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
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
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
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
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
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
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
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.
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
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
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
>>>>>>
15 Damage
5A Starter
5A 5AA x 6B
>>>>>>
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
>>>>>>
9 Damage
4A Anti Air Punishes
4A x 6B
or 6A
or 5B
>>
Most consistent due to 4A being cancellable into Crescent Kick - 7 damage
>>
Most damaging, although requires 4A to connect directly above Medicham to allow the 6A to connect - 9 damage
>>
Similar application to the 6A juggle, however Axe Kick results in better Knockdown situation - 8 damage.
CH Sweep
CH.5AA x 3A
>>>>
6 Damage
CH.5B x 3A
>>
8 Damage
CH.2B x 3A
>>
7 Damage
Outside of jump-ins, Counter Hit Sweeps are Medicham's most consistent way to combo into a meter-positive route.
One Meter Combos
Basic Launcher
5AA x 6AB 6A
>>>>>>
15 Damage
Basic Launcher (Corner)
5AA x 6AB 4A x 6B 5AA x 6B 5A x 6B
>>>>>>>>>>>>>>>>>>
25 Damage
Note: The first 6B must connect as high as possible. The last 5A x 6B drops against wider characters.
CH Launcher Combo
CH.5AA x 6AB 668A 5AA x 6B
>>>>>>>>>>>>
20 Damage
Note: Optimal mid-screen combo out of reversal CH 6AB. Landing 5AA requires dashing as soon as possible and delaying the 8A. You can sideswitch if you delay the 8A even more, but this is unreliable.
CH Launcher Combo (corner)
CH.5AA x 6AB 6A 4A x 6B 5A x 6B
>>>>>>>>>>>>>>
25 Damage
Note: Slightly delay 6A and everything else should be fairly lenient, though slightly character-specific.
Corner Crushing Stomp OTG
6A 5A x 6B 5AB 5A 5AA x 6B
>>>>>>>>>>>>
28 Damage
C-Cancel Combos
Overhead Combo
5B cc 5A 5AA x 6B
>>>>>>>>>>
16 Damage
Note: You can link one more 5A in the corner for an extra point of damage.
Two Meter Combos
Chakra Thrust Meter Recovery
2BBC 9 jA 3A
>>>>>>>>
18 Damage (more than 2BAB)
Note: Generally not worth it, because you lose 7 damage compared to just doing 2B2BC into a meterless 6A BnB.
Basic Metered Shushamna Strike
5A 5AA x 6BC
>>>>>>
19 Damage
Psyshock Follow-Up
5BC 668A 5A 5A 5AA x 6B
>>>>>>>>>>>>
27 Damage
Note: Easier to hit confirm than the 1 meter version thanks to Psyshock's high blockstun. You can hit one more 5A in the corner.
Corner Crushing Stomp OTG Extension
6A 5A x 6B 5AB 2AAA x 6AB 4A x 6B 5AA x 6B 5A
>>>>>>>>>>>>>>>>>>>>>>>>>>
34 Damage
Meter Dump Combos
Mariocham's 6A Starter Corner Combo
6A 5A 6AB 9 jA jAB 6A 5A 6B 5AB 2A x 5A 5A x 4A x 6B
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
39 Damage
Trigora's "Blaziken Destroyer" Combo
6A 5A jBC 668A 6A 5AA x 6B microwalk 5AB 2AA 5A 5AA x 6B
Note: This combo can be inconsistent as landing jBC is hard and sometimes 668A hits earlier or later than it should