up.pngMvci lk.png
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
Mvci up.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 800 High 14 7 25 Groundbounce Hardknockdown
Air combo ender
Hammer Straight
Mvci fwd.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 600 10 4 28 -14 -16
Spinning Thunder
Mvci fwd.pngMvci hp.png
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
Mvci df.pngMvci hp.png
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 Mvci down.pngMvci hp.png will take priority
Divine Drop
Mvci up.pngMvci down.pngMvci hp.png
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
Mvci down.pngMvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] 74 0 0
Builds meter, hold HK to continue charging
Mighty Spark LP
Mvci qcf.pngMvci lp.png
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
Mighty Spark
Mvci qcf.pngMvci lp.png/Mvci qcf.pngMvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
[[File:]] L.png 300x3 (870) 15 5(0)5(0)15 22 -13 -17 Strk armored
M.png 50,000x4 (171,800) - 9 8 39 -15 -15
H.png 50,000x5 (204,600) - 9 10 42 -18 -18
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.

Hypers

Hitboxes

Strategy

Stone Selection

Match ups

How to fight Thor