Battle Craze!!/Sherm/C-Side: Difference between revisions
< Battle Craze!! | Sherm
Jump to navigation
Jump to search
Line 72: | Line 72: | ||
| 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 | ||
}} | }} | ||
}} | }} | ||
Line 87: | Line 87: | ||
| punishState= Dire | | punishState= Dire | ||
| direEffect= Power Launch | | direEffect= Power Launch | ||
| description= | | description= The fastest option out of run stance. Can be good to catch people trying to jump in on you after entering run stance. Niche combo uses with juggles, but otherwise use defensively. | ||
}} | }} | ||
}} | }} | ||
Line 102: | Line 102: | ||
| punishState= Dire | | punishState= Dire | ||
| direEffect= Spinout | | direEffect= Spinout | ||
| description= Low crushes | | description= Low crushes. Interestigly this move be rather unremarkable since it leaves you throw punishable on block and does okay damage BUT you can actually cancel into DP immediately after, making it his best meterless combo ender damage wise by a slight amount. | ||
}} | }} | ||
}} | }} | ||
Line 118: | Line 118: | ||
| punishState= Dire | | punishState= Dire | ||
| direEffect= Ground Bounce | | direEffect= Ground Bounce | ||
| description= Low crushes, | | description= Low crushes, leaves you in grab range if blocked. Your main tool for extending combos if you time the knee to hit on the later frames. | ||
}} | }} | ||
}} | }} | ||
Line 146: | Line 146: | ||
| 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. 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. Not useful for combos since you go backwards | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 162: | Line 162: | ||
| 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. 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. If used in a combo will immediately apply max scaling, only use at the end of combos. | ||
}} | }} | ||
{{AttackData(Special)-BC | {{AttackData(Special)-BC | ||
Line 189: | Line 189: | ||
| punishState= Dire | | punishState= Dire | ||
| direEffect= N/A | | direEffect= N/A | ||
| description= Funny fireball feint, treated like a command normal so it can be | | 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 4 damage to the next normal 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 ballor humiliate your opponent at the end of the round. | ||
}} | }} | ||
}} | }} |
Revision as of 20:56, 7 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 |
|
|
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!
|
---|
Actually Maybe Not (CT~1)
|
---|
Run-Jouken (CT~LP)
|
---|
Run-Ryuken (CT~SP)
|
---|
Run-Senpuukyakuu (CT~LK)
|
---|
Run-Power-Punch(CT~SK)
|
---|
Run-Tauntin'/Run-Jokin' (CT~6CT or CT~6T)/(CT~4CT or CT~4T)
|
---|
Sick Taunt!/Evade, Then Make a Joke! (236CT or 236T)/(214CT or 214T)
|
---|
6T
|
---|
Throws
That Won't Work! (5GP)
|
---|
Look Over There! (4GP)
|
---|
I Broke My Back! (j.5GP)
|
---|
Heartbreaker
Heartbreaker (5CT while blocking)
|
---|
Normals
Standing
5LP
|
---|
5SP (close)
|
---|
5SP (far)
|
---|
5LK (close)
|
---|
5LK (far)
|
---|
5SK (close)
|
---|
5SK (far)
|
---|
Crouching
2LP
|
---|
2SP
|
---|
2LK
|
---|
2SK
|
---|
Jumping
j.5LP
|
---|
j.5SP
|
---|
j.5LK
|
---|
j.5SK
|
---|
Command Normals
6LP
|
---|
1SK
|
---|
4/6SK
|
---|
Specials
Habjouken ([4]6P)
|
---|
Hurricane Senpuukyakuu([4]6K)
|
---|
Shermyuken ([2]8P)
|
---|
Power Punch ([2]8K) Light version Light version Heavy version Heavy version
|
---|
Supers
All-Out Attack
Stinky Habjouken (236236P)
|
---|
Shermkyugen Ougi! Ranbu Ken(214214P)
|
---|
I'm the Best!(214214T/236236T or 214214CT/236236CT)
|
---|
All-Out EX
Shermkyugen Ougi! Ranbu Ken EX(214214PP)
|
---|
All-Out Destruction
SHIN SHERMYUKEN (236236KK)
|
---|