Pokemon: Close Combat/Medicham

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PKMNCC Medicham Stats.png
PKMNCC Medicham Portrait.png
Archetype: Glass-Cannon, Pressure
Health: 36
Endurance: 10
Walk Speed: 2.8/-2.3
Dash Speed: 6/-6
Prejump Frames: 5
Fastest Attack: 5A/4A/jAB(7f)

Breathe in. Breathe 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.

Trigora here. If you're interested on learning Medicham and really getting into depth on how you should play him and use Medicham's moves, I've made a couple of guides to help.
Google Docs (Kinda Outdated)
Google Slides


Playstyle
PKMNCC Medicham NavboxIcon.png Medicham is a glass cannon who overwhelms the opponent with a massive toolkit.
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.
  • Meditation 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 gameplan make Medicham a character that's fast to pick up.
  • Fragility: Medicham has very low health and endurance. 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
PKMNCC A.png
PKMNCC Medicham 5A.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 Mid 4A, 5B(+A/C), 6B(+A/C) - -
Startup Active Recovery Advantage Cost Unique
7 3 12 8 [+2] - -
Total: 21

Medicham kicks straight forward.

  • Fastest button, good range, good combo tool
  • Strong pressure tool, frame-trapping itself while confirming into 6B
  • Pressing A again will autocombo into 4A
  • Buffering the move out of prejump frames prevents the autocombo, great for pressure or linking the move into itself
  • Frame 1 when cancelled from 2A
  • Moves Medicham slightly forward, but not enough to fully counteract block pushback
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC Medicham 4A.png
The anti-air
The anti-air
Damage Endurance Damage Guard Cancel Invul Property
2 0 Mid 6B(+A/C) - -
Startup Active Recovery Advantage Cost Unique
7 8 15 7 [-6] - -
Total: 29

Medicham quickly swings its leg upward.

  • Barely disjointed on its first hitbox, though the second hitbox makes for a decent anti-air
  • Frame 1 when cancelled from 5A
  • Ends your turn with its minus frames; it's often better to simply repeat 5A
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Medicham 6A.png
Tyrogue Killer
Tyrogue Killer
Damage Endurance Damage Guard Cancel Invul Property
7 1 Mid - - Knockdown
Startup Active Recovery Advantage Cost Unique
19 9 21 68 [-8] - -
Total: 48

Medicham hops forward and unleashes a gigantic kick.

  • Extremely high damage for a normal, starts Medi's most damaging combos & is optimal for meterless anti-air confirms
  • Strong combo starter, naturally popping the opponent up for 5AB extensions
  • Rather slow making it tricky to land outside of a 2BBC/parry bait
  • Has huge range
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Medicham 2A.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Low 5A, 5B(+A/C) - -
Startup Active Recovery Advantage Cost Unique
12 6 14 0 [-3] - -
Total: 31

Medicham advances forward with a low kick.

  • A low starter with good range that leads into a full combo, which is fairly rare in Close Combat
  • Whiffs on air opponents
  • Does less damage than Medi's other normals, may scale some combos detrimentally
  • Pseudo-pressure reset, moves Medi in slightly while stringing into 5A for plus frames
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Medicham 3A.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 Low - - Sweep
Startup Active Recovery Advantage Cost Unique
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
PKMNCC A.png PKMNCC J.png
PKMNCC Medicham j5A.png
Damage Endurance Damage Guard Cancel Invul Property
4 1 High jB(+A/C) - -
Startup Active Recovery Advantage Cost Unique
11 16 6 27 [+17] - -
Total: 32

Medicham performs an aerial kick diagonally downward.

  • Medicham's core jump-in and cross-up tool
Toggle Hitboxes
Toggle Hitboxes


j8A
PKMNCC8.pngPKMNCC A.png PKMNCC J.png
PKMNCC Medicham j8A.png
Damage Endurance Damage Guard Cancel Invul Property
4 2 High jB(+A/C) - -
Startup Active Recovery Advantage Cost Unique
9 23 6 30 [+24] - -
Total: 37

Medicham kicks upward in an arc.

  • Medi's best air-to-air option & highest damage air move without meter
  • Uses a smaller hurtbox than 668A
Toggle Hitboxes
Toggle Hitboxes
668A
PKMNCC66.pngPKMNCC8.pngPKMNCC A.png
PKMNCC Medicham j8A.png
Damage Endurance Damage Guard Cancel Invul Property
4 2 Mid - - -
Startup Active Recovery Advantage Cost Unique
9 9 19 8 [+2] - -
Total: 36

Medicham cancels its dash with a floating kick upward.

  • Allows Medicham to create a threat from its otherwise slow forward dash
  • Plus on block and leads into combos, making it a strong approach tool or pressure reset
Toggle Hitboxes
Toggle Hitboxes

Specials, Hypers and Supers

Medicham is unique in the fact that each of their Special (direction + the B button) moves has a 1 meter Hyper variant (assigned to AB), and a 2 meter Super variant (assigned to BC). Each Special is grouped with its Hyper and Super variants.

