Thanos
One of the most iconic Marvel villains from both film and comics alike, Thanos is a godlike being boasting a vast array of abilities; telekinesis, teleportation, energy projection, as well as superhuman strength and intelligence, and even an inability to die of hunger or old age. While this all makes Thanos a potent foe for the various comic heroes he clashes with, he is perhaps most famous for the storylines where he seeks the powerful cosmic artifact known as the Infinity Gauntlet, leading to him wiping out half of all life in the universe in an attempt to bring balance to it once he gets his hands on the Infinity Stones that power the Infinity Gauntlet.
In a nutshell
The Mad Titan is a heavy-hitting character with projectiles, armored overheads, a projectile counter, air dashes and a teleport; a shockingly versatile toolkit for an archetype so usually built around limitations. Thanos can keep opponents guessing with his offense, and create mix ups with a tracking teleport that not even characters at super jump height can avoid. He also does heavy damage and is a great character to pair with anyone who struggles in that category. His projectile counter is also a strong way to stop zoners, with a huge hitbox that hits nearly full screen. Pick Thanos if you want a character who'll live long, hit hard, and can still manuever around the screen and open opponents up.
Introduction
Players to Watch
XCKoggins
RealXC
DonCon
Character Vitals
Move List
Unique Trait
Hand of a God: Thanos has a wide array of attacks, but his strength is derived primarily from his punch command normals, which allow him to extend his combos past their limit and grant huge damage. Many of his advanced combos will take advantage of these attacks, some of which have deceptively long range.
Normals
Standing Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | Mid | 5 | 4 | 14 | -7 | -6 | ||
Thanos' fastest normal. |
Standing Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 10 | 3 | 27 | -6 | -11 | ||
Moves Thanos forward while attacking. |
Standing Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300x2 (570) | Mid | 9 | 6 | 29 | -14 | -17 | ||
Moves Thanos forward while attacking. |
Standing Heavy Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400x2 (800) | Mid | 15 | 2(3)2 | 40 | -18 | -23 | ||
- |
Crouching Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | Mid | 6 | 4 | 14 | -7 | -6 | ||
Thanos' second fastest grounded normal. |
Crouching Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 13 | 3 | 26 | 6/21 | -10 | Launch | |
- |
Crouching Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300x2 (570) | Low | 9 | 5 | 33 | -18 | -21 | ||
Thanos' fastest low and furthest reaching low. |
Jumping Light Punch j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | High | 5 | 6 | 21 | - | - | ||
Thanos' fastest air normal. |
Jumping Heavy Punch j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | High | 9 | 4 | 33 | - | - | ||
- |
Jumping Light Kick j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300x2 (570) | High, Mid | 11 | 7 | 34 | - | - | ||
Has further horizontal range than J.HK making it a better air-to-air. |
Hand Bomb |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 10 | 11 | 20 | -7 | -12 | Wallbounce | |
Has deceptively long range. |
Insolence Crusher |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
900 | High | 25 | 3 | 33 | 39/78 | -15 | Ground Bounce Sliding Knockdown No Cancel | |
Thanos's fastest grounded overhead. |
Palm Breaker j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 15 | 8 | 22 | - | - | Wallbounce | |
Essential combo starter. The main piece in Thanos' infamous Palm Breaker loops. |
Misc
Throw or |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | |||||
Additional damage scales by 50%. |
Air Throw or |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | |||||
Additional damage scales by 50%. |
Tag |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you your tag-in. |
Specials
Hypers
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Dormammu
Dormammu provides lockdown for Thanos with his Stalking Flare super and zoning specials. LK shield can also be used to lockdown for Dormammu to use his teleports for mixups. Both are generally pretty high damage characters so naturally putting them together means you get a ton of damage out of your comboes.
Arthur
Arthur's zoning specials can be used for lockdown for Thanos. Thanos also benefits from a lot of the same stones as Arthur and most importantly he makes up for Arthur's lack of damage in comboes with his amazing solo damage. This is a combination that some high level Arthur players use to dominate with.
Stone Selection
Power
Gives him one more wall bouncing tool, but most importantly the Infinity Storm cranks up Thanos' damage and lets him wall bounce as many times as he wants for a ton of damage.
Time
The time stone can be used to go through projectiles and essentially get a second air dash for use in neutral. Can also help Thanos with escaping disadvantage. During storm hee can cancel LK shield into his teleports which is a good option as well as canceling his other moves into teleport to chase down opponents if it whiffed. Plus even if he doesn't many options to cancel into on his own the cooldown reduction on Active Switching means that he can instead switch into his partner instead in instances where he can't cancel into specials like when he's in the air. The preferred stone for Thanos/Arthur teams.
Reality
Doesn't get much use out of it since his LK shield does what this does but just better in basically every way. He does like the screen control the Storm gives him though, however that's something basically every character appreciates from this stone. Wouldn't recommend.
Soul
Reaches far and can let you heal a lot of HP when combined with a super from a partner that has a lot of active frames. Bringing back his partner is also obviously good, and LK shield is both a good projectile generally and also just laggy enough to be decent for de-syncing you and your partner. And his teleport is a great way to sandwich the opponent between you and your teammate in Soul Storm.
Space
Can be used to draw opponents into LK shield or closer to Thanos so he can run his gameplan. Putting them in a box with the Infinity Storm is also good for him since it means they can't run away once he's onto them, and it means they can't back dash away to avoid his command grabs.
Mind
Just don't use this, EVER! He already has a command grab and it's a bajillion times better than this one so for all that is holy don't use this. Use anything but this, for the love of god this thing is useless. He enjoys the Infinity Storm just as much as any other character but the Surge is just so bad (especially for Thanos) that using this stone is a complete and total no-go.