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.
Playstyle
Medicham description
Pick if you like
Avoid if you dislike
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.
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.
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.
Weak Pokes: Lacks quick disjointed attacks to contest strong Pokes from other characters.
Vulnerability to Parries: Medicham's mixups are a bit vulnerable to parries, which could be timed to cover multiple options at once.
Normals
5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
0
Mid
4A, 5B(+A/C), 6B(+A/C)
-
-
Startup
Active
Recovery
Advantage
Cost
7
3
12
8 [+3]
-
Total: 21
A quick kick straight forward.
Fastest button, good range, good combo tool.
Pressing A again will autocombo into 4A.
Toggle Hitboxes
Toggle Hitboxes
4A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
0
Mid
6B(+A/C)
-
-
Startup
Active
Recovery
Advantage
Cost
7
8
15
7 [-5]
-
Total: 29
Medicham quickly swings its leg upward.
Gigantic range, strong anti-air despite lack of upper-body invulnerability.
Toggle Hitboxes
Toggle Hitboxes
6A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
7
1
Mid
-
-
-
Startup
Active
Recovery
Advantage
Cost
19
9
21
68 [-5]
-
Total: 48
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.
Toggle Hitboxes
Toggle Hitboxes
2A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
0
Low
5A, 5B(+A/C), 6B(+A/C)
-
-
Startup
Active
Recovery
Advantage
Cost
12
6
14
0 [-2]
-
Total: 31
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.
Toggle Hitboxes
Toggle Hitboxes
3A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
1
Low
-
-
-
Startup
Active
Recovery
Advantage
Cost
15
5
44
39 [-31]
-
Total: 63
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.
Toggle Hitboxes
Toggle Hitboxes
j5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4
0
High
jB(+A/C)
-
-
Startup
Active
Recovery
Advantage
Cost
11
16
6
27 [+11]
-
Total: 32
A slightly downward aimed aerial kick.
Medicham's core jump-in and cross-up tool.
Toggle Hitboxes
Toggle Hitboxes
j8A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4
1
High
jB(+A/C)
-
-
Startup
Active
Recovery
Advantage
Cost
9
23
6
30 [+18]
-
Total: 37
Medicham kicks upward in an arc.
Your best air-to-air option.
Your highest damage air move,
Toggle Hitboxes
Toggle Hitboxes
668A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4
1
Mid
-
-
-
Startup
Active
Recovery
Advantage
Cost
9
9
19
8 [-4]
-
Total: 36
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.
Toggle Hitboxes
Toggle Hitboxes
Specials
Axe Kick 5B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
6
2
High
C-Cancel
-
-
Startup
Active
Recovery
Advantage
Cost
25
4
29
1 [-1]
-
Total: 57
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.
Toggle Hitboxes
Toggle Hitboxes
Crushing Stomp 5AB
Damage
Endurance Damage
Guard
Cancel
Invul
Property
6
2
Low
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
20
6
31
51 [-5]
1
Total: 56
Medicham stomps the ground in front of it.
Hits On-the-ground, leading to full combo follow-ups.
Toggle Hitboxes
Toggle Hitboxes
Psyshock 5BC
Damage
Endurance Damage
Guard
Cancel
Invul
Property
6+6
1+1
High
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
22, 29
5, 5
39
45 [+40]
-
Total: 99
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.
Toggle Hitboxes
Toggle Hitboxes
Crescent Kick 6B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
6
2
Mid
-
-
-
Startup
Active
Recovery
Advantage
Cost
22
10
31
52 [-9]
-
Total: 62
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.
Toggle Hitboxes
Toggle Hitboxes
Moksha Kick 6AB
Damage
Endurance Damage
Guard
Cancel
Invul
Property
6
1
Mid
-
-
-
Startup
Active
Recovery
Advantage
Cost
14
9
40
70 [-24]
1
Total: 62
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.
Toggle Hitboxes
Toggle Hitboxes
Shushamna Strike 6BC
Damage
Endurance Damage
Guard
Cancel
Invul
Property
8+8
2+1
Mid
-
-
-
Startup
Active
Recovery
Advantage
Cost
15, 18
6, 4
29
69 [-8]
2
Total: 71
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.
Toggle Hitboxes
Toggle Hitboxes
Lead Hook 2B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
5
1
Mid
-
-
-
Startup
Active
Recovery
Advantage
Cost
31
12
24
1 [+3]
-
Total: 66
Medicham steps very far forward, unleashing a strong hook.
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.
Toggle Hitboxes
Toggle Hitboxes
Lead Hook (Follow-Up) 2B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
5
1
Mid
-
-
-
Startup
Active
Recovery
Advantage
Cost
21
6
47
40 [-21]
-
Total: 73
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.
Toggle Hitboxes
Toggle Hitboxes
Many Pura Punches 2AB
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3+3+4
2
Mid
-
-
-
Startup
Active
Recovery
Advantage
Cost
16
16
20
67 [+6]
1
Total: 51
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.
Toggle Hitboxes
Toggle Hitboxes
Chakra Thrust 2BC
Damage
Endurance Damage
Guard
Cancel
Invul
Property
7
1
Mid
-
1-58
-
Startup
Active
Recovery
Advantage
Cost
60
6
37
148 [-4]
2
Total: 102
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.
Toggle Hitboxes
Toggle Hitboxes
Crescent Slash jB
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4
1
Mid
-
-
-
Startup
Active
Recovery
Advantage
Cost
11
12
21
55 [-6]
-
Total: 43
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.
Toggle Hitboxes
Toggle Hitboxes
Psycho Cut jAB
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4+4
2+1
Mid
-
-
-
Startup
Active
Recovery
Advantage
Cost
7
6
12
32 [+20]
1
Total: 24
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.
Toggle Hitboxes
Toggle Hitboxes
Three Moon Blow jBC
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4+4+4
2+2+2
Mid
-
1-12
-
Startup
Active
Recovery
Advantage
Cost
9, 11, 17
4, 4, 5
12
141 [+10]
2
Total: 61
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.
Toggle Hitboxes
Toggle Hitboxes
Throws
Forward Throw 6C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4
-
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
8
2
61
-
-
Total: 70
Medicham effortlessly tosses its opponent with a single arm.
Opponent lands directly in front of Medicham.
Back Throw 4C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4
-
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
8
2
61
-
-
Total: 70
Medicham effortlessly tosses its opponent with a single arm.