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| {{PlayerListEntry | | {{PlayerListEntry |
| |name = DarthSalad | | |name = DarthSalad |
| |color = LK | | |color = StartGP |
| |region = US | | |region = US |
| |regionNote = | | |regionNote = |
| |status = Active | | |status = Active |
| |notes = [https://youtu.be/N5Jcsq8PAiE?si=zNT7UxxFeKW2mAw8 Example Play] | | |notes = "ggs, shake my hand" [https://youtu.be/N5Jcsq8PAiE?si=zNT7UxxFeKW2mAw8 Example Play] |
| }} | | }} |
| }} | | }} |
Latest revision as of 19:05, 9 June 2024
Overview
Playstyle
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.
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- Being an all-rounder, C-Sherm doesn't have a major weakness.
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Statistics
Trait
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"Vigor Mortis": After Sherm’s life drops below a certain point, his Adrenaline will automatically fill up for the rest of the round.
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Health
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1000
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Mobility
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Dash
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Move Overview
Universal Mechanics
Craze Tech
Just Keep Running! CT isometric Shermcercise! isometric Shermcercise!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
N/A
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N/A
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9
|
-
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-
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N/A
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N/A
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Counter
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N/A
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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.
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Actually Maybe Not CT~1
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
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Adv Block
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Punish State
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Dire Effect
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N/A
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N/A
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16
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-
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-
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N/A
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N/A
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Counter
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N/A
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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.
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Run-Jouken CT~LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
|
Dire Effect
|
152
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Mid
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6
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-
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-
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+2
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-1
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Dire
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Wall Bounce
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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
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Run-Ryuken CT~SP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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120
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Mid
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2
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-
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-
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+22
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-7
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Dire
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Power Launch
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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.
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Run-Senpuukyakuu CT~LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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128
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Mid
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7
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-
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-
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+24
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-10
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Dire
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Spinout
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Low crushes and launches. Great for starting juggles.
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Run-Power-Punch CT~SK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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108-36 (144)
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Mid
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4
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-
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-
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+21
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-3
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Dire
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Ground Bounce
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Low crushes, leaves you in grab range if blocked. Most consistent combo ender out of run stance and can extend if spaced.
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Run-Tauntin'/Run-Jokin' CT~6CT or CT~6T/CT~4CT or CT~4T
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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Forward
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4
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N/A
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19
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-
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-
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-3
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N/A
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Dire
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N/A
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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.
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Back
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4
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N/A
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19
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-
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-
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-3
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N/A
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Dire
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N/A
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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.
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Sick Taunt!/Evade, Then Make a Joke! 236CT or 236T/214CT or 214T
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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forward
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4
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N/A
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19
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-
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-
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-3
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N/A
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Dire
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N/A
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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.
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Back
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4
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N/A
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19
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-
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-
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-3
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N/A
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Dire
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N/A
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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.
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6T
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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8
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Mid
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13
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-
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-
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-16
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-24
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Dire
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N/A
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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.
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Throws
That Won't Work! 5GP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Throw Tech
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4
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-
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-
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+15
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N/A
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Sherm's forward throw, knocks the opponent away.
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Look Over There! 4GP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Throw Tech
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4
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-
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-
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+15
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N/A
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Sherm's back throw, knocks the opponent far behind him.
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I Broke My Back! j.5GP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Throw Tech
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2
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-
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-
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+16
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N/A
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Sherm's air throw, if it's hit raw it power launches the opponent for a combo.
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Heartbreaker
Heartbreaker 5CT while blocking
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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32
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Mid
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17
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-
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-
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+1
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-23
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Sherm's heartbreaker, uses 236P's animation.
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Normals
Standing
5LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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36
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Mid
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4
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2
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-
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+1
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-1
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Fair range jab and effective combo starter.
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5SP (close)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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96
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Mid
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4
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4
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-
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+2
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-2
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Extremely fast, good for juggles.
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5SP (far)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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96
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Mid
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9
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2
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-
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+2
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-6
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Farthest reaching normal besides sweep and a good speed for a heavy.
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5LK (close)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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36
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Mid
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4
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2
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-
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+4
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-1
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Can be linked into after cl.SK in the corner, allows Sherm to do another cl.SK. Also can link into itself.
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5LK (far)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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44
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Mid
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7
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2
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-
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+3
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-3
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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.
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5SK (close)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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56-28 (84)
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Mid
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6
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3-2
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-
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+5
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-2
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Can be linked back to lights, main heavy combo extender on standing opponents.
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5SK (far)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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96
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Mid
|
12
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4
|
-
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+2
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-2
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Decent range and active frames. Could be used as an anti-air.
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Crouching
2LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
|
36
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Mid
|
4
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2
|
-
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+1
|
-1
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Crouching version of 5LP.
|
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2SP
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
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Adv Block
|
88
|
Mid
|
6
|
5
|
-
|
-1
|
-5
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Good anti-air button. Really good in juggles.
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2LK
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Damage
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Guard
|
Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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36
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Low
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5
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2
|
-
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+2
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-2
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|
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2SK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Low
|
9
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3
|
-
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+44
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-7
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Sherm's farthest reaching normal, use to check people in neutral.
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Jumping
j.5LP
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
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Adv Block
|
30-10 (40)
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Overhead
|
4
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10
|
-
|
-
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-
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Useful for combos, decent air-to-air.
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j.5SP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
|
96
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Overhead
|
7
|
3
|
-
|
-
|
-
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Good for air-to-air conversions, combo filler.
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j.5LK
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Damage
|
Guard
|
Startup
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Active
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Recovery
|
Adv Hit
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Adv Block
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36
|
Overhead
|
5
|
Inf.
|
-
|
-
|
-
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Your best jump-in. Last the entire time in the air once its active. Very good at cross-ups and has pretty decent range.
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j.5SK
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Damage
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Guard
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Startup
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Active
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Recovery
|
Adv Hit
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Adv Block
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88
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Overhead
|
6
|
3
|
-
|
-
|
-
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Generally really good air normal, helps with jump-ins and air-to-airs.
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Command Normals
Can I Get Uuuuuuuuh Overhead? 6LP You may. You may.
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
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Adv Block
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Punish State
|
Dire Effect
|
80
|
Overhead
|
21
|
3
|
-
|
0
|
-6
|
Counter
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Stagger
|
Basic overhead normal, reaches surprisingly far. Floor splats with the raw/9LP version.
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Footsie! 1SK
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Damage
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Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
80
|
Low
|
6
|
3
|
-
|
0
|
-5
|
Dire
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N/A
|
THE footsie button, reaches super far and has really low start up for how far it goes.
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What If I Flip the Sprite? And... 4/6SK
|
Damage
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Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
88
|
Mid
|
10
|
2
|
-
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+2
|
-4
|
Counter
|
N/A
|
Low crushing command normal, moves backward if you input it with 4SK.
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Specials
Habjouken [4]6P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
120
|
Mid
|
12
|
-
|
-
|
-
|
-
|
Dire
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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.
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Hurricane Senpuukyakuu 214K (air OK)
|
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.
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Shermyuken [2]8P
|
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
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Mid
|
7
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8
|
-
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+11
|
-25
|
Dire
|
Power Launch
|
An actual reversal, invuln to everything except supers on frame 1.
|
|
Power Punch [2]8K Light version Light version 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.
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Supers
All-Out Attack
Stinky Habjouken 236236P
|
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
|
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
|
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
|
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
|
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
|
|
DarthSalad
|
United States
|
Active
|
"ggs, shake my hand" Example Play
|
Battle Craze Navigation