Battle Craze!!/Sherm/C-Side: Difference between revisions

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{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
|intro=[[file:03sher4.png|link|50px]]  
|intro=[[file:03sher4.png|link|50px]]  
'''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.
'''C-Sherm''' is an all rounder with many shoto elements, despite being a charge character.


|pros=
|pros=
* '''HAS THE BEST DASH IN THE GAME.'''
*'''Projectile:''' C-Sherm has a very powerful projectile with little recovery.
* Great pressure because of 23+HK and [4]6+LP.
*'''Block Strings:''' C-Sherm has amazing block strings with many safe options and built in frame traps.
* Great neutral and zoning.
*'''Anti-Airs:''' C-Sherm has a large selection of good anti-airs, allowing him to shut down lots of air approaches.
* j.Lk that stays out the entire time when pressed, making it a cross-up.
|cons=
|cons=
* Bread and butter combos can be tricky to pull off in a match.
*'''Being an all-rounder, C-Sherm doesn't have a major weakness.'''
* Being stuck charging can put you in bad situations.
*[[File:Sherm eye contact.png|100px]]
|tablewidth=80}}
|tablewidth=80}}


Line 32: Line 31:
  |image=Sherctech 0.png|caption=
  |image=Sherctech 0.png|caption=
  |image2=Sherctech_1.png|caption2=isometric Shermcercise!
  |image2=Sherctech_1.png|caption2=isometric Shermcercise!
  |name=Just Keep Running! (CT)
  |name=Just Keep Running!
|input=CT
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 42: Line 42:
   | punishState= Counter
   | punishState= Counter
   | direEffect= N/A
   | direEffect= N/A
   | description= Run stance, has follow-ups after it.
   | description= Run stance, has follow-ups after it. Can go under many moves when in the initial stance, but can be risky since you are forced to run right after.
   }}
   }}
}}
}}
{{MoveData
{{MoveData
  |image=Sherctech 2.png
  |image=Sherctech 2.png
  |name=Actually Maybe Not (CT~1)
  |name=Actually Maybe Not  
|input=CT~1
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 57: Line 58:
   | punishState= Counter
   | punishState= Counter
   | direEffect= N/A
   | direEffect= N/A
   | description= Ends run stance.
   | description= Ends run stance. If you hold down+back as you start running you can immediately end the stance. This can be used to mix up pressure when the opponent starts respecting your blockstrings and reset the opponent. You'll be +1 after heavy normals and 6D, and +2 after 6A.
   }}
   }}
}}
}}
{{MoveData
{{MoveData
  |image=Sherctech 3.png
  |image=Sherctech 3.png
  |name=Run-Jouken (CT~LP)
  |name=Run-Jouken
|input=CT~LP
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 72: Line 74:
   | punishState= Dire
   | punishState= Dire
   | direEffect= Wall Bounce
   | direEffect= Wall Bounce
   | description= Safe on block, pretty high damage ender.
   | description= Safe on block, pretty high damage ender. Leaves you +2 and in jab range against grounded opponents letting you. In juggles the opponent falls close to you, letting you chase them down with Power Punch
   }}
   }}
}}
}}
{{MoveData
{{MoveData
  |image=Sherctech 4.png
  |image=Sherctech 4.png
  |name=Run-Ryuken (CT~SP)
  |name=Run-Ryuken  
|input=CT~SP
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 87: Line 90:
   | punishState= Dire
   | punishState= Dire
   | direEffect= Power Launch
   | direEffect= Power Launch
   | description= Not very useful at all.
