No edit summary |
(Thunder Infobox added) |
||
Line 1: | Line 1: | ||
{{KI2013 Character Infobox | {{KI2013 Character Infobox | ||
|name=Thunder | |name=Thunder | ||
|image=KI2013_Thunder_CSS.png | |image=KI2013_Thunder_CSS.png |
Revision as of 01:59, 28 January 2023
Introduction
Lore
To Do
Gameplay
Thunder is a hybrid grappler character with a large emphasis on brawling tools. Said tools allow him to bulldog his way in and begin his destructive offense. Once Thunder scores a hard knockdown the party really gets started, forcing his opponent to endure a series of brutal ambiguous 50/50s. Get in the opponent's face and tear through their defense with this walking blender of death.
Strengths | Weaknesses |
---|---|
|
|
Universal Mechanics
Instinct
Murder of Crows: Thunder can cancel attacks into and out of dashes. All dashes become invulnerable and pass through your opponent.
Combat Trait
Throw Linkers: Thunder can use his Back Throw as an Opener or Exchange Linker during combos.
Normal Moves
Far Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10(2%) | 14(3%) | -- | 1.6% | 2.4% | Mid | 5 | 2 | 13 | 19f | +5 | +7 | +2 | Chain |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 26(7%) | -- | 2.4% | 4% | Mid | 8 | 3 | 15 | 25f | -1 | +3 | -4 | -- |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30(8%) | 38(10%) | -- | 4% | 4.5% | Mid | 11 | 5 | 19 | 34f | -1 | +3 | -4 | -- |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10(2%) | 14(3%) | -- | 1.6% | 2.4% | Mid | 6 | 3 | 10 | 18f | +5 | +9 | +2 | Flipout |
LMAO this button. Easily Thunder's overall most useful button. Fast startup, +2 on block so it frametraps into itself, almost no pushback and range that rivals medium buttons, can link into 5f buttons on hit/ch, and ticks into M CotE on hit/ch/block. Pressing this up close is never a bad idea. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 26(7%) | -- | 2.4% | 4% | Mid | 9 | 4 | 14 | 26f | +3 | +6 | 0 | -- |
To Do |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
36(10%) | 44(12%) | -- | 4% | 4.5% | Mid | 15 | 5 | 21 | 40f | +3 | +6 | +1 | -- |
Close Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 26(7%) | -- | 2.4% | 4% | Mid | 8 | 2 | 13 | 22f | +1 | +4 | -2 | -- |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30(8%) | 38(10%) | -- | 4% | 4.5% | Mid | 10 | 4 | 16 | 29f | 0 | +4 | -5 | -- |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 26(7%) | -- | 2.4% | 4% | Mid | 7 | 3 | 13 | 22f | +4 | +7 | +1 | -- |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30(8%) | 38(10%) | -- | 4% | 4.5% | Mid | 9 | 4 | 15 | 27f | -1 | +3 | -5 | -- |
Crouching Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10(2%) | 14(3%) | -- | 1.6% | 2.4% | Mid | 5 | 2 | 10 | 16f | +4 | +6 | +2 | Chain |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 26(7%) | -- | 2.4% | 4% | Mid | 9 | 2 | 15 | 25f | +3 | +6 | -3 | -- |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30(8%) | 38(10%) | -- | 4% | 4.5% | Mid | 10 | 4 | 21 | 34f | -3 | +1 | -6 | -- |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10(2%) | 14(3%) | -- | 1.6% | 2.4% | Low | 5 | 2 | 8 | 15f | +4 | +6 | +1 | Chain |
Thunder's first and best low normal. Useful in frametraps and especially tick throws. Ticks into M CotE on hit/ch/block and its blistering fast total duration of 15f means a barely delayed cancel into M CotE will come out on whiff, OSing backdashes. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20(5%) | 26(7%) | -- | 2.4% | 4% | Low | 9 | 3 | 14 | 27f | -2 | +1 | -4 | -- |
Thunder's second and still decent low normal. Better range means you can check standers from farther than 2LK can reach. When used as a tick normal you have to be mindful about their mashing habits as it will tick properly with M CotE on hit and block but will whiff on ch. If worried about a counterhit, tick into H CotE instead. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
36(10%) | 44(12%) | -- | 4% | 4.5% | Low | 12 | 3 | 25 | 39f | +48 | +48 | -6 | Hard Knockdown |
Thunder's final and by far his worst low normal. Slow and unsafe, pressing any other button is better in nearly every scenario. |
Command Normals
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
32.1(8%) | 40.1(11%) | 2.7(0.7%) | 3.2% | 4.8% | High | 19 | 2[17]2 | 26 | 65f | -2 | -2 | -6 | Overhead |
Key component of Thunder's offense due to being a grounded overhead. Long animation means it can easily be confirmed into an optimal opener on hit as well as some additional mix on block. Ticks into any meterless version of CotE on block with an increasingly tight window depending on which version you choose. Despite being a fairly easy shadow counter, making the opponent remember that you can always clock them on the head will immediately make your mixup game even more terrifying. |
Damage | Counter-Hit Damage | Potential Damage | Shadow On Hit | Shadow On Block | Guard | Startup | Active | Recovery | Total Duration | On Hit | On Counter-Hit | On Block | Special Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
-- | -- | -- | -- | -- | -- | 15 | 7 | 30 | 51f | -- | -- | -- | Destroys projectiles during active frames. Next dash becomes an instinct crow dash. |
While not an attack nor a very consistent anti-fireball tool, Call of the Sky remains a very important move in Thunder's arsenal. Access to an instinct mechanic outside of instinct is a feature unique to Thunder. Once CotS is up Thunder's neutral suddenly becomes much scarier as dash up special move and dash cancelling DP>HK both become possible. If already in his ideal range because CotS was used after DP Ender or S CotE his offense gains an additional layer with the threat of dash throughs/cancels. If your opponent allows it, there is essentially no reason to go without CotS. |
Frame Data At A Glance
The Basics
Combos
Strategy
Costumes and Colors
Matchups
- Vs. Glacius
TBW
- Vs. Jago
TBW
- Vs. Sabrewulf
TBW
- Vs. Thunder
TBW