UMVC3/Thor

From SuperCombo Wiki


Introduction

"Behold, I am Thor! God of Thunder, Son of Odin, and Defender of Asgard! If thou art foolish enough to challenge Thor, you will find Mjolnir powerful enough to break your skull!"

In UMvC3, Thor offers a unique take on the 8-way airdasher archetype. While his forward ground dash is quite slow, Thor is impressively speedy in the air. Thor has a slow - but powerful - beam, as well as specials with projectile nullification or even armor, which when paired with his huge health pool (the largest in the game), can be used to bully his way toward opponents. Once up close, Thor sports a great command grab both on the ground and in the air, which he can use to start damaging combos.

Strengths Weaknesses
  • Tank Health: Highest health total in the game allows Thor to survive combos that would kill the rest of the cast, endure large amounts of chip damage, and play a "grind game" where he forces longer battles that whittle away health over time.
  • Damage: High damage potential, especially in the corner, with extremely damaging level 1 hypers and access to unscaled damage via Mighty Spark (236X).
  • Strong Aerial Mobility: Thor has a relatively fast 8-way airdash alongside Mighty Strike (421X), which allows Thor to advance forward while protected by a large hitbox. Mighty Strike also destroys projectiles and has armor when charged, allowing it to blow through an opponent's keepaway game.
  • Great Mixups: Thor has powerful strike/throw mixups and resets utilizing his Mighty Hurricane (63214X) command grab, on the ground or in the air.
  • TAC Infinites: Consistent TAC Infinites from every direction and screen position.
  • Grounded Attacks: Thor's grounded attacks are very underwhelming, with poor reach and slow speed. His grounded forward dash is also extremely slow (although his grounded backdash is decently fast).
  • Very Poor Normals: Stubby, awkward normals, and an inability to chain M grounded normals into H normals make for a bad normal game.
  • Bad X-Factor: Gains no speed boost in X-Factor and is a relatively nonthreatening anchor.
  • Dependent on Assists: Thor is constantly depending on assist calls to patch the holes in his neutral game.
UMVC3 Thor Nameplate.png
UMVC3 Thor Portrait.png
Health 1,250,000
Invulnerable Reversal(s) 63214XX
Grounded Magic Series Short
X-Factor Damage Boost (1/2/3) 40% / 70% / 100%
X-Factor Speed Boost (1/2/3) 0% / 0% / 0%
Air Movement Options
Air Actions Air Jumps? Air Dash? Flight? WallJump?
1 No 8-Way Yes No
Minimum Attack Scaling
Normals Specials Hypers
10 20 35

Move List

Assists

Mighty Spark
Assist A
UMVC3 Thor AssistA.png
Damage Startup Active Recovery
13,000 x4 (unscaled) + 35,000 x3 47 22~27 124, 94
On Hit On Block Guard Properties
- - Mid Priority: Low, Beam Durability: 5 per frame for 3 frames

THC Hyper: Mighty Thunder. Thor appears on stage and channels thunder from his hammer, creating a spark in front of him. After 20 additional frames, the spark shoots forward as a short-lived beam projectile. The spark hits up to four times and deals damage that ignores damage scaling, but has very short range. Unlike the point character version, normal-sized characters can not crouch under assist Mighty Spark.

The beam portion has very high total durability by assist standards, allowing it to easily destroy other common projectile assists such as Doom's Plasma Beam or Sentinel's drones. In practice, this can be very difficult to actually perform. Thor's beam assist is very slow, at 47 frames of startup plus an additional 20 frames for the beam to actually fire. During that time, either the assist you were trying to beat, or the opponent's point character may have already hit Thor.

Mighty Smash
Assist B
UMVC3 Thor AssistB.png
Damage Startup Active Recovery
50,000 x2 37 5(16)10 114, 84
On Hit On Block Guard Properties
- - Mid Strk.png (first hit), Groundbounce.png (second hit)

THC Hyper: Mighty Tornado. Thor jumps upwards - which knocks opponents up on hit - then slams back down to the ground, causing a Ground Bounce. Can be useful as an Alpha Counter, because it starts a very damaging combo on hit.

