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Thresh

  • Should learn 2 main combos. Combo off of 6H/4H and combo off of Hook

Zedd 6H Super Jump Bnb

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 6H in a block string or just raw

Mid to Corner Hook BnB

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 3H to make 2[H] easier to hit
  • Ghoul oki

Hook or Jump in Starter

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 1 after 6[S2] or side swap air hook instead of regular.

Zedd 6H Super Jump Bnb

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

Hook Sideswap

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 H with M to 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.

6H Sideswap

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.

Midscreen Limit Strike

... 2T > j.H j.6H 3H
  • Does not work in corner

Limit Strike Lantern Oki

... 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

Air throw

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

Corner Throw

throw > 2[H] 2[S1] j.S1 j.[S2] (tp) > (land) j.6H > 2[H] 2[S1] j.S1 Super 2

Gap

L M H 6H
  • -13F on block
  • M H has 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

Corner Charged Hook Mix

... [S1] > j.L j.M j.6H H~H

Combo Extension

(starter) H S1 6S2 j.6H [T]
  • 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
  • Hit H if you are in range
    • Good to stop approach.
  • 4H when 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 4H on block
      • Best option is tp if lantern is out
        • +4F
      • 4H > H is a true blockstring
  • 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 do j.L or j.M
  • Poke with H > S1
    • gap for parry
    • if too far do H > 4H instead
  • Against slower opponents you can use ground ghoul
  • When they are waiting to parry S1 or 4H
    • Do ground ghoul
    • Throw lantern
    • tp land H
  • j.H very 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.2H also good
    • Combo
    • Call assist to cover
  • When you need to approach
    • dash H or airdash j.H
    • airdash j.2H also good
  • If you have tp near them you can dash 5H tp j.H H > ...
    • 5H tp j.H L if they block
  • Anti air with 2M
    • 2M j.6H j.S2 > ...
    • M better far. 2H better close
  • L M > lantern tag and L M H > lantern tag are plus
  • Do airdash j.H and airdash back j.H a lot
    • airdash just out of range to bait anti-airs sometimes
  • Airdash j.2H very good, especially when they approach
    • Combo into L on block or hit
  • Lantern makes confirms very good
  • Opponent can retreating guard ground pull 4H
  • L and 2L are big
    • Combo into M 6H
    • 7F startups
  • M is also big
  • do j.H after charged hook
  • H, j.H, and j.6H are projectile invuln (on the chain)
  • T lockdown assist
  • 4T Good 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~H is puppetable
    • assist > H > T (tag) > H
  • Good against other zoners
  • Weak close range
    • Weak against fast characters.
    • Very important to have lantern out so you can tp and escape.
  • 2M or j.H Teemo float
  • 4H and 4T clears Teemo mushrooms