A fundamental part of this genre of fighting game is "oki", short for okizeme, which is a set of strategies to follow when you have your opponent knocked down to make use of that advantaged state. If your character has strong oki tools, that will allow you to make very good use of any knockdown, and will make knowing those tools extremely valuable. Lum is a character with strong oki tools.
In particular, Lum has a very versatile set of oki tools, letting you adjust according to your opponent's habits and levels of confusion and decision paralysis very effectively. I'll attempt to summarise them here, both for Lum players and their victims. Unless specified otherwise, assume these are spaced off forward throw.
If at any point you don't understand any of these, I recommend going into practise mode and trying them out! They're much easier to perform than to describe.
Summary of Okis | Forward Throw | Back Throw | Yomi Counter | Other | Notes |
---|---|---|---|---|---|
Strike/Throw | Yes | Yes | Yes | Yes | Very reliable |
Item Toss | Yes | Yes (far) | Yes (late) | Rarely | |
Crossup Roll | Yes | Yes | Yes | Yes | Crossup is throwable on hit |
Crossup jA | Yes | No | Yes | Rarely | Weak without items, strong with items |
Safemelon | Yes | Yes (back jump) | Yes | Yes | Safejump, combo on hit, item on block |
Whiff Roll | Yes | Yes | Yes | Yes | Needs mental advantage |
Corner Whiff Roll | Yes | Yes | Yes | Rarely | Knowledge test, fun sideswitching |
Juggling from Corner | Outcome | Notes |
---|---|---|
nAxB | 1 damage + meaty ambiguous crossup | Unsafe on crossup, meaty can be blocked |
nAxC | 1 damage + item | Safe |
nAxC T | 1 damage + item + throw | Risky tick throw |
jA | 1 damage | On prediction |
jA gB | 2 damage + KD | Needs jA to hit high |
jA nAxB | 2 damage + meaty ambiguous crossup | Needs jA to hit very high, unsafe on crossup, meaty can be blocked |
jA nAxC | 2 damage + item | Needs jA to hit very high, slightly negative |
jC | 1 damage | On prediction, combo on hit, item on block |
Notes:
Upon knocking down the opponent, toss an item then decide what to do based on that item. Usually go for throw after this, as the opponent will most likely be pushing buttons, but some players will respond correctly at which point you must decide how to adjust. Your key options are: throw, nA comboed into either roll or another item toss, or if you threw them in the corner, an ambiguous crossup roll (note that the crossup is reactably unsafe on hit, so you will be thrown! only use the crossup if it's to kill or will combo)!
This is his classic oki, and mathematically the best one around - unless your opponent or circumstances give you a reason not to, go for this! This can be used at a very basic level of "throw almost every time" which will be effective at anything but high levels of play, and at the highest level of play knowing how to adapt this properly is still extremely powerful. Throwing is also the one you "want" to do most of the time as, while it does less damage, it lets you repeat the oki. Note that for brevity I'm not including the risks of parries and reversals, as they should be fairly clear and would make this… pretty long. Here I will attempt to detail the various options from each item:
In General | Best Case | Worst Case | Beats | Notes |
---|---|---|---|---|
Throw | 1 damage + oki | Yomi | Blocking | Loops, confuses, most likely |
nAxB | 2 damage | 1 chip | Yomi | Too risky vs Valerie |
nAxC | 1 damage + item | Item | Yomi | Throwable from close |
Corner roll | 1 damage | 1 chip | Yomi, crossup | Surprises, always throwable after crossup (even on hit!) |
Note: Details from the summary will be excluded in the details section for brevity.
After a forward throw or yomi counter, wait a brief moment, jump, and immediately throw a melon. They have to block it! If they reversal, you will land and be able to block them, then punish accordingly. This means you can always get 1 free chip.
You can also always safely get an item toss after any blocked melon - caveats:
In particular, a safemelon after a forward throw in the corner let's you item toss (or blockstring/combo with melon?) completely safely, and even gives you an opportunity to go for a tick throw afterwards, or combo into nA if they don't block! Note that this is too far to combo into roll unless you use fjC, which requires a slight delay before the item toss.