Mighty Strike
Assist Y
UMVC3 Thor AssistY.png
Damage Startup Active Recovery
70,000 x2 44 11 126, 96
On Hit On Block Guard Properties
- - Mid Projnull.png, Strk.png

THC Hyper: Mighty Tornado. Thor leaps at an up-forward, anti-air angle. Mighty Strike destroys Low and Medium Priority projectiles on contact but is only near the ground for a short period of time. It has a hard time hitting grounded opponents, especially if they are crouching, and pops opponents into the air on hit.

Ground Normals

Stand Light
5L
UMVC3 Thor 5L.png
Damage Startup Active Recovery
65,000 8 3 23
On Hit On Block Guard Properties
-8 -10 Mid -

-

Stand Medium
5M
UMVC3 Thor 5M.png
Damage Startup Active Recovery
90,000 13 3 30
On Hit On Block Guard Properties
-10 -13 Mid -

-

Stand Heavy
5H
UMVC3 Thor 5H.png
Damage Startup Active Recovery
110,000 18 2 36
On Hit On Block Guard Properties
-7 -12 Mid Strk.png

Thor performs a wide (by his standards) horizontal swing with his hammer, which knocks opponents into the air on hit.

5H can be kara-canceled into Thor's command grab (63214X) to slightly increase the grab's range. 2L > 5H~63214L is a simple tickthrow setup that will catch opponents holding down-back.


Crouching Light
2L
UMVC3 Thor 2L.png
Damage Startup Active Recovery
63,000 7 3 24
On Hit On Block Guard Properties
-9 -11 Low -

-

Crouching Medium
2M
UMVC3 Thor 2M.png
Damage Startup Active Recovery
40,000 x3 13 12 19
On Hit On Block Guard Properties
-2 -5 Low -

Thor spins his hammer, creating a ring of electricity that can hit up to three times directly in front of himself, angled slightly upward. Has awful range.

Crouching Heavy
2H
UMVC3 Thor 2H.png
Damage Startup Active Recovery
105,000 16 4 36
On Hit On Block Guard Properties
- -14 Low Strk.png, Softknockdown.png

Standard sweep attack.


Launcher/Special
S
UMVC3 Thor 5S.png
Damage Startup Active Recovery
110,000 11 4 28
On Hit On Block Guard Properties
Launch -6 Mid Launch.png, Nocancel.png

-

Aerial Normals

Jumping Light
j.5L
UMVC3 Thor jL.png
Damage Startup Active Recovery
68,000 6 8 17
On Hit On Block Guard Properties
+16 +14 OH -

Jumping knee attack. Mainly useful for tick throws and air resets into Thor's command grab due to its low hitstun/blockstun. Thor often wants to cancel his airdash into a normal, even a whiffed one, to avoid the slowdown near the end of his airdash animations, and j.5L is a low-commitment choice.

Jumping Medium
j.5M
UMVC3 Thor jM.png
Damage Startup Active Recovery
85,000 13 4 27
On Hit On Block Guard Properties
+21 +18 OH -

Thor performs a flying dropkick with solid reach. Strong neutral tool besides being air combo filler.

If Thor performs a down-forward (or down/down-back) airdash at minimum airdash height and cancels the dash into j.5M, the kick will land-cancel just before becoming active and whiff. This can be useful as a fakeout and mixup option by intentionally whiffing a j.5M that looks like it should connect, then grabbing the opponent while they expect to be in blockstun.

Jumping Heavy
j.5H
UMVC3 Thor jH.png
Damage Startup Active Recovery
100,000 16 Until grounded/contact 1
On Hit On Block Guard Properties
+23 +21 OH -

Falling elbow drop. Thor continues on his current jump arc while holding the attack pose, with active frames all the way down. If Thor performs j.5H while in Flight mode, it ends Flight, similarly to how j.5S does.

j.5H is a good pressure tool and Throw OS with high reward on contact due to having almost no recovery. If Thor's travel arc seems dangerous or punishable, it can be whiff-canceled at any point into one of Thor's air specials (including Flight) in order to escape to safety.

