Pokemon: Close Combat/Medicham: Difference between revisions
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|grddamage = 0 | |grddamage = 0 | ||
|guard = Mid | |guard = Mid | ||
|cancel = | |cancel = 4A, 5B(+A/C), 6B(+A/C) | ||
|invul = | |invul = | ||
|property = | |property = | ||
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}} | }} | ||
|description= A quick kick straight forward. | |description= A quick kick straight forward. | ||
* | * Fastest button, good range, good combo tool. | ||
* | * Pressing A again will autocombo into 4A. | ||
}} | }} | ||
}} | }} | ||
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|grddamage = 0 | |grddamage = 0 | ||
|guard = Mid | |guard = Mid | ||
|cancel = | |cancel = 6B(+A/C) | ||
|invul = | |invul = | ||
|property = | |property = | ||
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}} | }} | ||
|description= Medicham quickly swings its leg upward. | |description= Medicham quickly swings its leg upward. | ||
* | * Gigantic range, strong anti-air despite lack of upper-body invulnerability. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
|description= A gigantic kick where Medicham jumps through the air. | |description= A gigantic kick where Medicham jumps through the air. | ||
* | * Deals the highest amount of damage out of any normal in the game, and is a strong combo starter. | ||
* | * Strong combo starter, leads to Medicham's highest damage combos. | ||
* Safe on block and has a huge range. | |||
}} | }} | ||
}} | }} | ||
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|grddamage = 0 | |grddamage = 0 | ||
|guard = Low | |guard = Low | ||
|cancel = | |cancel = 5A, 5B(+A/C), 6B(+A/C) | ||
|invul = | |invul = | ||
|property = | |property = | ||
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|description= A low kick from the side. | |description= A low kick from the side. | ||
* | * A low starter with good range that leads into a full combo, which is fairly rare in Close Combat. | ||
}} | }} | ||
}} | }} | ||
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|description= Medicham crouches down to do a spinning leg sweep. | |description= Medicham crouches down to do a spinning leg sweep. | ||
* | * Has good range, but is a bit slow, even for a sweep. | ||
* | * Can't be confirmed into, generally just needs to be done raw from a jump-in or counterhit. | ||
}} | }} | ||
}} | }} | ||
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|grddamage = 0 | |grddamage = 0 | ||
|guard = High | |guard = High | ||
|cancel = | |cancel = jB(+A/C) | ||
|invul = | |invul = | ||
|property = | |property = | ||
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|description= A slightly downward aimed aerial kick. | |description= A slightly downward aimed aerial kick. | ||
* | * Medicham's core jump-in and cross-up tool. | ||
}} | }} | ||
}} | }} | ||
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|grddamage = 1 | |grddamage = 1 | ||
|guard = High | |guard = High | ||
|cancel = | |cancel = jB(+A/C) | ||
|invul = | |invul = | ||
|property = | |property = | ||
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|active = 23 | |active = 23 | ||
|recovery = 6 | |recovery = 6 | ||
|advantage = | |advantage = 30 [+18] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 9 | |startup = 9 | ||
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|description= Medicham kicks upward in an arc. | |description= Medicham kicks upward in an arc. | ||
* | * Your best air-to-air option. | ||
* | * Your highest damage air move, | ||
}} | }} | ||
}} | }} | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 4 | ||
|grddamage = | |grddamage = 1 | ||
|guard = | |guard = Mid | ||
|cancel = | |cancel = | ||
|invul = | |invul = | ||
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|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 9 | ||
|active = | |active = 9 | ||
|recovery = | |recovery = 19 | ||
|advantage = | |advantage = 8 [-4] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = | |startup = 9 | ||
|active = | |active = 9 | ||
|recovery = 19 | |||
|recovery = | |||
}} | }} | ||
|description= | |description= Medicham cancels its dash with a floating variant of j8A. | ||
* | * Allows Medicham to create a threat from its otherwise slow Forward Dash. | ||
* | * Safe on block and leads into combos, making it a strnog approach tool. | ||
}} | }} | ||
}} | }} | ||
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|damage = 6 | |damage = 6 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = | |guard = High | ||