So if they have an invincible reversal, decide whether you expect them to use it (if so, safemelon into item toss into block), else decide whether you expect a yomi counter and thus whether you will perform the tick throw or use your nAxB / nAxC accordingly.
This is generally your safest option in the corner, and gives you plenty of chances to toss out items while keeping them in the corner so you can eventually get a favourable item for your item toss into ambiguous crossup roll oki, while dealing chip, while threatening a mixup each time. Here are some tips on what you should do based on the item:
SM: Minilum | Best Case | Worst Case | Notes |
---|---|---|---|
Tick Throw | 1 damage + oki | Yomi | Causes yomis, leads to "so this is fun" |
nAxB | 4 damage | 3 chip | |
jA nAxB | 1+4 damage | 3 chip | Crossup on fjC, sameside on njC |
jA nAxC | 1+3 damage + item | 3 chip + item | Crossup on fjC, sameside on njC |
jC nAxB | 1+4 damage | 4 chip | Beware the gap before the melon |
jC nAxC | 1+3 damage + item | 3 chip | Beware the gap before the melon |
Note: Details from the summary will be excluded in the details section for brevity.
After a forward throw or yomi counter, wait X amount of time (you'll have to figure it out for yourself in practise mode) and roll, or if they're in the corner, time it by throwing an item first! (If you already have an item out, this will take too long, time it manually)
After a backward throw, this is also possible, and easier due to the wait being much shorter when timing it.
Okay, this one's mostly not great, but hear me out! No one blocks the crossup. No one! Well, some people do, but not many! While the crossup is unsafe on block or hit, as it has the same recovery as normal roll but leaves you closer, this doesn't matter if they don't block it and it's their last health point, because you just won.
Also, it can combo into items for extra damage and maybe becoming safe on hit.
Basically, this is your kill move, though you can abuse it against anyone who doesn't know what to do against it!
After a forward throw or yomi counter, walk forward for X amount of time, forward jump, and use jA - this is an ambiguous crossup! They have to guess right or you'll combo for 3 damage, if they do you can deal 1 chip or throw out an item if you don't expect them to punish the item toss. I admit, I barely use this one as it can never loop, it's kinda hard to space right, and a skilled opponent is often very good at blocking ambiguous crossups consistently, but it's good if you've got items around to confuse them or make it more powerful.
Next, we have the whiff roll oki, or the "Janet special" as Remy calls it (because I adore using this one!). It is mathematically eh, but it makes use of mental advantage (see my thoughts on advantage) to be extremely powerful.
Instructions: After a forward throw or a yomi counter, just press roll. Immediately. Do nothing else. From there, stand still and wait. Note that if you roll into the corner, you'll leave the corner automatically unless you delay!
Many opponents will try to throw you, either because they throw when they panic or because they reacted as if you hit them, because throwing is the correct response to a crossup roll. Now you've just got a free yomi counter, giving you a free 1 damage, oki, and full super meter. You can mix and match with other oki tools, such as HR, to make sure they never get the hang of this. Use it lots to show off, annoy them, and give them a chance to learn. You could even fuzzy guard here!
Note that it's better to go for HR here if you expect a throw, which will counterhit the throw, but you don't get to loop it, you don't get free super meter, and you don't get the style points. Also, versus exclusively human Midori, if they try to throw you can neutral jump into jA into HR, for 3 damage!
There is, of course, more to it - of course there is, it's psychological! I'll describe the likely responses per-character per-type-of-person here, but note that if they respond correctly then you should stop using it immediately.
