MvCI/Thor

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Mvci logo.png


Thor

Mvci Thor.png

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.

Introduction

Players to Watch

Royal Flush, Socal Irongod, Abegen, emc

Character Vitals

CHARACTER DATA
Health:
11,000
Double Jump:
No
Air Dash:
8-Way
Air Dash/Jump count:
1
Misc Movement:
Flight

Move List

Unique Trait

Mighty Speech: This special taunt-like boost up allows Thor to build meter. Without pressing any button during this stance nor being hit by the opponents' attacks, the meter build keeps increasing.

Normals

Standing Light Punch
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor stlp.png 400 7 3 21 -13 -11
Cannot be rapid fired
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor sthp.png 800 15 3 34 -11 -15 -
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor stlk.png 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
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor sthk.png 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
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor crlp.png 400 7 3 21 -13 -11 -
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor crhp.png 800 12 2 27 +21 -9 Launch.png
Begins air combo, can be chained into from any lower strength button.
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor crlk.png 600 Low.png 8 3 23 -8 -11 -
His main low attack
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor crhk.png 800 Low.png 15 3 33 +42 -17 Knockdown.png
Jumping Light Punch
Mvci up.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor jlp.png 400 High.png 7 7 17
Jumping Heavy Punch
Mvci up.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor jhp.png 800 High.png 15 5 34
best air normal, OS with throw, hitbox hits above and below him (see video below)
Jumping Light Kick
Mvci up.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor jlk.png 600 High.png 7 12 14
best tri-dash button with long active frames
Jumping Heavy Kick
Mvci up.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor jhk.png 800 High.png 14 7 25 During Air Combo: Groundbounce.png Hardknockdown.png Aircombofinisher.png
Air combo ender. Use this at the end of your combos to lead into HK Mighty Strike if j.HP would otherwise drop, can usually j.HK into air dash HK Mighty Strike for a reset.
Hammer Straight
Mvci fwd.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor fwdlp.png 600 10 4 28 -14 -16
Can be chained from Mvci lp.png and chained into Mvci lk.png
Spinning Thunder
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor fwdhp.png 400x3 (1160) 13 5(0)6(0)6 14 +4 +0 Reflects Low.png priority projectiles
Can be chained from any lower strength normal and chained into Mvci down.pngMvci hp.png. OS with forward throw. It's ability to reflect low priority projectiles such as fireballs makes this a strong tool to pair with Mighty Spark into Mjolnir for anti-zoning or an Infinity Stone of your choice.
Lightning Swipe
Mvci df.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor dfhp.png 800 Low.png 17 4 31 +43 -16 Hardknockdown.png
Cannot be used in a combo string as Mvci down.pngMvci hp.png will take priority. By far his best normal at setting up a kara command grab. This button is a strong OTG to combo from Mvci up.pngMvci hk.png to create another relaunch after landing from an air combo.
Divine Drop
Mvci up.pngMvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor jdhp.png 800 High.png 16
Hitbox remains active until landing, automatically cancels out of flight mode, cannot be plink dash canceled on whiff. Chains into Mvci hk.png. Can be OS with throw with a Mvci df.pngMvci hp.png input

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor grab.png 1000 3 1 (see Spinning Thunder) +85 +85
Additional damage scales by 50%. Tosses opponent into the air for an easy follow up.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor jgrab.png 1000 3 1 (see Jumping Heavy Punch) Groundbounce.png
Additional damage scales by 50%. Slams opponent to the ground and can be followed up with a combo, uses follow up Ground bounce.
Tag
Mvci tag.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor tag2.png 500 6 8 44 +33 +28
Hit/Block adv is dependent on when you cancel your tag-in

