Killer Instinct (2013)/Thunder: Difference between revisions

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(Thunder Standing Far Normal Hitboxes)
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=== Far Normals ===
=== Far Normals ===
{{MoveData
{{MoveData
|image= To Do
|image= Thunder_St_LP.png
|caption= Test Caption
|caption= Test Caption
|name= Standing Light Punch
|name= Standing Light Punch
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_St_MP.png
|caption= Test Caption
|caption= Test Caption
|name= Far Standing Medium Punch
|name= Far Standing Medium Punch
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_St_HP.png
|caption= Test Caption
|caption= Test Caption
|name= Far Standing Heavy Punch
|name= Far Standing Heavy Punch
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_St_LK.png
|caption= Stanky Leg
|caption= Stanky Leg
|name= Standing Light Kick
|name= Standing Light Kick
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_St_MK.png
|caption= Test Caption
|caption= Test Caption
|name= Far Standing Medium Kick
|name= Far Standing Medium Kick
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_St_HK.png
|caption=  
|caption=  
|name= Far Standing Heavy Kick
|name= Far Standing Heavy Kick
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=== Close Normals ===
=== Close Normals ===
{{MoveData
{{MoveData
|image= To Do
|image= Thunder_Cl_MP.png
|caption=  
|caption=  
|name= Close Standing Medium Punch
|name= Close Standing Medium Punch
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_Cl_HP.png
|caption=  
|caption=  
|name= Close Standing Heavy Punch
|name= Close Standing Heavy Punch
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_Cl_MK.png
|caption=  
|caption=  
|name= Close Standing Medium Kick
|name= Close Standing Medium Kick
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_Cl_HK.png
|caption=  
|caption=  
|name= Close Standing Heavy Kick
|name= Close Standing Heavy Kick
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=== Crouching Normals ===
=== Crouching Normals ===
{{MoveData
{{MoveData
|image= To Do
|image= Thunder_Cr_LP.png
|caption=  
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_Cr_MP.png
|caption=  
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_Cr_HP.png
|caption=  
|caption=  
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_Cr_LK.png
|caption= Toe Tap
|caption= Toe Tap
|name= Crouching Light Kick
|name= Crouching Light Kick
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_Cr_MK.png
|caption=  
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_Cr_HK.png
|caption=  
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
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=== Command Normals ===
=== Command Normals ===
{{MoveData
{{MoveData
|image= To Do
|image= Thunder_f_HP.png
|caption= "Bonk"
|caption= "Bonk"
|name= Forward Heavy Punch "Horn Breaker"
|name= Forward Heavy Punch "Horn Breaker"
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_CotS.png
|caption= Dash up S CotE incoming <br> "The reason you should never macro"
|caption= Dash up S CotE incoming <br> "The reason you should never macro"
|name= PPP/Call of the Sky
|name= PPP/Call of the Sky
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=== Jumping Normals ===
=== Jumping Normals ===
{{MoveData
{{MoveData
|image= To Do
|image= Thunder_J_LP.png
|caption=  
|caption=  
|name= Jumping Light Punch
|name= Jumping Light Punch
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_J_MP.png
|caption=  
|caption=  
|name= Jumping Medium Punch
|name= Jumping Medium Punch
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_J_HP.png
|caption= Emperor of all Crossups
|caption= Emperor of all Crossups
|name= Jumping Heavy Punch
|name= Jumping Heavy Punch
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_J_LK.png
|caption=  
|caption=  
|name= Jumping Light Kick
|name= Jumping Light Kick
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_J_MK.png
|caption=  
|caption=  
|name= Jumping Medium Kick
|name= Jumping Medium Kick
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_J_HK.png
|caption=  
|caption=  
|name= Jumping Heavy Kick
|name= Jumping Heavy Kick
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== Throws ==
== Throws ==
{{MoveData
{{MoveData
|image= To Do
|image= Thunder_F_Throw.png
|caption=  
|caption=  
|name= Forward Throw
|name= Forward Throw
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{{MoveData
{{MoveData
|image= To Do
|image= Thunder_B_Throw.png
|caption=  
|caption=  
|name= Back Throw
|name= Back Throw