Jumping Special
j.5S
UMVC3 Thor jS.png
Damage Startup Active Recovery
110,000 14 5 37
On Hit On Block Guard Properties
+21 +18 OH Aircombofinisher.png

Aerial hammer swing. Can hit cross-up, but only just barely. Has very high hitstun and easily cancels into M Air Mighty Strike for a combo or continued pressure.

Special Moves

Mighty Spark
236X
UMVC3 Thor 236X Charge.png
Thor's initial charge of Mighty Spark has a hitbox around the hammer
UMVC3 Thor 236X Beam.png
"Mjolnir!"
L
Qcf.png + L.png
Damage Startup Active Recovery
13,000 x2 (unscaled) + 80,000 15 + 10 19 12
On Hit On Block Guard Properties
+8 +5 High Airok.png, Priority: Low, Beam Durability: 5 per frame for 1 frame
M
Qcf.png + M.png
Damage Startup Active Recovery
13,000 x4 (unscaled) + 40,000 x3 23 + 20 32 3
On Hit On Block Guard Properties
+16 +12 High Airok.png, Priority: Low, Beam Durability: 5 per frame for 3 frames
H
Qcf.png + H.png
Damage Startup Active Recovery
13,000 x6 (unscaled) + 35,000 x5 30 + 30 45 0 (!!)
On Hit On Block Guard Properties
+18 +14 High Airok.png, Priority: Low, Beam Durability: 5 per frame for 5 frames

Thor's beam attack. Thor charges his hammer, causing a short-range spark to appear around it. After an additional duration, the spark fires forward as a beam. Higher button strength is slower to start up and lasts longer, but deals more damage, has higher duration, and lower recovery. Normal-sized characters can crouch underneath all versions of Mighty Spark's beam, limiting its potential as a sustained Chip Damage tool.

Despite being a projectile and Thor's only long-range option, Mighty Spark has several properties that make it useful up-close. The initial "spark" around Thor's hammer notably deals fully unscaled damage. Although the 13,000 base damage per hit may not seem impressive, this can actually be very high damage output compared to heavily scaled hits deep into a combo. This is especially true if you manage to connect H Mighty Spark, which hits 6 times for 78,000 unscaled damage in addition to the high (but scaled) damage of the beam itself. The very fast recovery on Mighty Spark means that Thor is always plus afterwards, and Thor can even link a normal attack after a close-range Spark to continue the combo.

Air Mighty Spark
j.236X
UMVC3 Thor j236X Charge.png
UMVC3 Thor j236X Beam.png
L
(in air)
Qcf.png + L.png
Damage Startup Active Recovery
13,000 x2 (unscaled) + 80,000 13 + 10 19 9
On Hit On Block Guard Properties
+4 -4 High Priority: Low, Beam Durability: 5 per frame for 1 frame
M
(in air)
Qcf.png + M.png
Damage Startup Active Recovery
13,000 x4 (unscaled) + 40,000 x3 21 + 20 32 4
On Hit On Block Guard Properties
+8 -2 High Priority: Low, Beam Durability: 5 per frame for 3 frames
H
(in air)
Qcf.png + H.png
Damage Startup Active Recovery
13,000 x6 (unscaled) + 35,000 x5 28 + 30 45 0 (!!)
On Hit On Block Guard Properties
+13 +1 High Truesoftknockdown.png (only on last hit of the spark before beam), Priority: Low, Beam Durability: 5 per frame for 5 frames

Air version of Mighty Spark. Thor hovers in the air while performing the move. It is functionally identical to the grounded version, with all the same properties and uses, but starts up very slightly faster. TK L Mighty Spark (j.2369L) can be useful for controlling space against characters who like to fight at regular jump height, like Nova, Spencer, and Dante.