Specials

Mighty Speech (can be charged)
Mvci down.pngMvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor speech.png 74 0 0
Builds meter, hold Mvci hk.png to continue charging
Mighty Spark
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor sparklp.pngMvci thor sparkhp.png Mvci lp.png 300x3 (870) 15 5(0)5(0)15 22 -13 -17 Proj.png
Mvci hp.png 300x3 (870) 23 5(0)5(0)25 29 -30 -26 Proj.png
Causes no push back on block and cannot be push blocked. Can cancel into Mjolnir with Mvci lp.png or Mvci hp.png. Excellent anti-air.
Mjolnir
(during Mighty Spark)Mvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor hammerlp.pngMvci thor hammerhp.png Mvci lp.png 500x2 (1000) 15 5(17)47 29 +37 -12 Proj.png Knockdown.png Wallbounce.png
Mvci hp.png 600+450 (1050) 23 2(17)47 19 +123 -2 Proj.png Knockdown.png Wallbounce.png Groundbounce.png
Canceling Mighty Spark into Mjolnir will only give you the Mvci lp.png or Mvci hp.png version depending on which Mighty Spark you used beforehand. For example, Mvci qcf.pngMvci lp.png -> Mvci hp.png will still throw the 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.
Air Mighty Spark
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor airsparklp.pngMvci thor airsparkhp.png Mvci lp.png 300x3 (870) 11 25 13 Proj.png
Mvci hp.png 300x3 (870) 18 35 3 Proj.png
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
Mvci hcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor hurricanelp.pngMvci thor hurricanehp.png Mvci lp.png 1500 Throw.png 6 2 33 +97 +97 Throw.png Groundbounce.png
Mvci hp.png 2400 Throw.png 16 2 38 +109 +109 Throw.png Groundbounce.png
Uses up ground bounce and turns follow up Mvci up.pngMvci hk.png into a hard knockdown only. Hitstun will deteriorate fast and follow ups are best with tags. Mvci lp.png version allows Thor to follow up with an Air Combo, however Mvci hp.png 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
Mvci hcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor airhurricanelp.pngMvci thor airhurricanehp.png Mvci lp.png 1500 Throw.png 6 2 38 Throw.png Groundbounce.png
Mvci hp.png 2400 Throw.png 2 2 42 Throw.png Groundbounce.png
Uses up ground bounce and turns follow up Mvci up.pngMvci hk.png into a hard knockdown only. Much like the ground version, hitstun will deteriorate quickly. The Mvci lp.png version has a ton of range at 6f but the Mvci hp.png at 2f is faster than a 3f normal grab.
Mighty Smash (can be charged)
Mvci down.pngMvci down.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor smashlp.pngMvci thor smashlpcharge.png Mvci lp.png 1200 / 1000+1350 (2350) High.png 37 / 76 3 / 4(1)9 30 / 24 +59 / +84 -1 / -13 Groundbounce.png Hardknockdown; Armored.png while charging
Mvci hp.png 1200 / 1000+1350 (2350) High.png 52 / 76 8 / 6(1)9 30 / 24 +56 / +84 -4 / -13 Armored.png Groundbounce.png Hardknockdown.png
Hold Mvci lp.png or Mvci hp.png to charge the attack and gain armor, Mvci hp.png has armor without charge. Armor start up is fairly quick, still need data. 2nd image is the ending hitbox from a full charge only, Mvci lp.png and Mvci hp.png hitboxes are the same with Mvci hp.png traveling higher and further.
Mighty Strike (air only) (can be charged)
Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor strikelk.pngMvci thor strikehk.png Mvci lk.png 1000 / 1500 20 / 35 15 / 15 10 / 10 Armored.png Wallbounce.png on full charge
Mvci hk.png 1000 / 1500 20 / 35 10 / 15 14 / 9 Armored.png Hardknockdown.png on full charge
Can be charged and gains full hyper armor which can even beat hyper attacks, automatically cancels out of flight. Uncharged Mvci hk.png 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 Mvci up.png and tech in the air. There is no difference in the hitboxes for full charge strikes, however the Mvci hk.png version gains 5 extra active frames.
Mighty Blow
Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor blowlk.pngMvci thor blowhk.png Mvci lk.png 900 High.png 21 3 37 +79 -14 Wallbounce.png
Mvci hk.png 1500 Low.png 31 3 39 +38 -21 Armored.png Hardknockdown.png
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 Mvci hk.png version is a physical hit.
Flight (air OK)
Mvci qcb.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor fly.png 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)
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor tornado.png 300x14 (3560) 23 79 58 +99 -27 Proj.png
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
Mvci qcb.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor punish.png 1000+3150 (4150) Throw.png 6 1 40 +19 +19 Throw.png Hardknockdown.png
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)
Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci thor lvl3.png 1000+450+1200+1560+1500 (5710) 21 2 66 +47 -48 Hardknockdown.png
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

Hitboxes

Videos

Technology

Combos

mid screen BnB from st.LK
Level 3 8k solo combo
3.5k grab and command grab conversions as well as guard break set ups
Uncharged HK Strike conversion 6.7k
Full charge HK Strike conversion 6.6k
Showing off how to easily get 7k w/ a partner, uses Dr. Strange

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Thor

THANK YOU TOOL ASSIST! All hitbox and frame data provided by @toolassisted

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