Player Type | Description | Likely Players |
---|---|---|
Panic Throwers | They will always throw! Grapplers favour command throws. | Rook, Midori, Lum, Jaina, Quince, Onimaru |
Panic Reversallers | If they have a reversal, they will use it! Including supers, use this to waste their super meter and punish. | Rook, Midori, Lum, Jaina, Quince, Onimaru |
Correct Throwers | They're reacting to the fake crossup roll! Use it sparingly or else they'll learn, for the last health point. | Intermediate-to-High-Skilled Players (not lowest, rarely highest) |
IT: Minilum | Best Case | Worst Case | Notes |
---|---|---|---|
Throw | 1 damage + modified oki | Yomi | Leads to "In Position" oki! |
nAxB | 2 damage + safe | 1 chip + safe | |
nAxC | 1 damage + item | Item | |
Corner roll | 2 damage | 2 chip | Strong for Shenanigans™ (eg, crossup jA!) |
IT: Coin | Best Case | Worst Case |
---|---|---|
Throw | 1 damage + oki | Yomi |
nAxB | 2 damage | 1 chip |
nAxC | 1 damage + item | Item |
Corner roll | 1 damage | 1 chip |
Note: The coin can hit immediately after a yomi counter, but not a throw - for where it hits, see delayed coin.
IT: Delay Coin | Best Case | Worst Case |
---|---|---|
Throw | 1 damage + oki | Yomi |
nAxB | 3 damage | 2 chip |
nAxC | 2 damage + item | 1 chip + item |
Corner roll | 2 damage | 1 chip |
Note: This is the only significantly different item from a minor delay, but also now the corner roll can never crossup (they may not realise you delayed though!)
IT: Bomb | Best Case | Worst Case | Notes |
---|---|---|---|
Throw | 1 damage + oki | Yomi | Can delay to threaten bomb |
nA | 2 damage + oki | 1 chip | Can throw or melon before bomb explodes |
Corner roll | 1 damage | 1 chip | Double crossup on crossup, leads to Fun™! |
Notes on Fun™: Versus Rook and dragon Midori, immediately fjA to dodge the bomb and combo with it, knocking down or juggling.
IT: Cloud | Best Case | Worst Case |
---|---|---|
Throw | 1 damage + oki | Yomi |
nAxB | 3 damage + fullscreen KD | 2 chip |
Corner roll | 2 damage + juggle | 2 chip |
IT: Cherry | Best Case | Worst Case |
---|---|---|
Throw | 1 health + 1 damage + oki | Yomi |
nAxB | 1 health + 2 damage | 1 chip |
nAxC | 1 health + 1 damage + item | 1 health + item |
Corner roll | 1 health + 1 damage | 1 chip |
Note: Yay, +1 health! Aw, boring oki.
IT: Cake | Best Case | Worst Case | Notes |
---|---|---|---|
Throw | 1 damage + oki | Yomi | Opportunity to super |
nAxB | 2 damage | 1 chip | |
nAxC | 1 damage + item | Item | |
Corner roll | 1 damage | 1 chip |
Note: Enjoy the +50% super! Alas, boring oki.
IT: Fireworks | Best Case | Worst Case | Notes |
---|---|---|---|
Throw | 1 damage + modified oki | Yomi | Leads to "Second Go Round" oki! |
nAxB | 2 damage | 1 chip | |
Corner roll | 1 damage | 1 chip |
Note: The fireworks are too delayed to affect things immediately.
IT: Minirook | Best Case | Worst Case | Notes |
---|---|---|---|
Throw | 1 damage + modified oki | Yomi | Leads to "Wheee" oki |
nAxB | 2 damage | 1 chip | |
nAxC | 1 damage + item | Item | |
Corner roll | 1 damage + minirook | 2 chip + throwable | Use throw instead |
SM: Coin | Best Case | Worst Case | Notes |
---|---|---|---|
Tick Throw | 1 damage + oki | Yomi | Causes yomis |
nAxB | 3 damage | 3 chip | |
jA nAxB | 1+4 damage | 3 chip | Crossup on fjC, sameside on njC |
jA nAxC | 1+3 damage + item | 3 chip + item | Crossup on fjC, sameside on njC |
jC nAxB | 1+4 damage | 4 chip | Beware the gap before the melon |
jC nAxC | 1+3 damage + item | 3 chip | Beware the gap before the melon |
Note: The coin whiffs after fjC, no combo from melon after njC
SM: Bomb | Best Case | Worst Case | Notes |
---|---|---|---|
Tick Throw | 1 damage + oki | Yomi | Causes yomis |
nAxB | 3 damage | 3 chip | Hitconfirm! You can block the blast! |
nA Throw/Block | 1 damage + oki | Yomi | If they blocked, mix between throw and blast |
jC jC juggle | 3 damage + juggle | 3 chip | The first jC is just to fill time, delay the second slightly |
Note: A rare time when the bomb gives a clear set of options, hurrah!
