Line 342: | Line 342: | ||
|hblock=-26 | |hblock=-26 | ||
|hproperties=Proj | |hproperties=Proj | ||
|notes=Causes no push back on block and cannot be push blocked. | |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 | ||
Line 355: | Line 355: | ||
|lhit=+37 | |lhit=+37 | ||
|lblock=-12 | |lblock=-12 | ||
|lproperties=Proj Wallbounce | |||
|hdamage=600+450 (1050) | |hdamage=600+450 (1050) | ||
|hguard= | |hguard= | ||
Line 362: | Line 363: | ||
|hhit=+123 | |hhit=+123 | ||
|hblock=-2 | |hblock=-2 | ||
| | |hproperties=Proj Wallbounce | ||
|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. | |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. | ||
}} | }} | ||
Line 376: | Line 377: | ||
|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties=Proj | |||
|hdamage=300x3 (870) | |hdamage=300x3 (870) | ||
|hguard= | |hguard= | ||
Line 383: | Line 385: | ||
|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
| | |hproperties=Proj | ||
|notes=His best air special overall, covers a wide range and Thor falls during this move. The descent during Mighty Spark allows Thor to cover ground safely and use it with air dashes to pressure the opponent. Using short hop sparks can be a very strong option and offers enough hitstun to confirm. Causes no push back on block and cannot be push blocked. | |notes=His best air special overall, covers a wide range and Thor falls during this move. The descent during Mighty Spark allows Thor to cover ground safely and use it with air dashes to pressure the opponent. Using short hop sparks can be a very strong option and offers enough hitstun to confirm. Causes no push back on block and cannot be push blocked. | ||
}} | }} | ||
Line 397: | Line 399: | ||
|lhit=+97 | |lhit=+97 | ||
|lblock=+97 | |lblock=+97 | ||
|lproperties=Throw Groundbounce | |||
|hdamage=2400 | |hdamage=2400 | ||
|hguard=Throw | |hguard=Throw | ||
Line 404: | Line 407: | ||
|hhit=+109 | |hhit=+109 | ||
|hblock=+109 | |hblock=+109 | ||
| | |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. | ||
}} | }} | ||
Line 418: | Line 421: | ||
|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties=Throw Groundbounce | |||
|hdamage=2400 | |hdamage=2400 | ||
|hguard=Throw | |hguard=Throw | ||
Line 425: | Line 429: | ||
|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
| | |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. | ||
}} | }} | ||
Line 439: | Line 443: | ||
|lhit=+59 / +84 | |lhit=+59 / +84 | ||
|lblock=-1 / -13 | |lblock=-1 / -13 | ||
|lproperties=Groundbounce Hardknockdown | |||
|hdamage=1200 / 1000+1350 (2350) | |hdamage=1200 / 1000+1350 (2350) | ||
|hguard=High | |hguard=High | ||
Line 446: | Line 451: | ||
|hhit=+56 / +84 | |hhit=+56 / +84 | ||
|hblock=-4 / -13 | |hblock=-4 / -13 | ||
| | |hproperties=Armored | ||
|notes=Gain armor during charging, [[File:Mvci_hp.png]] has armor without charge. Armor start up is fairly quick, still need data. 2nd image is the ending hitbox from a full charge only, [[File:Mvci_lp.png]] and [[File:Mvci_hp.png]] hitboxes are the same with [[File:Mvci_hp.png]] traveling higher and further. | |notes=Gain armor during charging, [[File:Mvci_hp.png]] has armor without charge. Armor start up is fairly quick, still need data. 2nd image is the ending hitbox from a full charge only, [[File:Mvci_lp.png]] and [[File:Mvci_hp.png]] hitboxes are the same with [[File:Mvci_hp.png]] traveling higher and further. | ||
}} | }} | ||
Line 460: | Line 465: | ||
|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties=Wallbounce on full charge | |||
|hdamage=1000 / 1500 | |hdamage=1000 / 1500 | ||
|hguard= | |hguard= | ||
Line 467: | Line 473: | ||
|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
| | |hproperties=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. | ||
}} | }} | ||
Line 481: | Line 487: | ||
|lhit=+79 | |lhit=+79 | ||
|lblock=-14 | |lblock=-14 | ||
|lproperties=Wallbounce | |||
|hdamage=1500 | |hdamage=1500 | ||
|hguard=Low | |hguard=Low | ||
Line 488: | Line 495: | ||
|hhit=+38 | |hhit=+38 | ||
|hblock=-21 | |hblock=-21 | ||
| | |hproperties=Armored Hardknockdown | ||
|notes=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. Despite it's looks the long range attack of the [[File:Mvci_hk.png]] version is a physical hit. | |notes=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. Despite it's looks the long range attack of the [[File:Mvci_hk.png]] version is a physical hit. | ||
}} | }} |
Revision as of 23:31, 9 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
Royal Flush, 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 |
![]() |
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 | - |
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 |
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 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% |
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 |
![]() |
500 | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you cancel your tag-in |
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