From Shoryuken Wiki!





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 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

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 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 8 3 23 -8 -11 - His main low attack

Crouching Heavy Kick

Damage Guard Startup Active Recovery On Hit On Block Properties 800 15 3 33 +42 -17

Jumping Light Punch

Damage Guard Startup Active Recovery On Hit On Block Properties 400 7 7 17

Jumping Heavy Punch

Damage Guard Startup Active Recovery On Hit On Block Properties 800 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 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 14 7 25 During Air Combo: 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 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

Damage Guard Startup Active Recovery On Hit On Block Properties 800 17 4 31 +43 -16 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 OTG 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 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 throw 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) 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 cancel 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 300x3 (870) 23 5(0)5(0)25 29 -30 -26 Causes no push back on block and cannot be push blocked. Can cancel 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 -12 600+450 (1050) 23 2(17)47 19 +123 -2 Canceling Mighty Spark into Mjolnir will only give you the or version depending on which Mighty Spark you used beforehand. For example, -> will still throw 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 300x3 (870) 18 35 3 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 6 2 33 +97 +97 2400 16 2 38 +109 +109 Uses up ground bounce and turns follow up into a hard knockdown 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 reset opportunity.

Air Mighty Hurricane

or Version Damage Guard Startup Active Recovery On Hit On Block Properties 1500 6 2 38 2400 2 2 42 Uses up ground bounce and turns follow up into a hard knockdown 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) 37 / 76 3 / 4(1)9 30 / 24 +59 / +84 -1 / -13 Hardknockdown; while charging 1200 / 1000+1350 (2350) 52 / 76 8 / 6(1)9 30 / 24 +56 / +84 -4 / -13 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 on full charge 1000 / 1500 20 / 35 10 / 15 14 / 9 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 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 and tech in the air. There is no difference in the hitboxes for full charge strikes, however the version gains 5 extra active frames.

Mighty Blow

or Version Damage Guard Startup Active Recovery On Hit On Block Properties 900 21 3 37 +79 -14 1500 31 3 39 +38 -21 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 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) 6 1 40 +19 +19 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 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

Top of Page