Battle Craze!!/Sherm/C-Side: Difference between revisions
< Battle Craze!! | Sherm
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| punishState= Dire | | punishState= Dire | ||
| direEffect= Power Launch | | direEffect= Power Launch | ||
| description= The fastest option out of run stance. Can be good to catch people trying to jump in on you | | 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. | ||
}} | }} | ||
}} | }} |
Revision as of 11:06, 13 September 2023
Overview
Playstyle
C-Sherm is an all rounder with many shoto elements, despite being a charge character. | |
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) isometric Shermcercise! isometric Shermcercise!
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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) Light version Light version Heavy version Heavy version
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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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