Janet's Thoughts on Lum's Oki Tools

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.

The basics:

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:


Item toss oki:

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.


Safemelon:

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:

Corner Safemelon:

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.


Ambiguous Crossup Roll:

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!


Ambiguous Crossup jA:

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.


Whiff Roll:

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)

Per-Item Details: Item Toss

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

Per-Item Details: Corner Safemelon

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!


Common Setups

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!

Closing Thoughts:

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!!!!!

Other thoughts on stuff!