Overview
Playstyle
Evil Sherm exists |
Pros |
Cons |
- Damage: Evil Sherm gets good damage and conversions off of basically any touch.
- Mixups: Evil Sherm can mix opponents effectively by mixing up his C-tech options, along with crossup or non crossup air tatsu.
- Projectiles: Evil Sherm's air fireballs and multihit fireballs are extremely powerful screen control tools.
|
- Low Health: Evil Sherm has 125 less health than average, tied for the lowest in the game.
- Gaps in Pressure: Evil Sherm's mixups have large gaps, requiring him to condition the opponent or else he will get dire countered.
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Statistics
Trait
|
"Messatsu Mortis": After Sherm’s life drops below a certain point, his damage will be increased for the rest of the round.
|
Health
|
875
|
Mobility
|
Dash
|
Move Overview
Universal Mechanics
Craze Tech
Messatsu Flip CT
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
N/A
|
N/A
|
37
|
-
|
-
|
N/A
|
N/A
|
Dire
|
N/A
|
Evil Sherm's flip stance, basically only used for mix-ups.
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|
Messatsu Flip-Jouken CT~LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
112
|
Mid
|
12
|
-
|
-
|
-
|
-
|
Dire
|
Stagger
|
Fireball out of flip stance, moves Evil Sherm back a bit. Good against an opponent trying to anti-air you.
|
|
Messatsu Garbage Grab CT~SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
136
|
N/A
|
2
|
-
|
-
|
+18
|
N/A
|
Dire
|
Ground Bounce
|
Command grab, death on whiff.
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|
Messatsu Footsie CT~LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
152
|
Low
|
6
|
-
|
-
|
+42
|
-11
|
Dire
|
Spinout
|
Sweep, has to land before it comes out making this move super slow and really minus, only use if the opponent is super scared into blocking overhead.
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|
Messatsu Screw CT~LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
152
|
Overhead
|
6
|
-
|
-
|
+3
|
-3
|
Dire
|
Spinout
|
Divekick, beats people trying to jump the command grab/sweep. Floor splats on air hits, allowing a combo.
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|
Throws
That Won't Messatsu! 5GP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
120
|
Throw Tech
|
4
|
-
|
-
|
+13
|
N/A
|
Evil Sherm's forward throw, knocks the opponent away.
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|
Look! Messatsu! 4GP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
120
|
Throw Tech
|
4
|
-
|
-
|
+13
|
N/A
|
Evil Sherm's back throw, knocks the opponent far behind him.
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|
I Messatsu My Back! j.5GP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
120
|
Throw Tech
|
2
|
-
|
-
|
+16
|
N/A
|
Evil Sherm's air throw, if it's hit raw it launches the opponent for a combo.
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Heartbreaker
Heartbreaker 5CT while blocking
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
32
|
Mid
|
17
|
-
|
-
|
+1
|
-23
|
Evil Sherm's heartbreaker, uses 236P's animation.
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|
Normals
Standing
5LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
36
|
Mid
|
4
|
-
|
-
|
+1
|
-1
|
|
|
5SP (close)
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
96
|
Mid
|
4
|
-
|
-
|
+2
|
-2
|
Extremely fast, good for juggles.
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|
5SP (far)
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
96
|
Mid
|
9
|
-
|
-
|
+2
|
-6
|
|
|
5LK (close)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
36
|
Mid
|
4
|
-
|
-
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+4
|
-1
|
Can be linked into after cl.SK in the corner, allows Evil Sherm to do another cl.SK. Also can link into itself.
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|
5LK (far)
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
44
|
Mid
|
7
|
-
|
-
|
+3
|
-3
|
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.
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|
5SK (close)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
56-28 (84)
|
Mid
|
6
|
-
|
-
|
+5
|
-2
|
Can be linked back to lights, main heavy combo extender on standing opponents.
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|
5SK (far)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
96
|
Mid
|
12
|
-
|
-
|
+2
|
-2
|
Could be used as an anti-air.
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|
Crouching
2LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
36
|
Mid
|
4
|
-
|
-
|
+1
|
-1
|
Crouching version of 5LP.
|
|
2SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
88
|
Mid
|
6
|
-
|
-
|
-1
|
-5
|
Good anti-air button. Really good in juggles.
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|
2LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
36
|
Low
|
4
|
-
|
-
|
+2
|
-2
|
Evil Sherm's fastest low. One of the few 4 frame 2LKs in the game
|
|
2SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
120
|
Low
|
9
|
-
|
-
|
+44
|
-7
|
|
|
Jumping
j.5LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
30-10 (40)
|
Overhead
|
4
|
-
|
-
|
-
|
-
|
Useful for combos, decent air-to-air.
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|
j.5SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
96
|
Overhead
|
7
|
-
|
-
|
-
|
-
|
Good for air-to-air conversions, combo filler.