The last hit of the "spark" part of Mighty Spark causes a True Soft Knockdown. It is possible to space Air Mighty Spark so that this hit connects and the following beam whiffs, by juggling the opponent sufficiently above or below Thor. If done properly, Thor can perform very long, extended combos by landing and relaunching after Mighty Spark, especially in the corner.


Mighty Smash
623X
UMVC3 Thor 623X First.png
UMVC3 Thor 623X Second.png
UMVC3 Thor 623-H-.png
H Mighty Smash can be charged by holding the button.
L
Dp.png + L.png
Damage Startup Active Recovery
70,000 x2 12 6(17)3 28
On Hit On Block Guard Properties
- -4 Mid Strk.png (first hit), Hardknockdown.png (second hit)
M
Dp.png + M.png
Damage Startup Active Recovery
70,000 + 100,000 12 6(17)3 33
On Hit On Block Guard Properties
- -9 Mid Strk.png (first hit), Groundbounce.png into Hardknockdown.png (second hit)
H
Dp.png + H.png
Damage Startup Active Recovery
70,000 + 100,000 + 20,000 x3 ~ x5 13 ~ 33 6(19)3(6)8 ~ 12 13 ~ 9
On Hit On Block Guard Properties
+20 +9 ~ +8 Mid Strk.png (first hit), Otg.png (after second hit), armored frames 32-48 (when charged)

Thor hops into the air (knocking the opponent upwards along with him) then slams down with his hammer. Higher button strengths are slower but gain additional properties when Thor slams down.

  • L version only causes a basic Hard Knockdown, and is rarely used due to Thor's poor OTG options making it difficult for him to capitalize on.
  • M version causes a Ground Bounce, making it a staple combo tool. It is Thor's only Ground Bounce attack (other than Down TAC).
  • H version hits OTG, and is Thor's only non-hyper OTG. It allows him to relaunch opponents after a Hard Knockdown, but its slow speed can make this very difficult to connect. Additionally, it knocks opponents quite high into the air on a successful OTG hit, which can make following up difficult at higher levels of Hitstun Deterioration. The H version can also be charged by holding down the button. This further increases the startup, but a fully charged H Mighty Smash gains Super Armor and additional OTG hits.


Mighty Strike
421X (Can be charged)
UMVC3 Thor 421-X-.png
Charging
UMVC3 Thor 421L.png
L Version
UMVC3 Thor 421M.png
M Version
UMVC3 Thor 421H.png
H Version
L
Rdp.png + L.png
Damage Startup Active Recovery
70,000 x2 (when charged: 50,000 x2 + 100,000) 20 ~ 31 11 ~ 11(1)11 23 ~ 12
On Hit On Block Guard Properties
+13 -18 ~ -7 Mid Airok.png, Strk.png, Projnull.png, Truesoftknockdown.png (when fully charged), armored frames 28-44 (when fully charged)
M
Rdp.png + M.png
Damage Startup Active Recovery
70,000 x2 (when charged: 50,000 x2 + 100,000) 20 ~ 31 11 ~ 11(1)11 23 ~ 10
On Hit On Block Guard Properties
+4 -6 ~ +5 Mid Airok.png, Strk.png, Projnull.png, Truesoftknockdown.png (when fully charged), armored frames 28-44 (when fully charged)
H
Rdp.png + H.png
Damage Startup Active Recovery
70,000 x2 (when charged: 50,000 x2 + 100,000) 20 ~ 31 11 ~ 11(1)11 23 ~ 10
On Hit On Block Guard Properties
+4 -8 ~ -7 Mid Airok.png, Strk.png, Projnull.png, Truesoftknockdown.png (when fully charged), armored frames 28-44 (when fully charged)

Thor charges forward, striking in front of himself, in a direction determined by button strength:

  • L version moves horizontally across the ground.
  • M version launches Thor at an up-forward angle.
  • H version launches Thor directly upwards into the air.

