Thor's All Mighty UMvC3 Frame Data

thor

#1

By popular demand, here is all the frame data for Thor. Also, check out LegendaryDJ’s description of each Normal, Special, and Hyper for Thor here in the Ultimate Thor Thread: Never Shall the God of Thunder Relent! - Ultimate Thor Thread. Finally, go out and buy the Brady for Ultimate Marvel vs Capcom 3 because it is very well made, useful, and I highly recommend it. [details=Spoiler]

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Ground Normals

Spoiler

Standing :l:
Hits: 1
Damage: 65,000
Meter Gain: 520
Startup: 8
Active: 3
Recovery: 23
Advantage on Hit: -8
Advantage if Guarded: -10
Notes: –

Standing :m:
Hits: 1
Damage: 90,000
Meter Gain: 720
Startup: 13
Active: 3
Recovery: 30
Advantage on Hit: -10
Advantage if Guarded: -13
Notes: –

Standing :h:
Hits: 1
Damage: 110,000
Meter Gain: 880
Startup: 18
Active: 2
Recovery: 36
Advantage on Hit: -7
Advantage if Guarded: -12
Notes: Knocks down

Crouching :l:
Hits: 1
Damage: 63,000
Meter Gain: 504
Startup: 7
Active: 3
Recovery: 24
Advantage on Hit: -9
Advantage if Guarded: -11
Notes: Low attack

Crouching :m:
Hits: 3
Damage: 97,600
Meter Gain: 960
Startup: 13
Active: 12
Recovery: 19
Advantage on Hit: -2
Advantage if Guarded: -5
Notes: Low attack

Crouching :h:
Hits: 1
Damage: 105,000
Meter Gain: 840
Startup: 16
Active: 4
Recovery: 36
Advantage on Hit: –
Advantage if Guarded: -14
Notes: Low attack, knocks down

:s:
Hits: 1
Damage: 110,000
Meter Gain: 880
Startup: 11
Active: 4
Recovery: 28
Advantage on Hit: –
Advantage if Guarded: -6
Notes: Launcher, not special- or hyper combo-cancelable

Air Normals

Spoiler

Air :l:
Hits: 1
Damage: 68,000
Meter Gain: 540
Startup: 6
Active: 8
Recovery: 17
Advantage on Hit: +16
Advantage if Guarded: +14
Notes: Overhead attack

Air :m:
Hits: 1
Damage: 85,000
Meter Gain: 680
Startup: 13
Active: 4
Recovery: 27
Advantage on Hit: +21
Advantage if Guarded: +18
Notes: Overhead attack

Air :h:
Hits: 1
Damage: 100,000
Meter Gain: 800
Startup: 16
Active: Until grounded or contact
Recovery: 1
Advantage on Hit: +24
Advantage if Guarded: +21
Notes: Overhead attack

Air :s:
Hits: 1
Damage: 110,000
Meter Gain: 880
Startup: 14
Active: 5
Recovery: 37
Advantage on Hit: +21
Advantage if Guarded: +18
Notes: Causes hard knockdown if used in launcher combo

Air Special Attacks

Spoiler

Air :u: + :s: (during launcher combo)
Hits: 1
Damage: 60,000
Meter Gain: 480
Startup: 15
Active: 4
Recovery: Until grounded
Advantage on Hit: –
Advantage if Guarded: –
Notes: Tags in next available ally while lofting opponent upward

Air :f: or :b: + :s: (during launcher combo)
Hits: 1
Damage: 50,000
Meter Gain: 400
Startup: 13
Active: 4
Recovery: Until grounded
Advantage on Hit: –
Advantage if Guarded: –
Notes: Tags in next available ally while causing wall bounce, erases 1 hyper meter bar from foe

Air :d: + :s:
Hits: 1
Damage: 50,000
Meter Gain: 400 + 10,000
Startup: 16
Active: 4
Recovery: Until grounded
Advantage on Hit: –
Advantage if Guarded: –
Notes: Tags in next available ally while causing ground bounce, generates 1 hyper meter bar

Throws

Spoiler

:f: + :h: (ground)
Hits: 2
Damage: 80,000
Meter Gain: 800
Startup: 1
Active: 1
Notes: Throws foe upward, then hard knockdown