   | description= The fastest option out of run stance. Can be good to catch people trying to jump in on you as it has invulnerability to air attacks. Niche combo uses with juggles, but otherwise use defensively.
   }}
   }}
}}
}}
{{MoveData
{{MoveData
  |image=Sherctech 5.png
  |image=Sherctech 5.png
  |name=Run-Senpuukyakuu (CT~LK)
  |name=Run-Senpuukyakuu  
|input=CT~LK
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 98: Line 102:
   | guard= Mid
   | guard= Mid
   | startup= 7
   | startup= 7
   | advHit= +19
   | advHit= +24
   | advBlock= -3
   | advBlock= -10
   | punishState= Dire
   | punishState= Dire
   | direEffect= Spinout
   | direEffect= Spinout
   | description= Low crushes, Safe on block but outclassed by CT~LP and CT~SK overall.  
   | description= Low crushes and launches. Great for starting juggles.
   }}
   }}
}}
}}
Line 108: Line 112:
  |image=Sherctech 6.png
  |image=Sherctech 6.png
  |image2=Sher28LK.png
  |image2=Sher28LK.png
  |name=Run-Power-Punch(CT~SK)
  |name=Run-Power-Punch
|input=CT~SK
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 118: Line 123:
   | punishState= Dire
   | punishState= Dire
   | direEffect= Ground Bounce
   | direEffect= Ground Bounce
   | description= Low crushes, pretty reliable ender with a lot of advantage.
   | description= Low crushes, leaves you in grab range if blocked. Most consistent combo ender out of run stance and can extend if spaced.
   }}
   }}
}}
}}
{{MoveData
{{MoveData
  |image=Sher236T.png
  |image=Sher236T.png
  |name=Run-Tauntin'/Run-Jokin' (CT~6CT or CT~6T)/(CT~4CT or CT~4T)
  |name=Run-Tauntin'/Run-Jokin'
|input= CT~6CT or CT~6T/CT~4CT or CT~4T
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 134: Line 140:
   | 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. Treated like a command normal so it can be canceled into specials and supers. Adds 4 damage to the next normal Sherm lands if it whiffs.
   | 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
Line 146: Line 152:
   | 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. Treated like a command normal so it can be canceled into specials and supers. Adds 4 damage to the next normal Sherm lands if it whiffs
   | 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>
{{MoveData
{{MoveData
  |image=Sher236T.png
  |image=Sher236T.png
  |name=Sick Taunt!/Evade, Then Make a Joke! (236CT or 236T)/(214CT or 214T)
  |name=Sick Taunt!/Evade, Then Make a Joke!
|input=236CT or 236T/214CT or 214T
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 162: Line 169:
   | 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. Treated like a command normal so it can be canceled into specials and Adds 4 damage to the next normal Sherm lands if it whiffs.
   | 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
Line 174: Line 181:
   | 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. Treated like a command normal so it can be canceled into specials and supers. Adds 4 damage to the next normal Sherm lands if it whiffs.
   | 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>
Line 189: Line 196:
   | punishState= Dire
   | punishState= Dire
   | direEffect= N/A
   | direEffect= N/A
   | description= Funny fireball feint, treated like a command normal so it can be canceled into specials and supers. Use on people's block if you'd like to lose the round. Adds 4 damage to the next normal Sherm lands if it whiffs.
