Thresh
Midscreen
Section titled “Midscreen”- Should learn 2 main combos. Combo off of
6H/4Hand combo off of Hook
M H 6H j.[H] > M 2H j.6H j.S2 > 2[H] (superjump) j.H j.S1 j.6[S2] Super 1
- 601 dmg
- 429 dmg Limit strike variant:
... (superjump) j.H j.S1 j.S2 j.6H- ~+64
- 504 dmg Corner Limit strike variant:
... (superjump) j.H j.S1 j.[S2] j.6H - delay
2[H]to make limit strike easier - People will often get caught by
6Hin a block string or just raw
H S1 6S2 > j.2H j.S1 j.6[S2] > 4H 3H 6S2 > 2[H] 2[S1] j.S1 j.6[S2] j.6H
- 610 dmg
- Limit Strike
- Put a small delay on
3Hto make2[H]easier to hit - Ghoul oki
j.H H S1 S2 > 4H [S2] 4H 3H 6S2 > 2[H] 2[S1] j.S1 j.[S2] (tp) j.6H
- 584 dmg
- Limit Strike
- Might not work super close to the wall
- If far from wall do
Super 1after6[S2]or side swap air hook instead of regular.
Corner
Section titled “Corner”M H 6H j.[H] > M 2H j.6H j.S2 > 2[H] (superjump) j.H j.S1 j.[S2] j.6H
- 504 dmg (601 dmg
Super 1) - variant of Zedd BnB
- Can add
Super 1,Ultimate, or meaty ghost at the end
Side Swap
Section titled “Side Swap”M H S1 6S2 > j.[H] H 2[H] 6[S2] (tp) > 4H S2 2[H] 2[S1] j.6H j.[S2] (tp) > j.6H
- 593 dmg Limit Strike
- Can sub second
HwithMto make it easier (590 dmg) - Tag Launch variant:
... 2[H] 2[S1] j.S1 j.6[S2] (tp) j.6H 2T - Use when at ~35% screen position or less; it’s not corner exclusive.
L L 5M 6H > j.[H] j.6H j.4S2 > walk M H 2H j.2H j.S1 j.6[S2] (tp) > j.6H
- 406 dmg Limit Strike
- Best when your back is to the corner, and you mash out of pressure.
- The 5L starter is impacting the damage, but it’s the most realistic option.
Tag Launch Enders
Section titled “Tag Launch Enders”Midscreen Limit Strike
... 2T > j.H j.6H 3H
- Does not work in corner
... 2T > j.[H] j.6H 2[H] 2[S1] j.6H j.S2
- Corner or midscreen
Corner Super
... 2T > j.[H] j.6H 2[H] 2[S1] j.S1 Super 1
Throw Combos
Section titled “Throw Combos”airthrow > j.2H 2[H] j.[H] j.6H 2[H] j.S1 6[S2] (tp) Super 1
- Limit Strike
2[H] 2[S1] j.6H- have to check exact route
throw > 2[H] 2[S1] j.S1 j.[S2] (tp) > (land) j.6H > 2[H] 2[S1] j.S1 Super 2
Block Strings and Mix
Section titled “Block Strings and Mix”Gap
L M H 6H
- -13F on block
M Hhas a 2 frame gap- Can throw lantern if you are far away but -30F
True blockstring
L M 6H H
- -9F on block
- Only full true blockstring
- Probably should be the default
- Can throw lantern if you are far away but -30F
- Can call assist at the end instead
Hook
H S1
- Ok at far range
- Can be parried but you can charge hook to bait
... [S1] > j.L j.M j.6H H~H
Lantern Tag Setups
Section titled “Lantern Tag Setups”(starter) H S1 6S2 j.6H [T]
General Gameplan
Section titled “General Gameplan”Neutral
Section titled “Neutral”- jump back throw lantern
- While lantern is on screen
- Threatens tp
H - Threatens teammate tag
- Threatens tp airdash back
- Threatens
2S2 - Threatens
4H- Can cancel this into tp
- Allows you to sit fullscreen and use zoning buttons
- Threatens tp
- While lantern is on screen
- Hit
Hif you are in range- Good to stop approach.
4Hwhen fullscreen- Use when they stay grounded.
- Good when they commit to projectiles
- When they start jumping switch to
2M
- Further away you are faster it hits
- Hold up forward as you make contact. You will only jump on hit.
- Can combo off of it (
4H j.[H] ...) - Can cancel
4Hon block- Best option is tp if lantern is out
- +4F
4H > His a true blockstring
- Best option is tp if lantern is out
- Use when they stay grounded.
- Poke with hook (
S1)- Press dash to cancel charged version. Baits parry.
- Also good to do ground ghoul if they are looking to parry
- If you land
[S1]on block doj.Lorj.M
- Poke with
H > S1- gap for parry
- if too far do
H > 4Hinstead
- Against slower opponents you can use ground ghoul
- When they are waiting to parry
S1or4H- Do ground ghoul
- Throw lantern
- tp land
H
j.Hvery good with ground ghoul- TP to lantern when they approach
tp > j.H H S1 > j.[H] ...- Can tack this on after a normal if lantern is already out.
tp > j.2Halso good- Combo
- Call assist to cover
- When you need to approach
- dash
Hor airdashj.H - airdash
j.2Halso good
- dash
- If you have tp near them you can dash
5H tp j.H H > ...5H tp j.H Lif they block
- Anti air with
2M2M j.6H j.S2 > ...Mbetter far.2Hbetter close
L M > lantern tagandL M H > lantern tagare plus- Do airdash
j.Hand airdash backj.Ha lot- airdash just out of range to bait anti-airs sometimes
- Airdash
j.2Hvery good, especially when they approach- Combo into
Lon block or hit
- Combo into
- Lantern makes confirms very good
- Opponent can retreating guard ground pull
4H Land2Lare big- Combo into
M 6H - 7F startups
- Combo into
Mis also big- do
j.Hafter charged hook H,j.H, andj.6Hare projectile invuln (on the chain)
Assists
Section titled “Assists”Tlockdown assist4TGood in neutral.- Beats zoning
- easy to combo off of.
- Can extend from knockdowns like throw.
T > 2S2 (lantern ghoul) > tag- very good on block if lantern is out.
H~His puppetableassist > H > T (tag) > H
Matchup Specific Advice
Section titled “Matchup Specific Advice”- Good against other zoners
- Weak close range
- Weak against fast characters.
- Very important to have lantern out so you can tp and escape.
2Morj.HTeemo float4Hand4Tclears Teemo mushrooms