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
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
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
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 + :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
+ :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
+ :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: + - 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: + - (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: + - 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: + - 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: + - (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: + - 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