Killer Instinct (2013)/Thunder

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< Killer Instinct (2013)
Revision as of 20:53, 27 January 2023 by The Rat King462 (talk | contribs) (added character intro template)

Thunder

KI2013-Thunder Face.jpg

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In a nutshell

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Introduction

CHARACTER NAME PLACEHOLDER CHARACTER STORY

CHARACTER NAME PLACEHOLDER GAMEPLAY OVERVIEW

Strengths Weaknesses
  • In Progress
  • In Progress


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
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
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
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
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
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
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
Toe Tap
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
"Bonk"
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
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

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

The Basics

Combos

Strategy

Costumes and Colors

Matchups

  • Vs. Glacius

TBW


  • Vs. Jago

TBW


  • Vs. Sabrewulf

TBW


  • Vs. Thunder

TBW