   | 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. Can be held indefinitely.
   }}
   }}
}}
}}
====Throws====
====Throws====
{{MoveData
{{MoveData
  |image=Sherthrowf.png
  |image=Sherthrowf.png
  |caption=
  |caption=
  |name=That Won't Work! (5GP)
  |name=That Won't Work!
|input=5GP
  |data=
  |data=
   {{AttackData-BC
   {{AttackData-BC
   | damage= 120
   | damage= 120
   | guard= Throw Tech
   | guard= Throw Tech
   | startup= 3
   | startup= 4
   | advHit= +13
   | advHit= +15
   | advBlock= N/A
   | advBlock= N/A
   | description= Sherm's forward throw, knocks the opponent away.
   | description= Sherm's forward throw, knocks the opponent away.
Line 210: Line 219:
  |image=Sherthrowb.png
  |image=Sherthrowb.png
  |caption=
  |caption=
  |name=Look Over There! (4GP)
  |name=Look Over There!
|input=4GP
  |data=
  |data=
   {{AttackData-BC
   {{AttackData-BC
   | damage= 120
   | damage= 120
   | guard= Throw Tech
   | guard= Throw Tech
   | startup= 3
   | startup= 4
   | advHit= +13
   | advHit= +15
   | advBlock= N/A
   | advBlock= N/A
   | description= Sherm's back throw, knocks the opponent far behind him.
   | description= Sherm's back throw, knocks the opponent far behind him.
Line 224: Line 234:
  |image=Sherthrowju.png
  |image=Sherthrowju.png
  |caption=
  |caption=
  |name= I Broke My Back! (j.5GP)
  |name= I Broke My Back!  
|input=j.5GP
  |data=
  |data=
   {{AttackData-BC
   {{AttackData-BC
Line 232: Line 243:
   | advHit= +16
   | advHit= +16
   | advBlock= N/A
   | advBlock= N/A
   | description= Sherm's air throw, if it's hit raw it tumbles the opponent for a combo. Pretty awkward to combo from mid-screen compared to other air throws.
   | description= Sherm's air throw, if it's hit raw it power launches the opponent for a combo.
   }}
   }}
}}
}}
====Heartbreaker====
====Heartbreaker====
{{MoveData
{{MoveData
  |image=SherHB.png
  |image=SherHB.png
  |caption=
  |caption=
  |name= Heartbreaker (5CT while blocking)
  |name= Heartbreaker
|input=5CT while blocking
  |data=
  |data=
   {{AttackData-BC
   {{AttackData-BC
   | damage= 32
   | damage= 32
   | guard= Mid
   | guard= Mid
   | startup= 2
   | startup= 17
   | advHit= +1
   | advHit= +1
   | advBlock= -23
   | advBlock= -23
   | description= Sherm's heartbreaker, uses far 236P's animation.
   | description= Sherm's heartbreaker, uses 236P's animation.
   }}
   }}
}}
}}
===Normals===
===Normals===
====Standing====
====Standing====
Line 261: Line 275:
   | guard= Mid
   | guard= Mid
   | startup= 4
   | startup= 4
  | active = 2
   | advHit= +1
   | advHit= +1
   | advBlock= -1
   | advBlock= -1
   | description= Poke and combo filler.
   | description= Fair range jab and effective combo starter.
   }}
   }}
}}<br>
}}<br>
Line 276: Line 291:
   | guard= Mid
   | guard= Mid
   | startup= 4
   | startup= 4
  | active = 4
   | advHit= +2
   | advHit= +2
   | advBlock= -2
   | advBlock= -2
Line 290: Line 306:
   | guard= Mid
   | guard= Mid
   | startup= 9
   | startup= 9
  | active = 2
   | advHit= +2
   | advHit= +2
   | advBlock= -6
   | advBlock= -6
   | description= Decent poke.
   | description= Farthest reaching normal besides sweep and a good speed for a heavy.
   }}
   }}
}}<br>
}}<br>
Line 304: Line 321:
   | guard= Mid
   | guard= Mid
   | startup= 4
   | startup= 4
  | active = 2
   | advHit= +4
   | advHit= +4
   | advBlock= -1
   | advBlock= -1
Line 318: Line 336:
   | guard= Mid
   | guard= Mid
   | startup= 7
   | startup= 7
  | active = 2
   | advHit= +3
   | advHit= +3
   | advBlock= -3
   | advBlock= -3
   | description= Reaches farther than 5LP but has a bit more start up. Low-profiles. Animation used in one of the best winning animations in the game.
   | description= Reaches farther than 5LP but has a bit more start up. A great poke since it low-profiles and can go under certain jabs. Animation used in one of the best winning animations in the game.
   }}
   }}
}}<br>
}}<br>
Line 332: Line 351:
   | guard= Mid
   | guard= Mid
   | startup= 6
   | startup= 6
  | active = 3-2
   | advHit= +5
   | advHit= +5
   | advBlock= -2
   | advBlock= -2
Line 346: Line 366:
   | guard= Mid
   | guard= Mid
   | startup= 12
   | startup= 12
  | active = 4
   | advHit= +2
   | advHit= +2
   | advBlock= -2
   | advBlock= -2
   | description= Could be used as an anti-air.
   | description= Decent range and active frames. Could be used as an anti-air.
   }}
   }}
}}<br>
}}<br>
Line 362: Line 383:
   | guard= Mid
   | guard= Mid
   | startup= 4
   | startup= 4
  | active = 2
   | advHit= +1
   | advHit= +1
   | advBlock= -1
   | advBlock= -1
Line 377: Line 399:
   | guard= Mid
   | guard= Mid
   | startup= 6
   | startup= 6
  | active = 5
   | advHit= -1
   | advHit= -1
   | advBlock= -5
   | advBlock= -5
Line 390: Line 413:
   | damage= 36
   | damage= 36
   | guard= Low
   | guard= Low
   | startup= 4
   | startup= 5
  | active = 2
   | advHit= +2
   | advHit= +2
   | advBlock= -2
   | advBlock= -2
   | description= Sherm's fastest low. One of the few 4 frame 2LKs in the game
   | description= Sherm's fastest low.
   }}
   }}
}}<br>
}}<br>
Line 405: Line 429:
   | guard= Low
   | guard= Low
   | startup= 9
   | startup= 9
  | active = 3
   | advHit= +44
   | advHit= +44
   | advBlock= -7
   | advBlock= -7
   | description= Sherm's sweep.
   | description= Sherm's farthest reaching normal, use to check people in neutral.
   }}
   }}
}}<br>
}}<br>
Line 421: Line 446:
   | guard= Overhead
   | guard= Overhead
   | startup= 4
   | startup= 4
  | active = 10
   | advHit= -
   | advHit= -
   | advBlock= -
   | advBlock= -
Line 435: Line 461:
   | guard= Overhead
   | guard= Overhead
   | startup= 7
   | startup= 7
  | active = 3
   | advHit= -
   | advHit= -
   | advBlock= -
   | advBlock= -
Line 449: Line 476:
   | guard= Overhead
   | guard= Overhead
   | startup= 5
   | startup= 5
  | active = Inf.
   | advHit= -
   | advHit= -
   | advBlock= -
   | advBlock= -
   | description= Your best jump-in. Very good at cross-ups and has pretty decent range.
   | description= Your best jump-in. Last the entire time in the air once its active. Very good at cross-ups and has pretty decent range.
   }}
   }}
}}<br>
}}<br>
Line 463: Line 491:
   | guard= Overhead
   | guard= Overhead
   | startup= 6
   | startup= 6
  | active = 3
   | advHit= -
   | advHit= -
   | advBlock= -
   | advBlock= -
Line 468: Line 497:
   }}
   }}
}}<br>
}}<br>
====Command Normals====
====Command Normals====
{{MoveData
{{MoveData
  |image=Sher6LP.png
  |image=Sher6LP.png
  |caption=
  |caption= You may.
  |name=6LP
  |name=Can I Get Uuuuuuuuh Overhead?
|input=6LP
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 478: Line 509:
   | guard= Overhead
   | guard= Overhead
   | startup= 21
   | startup= 21
  | active = 3
   | advHit= 0
   | advHit= 0
   | advBlock= -6
   | advBlock= -6