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|
j.5LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
36
|
Overhead
|
5
|
-
|
-
|
-
|
-
|
Your best jump-in. Very good at cross-ups and has pretty decent range.
|
|
j.5SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
88
|
Overhead
|
6
|
-
|
-
|
-
|
-
|
Generally really good air normal, helps with jump-ins and air-to-airs.
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|
Command Normals
Can I Get Uuuuuuuuh Messatsu? 6LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
80
|
Overhead
|
21
|
-
|
-
|
0
|
-6
|
Counter
|
Stagger
|
Basic overhead normal, reaches surprisingly far. Floor splats with the raw/9LP version. Can combo into 41236SK.
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|
Messatsie! 1SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
80
|
Low
|
6
|
-
|
-
|
0
|
-5
|
Dire
|
N/A
|
THE footsie button, reaches super far and has really low start up for how far it goes.
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|
Specials
Messatsu Habjouken 236P (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
Grounded
|
120
|
Mid
|
11
|
-
|
-
|
-
|
-
|
Dire
|
Stagger
|
A very good fireball. Can be used for some really high damage juggles. LP travels slower and SP travels faster.
|
Air
|
96
|
Mid
|
9
|
-
|
-
|
-
|
-
|
Dire
|
Stagger
|
Air fireball, incredibly strong tool for Evil Sherm's zoning and approach. Fireballs travel diagonally. SP pushes Evil Sherm back.
|
|
Double Messatsu Habjouken 41236P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
128
|
Mid
|
23
|
-
|
-
|
-
|
-
|
Dire
|
Crumple
|
Stronger fireball with more hitstun and damage.
|
SP
|
168
|
Mid
|
23
|
-
|
-
|
-
|
-
|
Dire
|
Crumple
|
Multi-hitting fireball with more damage and recovery. Tends to beat other fireballs.
|
|
Messatsu Hurricane Senpuukyakuu 214K (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LK
|
104
|
Mid
|
11
|
-
|
-
|
-
|
-9
|
Dire
|
Spinout
|
1 hit Tatsu, very good juggle starter. Pauses Evil Sherm's momentum in the air for a bit. +2 if tiger kneed.
|
SK
|
158
|
Mid
|
11
|
-
|
-
|
-
|
-3
|
Dire
|
Spinout
|
3 hit Tatsu. Good meterless combo ender.
|
|
Messatsu Shermyuken 623P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
120
|
Mid
|
4
|
-
|
-
|
+18
|
-18
|
Dire
|
Power Launch
|
Evil Sherm's Dragon Punch, this version specifically is better for combos as Evil Sherm doesn't go as high into the air as the heavy version. This version doesn't have any invuln.
|
SP
|
136
|
Mid
|
7
|
-
|
-
|
+11
|
-25
|
Dire
|
Power Launch
|
An actual reversal, invuln to everything except supers on frame 1.
|
|
A-Sherm-Raw Warp 623KK or 421KK
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
Teleport
|
N/A
|
N/A
|
20
|
-
|
-
|
N/A
|
N/A
|
Dire
|
N/A
|
Teleport, strike invuln through the entire move.
|
Feint
|
N/A
|
N/A
|
20
|
-
|
-
|
N/A
|
N/A
|
Dire
|
N/A
|
Feint teleport, still keeps strike invuln.
|
|
Supers
All-Out Attack
Messatsu Hyper-Jouken 236236P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
208
|
Mid
|
16
|
-
|
-
|
+54
|
-24
|
Dire
|
N/A
|
Full screen beam super, super good for full-screen punishes.
|
|
Messatsu Go-Shermryu 236236K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
248
|
Mid
|
4
|
-
|
-
|
+56
|
-14
|
Dire
|
N/A
|
Reversal super and highest damage level 1. Combo ender.
|
|
All-Out EX
Messatsu Hurricane Gore Fest 236236KK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
302
|
Mid
|
4
|
-
|
-
|
+24
|
-14
|
Dire
|
N/A
|
Combo ender and reversal, incredibly long.
|
|
All-Out Destruction
Sherm Goku Satsu LP LP 6 LK SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
384
|
N/A
|
4
|
-
|
-
|
+12
|
N/A
|
Dire
|
N/A
|
Raging Demon. Low profile through the entire move. Can be kara canceled out of 6LP for silly mix-ups.
|
|
Messatsu To All That Oppose Me Slash 222PP or 214214PP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
400
|
Mid
|
7
|
-
|
-
|
+23
|
-24
|
Dire
|
N/A
|
KKZ, Combo ender level 3.
|
|
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
|
|
Pimbus
|
unknown
|
Active
|
The Last Crazer. Zoning Evil Sherm, plays several characters. Example Play
|
Battle Craze Navigation