Axe Kick
5B
PKMNCC B.png
PKMNCC Medicham 5B.png
Damage Endurance Damage Guard Cancel Invul Property
6 2 High C-Cancel - Knockdown (Air)
Startup Active Recovery Advantage Cost Unique
25 4 29 1 [-2] - -
Total: 57

Medicham extends their leg straight up, then brings it down on the opponent.

  • Main mixup to threaten out of 5A/2AA, with good counterhit reward
  • Relatively fast overhead
  • Can be combo'd out of via C-Cancel or Counterhit
  • Useful anti-air confirm as it will directly drop airborne opponents in front of Medicham
Toggle Hitboxes
Toggle Hitboxes
Crushing Stomp
5AB
PKMNCC A.pngPKMNCC B.png
PKMNCC Medicham 5AB.png
Damage Endurance Damage Guard Cancel Invul Property
6 2 Low - - Knockdown
Startup Active Recovery Advantage Cost Unique
20 6 31 51 [-6] 1 -
Total: 56

Medicham stomps the ground in front of it.

  • Hits on-the-ground, leading to grounded follow-ups like 2AAA
  • Generally requires an air knockdown to connect in time
  • Looks similar to 5B while hitting low, though it requires more meter to convert off of
Toggle Hitboxes
Toggle Hitboxes
Psyshock
5BC
PKMNCC B.pngPKMNCC C.png
PKMNCC Medicham 5BC.png
Damage Endurance Damage Guard Cancel Invul Property
6+6 1+1 High, Mid - - Knockdown
Startup Active Recovery Advantage Cost Unique
22, 29 5, 5 39 45 [+39] 2 -
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
  • Somewhat outclassed by the cheaper 5B cc, but far more plus if you're willing to spend the extra bar
Toggle Hitboxes
Toggle Hitboxes


Crescent Kick
6B
PKMNCC6.pngPKMNCC B.png
PKMNCC Medicham 6B.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 Mid - - Knockdown
Startup Active Recovery Advantage Cost Unique
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
PKMNCC6.pngPKMNCC A.pngPKMNCC B.png
PKMNCC Medicham 6AB.png
Damage Endurance Damage Guard Cancel Invul Property
5 1 Mid - Full (1-18) Launch
Startup Active Recovery Advantage Cost Unique
14 9 40 70 [-24] 1 -
Total: 62

Medicham does a quick jump upward, kicking any opponent in front of or above it.

  • 1 bar reversal, far safer on whiff than a traditional DP
  • Solid anti-air, though it's more committal & expensive than 4A
  • Starts juggles in corner, has limited combo applications midscreen
  • Whiffs entirely vs. crouching opponents
Toggle Hitboxes
Toggle Hitboxes
Shushamna Strike
6BC
PKMNCC6.pngPKMNCC B.pngPKMNCC C.png
PKMNCC Medicham 6BC.png
Damage Endurance Damage Guard Cancel Invul Property
8+8 2+1 Mid - Full (1-20), Throw (21-133) Knockdown
Startup Active Recovery Advantage Cost Unique
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.

  • High damage, low execution finisher, though a 5AB juggle is generally more optimal
  • Invincible neutral skip, safe on block at the very tip of its range
  • Great for whiff punishing or even plowing through a move's active frames
Toggle Hitboxes
Toggle Hitboxes


Lead Hook
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Medicham 2B.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 Mid - - Knockdown (Air), Anti-Projectile
Startup Active Recovery Advantage Cost Unique
35 8 26 4 [+5] - -
Total: 64

Medicham steps very far forward, unleashing a strong hook.

  • Primary neutral tool, closing the gap while supplying plus frames on block and a solid knockdown on hit
  • Vulnerable to interception and unsafe on whiff
  • Risky pressure reset, situationally reactable but very rewarding
  • Can only be combo'd into via a Psycho Cut jump-in or Chakra Thrust
  • On hit, has three follow-ups: 2B, 2AB (Many Pura Punches) and 2BC (Chakra Thrust)
  • Can be outright linked out of on Counterhit
Toggle Hitboxes
Toggle Hitboxes
Lead Hook
(Follow-Up)

2BB
PKMNCC2.pngPKMNCC B.png
PKMNCC Medicham 2B2B.png
Damage Endurance Damage Guard Cancel Invul Property
5/2 1 Mid - - Knockdown, Anti-Projectile
Startup Active Recovery Advantage Cost Unique
18 6 47 40 [-21] - -
Total: 70

Medicham does another step forward, unleashing a backhanded punch.

  • Basic 2B follow-up, unsafe on block but with a very long confirm window
  • Does only 2 damage against air opponents
Toggle Hitboxes
Toggle Hitboxes
Many Pura Punches
2BAB
PKMNCC2.pngPKMNCC A.pngPKMNCC B.png
PKMNCC Medicham 2B2AB.png
Damage Endurance Damage Guard Cancel Invul Property
3+3+4 1+1+1 Mid - - Knockdown
Startup Active Recovery Advantage Cost Unique
16 16 20 67 [+12] 1 -
Total: 51

Medicham follows Lead Hook up with several more punches.