Line 488: Line 520:
  |image=Sher1SK.png
  |image=Sher1SK.png
  |caption=
  |caption=
  |name=1SK
  |name=Footsie!
|input=1SK
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 494: Line 527:
   | guard= Low
   | guard= Low
   | startup= 6
   | startup= 6
  | active = 3
   | advHit= 0
   | advHit= 0
   | advBlock= -5
   | advBlock= -5
Line 504: Line 538:
  |image=Sher6SK.png
  |image=Sher6SK.png
  |caption=
  |caption=
  |name=4/6SK
  |name=What If I Flip the Sprite? And...
|input=4/6SK
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 510: Line 545:
   | guard= Mid
   | guard= Mid
   | startup= 10
   | startup= 10
  | active = 2
   | advHit= +2
   | advHit= +2
   | advBlock= -4
   | advBlock= -4
   | punishState = Counter
   | punishState = Counter
   | direEffect = N/A
   | direEffect = N/A
   | description= Pretty basic command normal, moves backward if you input it with 4SK.
   | description= Low crushing command normal, moves backward if you input it with 4SK.
   }}
   }}
}}<br>
}}<br>
Line 522: Line 558:
  |image=Sher46P.png
  |image=Sher46P.png
  |caption=
  |caption=
  |name=Habjouken ([4]6P)
  |name=Habjouken  
|input=[4]6P
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
   | damage= 120
   | damage= 120
   | guard= Mid
   | guard= Mid
   | startup= 10
   | startup= 12
   | advHit= -
   | advHit= -
   | advBlock= -
   | advBlock= -
   | punishState = Dire
   | punishState = Dire
   | direEffect = Stagger
   | direEffect = Stagger
   | description= Very good fireball. Can be used for some really high damage juggles. LP travels slower and SP travels faster.
   | 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>
Line 538: Line 575:
  |image=Sher46K.png
  |image=Sher46K.png
  |caption=
  |caption=
  |name=Hurricane Senpuukyakuu([4]6K)
  |name=Hurricane Senpuukyakuu
|input=214K (air OK)
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 544: Line 582:
   | guard= Mid
   | guard= Mid
   | startup= 11
   | startup= 11
  | active = 3 per hitbox
   | advHit= -
   | advHit= -
   | advBlock= -3
   | advBlock= -3
Line 555: Line 594:
  |image2=Sher28P_2.png
  |image2=Sher28P_2.png
  |caption=
  |caption=
  |name=Shermyuken ([2]8P)
  |name=Shermyuken  
|input=[2]8P
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 562: Line 602:
   | guard= Mid
   | guard= Mid
   | startup= 4
   | startup= 4
  | active = 5
   | advHit= +15
   | advHit= +15
   | advBlock= -18
   | advBlock= -18
Line 574: Line 615:
   | guard= Mid
   | guard= Mid
   | startup= 7
   | startup= 7
  | active = 8
   | advHit= +11
   | advHit= +11
   | advBlock= -25
   | advBlock= -25
Line 586: Line 628:
  |image3=Sher28SK 2.png|caption3=Heavy version
  |image3=Sher28SK 2.png|caption3=Heavy version
  |caption=Light version
  |caption=Light version
  |name=Power Punch ([2]8K)
  |name=Power Punch  
|input=[2]8K
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 593: Line 636:
   | guard= Mid
   | guard= Mid
   | startup= 17
   | startup= 17
  | active = 3
   | advHit= +3
   | advHit= +3
   | advBlock= -1
   | advBlock= -1
Line 605: Line 649:
   | guard= Overhead
   | guard= Overhead
   | startup= 23
   | startup= 23
  | active = 6
   | advHit= +11
   | advHit= +11
   | advBlock= -3
   | advBlock= -3
   | 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.
   | 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>
Line 619: Line 664:
  |image2=Sher236236P 2.png
