You do realize his DP (Sammamish) is fireball invincible right? As far as regular Jago, Glacius, and a number of other fireball using characters, this one move actually blindsides a lot of the zoner tactics, covers large amounts of ground, and if you miss the character, you still have a good chance to pound it to them with the skyfall follow up on their projectile recovery.
Giving Thunder a projectile won’t help him fight back against a true zoner archetype character. Thunder’s main problem is that he’s a big, slow paced character. Most people find it easy to run away from characters like that, and generally, playing runaway against a character like that, coupling it with an opponent player’s impatience, and you’ve effectively derailed the Thunder pressure game he’s capable of playing. The key to Thunder is being patient and being on guard. He’s not as brain dead gameplan style as some characters in the game can be, where all you need is an autopilot strategy to rinse and repeat. Thunder may be high damage, but you have to work for it.
That’s probably why you don’t see many Thunder players as you do others. While Aganos, Kan-Ra, Glacius, and several others are very technical and strategy oriented, most players who use these difficult to use characters often use intricately timed, strict execution setups to nail combos for damage and just learn to play setups off each move they execute. The problem is, the moment someone finds counters to these setups, it’s only a matter of time till the competition renders them useless. So these more technical players have to constantly find new tech, because someone is gonna observe these patterns and tactics enough, and show others how to break. It’s a constant cat and mouse game at work.
Thunder, while not as setup heavy and reliant, he’s also the one who has to work hardest at breaking these strategies, which is not an easy task. But considering how fast ARIA, S. Jago, Jago, Kan-Ra, Maya, and several others can put out fireballs really fast, no fireball Thunder can have will ever allow him to gain ground more quickly than he loses it. If anything, a fireball move will only slow him down, and the move animation will cost him more ground than he gains, unless it’s similar to Jago’s fireball where he can travel behind it, but I doubt they would ever give him anything that ridiculously good, at which point, Thunder would then become horribly unfair.
Thunder players just have to be more clever and more precise than the other guy. Most players know what damage he’s capable of and what powerful close range combat he has, which is why most would find it foolish to challenge him at that range. You’re basically asking the developers to change his basic archetype.
And Thunder versus Shadow Jago is NOT 1-9. No match up in this game is THAT bad, not even Thunder vs. Fulgore, which I do consider is the WORST match up in KI, is that bad. Thunder is no beginner’s character, he’s only for experienced and tested metal only.
And @M00NLightNinja, Call of Sky wasn’t that great as a projectile to be honest. It was TERRIBLE startup and recovery. It was so easily telegraphed and countered it was a useless tool, even at long range. Every character had an answer for it on reaction, especially since they dumbed it down from that awkward development point between seasons 1 and 2, where TJ was still available during the season 1 interface. The loss of instant tracking and switching to delay tracking meant characters with enough forward or backwards velocity could outrun it. The move was a broken mess as a projectile, and serves Thunder MUCH better as a buff than as an attack any day. I played hundreds of matches were I didn’t even use it because it was unnecessary and just bad. When they made it into a buff, I liked it way better because it gave me options as a wake up, mix up and as a meterless invincible reversal. Just holding on to it and not using it gave my opponents reason to respect his up close game.