  • A higher-damage finisher than 2BB
  • Does less damage than Chakra Thrust into a jump-in sweep
  • Extremely high endurance damage & plus frames, severely increasing 2B's threat level
  • Can combo after 2B vs midscreen aerial opponents, which other enders can't
Toggle Hitboxes
Toggle Hitboxes
Chakra Thrust
2BBC
PKMNCC2.pngPKMNCC B.pngPKMNCC C.png
PKMNCC Medicham 2B2BC.png
Damage Endurance Damage Guard Cancel Invul Property
7 1 Mid - Full (1-58) Dizzy, Knockdown
Startup Active Recovery Advantage Cost Unique
60 6 37 148 [-5] 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, including jump-ins and cross-ups
  • No utility on block unlike 2BAB
Toggle Hitboxes
Toggle Hitboxes


Crescent Slash
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Medicham 6B.png
Damage Endurance Damage Guard Cancel Invul Property
4 1 Mid - - Knockdown
Startup Active Recovery Advantage Cost Unique
11 12 21 55 [-6] - -
Total: 43

Medicham slices through the air with a horizontal crescent kick.

  • Solid air-to-air either raw or cancelled from a jump normal
Toggle Hitboxes
Toggle Hitboxes
Psycho Cut
jAB
PKMNCC A.pngPKMNCC B.png PKMNCC J.png
PKMNCC Medicham jAB.png
Damage Endurance Damage Guard Cancel Invul Property
4+4 2+1 Mid - - -
Startup Active Recovery Advantage Cost Unique
7 6 12 32 [+19] 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
  • j5A x jAB is a solid jump-in option, comboing into Lead Hook or carrying Counterhit into normals
  • 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
  • Will refund the meter if used in a way where the move lands before the first active frame
Toggle Hitboxes
Toggle Hitboxes
Three Moon Blow
jBC
PKMNCC B.pngPKMNCC C.png PKMNCC J.png
PKMNCC Medicham jBC.png
Damage Endurance Damage Guard Cancel Invul Property
4+4+4 2+2+2 Mid - Full (1-12) Launch
Startup Active Recovery Advantage Cost Unique
9, 11, 17 4, 4, 5 12 141 [+9] 2 -
Total: 61

Medicham unleashes 3 aerial kicks, launching the opponent on the final one.

  • 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
PKMNCC6.pngPKMNCC C.png
PKMNCC Medicham 6C.png
Damage Endurance Damage Guard Cancel Invul Property
4 - Unblockable (Throw) - - -
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 70

Medicham effortlessly tosses its opponent with a single arm.

  • Opponent lands directly in front of Medicham


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Medicham 4C.png
Damage Endurance Damage Guard Cancel Invul Property
4 - Unblockable (Throw) - - -
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 70

Medicham effortlessly tosses its opponent with a single arm.

  • Opponent lands directly behind Medicham

Combos

Combo Theory

  • Your autocombos carry CH, though only the final hit will carry it into 6B and its variants.
  • 5AB can OTG after itself, 6A, 6AB, 2BAB, j5B, j5BC, or most air hit scenarios.
  • Holding up prevents you from doing the autocombo out of 5A, which makes 5A 5A links trivial.
  • You can link into 5A after 668A and continue into any 5A combo.
  • You can start most 5A combos with 2AA instead, and most 5AA combos with 2AAA.

Meterless BnBs

6A Starter
6A 5AA x 6B

PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

15 Damage


5A Starter
5A 5AA x 6B

PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

10 Damage
Note: The first hit of the 5AA autocombo can link into itself until the opponent is spaced too far away. You can do two midscreen and three in the corner, and one more anywhere if you start point-blank. This combo does an additional 3 damage (15 total) if started with 668A.


2A Auto Combo
2AAA x 6B

PKMNCC2.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

9 Damage


4A Anti Air Punishes
4A x 6B or 6A or 5B

PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

Most consistent due to 4A being cancellable into Crescent Kick - 7 damage

PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png

Most damaging, although requires 4A to connect directly above Medicham to allow the 6A to connect - 9 damage

PKMNCC4.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

Similar application to the 6A juggle, however Axe Kick results in better Knockdown situation - 8 damage.


CH Sweep
CH.5AA x 3A

PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png

6 Damage
CH.5B x 3A

PKMNCC5.pngPKMNCC B.png>> PKMNCC3.pngPKMNCC A.png

8 Damage
CH.2B x 3A

PKMNCC2.pngPKMNCC B.png>> PKMNCC3.pngPKMNCC A.png

7 Damage
Outside of jump-ins, Counter Hit Sweeps are Medicham's most consistent way to combo into a meter-positive route.

Colors

A
B
C
D


General
Controls
FAQ
HUD
Training Mode
Netplay
Gallery
System
Patch Notes
Content
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Characters
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Blaziken
Breloom
Chesnaught
Falinks
G. Zapdos
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Heracross
Kommo-o
M. Lopunny
Medicham
Mienshao
Poliwrath
Primeape
Scrafty
Slither Wing
Toxicroak
Tyrogue