Revision as of 22:29, 30 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
  • Chief of Mix: Able to cancel into a tick command throw off of every button on hit/ch/block, every single button that connects with the opponent is a potential 50/50 between throw and his Ankle Slicer low. Off of the majority of his knockdowns, Thunder gets to enforce the most ambiguous crossup setup in the game with his jHP. This setup can even safejump most reversals in the game if timed properly. Even if (and that's a big if) the jHP is blocked, Thunder is very plus and can mix between his standing overhead fHP, low, and command throw.
  • Punishing Damage: Thunder's damage is well above average, making his vortex that much scarier to be in as he can feasibly kill off of very few hits with minimal interaction with the combo system.
  • Reset Monster: Whether after a wallsplat or midscreen, Thunder's powerful mixup options can be used to either reset damage scaling with a chunky overhead, or put the opponent right back into his post-command grab okizeme. The constant threat of resets can overwhelm their mental stack and allow Thunder to get away with longer combos.
  • Scary Burst Mobility:
  • Powerful Instinct:
  • Potent Kit of Shadow Moves:
  • Best Stage Theme in the Game: People will never get tired of Hinnamatoom.
  • Painfully Slow: Thunder's normal movement leaves much to be desired: sluggish walk speed, hilariously floaty jump, and a very mediocre dash. Without the aid of his special moves or instinct, Thunder is not getting anywhere quickly.
  • Unimpressive Neutral:
  • Hates Getting Combo Broken: With his aforementioned subpar neutral, getting broken as Thunder can be especially painful. His combo options are nothing special, aside from his difficult to break back throw linker that does no damage and takes a chunk of KV, so he often has to look towards one-chances and resets in order to force early lockouts.
KI2013 Thunder CSS.png
Character Data
Forward Walk Speed 85f to cross two large training mode squares
Backwards Walk Speed 124f to cross two large training mode squares
Forward Dash Duration 25f
Backdash Duration 25f
Pre-Jump Frames 5f
Jump Duration 47f
Landing Recovery 4f
Advantage Post Grounded Combo Breaker +1


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

Standing Light Punch
Stand LP/5LP
Thunder St LP.png
Test Caption
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


Far Standing Medium Punch
Far Stand MP/5MP
Thunder St MP.png
Test Caption
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


Far Standing Heavy Punch
Far Stand HP/5HP
Thunder St HP.png
Test Caption
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


Standing Light Kick
Stand LK/5LK
Thunder St LK.png
Stanky Leg
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.


Far Standing Medium Kick
Far Stand MK/5MK
Thunder St MK.png
Test Caption
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


Far Standing Heavy Kick
Far Stand HK/5HK
Thunder St HK.png
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

Close Standing Medium Punch
Close Stand MP/clMP
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 --


Close Standing Heavy Punch
Close Stand HP/clHP
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 --


Close Standing Medium Kick
Close Stand MK/clMK
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 --


Close Standing Heavy Kick
Close Stand HK/clHK
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

Crouching Light Punch
Crouch LP/2LP
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


Crouching Medium Punch
Crouch MP/2MP
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 --


Crouching Heavy Punch
Crouch HP/2HP
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 --


Crouching Light Kick
Crouch LK/2LK
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.


Crouching Medium Kick
Crouch MK/2MK
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.


Crouching Heavy Kick
Crouch HK/2HK
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

Forward Heavy Punch "Horn Breaker"
Forward HP/6HP
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.


PPP/Call of the Sky
3P/PPP
Dash up S CotE incoming
"The reason you should never macro"
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.