Mighty Strike destroys Low and Medium Priority projectiles on contact and can be used by Thor to bully his way into close range against projectile-heavy zoning characters. It can also be charged, which improves the recovery and adds a hit of Super Armor, allowing it to beat many physical hits as well.

Grounded Mighty Strike has poor recovery compared to its aerial version, especially the uncharged version, which hurts the risk/reward of using it. In general, it is better to use the air version of Mighty Strike as a mobility and approach tool.

Air Mighty Strike
j.421X (Can be charged)
UMVC3 Thor j421L.png
L Version
UMVC3 Thor j421M.png
M Version
UMVC3 Thor j421H.png
H Version
L
(in air)
Rdp.png + L.png
Damage Startup Active Recovery
70,000 x2 (when charged: 50,000 x2 + 100,000) 20 ~ 31 11 ~ 11(1)11 23 ~ 12
On Hit On Block Guard Properties
+13 -18 ~ -7 Mid Strk.png, Projnull.png, Truesoftknockdown.png (when fully charged), armored frames 28-44 (when fully charged)
M
(in air)
Rdp.png + M.png
Damage Startup Active Recovery
70,000 x2 (when charged: 50,000 x2 + 100,000) 20 ~ 31 11 ~ 11(1)11 15 ~ 1 / Until Grounded+11
On Hit On Block Guard Properties
+4 -6 ~ +5 Mid Strk.png, Projnull.png, Truesoftknockdown.png (when fully charged), armored frames 28-44 (when fully charged)
H
(in air)
Rdp.png + H.png
Damage Startup Active Recovery
70,000 x2 (when charged: 50,000 x2 + 100,000) 20 ~ 31 11 ~ 11(1)11 23 ~ 10 / Until Grounded+11
On Hit On Block Guard Properties
+4 -8 ~ -7 Mid Strk.png, Projnull.png, Truesoftknockdown.png (when fully charged), armored frames 28-44 (when fully charged)

Air version of Mighty Strike. Almost identical but with superior recovery. The M and H versions can also be land-canceled.

  • L version travels horizontally forwards through the air.
  • M version travels at a down-forward angle.
  • H version travels straight down.

Like the grounded version, Air Mighty Smash is a mobility and approach tool that Thor can use to force his way in through projectile attacks. It is especially useful against characters who regularly utilize projectile-based attack in neutral, like Zero, Morrigan, and Captain America. Using M or H Air Mighty Strike to attack a grounded opponent is very advantageous and starts a combo on hit even uncharged. The True Soft Knockdown on a charged hit makes it a high-damage option for certain combo routes if Thor can set up a way to land it.


Mighty Hurricane
63214X
UMVC3 Thor 63214X.png
UMVC3 Thor 63214X Grab.png
L
Hcb.png + L.png
Damage Startup Active Recovery
130,000 5 1 40
On Hit On Block Guard Properties
- - Throw / Airthrow Airok.png, Hardknockdown.png
M
Hcb.png + M.png
Damage Startup Active Recovery
150,000 3 1 42
On Hit On Block Guard Properties
- - Throw / Airthrow Airok.png, Hardknockdown.png
H
Hcb.png + H.png
Damage Startup Active Recovery
180,000 1 2 43
On Hit On Block Guard Properties
- - Throw / Airthrow Airok.png, Hardknockdown.png

Thor's command grab, and an important part of his offense. Can be done on the ground as a regular throw, or while airborne as an airthrow. Heavier button strengths are faster but have shorter range.

On a successful grab - grounded or airborne - Thor lifts the opponent up and then slams them into the ground, bouncing them slightly upwards. Despite appearances, this is not considered a Ground Bounce and does not prevent Thor from using an actual bounce later in the combo. It allows Thor to connect a normal afterwards to start a combo - usually 2M or 5S. If Thor does not catch the opponent with an attack, they will fall back down for a Hard Knockdown.

H version can option-select a throw tech, which is useful at round start.


Flight
214S
UMVC3 Thor 214S.png
Damage Startup Active Recovery
- 30 90 ?
On Hit On Block Guard Properties
- - - Airok.png, 90 frame Flight mode.

