Pokemon: Close Combat/Medicham: Difference between revisions
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*'''High Damage:''' Medicham boasts an extremely high amount of practical combo routes that do a large amount of damage from several different combo starters. | *'''High Damage:''' Medicham boasts an extremely high amount of practical combo routes that do a large amount of damage from several different combo starters. | ||
*'''Mixups:''' Medicham has low-committal lows and highs, along with a strong anti-grab tool in jB, making it hard to play defense against it. | *'''Mixups:''' Medicham has low-committal lows and highs, along with a strong anti-grab tool in jB, making it hard to play defense against it. | ||
*''' | *'''Strong Approach Tools:''' Medicham is a monster up-close, and has multiple approach tools to close the gap, including a far-reaching 2B that destroys projectiles. | ||
*'''Low Skill Floor:''' A lack of motion inputs, high damage on BnBs, and a straightforward game plan make Medicham a character that's fast to pick up. | *'''Low Skill Floor:''' A lack of motion inputs, high damage on BnBs, and a straightforward game plan make Medicham a character that's fast to pick up. | ||
|cons= | |cons= | ||
*''' | *'''Fragility:''' Medicham has the lowest health and endurance in the entire game. You also have a rather mediocre anti-air parry hitbox, making your defense even worse. | ||
*'''Pokes:''' Lacks quick disjointed attacks to contest strong Pokes from other characters. | *'''Weak Pokes:''' Lacks quick disjointed attacks to contest strong Pokes from other characters. | ||
*'''Parries:''' Medicham's mixups are a bit vulnerable to parries, which could be timed to cover multiple options at once. | *'''Vulnerability to Parries:''' Medicham's mixups are a bit vulnerable to parries, which could be timed to cover multiple options at once. | ||
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|image = PKMNCC_Medicham_5B.png | |image = PKMNCC_Medicham_5B.png | ||
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|image = PKMNCC_Medicham_5AB.png | |image = PKMNCC_Medicham_5AB.png | ||
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|image = PKMNCC_Medicham_5BC.png | |image = PKMNCC_Medicham_5BC.png | ||
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|image = PKMNCC_Medicham_6BC.png | |image = PKMNCC_Medicham_6BC.png | ||
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Revision as of 20:31, 10 May 2024
Archetype: | Glass Cannon |
Health: | 36 |
Endurance: | 10 |
Endurance Refresh: | 3 |
Walk Speed: | 2.8/-2.3 |
Dash Speed: | 5.6/-5.6 |
Prejump Frames: | 6 |
Fastest Attack: | 5A/4A/jAB(7f) |
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Introduction
Medicham is the ultimate glass cannon, making up for a lack of bulk with incredible damage. Medicham has a deep pool of specials that allow you to act aggressively against your opponent, allowing you to mix, pressure, and confirm into extremely high damage combos. Your tools are relatively safe to use, and any hit you do get can be deadly.
One of Medicham's main draws to players is its unique input system. Medicham features no motion inputs, but instead autocombos and two-button specials. This makes Medicham easy to learn even for players new to fighting games, since it skips the standard learning curve of mastering motion inputs. Most players will be able to learn a few of Medicham's combos in minutes, letting them get to playing immediately!
Don't let this fool you into thinking Medicham is a simple character however. While Medicham's specials may be simple, it has quite a lot of them. 13 total special moves in all give Medicham a fairly deep pool of moves to pull from, giving Medicham players lots to work with in terms of character mastery. You can spend a lot of time learning or optimizing new routes, searching for pressure setups, and so on. Easy to learn, but hard to master!
Options like 2A, Axe Kick (5B), Crescent Slash (jB), and Throw keep your opponent locked-in on defense. Medicham has an answer to anything your opponent tries to do, you just need the right read. Opponents can struggle to get out of the corner when multiple options cover common defensive counterplay like jump and throw. 5A can also be used as pressure to prevent your opponent from mashing out of corner, and also can be used to stagger your options out of 2A, adding additional layers of timing mixups to offensive situations.
Lead Hook (2B) and Dash j8A (668A) can cover a lot of space, allowing Medicham to cover ground and approach the opponent. 2B destroys projectiles and is plus on block, making it rather difficult to contest unless you get an attack in first. Dash j8A is riskier to use, but its existence makes Medicham's dash forward pretty dangerous to contest, as it extends your Dash's range while creating a large danger zone in front of you.
2A, Lead Hook (2B), Crescent Kick (6B)/Shushumna Strike(6BC), and Three Moon Blow (jBC) give Medicham a good amount of forward range in most situations, allowing various punish opportunities that will lead to lots of damage.
Medicham description |
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Normals
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Specials
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Throws
Combos
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3A x 2A