Jumping Normals

Jumping Light Punch
Jump LP/jLP
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%) 24(6%) -- 1.6% 2.4% High 7 7 4 17f +15 +17 +8 --


Jumping Medium Punch
Jump MP/jMP
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
24(6%) 30(8%) -- 2.4% 4% High 9 4 4 16f +16 +19 +12 --


Jumping Heavy Punch
Jump HP/jHP
Emperor of all Crossups
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
26(7%) 32(8%) -- 4% 4.5% High 11 4 4 18f +20 +24 +16 Crossup

Likely KI's most infamous crossup. The foundation of his post CotE vortex as, if it is properly timed, jHP is the single most ambiguous crossup in the game. It is absolutely mandatory for all aspiring Thunder players to learn how to use this normal.


Jumping Light Kick
Jump LK/jLK
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%) 24(6%) -- 1.6% 2.4% High 8 7 4 17f +15 +17 +8 --


Jumping Medium Kick
Jump MK/jMK
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
24(6%) 30(8%) -- 2.4% 4% High 10 10 4 23f +16 +19 +11 Crossup

Essentially no reason to ever use this normal. Not because it is bad, but because in every possible use case for jMK it is outclassed by jHP


Jumping Heavy Kick
Jump HK/jHK
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% High 10 12 4 25f +20 +24 +17 --


Throws

Forward Throw
LP+LK
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
40(11%) 40(11%) -- 4% N/A Throw 5 2 29 35f +63 +63 N/A Hard Knockdown


Back Throw
LP+LK
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
0(0%) 0(0%) -- 4% N/A Throw 5 2 29 35f +14 (+14 for manuals) +14 (+14 for manuals) N/A Opener/Linker

Thunder's back throw can be used as both a combo opener and a linker. Useful for positioning to keep the corner due to Thunder's damage enders switching sides.

Special Moves

Triplax
QCF+P/236P
Version 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
LP 19.4(5%) 31.4(8%) 1.8 (0.5%) 1.6% 2.4% Mid 9 2[11]2 27 50f +4 (+9 for manuals) +4 (+9 for manuals) -1 --
Version 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
MP 22.1(6%) 34.1(9%) 2.0 (0.5%) 2.4% 4% Mid 11 2[11]2 26 52f +2 (+7 for manuals) +2 (+7 for manuals) -2 --
Version 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
HP 32.8(9%) 44.8(12%) 4.3 (1%) 4% 6.4% Mid 13 3[12]2[7]2 26 62f +1 (+6 for manuals) +1 (+6 for manuals) -3 --


Call of the Earth
QCB+P/214P
Version 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
LP 54.2(15%) 54.2(15%) -- 2.4% N/A Throw 11 3 46 59f +69 +69 N/A Hard Knockdown and Throw Invul 1-13f
Version 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
MP 54.2 (15%) 54.2 (15%) -- 4% N/a Throw 14 3 48 64f +69 +69 N/A Hard Knockdown and Throw Invul 1-16f
Version 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
HP 54.2 (15%) 54.2 (15%) -- 4% N/a Throw 18 3 48 68f +69 +69 N/A Hard Knockdown and Throw Invul 1-20f


Ankle Slicer
QCB+K/234K
Version 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
LK 20.4(6%) 36(10%) -- 2.4% 4% Low 16 2 20 37f +5 (+10 for manuals) +11 (+16 for manuals) -2 Lower Body Invul 3-15f
Version 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
MK 32(6%) 44(12%) -- 4% 6.4% Low 19 2 20 40f +4 (+9 for manuals) +10 (+15 for manuals) -3 Lower Body Invul 3-18f
Version 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
HK 40(11%) 52(14%) -- 4% 6.4% Low 21 2 19 41f +2 (+7 for manuals) +8 (+13 for manuals) -5 Lower Body Invul 3-20f


Sammamish
DP+P/623P
Version 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
LP 28(7%) 34(9%) -- 2.4% 4% Mid 8 7 39 53f +13 +13 -31 Soft Knockdown, Upper Body Invul 1-8f, Proj Invul 1-19f, Throw Invul 9-18f
Version 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
MP 32(8%) 38(10%) -- 4% 6.4% Mid 8 9 37 53f +55 +55 -34 Hard Knockdown, Upper Body Invul 1-10f, Proj Invul 1-20f, Throw Invul 9-18f
Version 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
HP 38(10%) 44(12%) -- 4% 6.4% Mid 12 7 47 65f +48 +48 -38 Hard Knockdown, Upper Body Invul 1-12f, Proj Invul 1-21f, Throw Invul 9-22f