Thor's Flight mode. Once activated, Thor floats in the air, and can use his airdashes and aerial specials an unlimited number of times. Note that activating Flight on the ground does not raise Thor above minimum airdash height, preventing him from airdashing unless he manually floats further up.

At 30f startup, Thor's flight mode activation is extremely slow, and he does not gain any meaningful advantage from canceling attacks into it, nor does he have practical combos into Flight mode. He can still use it as a mobility tool to perform multiple airdashes in quick succession, or to cancel an aerial normal and halt his momentum.


Mighty Speech
22H
UMVC3 Thor 22H.png
Damage Startup Active Recovery
HEED MY WORDS EVILDOERS! IF THOU DOST WISH TO CHALLENGE THE ODINSON, THOU WILL
On Hit On Block Guard Properties
FACE THE DIVINE POWER OF MIGHTY MJOLNIR NEVER SHALL THE GOD OF THUNDER RELENT

Thor stands in place, gains an aura, and begins talking. This move can be maintained indefinitely by holding down the H button. After 18 initial frames, Thor begins to generate hyper meter at a rate of 24% of a bar per second. Releasing H will cause Thor to stop talking and stop generating meter, but has 22 frames of additional recovery before Thor can act again.

Mighty Speech can be used for a little free meter after a snap or kill while waiting for the oncoming character. Thor can also cancel his other grounded specials into Mighty Speech. This can situationally be used to save Thor from punished in the event of a whiffed Mighty Spark or Mighty Hurricane.

Hyper Combos

Mighty Tornado
236XX (1 bar)
UMVC3 Thor 236XX.png
Damage Startup Active Recovery
30,000 x15 ~ x29 20+2 85 58 (in air: 30 / Until Grounded)
On Hit On Block Guard Properties
- -35 Mid Airok.png, mashable, (True) Softknockdown.png, Priority: High, Beam Durability: 1 per frame for 15 frames.

Thor causes a large tornado of thunder to appear around himself, hitting several times. This is Thor's standard combo ender. It has fairly slow startup, and so only a handful of Thor's attacks can reliably combo into it, but the hyper itself deals solid damage.

For the air version of Mighty Tornado, every hit except for the final hit causes a True (forced) Soft Knockdown, while the final hit causes a Soft Knockdown that the opponent can air recover from. The grounded version of Mighty Tornado always causes a True Soft Knockdown.

Mighty Tornado can be used in certain Guard Break setups, taking advantage of its two frames of post-flash startup. A fast aerial normal canceled into Air Mighty Tornado can be DHC'd into an airgrab hyper, from characters like She-Hulk, Spider-Man, or Frank West. The DHC can be performed after the flash (and after the opponent leaves blockstun from the normal you canceled) but before the Tornado actually connects, making the airgrab hyper either difficult or impossible to escape.


Mighty Thunder
623XX (1 bar)
UMVC3 Thor 623XX.png
Damage Startup Active Recovery
130,000 per hit, up to 4 hits 24+14 40 63
On Hit On Block Guard Properties
- -71 Mid Otg.png, Hardknockdown.png, Priority: High, Durability: 1 per strike, scales by 0.8.

Store Brand Magnetic Shockwave

Thor causes bolts of lightning to rain from the sky. The first bolt strikes immediately in front of Thor, and additional bolts strike successively farther away. It is an alternative OTG for situations where H Mighty Smash will not connect in time. It can also be used as a screen-clear against non-hyper projectiles, but has surprisingly poor durability when clashing with other hypers.

Mighty Thunder deals very good damage if it hits as much as possible, but will deal significantly less damage if done close to the corner (most bolts will strike off screen) or from far away.


