|notes=Can be charged and gains full hyper armor even beating hyper attacks. [[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 no matter which way they want to tech. There is no difference in the hitboxes for full charge strikes, however the [[File:Mvci_hk.png]] gains 5 extra active frames.
|notes=Can be charged and gains full hyper armor even beating hyper attacks. 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 no matter which way they want to tech. 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
Revision as of 21:09, 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.
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
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
-
Standing Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
8
3
33
-18
-20
-
Standing Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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
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
Jumping Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
800
High
14
7
25
Groundbounce Hardknockdown
Air combo ender
Hammer Straight
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
600
10
4
28
-14
-16
Can be chained into
Spinning Thunder
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400x3 (1160)
13
5(0)6(0)6
14
+4
+0
Reflects low priority projectiles
Can be chained from
Lightning Swipe
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
800
Low
17
4
31
+43
-16
Hardknockdown
Cannot be used in a combo string as will take priority
Divine Drop
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
800
High
16
∞
Hitbox remains active until landing, cancels out of flight, cannot be plink dash canceled on whiff. Chains into . Can be OS with throw with a input
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%
Air Throw
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000
3
1
(see Jumping Heavy Punch)
Groundbounce
Additional damage scales by 50%. Uses follow up Ground bounce.
Tag
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
6
8
44
+33
+28
Hit/Block adv is dependent on when you cancel your tag-in
Specials
Mighty Speech
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
74
0
0
Builds meter, hold HK to continue charging
Mighty Spark or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300x3 (870)
15
5(0)5(0)15
22
-13
-17
{{{lproperties}}}
300x3 (870)
23
5(0)5(0)25
29
-30
-26
{{{hproperties}}}
Mjolnir (during Mighty Spark) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500x2 (1000)
15
5(17)47
29
+37
-12
{{{lproperties}}}
600+450 (1050)
23
2(17)47
19
+123
-2
{{{hproperties}}}
Canceling Mighty Spark into Mjolnir will only give you the or depending on which Mighty Spark you use, for example -> will still throw the version of Mjolnir. Cannot be reflected, hammer goes away when Thor is hit.
Air Mighty Spark or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300x3 (870)
11
25
13
{{{lproperties}}}
300x3 (870)
18
35
3
{{{hproperties}}}
Mighty Hurricane or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1500
Throw
6
2
33
+97
+97
{{{lproperties}}}
2400
Throw
16
2
38
+109
+109
{{{hproperties}}}
Uses up ground bounce and turns follow up into a hard knockdown only
Air Mighty Hurricane or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1500
Throw
6
2
38
{{{lproperties}}}
2400
Throw
2
2
42
{{{hproperties}}}
Uses up ground bounce and turns follow up into a hard knockdown only
Mighty Smash or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1200 / 1000+1350 (2350)
High
37 / 76
3 / 4(1)9
30 / 24
+59 / +84
-1 / -13
{{{lproperties}}}
1200 / 1000+1350 (2350)
High
52 / 76
8 / 6(1)9
30 / 24
+56 / +84
-4 / -13
{{{hproperties}}}
Can be charged, gains armor, has armor without charge. Armor start up is fairly quick, still need data. 2nd image is the ending hitbox from a full charge only, and hitboxes are the same with traveling higher and further.
Mighty Strike (air only) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000 / 1500
20 / 35
15 / 15
10 / 10
{{{lproperties}}}
1000 / 1500
20 / 35
10 / 15
14 / 9
{{{hproperties}}}
Can be charged and gains full hyper armor even beating hyper attacks. Uncharged creates a special knockdown known as a "forced tech" where the opponent can only tech in two directions, neutral or air no matter which way they want to tech. There is no difference in the hitboxes for full charge strikes, however the version gains 5 extra active frames.
Mighty Blow or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
900
High
21
3
37
+79
-14
{{{lproperties}}}
1500
Low
31
3
39
+38
-21
{{{hproperties}}}
This move is good in conjunction with tags where you can create hard to blockable situations where your tagging in character goes High or Low
Flight (air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
149
0
0
Puts Thor into Flight mode, ideal for run away tactics. Gains an additional air dash after exiting flight. Unfly has 1f recovery. Air version has same frame data.
Hypers
Mighty Tornado (air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
300x14 (3560)
23
79
58
+99
-27
Proj
Thors main hyper attack, on block it will pull opponent in and out of the tornado, ideal for setting up mix ups in the corner. Air version has same frame data.
Mighty Punish
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
1000+3150 (4150)
Throw
6
1
40
+19
+19
Throw Hardknockdown
Invincible frames 1-6, cannot combo after even if you tagged a character in on the same frame. Best not to tag in as Thors recovery becomes worse and setting up an effective meaty is beyond difficult.
God of Thunder (Level 3)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
1000+450+1200+1560+1500 (5710)
21
2
66
+47
-48
Hardknockdown
Invincible frames 1-2, can tag and set up an attack just before or after the level 3 hits, does not put opponent into a combo'able state, always places opponent mid screen