DP Followups
DP+P>K/623P>K
Version 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
Rainmaker/LK 16(4%) 20(5%) -- 2.4% 4% High 12 7 31 49f +8 +8 -16 Flipout
Version 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
Downpour/MK 32(8%) 36(10%) -- 4% 6.4% High 11 22 17 49f +70 +70 -16 Hard Knockdown
Version 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
Skyfall/HK 34(9%) 38(10%) -- 4% 6.4% High 20 7 32 58f +62 (25f to juggle) +62 (25f to juggle) -13 Soft Knockdown, Dash Cancellable with CotS or Instinct, On hit Thunder has 0f of landing recovery

Shadow Moves

Shadow Triplax
QCF+PP/236PP
Test Caption
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
33.6 (9%) 45.6 (12%) 7.2 (2%) -- -- Mid 3+3 2 [11] 1 [9] 2 [8] 2 [9] 2 27 78f +4 (+6 for manuals) +4 (+6 for manuals) +1 1 Hit of Armor starting frame 4

Likely Thunder's overall least useful shadow move. This does not mean that S Triplax is bad, far from it, this means that his other shadows are just that good. 3f after the screen freeze, 5 hits of chip damage, 1 hit of armor, and +1 on block means this move can be used as a high-chip cancel from H triplax that leaves you advantaged and in their face. Also serves as a great meaty lockdown tool if the opponent has no meter, as the armor blows through any meterless reversals. Overall very potent shadow, only mildly overshadowed by Thunder's other uses for bar.


Shadow Call of the Earth
QCB+PP/214PP
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
74.0 (20%) 74.0 (20%) -- -- -- Throw 5+0 3 37 44f +103 (37f to juggle) +103 (37f to juggle) -- Throw Invincible 1-9f, Hard Knockdown, Launcher, Combo Cashout, Has "First Launcher Bug" (see the System page)

Character defining move. 5f command grab with no startup after the screen freeze, nearly half screen reach, 20% damage, ground bounces for a juggle combo, cashes out combos for extreme damage at level 4, a ludicrous +103 hard knockdown that allows for a free CotS buff and still have time for jHP crossup mixup, will bring your dad back from getting milk. The alpha and omega, in the opinion of this wiki contributor it is the single best shadow move in the game and it is inarguably in the top 5. Even with 3 other very good shadow moves, S CotE stands head and shoulders above them. Go out and grab some fuckers.


Shadow Ankle Slicer
QCB+KK/214KK
Test Caption
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
44.8 (12%) 52.8 (14%) 9.6 (2%) -- -- Low 1+9 5 18 32f +6 (+11 for manuals) +6 (+11 for manuals) -4 Throw Invincible and Lower Body Invincible 1-10f

Thunder's most damaging opener and best whiff punisher. Good as an Instinct freeze informed (or just yolo) response to throws and lows. Very easy to break as a linker which is both a blessing and a curse. Least interesting shadow but a workhorse, as it really does do that much extra damage compared to other openers.


Shadow Sammamish
DP+PP/623PP
Test Caption
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
43.0 (11%) 59.0 (16%) 9.0 (2%) -- -- Mid 6+0 5 45 55f +33 +33 -30 Invincible 1-11f, Soft Knockdown, Combo & Juggle Cashout

The shadow you ideally use the least of, but it undeniably fills a hole in Thunder's kit by giving him a full invul reversal. Despite being safejumpable at 6f, definitely a good get-off-me tool. Can also be used as an ender in both grounded and juggle combos, but it should never be used in grounded combos as S CotE is a much better cashout. Being 0f after the screen freeze, there are some dash through shenanigans you can do with CotS up or in Instinct.