|cancel = | |cancel = C-Cancel | ||
|invul = | |invul = | ||
|property = | |property = | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
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|description= Medicham extends their leg straight up, then brings it down on the opponent. | |description= Medicham extends their leg straight up, then brings it down on the opponent. | ||
* | * Is a relatively fast overhead. | ||
* | * Can be combo'd out of via C-Cancel or Counterhit. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name = Crushing Stomp | |name = Crushing Stomp | ||
|subtitle = <big> | |subtitle = <big>5AB</big> | ||
|input = [[File:PKMNCC_A.png]][[File:PKMNCC_B.png]] | |input = [[File:PKMNCC_A.png]][[File:PKMNCC_B.png]] | ||
|image = PKMNCC_Medicham_5AB.png | |image = PKMNCC_Medicham_5AB.png | ||
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|damage = 6 | |damage = 6 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = | |guard = Low | ||
|cancel = | |cancel = | ||
|invul = | |invul = | ||
|property = | |property = Knockdown | ||
|cost = 1 | |cost = 1 | ||
<!------------> | <!------------> | ||
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|description= Medicham stomps the ground in front of it. | |description= Medicham stomps the ground in front of it. | ||
* | * Hits On-the-ground, leading to full combo follow-ups. | ||
}} | }} | ||
}} | }} | ||
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|subtitle = | |subtitle = | ||
|damage = 6+6 | |damage = 6+6 | ||
|guard = | |guard = High | ||
|grddamage = 1+1 | |grddamage = 1+1 | ||
|cancel = | |cancel = | ||
|invul = | |invul = | ||
|property = | |property = Knockdown | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
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}} | }} | ||
|description= Medicham unleashes a Psychic-empowered Axe kick, creating bubbles of psychic energy that explodes on the opponent. | |description= Medicham unleashes a Psychic-empowered Axe kick, creating bubbles of psychic energy that explodes on the opponent. | ||
* | * Extremely plus on hit or block, leading to either combos or immense pressure. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
|description= Medicham jumps forward, doing a kick while moving through the air. | |description= Medicham jumps forward, doing a kick while moving through the air. | ||
* | * Your main combo finisher. | ||
* | * Has great range, allow you to whiff punish at long ranges. | ||
}} | }} | ||
}} | }} | ||
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|subtitle = | |subtitle = | ||
|damage = 6 | |damage = 6 | ||
|guard = | |guard = Mid | ||
|grddamage = 1 | |grddamage = 1 | ||
|cancel = | |cancel = | ||
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}} | }} | ||
|description= Medicham does a quick jump upward, kicking any opponent in front of or above it. | |description= Medicham does a quick jump upward, kicking any opponent in front of or above it. | ||
* | * Your 1-meter reversal, and a strong anti-air. Has a very fast whiff for a "DP". | ||
* | * Starts juggle combos in corner. Still has some combo potential midscreen. | ||
* Whiffs entirely vs crouchblocking opponents. | |||
}} | }} | ||
}} | }} | ||
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|subtitle = | |subtitle = | ||
|damage = 8+8 | |damage = 8+8 | ||
|guard = | |guard = Mid | ||
|grddamage = 2+1 | |grddamage = 2+1 | ||
|cancel = | |cancel = | ||
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}} | }} | ||
|description= Medicham quickly jumps forward to deliver a kick followed by a downward strike, knocking the opponent to the floor. | |description= Medicham quickly jumps forward to deliver a kick followed by a downward strike, knocking the opponent to the floor. | ||
* | * A high damage combo finisher that connects from pretty much any starter/combo. | ||
* | * A fast reversal that travels a long distance, allowing you to chew through pretty much any type of move thrown at you. | ||
* Great and whiff punishing. | |||
}} | }} | ||
}} | }} | ||
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|description= Medicham steps very far forward, unleashing a strong hook. | |description= Medicham steps very far forward, unleashing a strong hook. | ||
* On hit, has three follow-ups: 2B, 2AB (Many Pura Punches) and 2BC (Chakra Thrust) | * On hit, has three follow-ups: 2B, 2AB (Many Pura Punches) and 2BC (Chakra Thrust) | ||
* | * Goes through projectiles. | ||