:b: + :h: (ground)
Hits: 2
Damage: 80,000
Meter Gain: 800
Startup: 1
Active: 1
Notes: Throws opponent upward, then hard knockdown

:f: + :h: (air)
Hits: 2
Damage: 80,000
Meter Gain: 800
Startup: 1
Active: 1
Notes: Throws adversary directly under Thor, hard knockdown

:b: + :h: (air)
Hits: 2
Damage: 80,000
Meter Gain: 800
Startup: 1
Active: 1
Notes: Throws rival directly under Thor, hard knockdown

Assists & Snap Back

Spoiler

a - Mighty Spark
Hits: 7
Damage: 114,000
Meter Gain: 1672
Startup: 47
Active: 22-27
Recovery (this crossover assist): 124
Recovery (other partner): 94
Notes: (Initial spark lasts 20 frames, beam durability: 3 frames x 5 low priority durability points)

ß - Mighty Smash
Hits: 2
Damage: 95,000
Meter Gain: 800
Startup: 37
Active: 5(16)10
Recovery (this crossover assist): 114
Recovery (other partner): 84
Notes: Causes ground bounces

y - Mighty Strike
Hits: 2
Damage: 133,000
Meter Gain: 1120
Startup: 44
Active: 11
Recovery (this crossover assist): 126
Recovery (other partner): 96
Notes: Nullifies low and medium priority projectiles during active frames

:qcf: + P1 or P2
Hits: 1
Damage: 50,000
Meter Gain: 500 - (-1 hyper meter bar)
Startup: 2
Active: 2
Recovery: 36
Advantage on Hit: –
Advantage if Guarded: -12
Notes: On hit, snap back forces the opposing point character to be replaced by assist. Opposing assist calls or tag outs are also locked out for 4 seconds

Specials

Spoiler

:qcf: + :l: - Mighty Spark
Hits: 3
Damage: 90,700
Meter Gain: 1056
Startup: 15
Active: 19
Recovery: 12
Advantage on Hit: +8
Advantage if Guarded: +5
Notes: Initial spark lasts 10 frames, beam durability 1 frames x 5 low durability points

:qcf: + :m: - Mighty Spark
Hits: 7
Damage: 123,000
Meter Gain: 1792
Startup: 23
Active: 32
Recovery: 3
Advantage on Hit: +16
Advantage if Guarded: +12
Notes: Initial spark lasts 20 frames, beam durability 3 frames x 5 low durability points

:qcf: + :h: - Mighty Spark
Hits: 11
Damage: 154,000
Meter Gain: 2648
Startup: 30
Active: 45
Recovery: 0
Advantage on Hit: +18
Advantage if Guarded: +14
Notes: Initial spark lasts 30 frames, beam durability 5 frame x 5 low durability points

Air :qcf: + :l: - (in air) Mighty Spark
Hits: 3
Damage: 90,700
Meter Gain: 1056
Startup: 13
Active: 19
Recovery: 9
Advantage on Hit: +4
Advantage if Guarded: -4
Notes: Initial spark lasts 10 frames, beam durability 1 frames x 5 low durability points

Air :qcf: + :m: - (in air) Mighty Spark
Hits: 7
Damage: 123,000
Meter Gain: 1792
Startup: 21
Active: 32
Recovery: 4
Advantage on Hit: +8
Advantage if Guarded: -2
Notes: Initial spark lasts 20 frames, beam durability 3 frames x 5 low durability points

Air :qcf: + :h: - (in air) Mighty Spark
Hits: 11
Damage: 154,000
Meter Gain: 2648
Startup: 28
Active: 45
Recovery: 0
Advantage on Hit: +13
Advantage if Guarded: +1
Notes: Initial spark lasts 30 frames, beam durability 5 frame x 5 low durability points

:dp: + :l: - Mighty Smash
Hits: 2
Damage: 133,000
Meter Gain: 1120
Startup: 12
Active: 6(17)3
Recovery: 28
Advantage on Hit: –
Advantage if Guarded: -4
Notes: Hard knockdown

:dp: + :m: - Mighty Smash
Hits: 2
Damage: 160,000
Meter Gain: 1360
Startup: 12
Active: 6(17)3
Recovery: 33
Advantage on Hit: –
Advantage if Guarded: -9
Notes: Causes ground bounce, hard knockdown