Mighty Punish
63214XX (1 bar)
UMVC3 Thor 63214XX.png
UMVC3 Thor 63214XX Grab.png
Damage Startup Active Recovery
90,000 + 220,000 4+0 2 23
On Hit On Block Guard Properties
- - Mid Invuln until frame 6, Hardknockdown.png

Cinematic command grab hyper. Can be thought of as an enhanced version of Mighty Hurricane. However, it does not start a regular combo on a successful grab the way that Hurricane does (you can combo afterwards using a DHC, depending on the second character).

It is quite fast, can't be reacted to post-flash and is invincible up through the actual grab, so it can be mashed as a reversal against close-range pressure.

Because of this hyper's fast total duration, it can be used as a DHC whiff in order to combo into non-hyper attacks. This concept was popularized by Abegen who would DHC from a long, lingering hyper (like Tron's Servbot Takeout) into whiffed Mighty Punish, then perform several unscaled Mighty Sparks while the opponent was being hit for huge damage.

Mighty Punish can also be used in gimmicky DHC setups where you perform an air hyper against a grounded opponent, then DHC to Thor's grab before the hyper actually hits.

If you mistime your tickthrow Mighty Hurricane, you can cancel into this move as an emergency second chance.

Universal Mechanics

Ground Throw
6H, 4H
UMVC3 Thor GroundThrow.png
Damage Startup Active Recovery
50,000 (initial throw) + 30,000 (landing) 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Thor grabs the opponent and chucks them directly upwards into the air, where they fall back down onto him. Fairly unique among normal throws because Thor can attack the opponent before they land for the Hard Knockdown, starting a full combo without having to use an OTG. If Thor does not attack them on the way down, the opponent will take 30,000 additional damage when they hit the ground, and could still technically be OTG'd upon landing.

Air Throw
j.6H, j.4H
UMVC3 Thor AirThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Thor spikes the opponent straight down to the ground. Unlike the ground throw, it causes an immediate Hard Knockdown, and Thor can not start a combo afterwards. Do not use this airthrow, use Air Mighty Hurricane instead.


Snap Back
Qcf.png+A1.png/A2.png
UMVC3 Thor 5H.png
Damage Startup Active Recovery
50,000 2 2 36
On Hit On Block Guard Properties
- -12 Mid Snapback

Animation and hitbox based on 5H.


Hard Tag
Hold 14f A1.png/A2.png
UMVC3 Thor HardTag.png
Damage Startup Active Recovery
30,000 - 20 34
On Hit On Block Guard Properties
- -15 OH Softknockdown.png

-

Team Position

Thor is usually played in either the Point or Second position. When played as a Point character, Thor's lack of solid long-range tools can be more easily compensated for with assists. He can use his strong aerial mobility to compete with other highly mobile Point characters. Although Thor's solo damage is not terrible, he becomes even stronger when he can utilize assists to easily combo into his slower special moves.

Thor can be placed in the Second slot to serve as a damage engine for another lower-damage point character. His Mighty Spark assist can be exceptionally powerful if you are able to cover for its slow startup.

Notable Synergies

Tron: Although Thor's assists are slow, they last for a significant amount of time. This allows for Tron to combo or confirm into some of her slower attacks, such as j.5S or Beacon Bomb (236X). Might Spark in particular is a great assist for Tron, and she can call it freely while abusing box dash j.5H to approach nearly uncontested. Tron and Thor also have some unique and very powerful DHC synergy. If Tron DHCs Servbot Takeout (236XX) into Thor's Mighty Punish (63214XX), Thor whiffs and recovers quickly. Combined with the extremely lock duration of Tron's hyper (which continues after the DHC), Thor has time to cast several instances of 236H. Not only does Mighty Spark do great damage by itself, the initial hits of each cast are unaffected by damage scaling. This two-bar DHC combo deals significantly more damage than canceling into a standard hyper for its damage alone.