Enders

Triplax Ender
QCF+P/236P
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Wallsplat 0/+16 x= when used midscreen/y= when used in the corner
Version Ender Type On Hit Special Properties
Level 2 Wallsplat 0/+21 x= when used midscreen/y= when used in the corner
Version Ender Type On Hit Special Properties
Level 3 Wallsplat 0/+26 x= when used midscreen/y= when used in the corner
Version Ender Type On Hit Special Properties
Level 4 Wallsplat 0/+31 x= when used midscreen/y= when used in the corner

To Do


Call of the Earth Ender
QCB+P/214P
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Damage +4 --
Version Ender Type On Hit Special Properties
Level 2 Damage +3 --
Version Ender Type On Hit Special Properties
Level 3 Damage +3 --
Version Ender Type On Hit Special Properties
Level 4 Damage +3 --

To Do

Version Ender Type On Hit Special Properties
Shadow Damage +103 (37f to juggle) Launcher and Hard Knockdown

To Do


Ankle Slicer Ender
QCB+K/214K
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Battery +7 --
Version Ender Type On Hit Special Properties
Level 2 Battery +7 --
Version Ender Type On Hit Special Properties
Level 3 Battery +7 --
Version Ender Type On Hit Special Properties
Level 4 Battery +7 --

To Do


Sammamish Ender
DP+P/623P
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Launcher and Hard Knockdown +85 (15f to juggle) --
Version Ender Type On Hit Special Properties
Level 2 Launcher and Hard Knockdown +90 (20f to juggle) --
Version Ender Type On Hit Special Properties
Level 3 Launcher and Hard Knockdown +94 (24f to juggle) --
Version Ender Type On Hit Special Properties
Level 4 Launcher and Hard Knockdown +93 (23 to juggle) --

To Do

Version Ender Type On Hit Special Properties
Shadow Launcher and Hard Knockdown +26 Launcher and Hard Knockdown

