Thor
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
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
health character with strong mobility and
attacks.
Introduction
Players to Watch
MaxWiser
RealXC
MIA:
Royal Flush, Socal Irongod, Abegen, emc
Character VitalsMove 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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
400
|
|
7
|
3
|
21
|
-13
|
-11
|
|
Cannot be rapid fired
|
Standing Heavy Punch
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
800
|
|
15
|
3
|
34
|
-11
|
-15
|
-
|
|
Standing Light Kick
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
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

|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
400
|
|
7
|
3
|
21
|
-13
|
-11
|
-
|
|
Crouching Heavy Punch

|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
800
|
|
12
|
2
|
27
|
+21
|
-9
|
Launch
|
Begins air combo, can be chained into from any lower strength button.
|
Crouching Light Kick

|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
600
|
Low
|
8
|
3
|
23
|
-8
|
-11
|
-
|
His main attack
|
Crouching Heavy Kick

|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
800
|
Low
|
15
|
3
|
33
|
+42
|
-17
|
Knockdown
|
|
Jumping Light Punch

|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
400
|
High
|
7
|
7
|
17
|
|
|
|
|
Jumping Heavy Punch

|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
800
|
High
|
15
|
5
|
34
|
|
|
|
best air normal, OS with throw, hitbox hits above and below him (see video below)
|
Jumping Light Kick

|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
600
|
High
|
7
|
12
|
14
|
|
|
|
best tri-dash button with long active frames
|
Jumping Heavy Kick

|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
800
|
High
|
14
|
7
|
25
|
|
|
During Air Combo: Groundbounce Hardknockdown Aircombofinisher
|
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

|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
600
|
|
10
|
4
|
28
|
-14
|
-16
|
|
Can be chained from and chained into
|
Spinning Thunder

|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
400x3 (1160)
|
|
13
|
5(0)6(0)6
|
14
|
+4
|
+0
|
Reflects priority projectiles
|
Can be chained from any lower strength normal and chained into  . OS with forward throw. It's ability to reflect 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

|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
800
|
Low
|
17
|
4
|
31
|
+43
|
-16
|
Hardknockdown
|
Cannot be used in a combo string as  will take priority. By far his best normal at setting up a kara command grab. This button is a strong to combo from  to create another relaunch after landing from an air combo.
|
Divine Drop
 
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
800
|
High
|
16
|
∞
|
|
|
|
|
Hitbox remains active until landing, automatically cancels out of flight mode, cannot be plink dash canceled on whiff. Chains into . Can be OS with with a  input
|
Misc
Throw
or 
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
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
or 
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
1000
|
|
3
|
1
|
(see Jumping Heavy Punch)
|
|
|
Groundbounce
|
Additional damage scales by 50%. Slams opponent to the ground and can be followed up with a combo, uses follow up Ground bounce.
|
Tag
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
500
|
|
6
|
8
|
44
|
+33
|
+28
|
|
Hit/Block adv is dependent on when you your tag-in
|
Specials
Mighty Speech (can be charged)
 
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
|
|
74
|
0
|
0
|
|
|
|
Builds meter, hold to continue charging
|
Mighty Spark
 or
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|

|
|
300x3 (870)
|
|
15
|
5(0)5(0)15
|
22
|
-13
|
-17
|
Proj
|
|
300x3 (870)
|
|
23
|
5(0)5(0)25
|
29
|
-30
|
-26
|
Proj
|
Causes no push back on block and cannot be push blocked. Can into Mjolnir with or . Excellent anti-air.
|
Mjolnir (during Mighty Spark) or
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|

|
|
500x2 (1000)
|
|
15
|
5(17)47
|
29
|
+37
|
-12
|
Proj Knockdown Wallbounce
|
|
600+450 (1050)
|
|
23
|
2(17)47
|
19
|
+123
|
-2
|
Proj Knockdown Wallbounce Groundbounce
|
Canceling Mighty Spark into Mjolnir will only give you the or version depending on which Mighty Spark you used beforehand. For example,  -> will still the 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
 or
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|

|
|
300x3 (870)
|
|
11
|
25
|
13
|
|
|
Proj
|
|
300x3 (870)
|
|
18
|
35
|
3
|
|
|
Proj
|
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
 or
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|

|
|
1500
|
Throw
|
6
|
2
|
33
|
+97
|
+97
|
Throw Groundbounce
|
|
2400
|
Throw
|
16
|
2
|
38
|
+109
|
+109
|
Throw Groundbounce
|
Uses up ground bounce and turns follow up  into a hard only. Hitstun will deteriorate fast and follow ups are best with tags. version allows Thor to follow up with an Air Combo, however version pretty much requires a tag-in to work. In the corner you can reliably do a jumping Mighty Strike HK and create a opportunity.
|
Air Mighty Hurricane
 or
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|

|
|
1500
|
Throw
|
6
|
2
|
38
|
|
|
Throw Groundbounce
|
|
2400
|
Throw
|
2
|
2
|
42
|
|
|
Throw Groundbounce
|
Uses up ground bounce and turns follow up  into a hard only. Much like the ground version, hitstun will deteriorate quickly. The version has a ton of range at 6f but the at 2f is faster than a 3f normal grab.
|
Mighty Smash (can be charged)
  or
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|

|
|
1200 / 1000+1350 (2350)
|
High
|
37 / 76
|
3 / 4(1)9
|
30 / 24
|
+59 / +84
|
-1 / -13
|
Groundbounce Hardknockdown; Armored while charging
|
|
1200 / 1000+1350 (2350)
|
High
|
52 / 76
|
8 / 6(1)9
|
30 / 24
|
+56 / +84
|
-4 / -13
|
Armored Groundbounce Hardknockdown
|
Hold or to charge the attack and gain armor, has armor without charge. Armor start up is fairly quick, still need data. 2nd image is the ending hitbox from a full charge only, and hitboxes are the same with traveling higher and further.
|
Mighty Strike (air only) (can be charged)
 or
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|

|
|
1000 / 1500
|
|
20 / 35
|
15 / 15
|
10 / 10
|
|
|
Armored Wallbounce on full charge
|
|
1000 / 1500
|
|
20 / 35
|
10 / 15
|
14 / 9
|
|
|
Armored Hardknockdown on full charge
|
Can be charged and gains full hyper armor which can even beat hyper attacks, automatically cancels out of flight. Uncharged creates a special 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 and tech in the air. There is no difference in the hitboxes for full charge strikes, however the version gains 5 active frames.
|
Mighty Blow
 or
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|

|
|
900
|
High
|
21
|
3
|
37
|
+79
|
-14
|
Wallbounce
|
|
1500
|
Low
|
31
|
3
|
39
|
+38
|
-21
|
Armored Hardknockdown
|
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 version is a physical hit.
|
Flight (air OK)
 
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
|
|
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)
 
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
300x14 (3560)
|
|
23
|
79
|
58
|
+99
|
-27
|
Proj
|
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
 
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
1000+3150 (4150)
|
Throw
|
6
|
1
|
40
|
+19
|
+19
|
Throw Hardknockdown
|
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)
 
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Properties
|
|
1000+450+1200+1560+1500 (5710)
|
|
21
|
2
|
66
|
+47
|
-48
|
Hardknockdown
|
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
VideosStrategy
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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