Battle Craze!!/Sherm/C-Side: Difference between revisions
< Battle Craze!! | Sherm
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m (→Move Overview: turns out the damage buff is percentage based, fixed typos as well) |
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| punishState= Dire | | punishState= Dire | ||
| direEffect= Spinout | | direEffect= Spinout | ||
| description= Low crushes. | | description= Low crushes. Uniquely, you can actually cancel into DP immediately after, making it his best meterless combo ender damage wise by a slight amount. | ||
}} | }} | ||
}} | }} | ||
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| punishState= Dire | | punishState= Dire | ||
| direEffect= N/A | | direEffect= N/A | ||
| description= Funny taunt that moves Sherm forward, can't land the hit raw. A low profile, I guess. | | description= Funny taunt that moves Sherm forward, can't land the hit raw. A low profile, I guess. Can be canceled into specials but not C-Tech. Adds a 9.5% damage buff to the next normal or special lands if it whiffs. If used in a combo will immediately apply max scaling, only use at the end of combos. | ||
}} | }} | ||
{{AttackData(Special)-BC | {{AttackData(Special)-BC | ||
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| punishState= Dire | | punishState= Dire | ||
| direEffect= N/A | | direEffect= N/A | ||
| description= Funny taunt that moves Sherm back, can't land the hit raw. A low profile. | | description= Funny taunt that moves Sherm back, can't land the hit raw. A low profile, I guess. Can be canceled into specials and supers but not C-Tech. Adds a 9.5% damage buff to the next normal or special Sherm lands if it whiffs. If used in a combo will immediately apply max scaling, only use at the end of combos. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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| punishState= Dire | | punishState= Dire | ||
| direEffect= N/A | | direEffect= N/A | ||
| description= Funny taunt that moves Sherm forward, can't land the hit raw. A low profile, I guess. | | description= Funny taunt that moves Sherm forward, can't land the hit raw. A low profile, I guess. Can be canceled into specials but not C-Tech. Adds a 9.5% damage buff to the next normal or special lands if it whiffs. If used in a combo will immediately apply max scaling, only use at the end of combos. | ||
}} | }} | ||
{{AttackData(Special)-BC | {{AttackData(Special)-BC | ||
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| punishState= Dire | | punishState= Dire | ||
| direEffect= N/A | | direEffect= N/A | ||
| description= Funny taunt that moves Sherm back, can't land the hit raw. A low profile, I guess. | | description= Funny taunt that moves Sherm back, can't land the hit raw. A low profile, I guess. Can be canceled into specials and supers but not C-Tech. Adds a 9.5% damage buff to the next normal or special Sherm lands if it whiffs. If used in a combo will immediately apply max scaling, only use at the end of combos. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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| punishState= Dire | | punishState= Dire | ||
| direEffect= N/A | | direEffect= N/A | ||
| description= Funny fireball feint, treated like a command normal so it can be cancelled into specials and supers. Use on people's block if you'd like to lose the round. Adds | | description= Funny fireball feint, treated like a command normal so it can be cancelled into specials and supers. Use on people's block if you'd like to lose the round. Adds a 9.5% damage buff to the next normal or special Sherm lands if it whiffs. If used in a combo will immediately apply max scaling, only use at the end of combos. Can be used to actually fake a fire ball or humiliate your opponent at the end of the round. | ||
}} | }} | ||
}} | }} | ||
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| punishState = Dire | | punishState = Dire | ||
| direEffect = Stagger | | direEffect = Stagger | ||
| description= Very good fireball. Can be used for some really high damage juggles. There is not much recovery time on this move so it | | description= Very good fireball. Can be used for some really high damage juggles. There is not much recovery time on this move so it can be spammed on hit of block. LP travels slower and SP travels faster. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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| punishState = Dire | | punishState = Dire | ||
| direEffect = Ground Bounce | | direEffect = Ground Bounce | ||
| description= Hits overhead unlike the light version, floor splats so it can be comboed after at certain heights. If the latest hit is landed you'll be +7 or -2 on block. Great for chasing opponents down after backroll or | | description= Hits overhead unlike the light version, floor splats so it can be comboed after at certain heights. If the latest hit is landed you'll be +7 or -2 on block. Great for chasing opponents down after backroll or surprising them in neutral. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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| punishState = Dire | | punishState = Dire | ||
| direEffect = N/A | | direEffect = N/A | ||
| description= Taunt super, | | description= Taunt super, do not ever use this unless you're chill like that. Each roll has invuln. Adds a 54.5% damage buff to the next normal or special if fully completed. | ||
}} | }} | ||
}}<br> | }}<br> |
Revision as of 02:23, 8 September 2023
Overview
Playstyle
C-Sherm neutral and pressure are some of his best qualities. If you master his charge input his habjoken can be done incredibly fast, and be combined with footsie for huge damage. This is not even mentioning his run craze tech, which can trip up any opponent not looking for it. He may look like a joke, but this guy is more than your average blue dude. | |
Pros | Cons |
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Statistics
Trait | "Vigor Mortis": After Sherm’s life drops below a certain point, his Adrenaline will automatically fill up for the rest of the round. |
Health | 1000 |
Mobility | Dash |
Move Overview
Universal Mechanics
Craze Tech
Just Keep Running! (CT)
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Actually Maybe Not (CT~1)
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Run-Jouken (CT~LP)
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Run-Ryuken (CT~SP)
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Run-Senpuukyakuu (CT~LK)
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Run-Power-Punch(CT~SK)
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Run-Tauntin'/Run-Jokin' (CT~6CT or CT~6T)/(CT~4CT or CT~4T)
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Sick Taunt!/Evade, Then Make a Joke! (236CT or 236T)/(214CT or 214T)
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6T
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Throws
That Won't Work! (5GP)
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Look Over There! (4GP)
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I Broke My Back! (j.5GP)
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Heartbreaker
Heartbreaker (5CT while blocking)
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Normals
Standing
5LP
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5SP (close)
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5SP (far)
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5LK (close)
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5LK (far)
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5SK (close)
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5SK (far)
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Crouching
2LP
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2SP
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2LK
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2SK
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Jumping
j.5LP
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j.5SP
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j.5LK
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j.5SK
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Command Normals
6LP
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1SK
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4/6SK
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Specials
Habjouken ([4]6P)
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Hurricane Senpuukyakuu([4]6K)
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Shermyuken ([2]8P)
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Power Punch ([2]8K)
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Supers
All-Out Attack
Stinky Habjouken (236236P)
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Shermkyugen Ougi! Ranbu Ken(214214P)
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I'm the Best!(214214T/236236T or 214214CT/236236CT)
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All-Out EX
Shermkyugen Ougi! Ranbu Ken EX(214214PP)
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All-Out Destruction
SHIN SHERMYUKEN (236236KK)
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