To Do

Frame Data At A Glance

Move Name Input Damage Counter Hit
Damage
Potential
Damage
Shadow
On Hit
Shadow
On Block
Guard Startup Active Recovery Adv
On Hit
Adv On
Counter Hit
Adv On
Block
Special
Properties
LP Lp.png 10(2%) 14(3%) -- 1.6% 2.4% Mid 5 2 13 5 7
Close MP Close Mp.png 20 10 2.4% M sp/sh 6 2 13 1 -2 Does not Cancel.png into Ankle Cutter
Close HP Close Hp.png 30 5 4.0% M sp/sh 9 3 16 0 -5
LK Lk.png 10 15 1.6% M sp/sh 5 3 10 5 2
Close MK Close Mk.png 20 10 2.4% M sp/sh 6 3 12 4 1
Close HK Close Hk.png 30 5 4.0% M sp/sh 9 4 15 -1 -5
Far MP Far Mp.png 20 10 2.4% M sp/sh 7 3 15 -1 -4
Far HP Far Hp.png 30 5 4.0% M sp/sh 10 5 19 -1 -4
Far MK Far Mk.png 20 10 2.4% M sp/sh 8 4 14 3 0
Far HK Far Hk.png 36 5 4.0% M sp/sh 15 5 21 3 1
Crouch LP Down.gifLp.png 10 15 1.6% M sp/sh 4 2 10 4 2 Does not Cancel.png into Ankle Cutter
Crouch MP Down.gifMp.png 20 10 2.4% M sp/sh 8 2 15 3 -3
Crouch HP Down.gifHp.png 30 5 4.0% M sp/sh 9 4 20 -3 -6 Does not Cancel.png into Ankle Cutter
Crouch LK Down.gifLk.png 10 15 1.6% L sp/sh 4 2 8 4 1 Does not Cancel.png into Ankle Cutter
Crouch MK Down.gifMk.png 20 10 2.4% L sp/sh 8 3 14 -2 -4 Does not Cancel.png into Ankle Cutter
Crouch HK Down.gifHk.png 36 - 4.0% L - 11 3 25 67 -6 Hard Knockdown
Jump LP Jumping Lp.png 20 15 ? H sp/sh 7 7 4 15 8 Opener
Jump MP Jumping Mp.png 24 10 ? H sp/sh 8 4 4 16 12 Opener
Jump HP Jumping Hp.png 30 5 ? H sp/sh 10 4 4 19 16 Opener, Crossup
Jump LK Jumping Lk.png 20 15 1.6% H sp/sh 7 7 4 15 8 Opener
Jump MK Jumping Mk.png 24 10 2.4% H sp/sh 9 10 4 15 11 Opener, Crossup
Jump HK Jumping Hk.png 30 5 4.0% H sp/sh 10 12 4 20 17 Opener
Horn Breaker Right.gifHp.png 24,8.1 - ? H sp/sh 18 2 26 -2 -6 Overhead
Call of Sky P.pngx3 - - - - - - - - - - Gives next dash Instinct properties, lasts 9 seconds real time
Move Name Input Damage Counter Hit
Damage
Potential
Damage
Shadow
On Hit
Shadow
On Block
Guard Startup Active Recovery Adv
On Hit
Adv On
Counter Hit
Adv On
Block
Special
Properties
Forward Throw Lp.pngLk.png 30,10 - ? TH - 4 2 29 64 - Hard Knockdown
Backward Throw Left.gifLp.pngLk.png - 50 ? TH - 4 2 29 14 - Opener
Move Name Input Damage Counter Hit
Damage
Potential
Damage
Shadow
On Hit
Shadow
On Block
Guard Startup Active Recovery Adv
On Hit
Adv On
Counter Hit
Adv On
Block
Special
Properties
Triplax Qcf.pngLp.png 14,5.4 10 ? M sh 8 1 27 4 21 Opener
Qcf.pngMp.png 16,6.1 10 ? M sh 10 1 26 2 -2 Opener
Qcf.pngHp.png 20,6.8,6.1 10 ? M sh 12 2 26 1 -3 Opener
Call of the Earth Qcb.pngLp.png 20,18,16.2 40 ? TH - 10 3 47 70 - Throw Invulnerable, Hard Knockdown, least reach
Qcb.pngMp.png 20,18,16.2 40 ? TH - 13 3 48 70 - Throw Invulnerable, Hard Knockdown
Qcb.pngHp.png 20,18,16.2 40 ? TH - 17 3 48 70 - Throw Invulnerable, Hard Knockdown, most reach
Ankle Slicer Qcb.pngLk.png 24 10 ? M sh 15 1 20 5 -2 Opener, Throw & Lower Invulnerable
Qcb.pngMk.png 32 10 ? M sh 18 1 20 4 -3 Opener, Throw & Lower Invulnerable
Qcb.pngHk.png 40 10 ? M sh 20 1 19 2 -5 Opener, Throw & Lower Invulnerable
Sammamish Dp.pngLp.png 32 - ? M sh 7 6 39 74 -31 Throw & Projectile & Upper Invulnerable, Hard Knockdown
Dp.pngMp.png 38 - ? M sh 7 8 37 75 -36 Throw & Projectile & Upper Invulnerable, Hard Knockdown
