|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.
|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 and it will nullify all projectiles, including hypers.
}}
}}
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Revision as of 21:50, 14 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
-
Moves him forward a bit during its active frames, can be used as a tool for Kara command grabs if plinked. Good normal to spam in time storm combos since it moves him forward the best during storm.
Standing Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
800
14
10
23
-9
-13
-
Moves him a bit forward, can be used as a tool for Kara command grabs if plinked. Good normal to spam in time stone combos.
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 and 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 any lower strength normal and chained into . OS with forward throw.
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. By far his best normal at setting up a kara command grab. This button is a strong OTG to combo from to create another relaunch after landing from an air combo.
Divine Drop
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
800
High
16
∞
Hitbox remains active until landing, automatically cancels out of flight mode, cannot be plink dash canceled on whiff. Chains into . Can be OS with throw with a input
Misc
Throw or
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 or
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 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
Proj
300x3 (870)
23
5(0)5(0)25
29
-30
-26
Proj
Causes no push back on block and cannot be push blocked. Can cancel into Mjolnir with or . Excellent anti-air.
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
Proj Knockdown Wallbounce
600+450 (1050)
23
2(17)47
19
+123
-2
Proj Knockdown Wallbounce Groundbounce
Canceling Mighty Spark into Mjolnir will only give you the or version depending on which Mighty Spark you used beforehand. For example, -> will still throw the 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.
Air Mighty Spark or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300x3 (870)
11
25
13
Proj
300x3 (870)
18
35
3
Proj
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.
Mighty Hurricane or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1500
Throw
6
2
33
+97
+97
Throw Groundbounce
2400
Throw
16
2
38
+109
+109
Throw Groundbounce
Uses up ground bounce and turns follow up into a hard knockdown only. Hitstun will deteriorate fast and follow ups are best with tags. version allows Thor to follow up with an Air Combo, however 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.
Air Mighty Hurricane or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1500
Throw
6
2
38
Throw Groundbounce
2400
Throw
2
2
42
Throw Groundbounce
Uses up ground bounce and turns follow up into a hard knockdown only. Much like the ground version, hitstun will deteriorate quickly. The version has a ton of range at 6f but the at 2f is faster than a 3f normal grab.
Mighty Smash (can be charged) 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
Groundbounce Hardknockdown; Armored while charging
1200 / 1000+1350 (2350)
High
52 / 76
8 / 6(1)9
30 / 24
+56 / +84
-4 / -13
Armored Groundbounce Hardknockdown
Hold or to charge the attack and gain 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) (can be charged) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000 / 1500
20 / 35
15 / 15
10 / 10
Armored Wallbounce on full charge
1000 / 1500
20 / 35
10 / 15
14 / 9
Armored Hardknockdown on full charge
Can be charged and gains full hyper armor which can even beat hyper attacks, automatically cancels out of flight. Uncharged 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 and tech in the air. 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
900
High
21
3
37
+79
-14
Wallbounce
1500
Low
31
3
39
+38
-21
Armored Hardknockdown
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 version is a physical hit.
Flight (air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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
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
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
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