Killer Instinct (2013)/Thunder/Character Intro

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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.