Dp.pngHp.png 44 - ? M sh 11 6 46 72 -36 Throw & Projectile & Upper Invulnerable, Hard Knockdown
Right.gifSky Fall Hk.png 13.5 - ? M sh 19 2 32 28 -13 -
Move Name Input Damage Counter Hit
Damage
Potential
Damage
Shadow
On Hit
Shadow
On Block
Guard Startup Active Recovery Adv
On Hit
Adv On
Counter Hit
Adv On
Block
Special
Properties
Shadow Triplax Qcf.pngP.pngx2 12 + 3.6x3 + 10.8 0 ? M sh 3,3 2 27 4 1 Super Armor (1 Hit)
Shadow Call of the Earth Qcb.pngP.pngx2 2 + 24x4 0 ? M sh 5,0 3 37 104 - Ground Bounce, Throw Invulnerable, Hard Knockdown
Shadow Ankle Slicer Qcb.pngK.pngx2 16 + 4.8x3 + 14.4 0 ? M sh 2,9 9 18 6 -4 Throw & Lower Invulnerable
Shadow Sammamish Dp.pngP.pngx2 24 + 3.6x3 + 18 0 ? M - 6,0 9 45 33 -30 Startup Invulnerable
Move Name Input Damage Counter Hit
Damage
Potential
Damage
Shadow
On Hit
Shadow
On Block
Guard Startup Active Recovery Adv
On Hit
Adv On
Counter Hit
Adv On
Block
Special
Properties
LP Auto-Double Lp.png 1.8,2.4 20 - M linker/ender 4 2 12 2 -
MP Auto-Double Mp.png 3.6,4.9 16 - M linker/ender 6 3 23 3 -
HP Auto-Double Hp.png 5.4,6.5 12 - M linker/ender 8 3 32 5 -
LK Auto-Double Lk.png 1.8,2.4 20 - M linker/ender 4 2 13 2 -
MK Auto-Double Mk.png 3.6,4.9 16 - M linker/ender 6 2 22 3 -
HK Auto-Double Hk.png 5.4,6.5 12 - M linker/ender 8 5 32 5 -
Move Name Input Damage Counter Hit
Damage
Potential
Damage
Shadow
On Hit
Shadow
On Block
Guard Startup Active Recovery Adv
On Hit
Adv On
Counter Hit
Adv On
Block
Special
Properties
Triplax Linker Qcb.pngLp.png 1.9,1.9 12 ? M sh/auto-double 7 2 28 1 - Carry
Qcb.pngMp.png 1.9,1.9,1.9 15 ? M sh/auto-double 8 2 24 2 - Carry
Qcb.pnghold Lp.png/Mp.png 1.9,1.9,1.9,2.9 16 ? M sh/auto-double 8 2 24 4 - Carry
Ankle Slicer Linker Qcb.pngLk.png 5.8 16 ? M sh/auto-double 7 2 19 2 - Damage
Qcb.pngMk.png 4.4,4.4 18 ? M sh/auto-double 9 3 16 4 - Damage
Qcb.pnghold Lk.png/Mk.png 3.9,3.9,3.9 21 ? M sh/auto-double 10 3 16 5 - Damage
Back Throw Linker Qcb.pngLk.png 0 10 ? TH sh/auto-double 4 2 - 14 - Exchange
Shadow Triplax Linker Qcb.pngP.pngx2 ? 0 ? M sh/auto-double 2,4 3 - 6 - Carry
Shadow Ankle Slicer Linker Qcb.pngK.pngx2 ? 0 ? M sh/auto-double 2,5 1 - 5 - Damage
Move Name Input Damage Counter Hit
Damage
Potential
Damage
Shadow
On Hit
Shadow
On Block
Guard Startup Active Recovery Adv
On Hit
Adv On
Counter Hit
Adv On
Block
Special
Properties
Triplax Ender Qcf.pngHp.png varies N/A varies M - - - - - - Carry/Wall Splat
Call of the Earth Ender Qcb.pngP.png varies N/A varies M - - - - - - Damage
Ankle Slicer Ender Qcb.pngHk.png varies N/A varies M - - - - - - Battery
Sammamish Ender Dp.pngP.png varies N/A varies M - - - - - - Launcher
Shadow Call of the Earth Ender Qcb.pngP.pngx2 varies N/A varies M - - - - - - Damage, Ground Bounce
Shadow Sammamish Ender Dp.pngP.pngx2 varies N/A varies M - - - - - - Damage, Sky Fall Cancelable

KI2013 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Jago
Sabrewulf
Glacius
Thunder
Shadow Jago
Sadira
Orchid
Spinal
Fulgore
TJ Combo
Maya
Kan-Ra
Riptor
Omen
Aganos
Hisako
Cinder
Aria
Kim Wu
Tusk
Arbiter
Rash
Mira
Gargos
General Raam
Eyedol
Kilgore
Shin Hisako
Eagle