Players to Watch: Abegen (Tron/Thor/She-Hulk)

She-Hulk: Thor's Mighty Spark takes noticeably longer to fire than comparable beam assists like Doom's or Iron Man's. In the case of She-Hulk, this can actually work to her advantage. She can call Thor before entering her crouch stance, and the beam will still be connecting after her follow-up attack completes. This makes it easier for her to use Thor's assist as a combo extender than many other assists. Also, Thor's OTG options are very limited, and so having an OTG assist like Jenny greatly expands his combo potential. Thor and She-Hulk can also set up many dangerous guard break setups by having Thor DHC into her anti-air command grab. For example, Thor can attempt a grounded command grab, and then reaction DHC to her if the opponent jumps away. He can also cancel aerial normals into Mighty Tornado, and then DHC after the blockstun of his normal ends but before his own hyper connects.

Players to Watch: Abegen (Tron/Thor/She-Hulk)

Viewtiful Joe/Wesker: Besides She-Hulk above, Thor can make use of other OTG assists, such as Shocking Pink or Samurai Edge, to work around his own awkward OTG option.

Players to Watch: Royal Flush (MODOK/VJoe/Thor)

Rocket Raccoon: Log Trap (Pendulum) is a generically strong assist that can be used for its large screen coverage in neutral or as a combo extension utilizing its wallbounce. Since Thor has no wall-bounce moves of his own, he greatly appreciates having access to one via Rocket's assist. Rocket also offers several other ways to support Thor. Using his Mad Hopper (214XX) hyper and other specials, Rocket can cover the ground in dangerous traps that will force an opponent to block before tagging to Thor, letting him run a mixup game that opponent can not contest. There is also significant potential for a DHC from Air Mighty Tornado to Mad Hopper, as Tornado causes a very slowly descending Soft Knockdown. This gives Rocket enough time to deploy his trap, recover, and tag out to another character (Thor himself) to pick up after Mad Hopper finally connects.

Players to Watch: SoCal Irongod (Thor/Rocket/Strange)

Other Players to Watch: Streamburger (Thor/Shuma/Dormammu), Luizmau (Thor/Dorm/Doom), emc (Thor/Strange/Doom), Mr.Flubbs (Thor/Ghost Rider/Iron Man)

Suggestions on assists to choose by emc


Thor needs two types of assists, one full screen projectile and one screen control. I HIGHLY recommend using Hidden Missiles as your main assist of choice, not only does Thor have good tech with Doom(see tech section above), but missiles covers all of Thor's movement, allows high/low mixups, gives you extended combos and can really make a difference in those scrambles. All of those pieces that make hidden missiles so good is what you should also be looking for in the assist choices for your Thor team. Mystic Ray can accomplish much of what missiles can do, it can OTG, provide full screen control and can help start offense, it's a good pick for Thor.

Thor also benefits well from lock down assists like Amaterasu's Cold Star which tremendously ups Thor's high/low potential and can also be used after an uncharged mighty strike H OTG to extend combos. Many other assists could potentially achieve this, such as Hsien-Ko's Senpu Bu or Frank West's Shopping Cart, there is certainly room for experimentation.

Thor needs a projectile to cover his tri-dashing, his low height mighty strikes and also as a way to punish those pesky zoners and their assists while mighty sparking yourself. The best projectile assists that I've found are Strange's Bolts of Balthakk, Ironman's Unibeam, Arthurs Dagger Toss and Hawkeye's Triple Arrows. Doom's beam and Magneto's Disruptor are still great assists but their knock down abilities actually hinder a lot of Thor's confirms. Again experimentation is key, other great assists could include Taskmaster's arrows, Chris' Machine Gun and maybe Vergil's Rapid Slash.

It's also nice to have an assist that compliments his block strings and enables easy confirms. Rocket's Log Trap is perfect for this, doing spark + log trap is a safe string when blocked and on hit, can lead into a devastating combo, you can confirm with a dash in normal or just charged strike L on the ground.

Things to note, Rapid Slash and Cold Star can both be used after an uncharged Mighty Smash H after an air combo to extend combos.

So here are the top assists to choose from:

Hidden Missiles, Mystic Ray, Bolts of Balthakk, Cold Star, Dagger Toss, Unibeam, Log Trap, Spitfire x2


Alternate Colors

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