:dp: + :h: - Mighty Smash (Can be charged)
Hits: 5-7
Damage: 203,700-226,100
Meter Gain: 1840-2160
Startup: 13-33
Active: 6(19)3 6(8)-12
Recovery: 13-9
Advantage on Hit: +20
Advantage if Guarded: +9-8
Notes: OTG -capable, fully charged version adds more hits and hitstun and gains super armor for frames 32-48

:rdp: + :l: - Mighty Strike + (Can be charged)
Hits: 2-3
Damage: 133,000-175,900
Meter Gain: 1120-1600
Startup: 20-31
Active: 11-11(1)11
Recovery: 23-12
Advantage on Hit: +13
Advantage if Guarded: -18~ -7
Notes: Knocks down, nullifies low and medium priority projectiles during active frames, fully charged version gains 1 hit of super armor from frames 28-44 and extra hit

:rdp: + :m: - Mighty Strike + (Can be charged)
Hits: 2-3
Damage: 133,000-175,900
Meter Gain: 1120-1600
Startup: 20-31
Active: 11-11(1)11
Recovery: 23-10
Advantage on Hit: +4
Advantage if Guarded: -6~ +5
Notes: Knocks down, nullifies low and medium priority projectiles during active frames, fully charged version gains 1 hit of super armor from frames 28-44 and extra hit

:rdp: + :h: - Mighty Strike + (Can be charged)
Hits: 2-3
Damage: 133,000-175,900
Meter Gain: 1120-1600
Startup: 20-31
Active: 11-11(1)11
Recovery: 23-10
Advantage on Hit: =4
Advantage if Guarded: -8~ -7
Notes: Knocks down, nullifies low and medium priority projectiles during active frames, fully charged version gains 1 hit of super armor from frames 28-44 and extra hit

Air :rdp: + :l: - (in air) Mighty Strike + (Can be charged)
Hits: 2-3
Damage: 133,000-175,900
Meter Gain: 1120-1600
Startup: 20-31
Active: 11-11(1)11
Recovery: 15-1
Advantage on Hit: +10
Advantage if Guarded: +2~ +14
Notes: Knocks down, nullifies low and medium priority projectiles during active frames, fully charged version gains 1 hit of super armor from frames 28-44 and extra hit

Air :rdp: + :m: - (in air) Mighty Strike + (Can be charged)
Hits: 2-3
Damage: 133,000-175,900
Meter Gain: 1120-1600
Startup: 20-31
Active: 11-11(1)11
Recovery: 15-1 (or until grounded, then 11 frames recovery)
Advantage on Hit: +10
Advantage if Guarded: +13
Notes: Knocks down, nullifies low and medium priority projectiles during active frames, fully charged version gains 1 hit of super armor from frames 28-44 and extra hit

Air :rdp: + :h: - (in air) Mighty Strike + (Can be charged)
Hits: 2-3
Damage: 133,000-175,900
Meter Gain: 1120-1600
Startup: 20-31
Active: 11-11(1)11
Recovery: 15-1 (or until grounded, then 11 frames recovery)
Advantage on Hit: +10
Advantage if Guarded: +13
Notes: Knocks down, nullifies low and medium priority projectiles during active frames, fully charged version gains 1 hit of super armor from frames 28-44 and extra hit

:hcb: + :l: - Mighty Hurricane (in air OK)
Hits: 1
Damage: 130,000
Meter Gain: 1300
Startup: 5
Active: 1
Recovery: 40
Advantage on Hit: –
Advantage if Guarded: –
Notes: Throw, hard knockdown

:hcb: + :m: - Mighty Hurricane (in air OK)
Hits: 1
Damage: 150,000
Meter Gain: 1500
Startup: 3
Active: 1
Recovery: 42
Advantage on Hit: –
Advantage if Guarded: –
Notes: Throw, hard knockdown

:hcb: + :h: - Mighty Hurricane (in air OK)
Hits: 1
Damage: 180,000
Meter Gain: 1800
Startup: 1
Active: 1
Recovery: 43
Advantage on Hit: –
Advantage if Guarded: –
Notes: Throw, hard knockdown