SM: Cloud | Best Case | Worst Case | Notes |
---|---|---|---|
Tick Throw | 1 damage + oki | Yomi | Causes yomis |
nAxB juggle | 4 damage + juggle | 3 chip | |
jB | 2 damage + oki | 3 chip + item / 4 chip | Crossup on fjC, sameside on njC, nAxB/C on block |
jA juggle | 4 damage | 3 chip | 4 damage on njC, 3 damage on fjC |
Note: After fjC, the cloud only hits if they enter hitstun
SM: Cherry | Best Case | Worst Case | Notes |
---|---|---|---|
Tick Throw | Oki | Yomi | Causes yomis |
nAxB | 2 damage | 3 chip | |
jA nAxB | 3 damage | 3 chip | Crossup on fjC, sameside on njC |
jA nAxC | 3 damage + item | 3 chip + item | Crossup on fjC, sameside on njC |
jC nAxB | 4 damage | 4 chip | Beware the gap before the melon |
jC nAxC | 3 damage + item | 3 chip | Beware the gap before the melon |
Note: They picked it up. :c
SM: Cake | Best Case | Worst Case | Notes |
---|---|---|---|
Tick Throw | 1 damage + oki | Yomi | Causes yomis |
nAxB | 3 damage | 3 chip | |
jA nAxB | 1+3 damage | 3 chip | Crossup on fjC, sameside on njC |
jA nAxC | 1+2 damage + item | 3 chip + item | Crossup on fjC, sameside on njC |
jC nAxB | 1+3 damage | 4 chip | Beware the gap before the melon |
jC nAxC | 1+2 damage + item | 3 chip | Beware the gap before the melon |
Note: Fear the reversal super, for they gained meter.
SM: Fireworks (Boring) | Best Case | Worst Case | Notes |
---|---|---|---|
Tick Throw | 1 damage + modified oki | Yomi | Gives a wonderful oki! |
nAxB | 2 damage + fireworks | 1 chip | Eh, go for the tick throw |
SM: Fireworks | Best Case | Worst Case | Notes |
---|---|---|---|
Throw | 1 damage + oki | Yomi | Causes yomis, but… :c |
jC nAB | 5-6 damage | 5-6 chip | |
jC nAB | 6-7 damage | 5-6 chip | Whoa |
Crossup jA nAB | 5-6 damage | 4-5 chip | Leaves you in the corner on crossup |
Crossup gB nAB | 5-6 damage | 5-6 chip | Leaves you in the corner on crossup |
Crossup jB nAB | 5-6 damage | 5-6 chip | Leaves you in the corner - B at or after apex to mixup! |
Notes:
Minirook: no specific strong combos or blockstrings, but you can hitconfirm combo the safemelon into nA, and then continuously threaten a throw mixup while the minirook approaches!
Fireworks, the Second Go Round | Best Case | Worst Case | Notes |
---|---|---|---|
Throw | 1 damage + oki | Yomi | Very safe |
nAxB | 4 damage | 3 chip | Unlikely to work, they're blocking |
Crossup roll | 2-4 damage | 1 chip | You can yomi counter or add pressure |
Whiff roll | 5 damage | 3 chip | Add pressure freely, very safe |
Crossup jA | 4-6 damage | 3-4 chip | Effective, easy |
Cartwheel | 4 damage | 4 chip | Start very early |
Note: No item toss, as fireworks are out.