  |image2=Sher236236P 2.png
  |caption=
  |caption=
  |name=Stinky Habjouken (236236P)
  |name=Stinky Habjouken  
|input=236236P
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
   | damage= 224
   | damage= 220
   | guard= Mid
   | guard= Mid
   | startup= 7
   | startup= 7
   | advHit= +65
  | active = 36
   | advHit= tumble
   | advBlock= -25
   | advBlock= -25
   | punishState = Dire
   | punishState = Dire
   | direEffect = N/A
   | direEffect = N/A
   | description= Rapid punch super, funny name.
   | description= Rapid punch super, funny name. Use if you know Shermkyugen Ougi won't reach in time.
   }}
   }}
}}<br>
}}<br>
Line 635: Line 682:
  |image=Sher214214P.png
  |image=Sher214214P.png
  |caption=
  |caption=
  |name= Shermkyugen Ougi! Ranbu Ken(214214P)
  |name= Shermkyugen Ougi! Ranbu Ken
|input=214214P
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
   | damage= 248
   | damage= 248
   | guard= Mid
   | guard= Mid
   | startup= 14
   | startup= 10
   | advHit= +59
  | active = 2
   | advHit= tumble
   | advBlock= -17
   | advBlock= -17
   | punishState = Dire
   | punishState = Dire
Line 651: Line 700:
  |image=Sher236236T.png
  |image=Sher236236T.png
  |caption=
  |caption=
  |name= I'm the Best!(214214T/236236T or 214214CT/236236CT)
  |name= I'm the Best!
|input=214214T/236236T or 214214CT/236236CT
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 661: Line 711:
   | punishState = Dire
   | punishState = Dire
   | direEffect = N/A
   | direEffect = N/A
   | description= Taunt super, genuinely do not ever use this. Each roll has invuln. Adds 27 damage to the next normal Sherm lands if fully completed.
   | 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>
====All-Out EX====
====All-Out EX====
{{MoveData
{{MoveData
  |image=Sher214214P.png
  |image=Sher214214P.png
  |caption=
  |caption=
  |name= Shermkyugen Ougi! Ranbu Ken EX(214214PP)
  |name= Shermkyugen Ougi! Ranbu Ken EX
|input=214214PP
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
   | damage= 304
   | damage= 320
   | guard= Mid
   | guard= Mid
   | startup= 10
   | startup= 8
   | advHit= +60
  | active = 20
   | advHit= tumble
   | advBlock= -13
   | advBlock= -13
   | punishState = Dire
   | punishState = Dire
Line 687: Line 740:
  |image2=Sher236236KK 2.png
  |image2=Sher236236KK 2.png
  |caption=
  |caption=
  |name= SHIN SHERMYUKEN (236236KK)
  |name= SHIN SHERMYUKEN  
|input=236236KK
  |data=
  |data=
   {{AttackData(Special)-BC
   {{AttackData(Special)-BC
Line 694: Line 748:
   | guard= Mid
   | guard= Mid
   | startup= 4
   | startup= 4
  | active = 2
   | advHit= +32
   | advHit= +32
   | advBlock= -20
   | advBlock= -20
Line 706: Line 761:
   | guard= Mid
   | guard= Mid
   | startup= 4
   | startup= 4
   | advHit= +24
  | active = 16
   | advHit= +40
   | advBlock= -20
   | advBlock= -20
   | punishState = Dire
   | punishState = Dire
Line 712: Line 768:
   | description= Allows for cool combo extensions.
   | description= Allows for cool combo extensions.
   }}
   }}
}}
==Notable Players==
{{PlayerList|colorPrefix=BC_Sherm_Pal|data=
{{PlayerListEntry
  |name  = DarthSalad
  |color  = StartGP
  |region = US
  |regionNote =
  |status = Active
  |notes  = "ggs, shake my hand" [https://youtu.be/N5Jcsq8PAiE?si=zNT7UxxFeKW2mAw8 Example Play]
}}
}}
}}
{{Navbox-BC}}
{{Navbox-BC}}
[[Category:Battle Craze!!]]
[[Category:Battle Craze!!]]
[[Category:Sherm]]
[[Category:Sherm]]