:d: :d: + :h: - Mighty Speech (Hold down)
Hits: –
Damage: –
Meter Gain: 40 per frame
Startup: 18
Active: –
Recovery: 22
Advantage on Hit: –
Advantage if Guarded: –
Notes: Charges hyper meter by 40 points per frame, can be canceled into from special moves

:qcb: + :s: - Flight (in air OK)
Hits: –
Damage: –
Meter Gain: –
Startup: 30
Active: –
Recovery: –
Advantage on Hit: –
Advantage if Guarded: –
Notes: Flight mode duration: 90 frames

Hyper Combos

Spoiler

:qcf: + :atk::atk: - Mighty Tornado (in air OK)
Hits: 15-29
Damage: 321,600-382,700
Startup: 20+2
Active: 85
Recovery: 58 (air: 30 or until grounded)
Advantage on Hit: –
Advantage if Guarded: -35
Notes: Final hit knocks down for grounded version, beam durability: 15 frames x 1 high priority durability points, can be mashed for additional hits

:qcf: + :atk::atk: - Mighty Thunder
Hits: 4
Damage: 383,700
Startup: 24+14
Active: 40
Recovery: 63
Advantage on Hit: –
Advantage if Guarded: -71
Notes: OTG-capable, knocks down, each projectile has 1 high priority durability point

:hcb: + :atk::atk: - Might Punish
Hits: 2
Damage: 310,000
Startup: 4+0
Active: 2
Recovery: 23
Advantage on Hit: –
Advantage if Guarded: –
Notes: Frames 1-6 invincible, throw


#2

Can someone post the frame data on Mighty Smash M,as opposed to it’s vanilla incarnation, if there is any difference?Also, are any of his normals faster?Does st/cr.jab still not combo into cr.h?
Thanks


#3

All the frame data for :m: Mighty Smash is the same as vanilla, the only difference is that it now causes a hard knockdown.


#4

umm those always combo’d into crouching H even in vanilla. I assume you mean st.H which no it doesn’t work.


#5

Oops, sorry, my bad.I meant against an airborne opponent, like after the Mighty smash ground bounce.I’m guessing no, though:(


#6

it would definitely be nice to be able to juggle with cr.L > cr.H instead of relying on cr.LM


#7

cr.L, cr. H, M Mighty smash is my go to bnb…Maybe I read that wrong but that’s easy to land, and the DAMAGE.


#8

he means landing it on someone in the air, the cr.H never lands because its too slow. Try doing cr.LH after a mighty hurricane, it wont work.


#9

ahh gotcha ya


#10

You can juggle cr.h Off a raw mighty smash M already, it just takes timing and doesn’t work on certain characters. Also after an air mighty tornado it works 100%.


#11

I see no frame data in this frame data thread


#12

ofcourse you can do cr.H in some occasions but most times its not useful at all and like you said its not consistent, i was just using mighty hurricane as an example (there’s no point in doing cr.L after mighty hurricane anyway because it just adds unnecessary scaling). Sometimes you need a quick juggle to pick up the combo so you have to start with st/cr. L, this is mainly useful after hitting an airborne opponent with a j.H or S.


#13

I haven’t tested this, but i fyou hti someone with jump s, into st.l you can probably do, jump s, st.l xx mighty smash + m and then cr.h should always connect cause you hit them out of the air with mighty smash so they bounce a bit higher.


#14

Air MH > st.H > M mighty smash feel stricter to me. I’m pretty sure it’s nothing, since I’m still adjusting to Thor’s changes.


#15

I’ve noticed that too, and I’mma definitely say it is. In vanilla, I could definitely take my time in gettin’ that :h:. Not so much now. Sometimes I skip the :h: if I think I waited too long.


#16

I don’t know about the H window being stricter, but the one for c.H after the Mighty Smash M sure is.


#17

^^ what he said.

anyone going to update this? lol


#18

Give it a week or so, I’m working on revamping the Thor forum in between studying for my finals. There’ll be some frame data information included, but not everything’s gonna be laid out number by number.


#19

Any word on this?


#20

Oh yeah, I sorta already did it with the main thread for Thor talking about his normals. I’ll do something for his specials too.