* Can be outright combo'd after on Counterhit. | |||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
|description= Medicham does another step forward, unleashing a backhanded punch. | |description= Medicham does another step forward, unleashing a backhanded punch. | ||
* | * Your free on-hit confirm off 2B. Due to the long confirm window, isn't too hard to 1-hit hitconfirm. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
|description= A rapid series of punches, that finishes with a strong final punch. | |description= A rapid series of punches, that finishes with a strong final punch. | ||
* | * A higher damage finisher than 2BB. | ||
* | * Can combo after 2B vs midscreen aerial opponents, which other enders can't. | ||
}} | }} | ||
}} | }} | ||
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|guard = Mid | |guard = Mid | ||
|cancel = | |cancel = | ||
|invul = | |invul = 1-58 | ||
|property = | |property = | ||
|cost = 2 | |cost = 2 | ||
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}} | }} | ||
|description= Medicham empowers itself with Chakra to unleash a powerful Palm strike that dizzies the opponent. | |description= Medicham empowers itself with Chakra to unleash a powerful Palm strike that dizzies the opponent. | ||
* | * Allows a full combo with any starter afterwards, even giving plenty of time for jump-ins or cross-up opportunities for positioning. | ||
}} | }} | ||
}} | }} | ||
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|damage = 4 | |damage = 4 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = | |guard = Mid | ||
|cancel = | |cancel = | ||
|invul = | |invul = | ||
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|active = 12 | |active = 12 | ||
|recovery = 21 | |recovery = 21 | ||
|advantage = | |advantage = 55 [-6] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 11 | |startup = 11 | ||
Line 745: | Line 737: | ||
}} | }} | ||
|description= Medicham slices through the air with a horizontal crescent kick. | |description= Medicham slices through the air with a horizontal crescent kick. | ||
* | * Can be used close to the ground by using it immediately after jumping. | ||
* | * Good at both air-to-air and catching throw attempts. | ||
}} | }} | ||
}} | }} | ||
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|damage = 4+4 | |damage = 4+4 | ||
|grddamage = 2+1 | |grddamage = 2+1 | ||
|guard = | |guard = Mid | ||
|cancel = | |cancel = | ||
|invul = | |invul = | ||
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}} | }} | ||
|description= Medicham's empowered aerial kick unleashes a blade of Psychic energy. | |description= Medicham's empowered aerial kick unleashes a blade of Psychic energy. | ||
* | * Doesn't knock down like other versions, making it possible to combo out of. | ||
* | * Is relatively easy to juggle into and out of, like during air to airs. | ||
* Follows Medicham's jumping momentum unlike jAB and jBC, so you can't do it instantly on the ground. | |||
}} | }} | ||
}} | }} | ||
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|subtitle = | |subtitle = | ||
|damage = 4+4+4 | |damage = 4+4+4 | ||
|grddamage = | |grddamage = 2+2+2 | ||
|guard = | |guard = Mid | ||
|cancel = | |cancel = | ||
|invul = | |invul = 1-12 | ||
|property = | |property = | ||
|cost = 2 | |cost = 2 | ||
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}} | }} | ||
|description= A three-hit aerial kick that launches the opponent upwards. | |description= A three-hit aerial kick that launches the opponent upwards. | ||
* | * Has great invulnerability, huge guard damage, plus frames on block, and enormous juggle potential. | ||
* | * Somewhat limited due to being an air move, meaning it can be a bit hard to find a good spot to use it outside of combos. | ||
}} | }} | ||
}} | }} | ||
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{{ColorGallery/Color|1| text = A}} | {{ColorGallery/Color|1| text = A}} | ||
{{ColorGallery/Color|2| text = B}} | {{ColorGallery/Color|2| text = B}} | ||
{{ColorGallery/Color|3| text = C}} | |||
}} | }} | ||
Latest revision as of 01:00, 20 June 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) |
Breath in. Breath out.
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 |
Pick if you like | Avoid if you dislike |
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Normals
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Specials
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Throws
Combos
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3A x 2A