Minilum, In Position | Best Case | Worst Case | Notes |
---|---|---|---|
Throw | 1 damage + modified oki | Yomi | Leads to "Ultimate Position" oki! |
nAxB | 3 damage | 2 chip | |
nAxC | 2 damage + item | 1 chip + item | |
Corner roll | 2 damage + chaos | 2 chip | Leads to "So This Is Fun" setup! |
Notes:
Minilum, Ultimate Position | Best Case | Worst Case | Notes |
---|---|---|---|
Throw | 1 damage + oki | Yomi | Eh, but likely |
nAxB | 3 damage | 2 chip | Heck yeah |
nAxC | 2 damage + item | 1 chip + item | Heck yeah |
Corner roll | 2 damage | 2 chip | Eh, risky |
Crossup Roll | 2 damage | 2 chip | Eh, risky |
Crossup jA | 4 damage | 2 chip | Safe |
Safemelon | 4 damage | 2 chip + item | Heck yeah |
Corner Safemelon | 4 damage + item | 2 chip + item | Delay item toss slightly if fjC |
Notes:
UP: Minilum | Best Case | Worst Case | Notes |
---|---|---|---|
Throw | 1 damage + oki | Yomi | Ridiculous oki! |
nAxB | 3 damage + safe | 2 chip | |
nAxC | 2 damage + item + safe | 1 chip + item | |
Corner roll | 5 damage | 4 chip | Holy heck |
Note: The new minilum will defend you outside of the corner, but add to the combos in the corner.
UP: Coin | Best Case | Worst Case |
---|---|---|
Throw | 1 damage + oki | Yomi |
nAxB | 3 damage | 2 chip |
nAxC | 2 damage + item | 1 chip + item |
Corner roll | 2 damage | 2 chip |
Notes:
UP: Delayed Coin | Best Case | Worst Case | Notes |
---|---|---|---|
Throw | 1 damage + oki | Yomi | |
nAxB | 4 damage | 3 chip | |
nAxC | 3 damage + item | 1 chip + item | |
Corner roll | 2 damage | 1 chip | Can't crossup |
Note: This coin does hit, have fun!
UP: Bomb | Best Case | Worst Case | Notes |
---|---|---|---|
Throw | 1 damage + oki | Yomi | Probably the best you're getting? |
Threaten | 1 damage + oki | ??? | Just kinda stand ominously |
Crossup jA | 2 damage + oki | 2 chip | Jump over them as the bomb detonates |
Melon | 2 damage + oki | 2 chip | Yeah bombs are awkward |
UP: Cherry | Best Case | Worst Case |
---|---|---|
Throw | 1 damage + oki + 1 health | Yomi + 1 health |
nAxB | 3 damage + 1 health | 2 chip + 1 health |
nAxC | 2 damage + item + 1 health | 1 chip + item + 1 health |
Corner roll | 2 damage + 1 health | 2 chip + 1 health |
UP: Cake | Best Case | Worst Case |
---|---|---|
Throw | 1 damage + oki + 50% super | Yomi + 50% super |
nAxB | 3 damage + 50% super | 2 chip + 50% super |
nAxC | 2 damage + item + 50% super | 1 chip + item + 50% super |
Corner roll | 2 damage + 50% super | 2 chip + 50% super |
UP: Cloud | Best Case | Worst Case |
---|---|---|
Throw | 1 damage + oki | Yomi |
nAxB | 4 damage + fullscreen kd | 2 chip |
Corner roll | 3 damage + juggle | 2 chip |
UP: Fireworks | Best Case | Worst Case | Notes |
---|---|---|---|
Throw | 1 damage + modified oki | Yomi | Leads to "Second Go Round" oki! |
nAxB | 3 damage + fireworks | 2 chip | |
Corner roll | 2 damage + fireworks | 2 chip |
Note: The fireworks are too delayed to affect things immediately.