Latest revision as of 19:05, 9 June 2024

Overview

Playstyle

link

C-Sherm is an all rounder with many shoto elements, despite being a charge character.
Pros Cons
  • Projectile: C-Sherm has a very powerful projectile with little recovery.
  • Block Strings: C-Sherm has amazing block strings with many safe options and built in frame traps.
  • Anti-Airs: C-Sherm has a large selection of good anti-airs, allowing him to shut down lots of air approaches.
  • Being an all-rounder, C-Sherm doesn't have a major weakness.
  • Sherm eye contact.png

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
Sherctech 0.png
Sherctech 1.png
isometric Shermcercise!
isometric Shermcercise!
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 9 - - N/A N/A Counter N/A

Run stance, has follow-ups after it. Can go under many moves when in the initial stance, but can be risky since you are forced to run right after.

Actually Maybe Not
CT~1
Sherctech 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 16 - - N/A N/A Counter N/A

Ends run stance. If you hold down+back as you start running you can immediately end the stance. This can be used to mix up pressure when the opponent starts respecting your blockstrings and reset the opponent. You'll be +1 after heavy normals and 6D, and +2 after 6A.

Run-Jouken
CT~LP
Sherctech 3.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
152 Mid 6 - - +2 -1 Dire Wall Bounce

Safe on block, pretty high damage ender. Leaves you +2 and in jab range against grounded opponents letting you. In juggles the opponent falls close to you, letting you chase them down with Power Punch

Run-Ryuken
CT~SP
Sherctech 4.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
120 Mid 2 - - +22 -7 Dire Power Launch

The fastest option out of run stance. Can be good to catch people trying to jump in on you as it has invulnerability to air attacks. Niche combo uses with juggles, but otherwise use defensively.

Run-Senpuukyakuu
CT~LK
Sherctech 5.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
128 Mid 7 - - +24 -10 Dire Spinout

Low crushes and launches. Great for starting juggles.

Run-Power-Punch
CT~SK
Sherctech 6.png
Sher28LK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
108-36 (144) Mid 4 - - +21 -3 Dire Ground Bounce

Low crushes, leaves you in grab range if blocked. Most consistent combo ender out of run stance and can extend if spaced.

Run-Tauntin'/Run-Jokin'
CT~6CT or CT~6T/CT~4CT or CT~4T
Sher236T.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
Forward 4 N/A 19 - - -3 N/A Dire N/A

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.

Back 4 N/A 19 - - -3 N/A Dire N/A

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.


Sick Taunt!/Evade, Then Make a Joke!
236CT or 236T/214CT or 214T
Sher236T.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
forward 4 N/A 19 - - -3 N/A Dire N/A

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.

Back 4 N/A 19 - - -3 N/A Dire N/A

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.


6T
Sherctech 3.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
8 Mid 13 - - -16 -24 Dire N/A

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. Can be held indefinitely.

Throws

That Won't Work!
5GP
Sherthrowf.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +15 N/A

Sherm's forward throw, knocks the opponent away.

Look Over There!
4GP
Sherthrowb.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +15 N/A

Sherm's back throw, knocks the opponent far behind him.

I Broke My Back!
j.5GP
Sherthrowju.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 2 - - +16 N/A

Sherm's air throw, if it's hit raw it power launches the opponent for a combo.

Heartbreaker

Heartbreaker
5CT while blocking
SherHB.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
32 Mid 17 - - +1 -23

Sherm's heartbreaker, uses 236P's animation.

Normals

Standing

5LP
Sher5LP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 4 2 - +1 -1

Fair range jab and effective combo starter.


5SP (close)
SherclSP 1.png
SherclSP 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 4 4 - +2 -2

Extremely fast, good for juggles.

5SP (far)
Sher5SP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 9 2 - +2 -6

Farthest reaching normal besides sweep and a good speed for a heavy.


5LK (close)
SherclLK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 4 2 - +4 -1

Can be linked into after cl.SK in the corner, allows Sherm to do another cl.SK. Also can link into itself.

5LK (far)
Sher5LK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Mid 7 2 - +3 -3

Reaches farther than 5LP but has a bit more start up. A great poke since it low-profiles and can go under certain jabs. Animation used in one of the best winning animations in the game.


5SK (close)
SherclSK 1.png
SherclSK 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
56-28 (84) Mid 6 3-2 - +5 -2

Can be linked back to lights, main heavy combo extender on standing opponents.

5SK (far)
Sher5SK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 12 4 - +2 -2

Decent range and active frames. Could be used as an anti-air.


Crouching

2LP
Sher2LP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 4 2 - +1 -1

Crouching version of 5LP.


2SP
Sher2SP 1.png
Sher2SP 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Mid 6 5 - -1 -5

Good anti-air button. Really good in juggles.


2LK
Sher2LK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Low 5 2 - +2 -2

Sherm's fastest low.


2SK
Sher2SK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Low 9 3 - +44 -7

Sherm's farthest reaching normal, use to check people in neutral.


