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Max Thresh

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

Very Easy

M H 2H j.6H 6S2 > 2[H] j.S1 j.S2 (tp) j.S1

Easy Hook No charges

H S1 S2 j.H j.S1 j.S2 (tp) j.S1 Super 2
  • Does not work at max range.

Easy Autotimed

M H S1 > j.[H] M 2M 3H 6S2 2M j.H j.S1 j.6[S2]
  • 477 dmg
  • Neutral jump before j.H
  • Limit strike and super variants possible
  • Can set up ghoul after
  • Let the j.[H] end on its own (hold the whole time)
  • Recommended

Zedd 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
  • This one is really good if you are ready to time j.[H]

Hook Ghoul Setup

M H~H S1 j.[H] 2H j.6H j.S2 2S2
  • Can tp after instead
  • Does not hit meaty
  • Might have to put an M before 2H if not in corner

Zedd Corner Meterless or lvl 3

M H 6H j.[H] > M 2H j.6H j.S2 > 2[H] (superjump) j.H j.S1 j.[S2] j.6H
  • variant of Sajam BnB
  • Can add Super 1 or Ultimate, instead of j.6H

Easy

... 2T > j.[H] j.S1 Super 2

Corner Limit Strike Lantern Oki

... 2T > j.[H] j.6H 2[H] 2[S1] j.6H j.S2

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
L M H 6H S2
  • Almost always do this blockstring if you hit them on block with L
  • M H has a 2 frame gap
  • Only throw lantern if you are far away

Corner Charged Hook Mix

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

Combo Extension

(starter) H S1 6S2 j.6H [T]
  • https://www.youtube.com/watch?v=QlvI6wOzfYE
  • 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
    • 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
  • Do not use 2M when close
  • 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