UP: Minirook | Best Case | Worst Case |
---|---|---|
Throw | 1 damage + oki | Yomi |
nAxB | 3 damage | 2 chip |
nAxC | 2 damage + item | 1 chip + item |
Corner roll | 2 damage | 2 chip |
UP: Corner Safemelon | Best Case (fjC) | Best Case (njC) | Worst Case | Notes |
---|---|---|---|---|
Whiff | 4 damage | NA | 3 chip / 2 chip + item | |
Minilum | 5 damage | 5 damage | 4 chip | Can throw before 4th chip |
Coin | 4 damage + item | 4 damage + item | 2 chip + item | Roll only on fjC |
Bomb | 4 damage + bomb | 2 damage + bomb | 3 chip | No bombo :c |
Cloud | 5 damage + juggle | 2 damage + cloud | 3 chip | Tick throw after cloud! |
Cherry | 3 damage | 1 damage | -1 damage + 2 chip | :c |
Cake | 4 damage | 2 damage | 2 chip | Gave 50% super :c |
Fireworks | 4 damage + fireworks | 2 damage + fireworks | 3 chip + fireworks | |
Minirook | 5 damage + minirook | 3 damage + minirook | 3 chip + fireworks | Yay, corner minirook! |
Notes:
Minilum, So This Is Fun | Hit | Blocked | Notes |
---|---|---|---|
Minilum | 5 damage / 4 damage + item | 4 chip / 3 chip + item | Unthrowable |
Coin | 2 damage | 2 chip | Don't roll… |
Bomb | 2 damage | 2 chip | See bomb corner roll |
Cloud | 3 damage + juggle | 3 chip | Unthrowable |
Cherry | 2 damage + 1 health | 2 chip + 1 health | Don't roll… |
Cake | 2 damage + 50% super | 2 chip + 50% super | Don't roll… |
Fireworks | 2 damage + fireworks | 2 chip + fireworks | |
Minirook | 2 damage + minirook | 2 chip + minirook | Yay, corner minirook! |
Notes:
Minirook, Wheee | Best Case | Worst Case | Notes |
---|---|---|---|
gC nAxB | 4 damage | So much chip | They're blocking |
gC nAxC | 3 damage + item | So much chip | Woo!!! |
Corner Roll | Safe chaos | Thrown | Leads to "wheeeeeeeeeee" |
Sameside jA | 4 damage | 2 chip | Throw them after block to loop |
Crossup jA | 5 damage | 2 chip | Throw them after block to loop |
Whiff Roll | 4 damage | Strike/Throw | They're terrified |
Corner Whiff Roll | 4 damage | Strike/Throw | They're terrified and so confused |
Minirook, Wheeeeeeeeeee | Hit | Blocked | Notes |
---|---|---|---|
Minilum | 6 damage | So much chip | Unthrowable |
Coin | 2 damage | 2 chip | Don't roll… |
Bomb | 2 damage | 2 chip | See bomb corner roll |
Cloud | 4 damage + juggle + minirook | 3 chip | Unthrowable |
Cherry | 2 damage + 1 health | 2 chip + 1 health | Don't roll… |
Cake | 2 damage + 50% super | 2 chip + 50% super | Don't roll… |
Fireworks | 2 damage + fireworks | 2 chip + fireworks | |
Minirook | Unspeakable | Incomprehensible | I bet they forfeit. 1/40 000 odds! |
As you have no doubt noticed, Lum has some… rather complex oki tools. However, most Lum players will never learn them in as much detail as they're written here - there's a reason for this: you don't have to learn these by heart!
Instead, simply feel the joy of being a panda, learn the basic tools rather than the in-depth setups, and improvise as you go along. This is the tried and true method of playing Lum.
However, if you suspect you may have missed some damage in a particular situation, refer back to here to see what your options were in detail! You'll be sure to see whether you did miss damage, and how to fix it if you did.
If you find an option better than is listed here, or a new setup, please inform me so I can add it to the list! The goal of this is to be as comprehensive as possible, within reason! But I included tossing a minilum then throwing then tossing a minilum then throwing then tossing an item earlier, so not much reason honestly.
Good luck on the ultimate quest of winning rounds off a single throw. Prove to everyone that they should fear the mighty panda, even as they laugh at your antics!!! Mwahahahahaaaaaaaaaaaaaaaaa!!!!!