Jumping

j.5LP
SherjuLP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
30-10 (40) Overhead 4 10 - - -

Useful for combos, decent air-to-air.


j.5SP
SherjuSP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Overhead 7 3 - - -

Good for air-to-air conversions, combo filler.


j.5LK
SherjuLK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Overhead 5 Inf. - - -

Your best jump-in. Last the entire time in the air once its active. Very good at cross-ups and has pretty decent range.


j.5SK
SherjuSK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Overhead 6 3 - - -

Generally really good air normal, helps with jump-ins and air-to-airs.


Command Normals

Can I Get Uuuuuuuuh Overhead?
6LP
Sher6LP.png
You may.
You may.
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
80 Overhead 21 3 - 0 -6 Counter Stagger

Basic overhead normal, reaches surprisingly far. Floor splats with the raw/9LP version.


Footsie!
1SK
Sher1SK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
80 Low 6 3 - 0 -5 Dire N/A

THE footsie button, reaches super far and has really low start up for how far it goes.


What If I Flip the Sprite? And...
4/6SK
Sher6SK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
88 Mid 10 2 - +2 -4 Counter N/A

Low crushing command normal, moves backward if you input it with 4SK.


Specials

Habjouken
[4]6P
Sher46P.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
120 Mid 12 - - - - Dire Stagger

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.


Hurricane Senpuukyakuu
214K (air OK)
Sher46K.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
136 Mid 11 3 per hitbox - - -3 Dire Spinout

Basic 1 hit tatsu, light version forces stand, can't be comboed from and travels less distance while the heavy version goes further and juggles.


Shermyuken
[2]8P
Sher28P 1.png
Sher28P 2.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 120 Mid 4 5 - +15 -18 Dire Power Launch

Sherm's "Dragon Punch", this version specifically is better for combos as Sherm doesn't go as high into the air as the heavy version. This version doesn't have any invuln.

SP 136 Mid 7 8 - +11 -25 Dire Power Launch

An actual reversal, invuln to everything except supers on frame 1.


Power Punch
[2]8K
Sher28LK.png
Light version
Light version
Sher28SK 1.png
Sher28SK 2.png
Heavy version
Heavy version
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 136 Mid 17 3 - +3 -1 Dire Ground Bounce

Low crushing punch, pretty good for Sherm's pressure.

SP 152 Overhead 23 6 - +11 -3 Dire Ground Bounce

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.


Supers

All-Out Attack

Stinky Habjouken
236236P
Sher236236P 1.png
Sher236236P 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
220 Mid 7 36 - tumble -25 Dire N/A

Rapid punch super, funny name. Use if you know Shermkyugen Ougi won't reach in time.


Shermkyugen Ougi! Ranbu Ken
214214P
Sher214214P.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
248 Mid 10 2 - tumble -17 Dire N/A

KoF style rush super, use this super to end combos.


I'm the Best!
214214T/236236T or 214214CT/236236CT
Sher236236T.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 258 - - N/A N/A Dire N/A

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.


All-Out EX

Shermkyugen Ougi! Ranbu Ken EX
214214PP
Sher214214P.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
320 Mid 8 20 - tumble -13 Dire N/A

Same use as the level 1 version but with more damage.


All-Out Destruction

SHIN SHERMYUKEN
236236KK
Sher236236KK 1.png
Sher236236KK 2.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
Close 400 Mid 4 2 - +32 -20 Dire N/A

Big dumb reversal super, highest damaging ender.

Far 192 Mid 4 16 - +40 -20 Dire N/A

Allows for cool combo extensions.

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.

Usual Color Handles/Links Region Status Notes
BC Sherm PalStartGP.png
DarthSalad United States
United States
Active "ggs, shake my hand" Example Play

Battle Craze Navigation

General
Controls
Netplay
HUD
System
FAQ
Glossary
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TsugumiCLS
ShermCLS
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ReaperCLS
la justiciaCLS
BoundaryCLS
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GoliathCLS
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