Erile
|
|
Health |
500
|
Pre-Jump Frames |
3
|
Play Style |
Rushdown, Mixup
|
Dash Type |
Run
|
Character Background
Race: Human
Motivation: To bring an end to chaos
Weapon: Devil God Sword Ralf + Flandis
Likes: An ordinary life
Dislikes: Unbearable pressure
Character Info
Erile is a strong close to mid range pressure based character that uses his unique Stand and deceptively large normals to make his way in. Once he's in he's got a good throw game and great frame data, but he needs meter to make all of this work, and his defense isn't as hot as his offense as he lacks a meterless reversal and relies on system mechanics to get out of pressure.
Strengths |
Weaknesses
|
- Good pace setter, is comfortable playing reactively or aggressively
- Strong, safe strike/throw pressure
- Has some of the safest corner pressure in the game
- Small size, fast speed, and a long backdash can make him hard to hit in neutral
- Stand moves let him trade favorably often and let him control large parts of the screen
- Deceptively large and fast buttons for his size
- Strong in burst, great guard crush ability and gets guaranteed heal setups
|
- Big hurtbox extensions on most buttons
- Very average damage for his tier bracket, doesn't have a real level 3 to cash out in burst
- No meterless reversal and poor defensive options in general
- Despite the pros, Stand specials are punished harder for mistakes than the rest of his toolkit
- Heavily reliant on meter
- Is a child
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Normals
Close Standing Normals
c.5A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
|
10
|
High/Low
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Chain/Special/Super
|
3
|
+5
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+2
|
-
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A fast short range mid that can be cancelled into itself for stagger pressure.
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|
c.5B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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High/Low
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Chain/Special/Super
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6
|
+7
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+5
|
-
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A mid-range slash. Leaves Erile positive enough on block for a frame trap or tick throw, and can link a 5A afterwards on hit. High parry only.
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|
c.5C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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25,25
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High/Low
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Special/Super
|
7
|
-3
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-5
|
-
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A two-hitting vertical slice. If this move is cancelled into, it only performs the first strike. The second hit has less hitstun and can't combo into 236D.
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|
c.5D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
|
10
|
Low
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Chain/Special/Super
|
3
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+4
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+2
|
-
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A fast low that can be cancelled into itself for stagger pressure.
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|
Far Standing Normals
f.5A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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10
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High/Low
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Chain/Special/Super
|
4
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+1
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-1
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-
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An extremely fast mid that can be cancelled into itself.
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f.5B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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High/Low
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Special/Super
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6
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-3
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-5
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-
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A far reached jab that shifts Erile slightly forward.
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|
f.5C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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25,25
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High/Low
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Special/Super
|
8
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-6
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-8
|
-
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A long range two-hit attack. Very punishable on whiff
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|
f.5D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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10
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High/Low
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Chain/Special/Super
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3
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+3
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0
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-
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A stubby mid range kick that can be cancelled into itself.
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Crouching Normals
2A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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10
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High/Low
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Chain/Special/Super
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3
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+3
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+1
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-
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A fast mid that is almost identical to c.5A.
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|
2B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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10,10,10
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High/Low
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Chain/Special/Super
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6
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-6
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-10
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-
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A multihitting attack with a huge hitbox. It functions as a fantastic anti-air, but is extremely punishable on whiff.
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|
2C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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25,25
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Low
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Special/Super
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7
|
HKD
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-6
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-
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A two-hit attack of a low into a mid. The low can be special cancelled, but the mid cannot be cancelled by anything.
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|
2D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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10
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Low
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Chain/Special/Super
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3
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+3
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-1
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-
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A fast low attack that can be cancelled into itself for stagger pressure.
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|
Air Normals
j.A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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10
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High
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N/A
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4
|
-
|
-
|
-
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A fast aerial that can function as an unreactable overhead.
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j.B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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High
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N/A
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5
|
-
|
-
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-
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A vertical aerial slice that functions best as an air-to-air.
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j.C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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25,25
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High
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N/A
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6
|
-
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-
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-
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A multi-hitting aerial that can be a key component of Erile's devestating pressure.
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j.D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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10
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High
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N/A
|
3
|
-
|
-
|
-
|
A long lasting light aerial. This can be used as a cross-up aerial.
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|
Command Normals
3C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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45
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Low
|
N/A
|
8
|
HKD
|
-13 ~ 6
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-
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A long reaching sweep where Erile hurls himself forward. It cannot be special cancelled, but can be used to slip underneath your opponents' attacks.
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|
4C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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60
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High/Low
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N/A
|
11
|
+3
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0
|
-
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A jumping attack that performs a forward strike at its peak. This attack can be used as an anti-air, but also deals incredible guard damage. Unfortunately, it whiffs on crouching opponents. Links into air burst activation fairly easily.
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|
j.2C
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Damage
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Guard
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Cancel
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Startup
|
Adv Hit
|
Adv Block
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Chain Adv Block
|
13xN
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High
|
N/A
|
15
|
-
|
-
|
-
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Big active hitbox all around Erile, but has a hurtbox just as large. Very easy crossups but increased landing recovery makes it difficult to confirm after.
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|
Chain Specific Normals
cl.CCC
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Damage
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Guard
|
Cancel
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Startup
|
Adv Hit
|
Adv Block
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Chain Adv Block
|
25,25,25
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High/Low
|
Special/Super
|
-
|
N/A
|
-17
|
-
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3 hit chain that launches the opponent upwards and away. The third hit is mostly used in corner combos but cl.CC is Erile's highest damaging grounded hitconfirm.
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|
Throws
A/B+D
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Damage
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Guard
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Cancel
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Startup
|
Adv Hit
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Adv Block
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Chain Adv Block
|
60(A), 70(B)
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Throw
|
N/A
|
4
|
-
|
-
|
-
|
Erile's throws. Can air tech afterward.
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|
Sword Series Slash (Dust)
5/2B+C
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Damage
|
Guard
|
Cancel
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Startup
|
Adv Hit
|
Adv Block
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Chain Adv Block
|
150
|
High/Low
|
N/A
|
31
|
-
|
-15
|
-
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Erile's dust. The range of both dusts are deceptively small. Can be followed up with the following sequence to gain meter: A > A > A > B > B > B > C > C > C > D > 236D. Dust 236D will leave Erile unsafe in the corner however, so there just end in D to keep advantage.
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|
Taunt
C+D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
|
-
|
-
|
-
|
-
|
-
|
-
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Erile's taunt. Taunt grants Erile a significant amount of meter, but leaves Erile vulnerable. Erile's taunt increases the size of his hurtbox.
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|
Specials
Soul Bash 236A/B/C
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Version
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Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
A
|
54
|
High/Low
|
N/A
|
14
|
-3
|
-5
|
-
|
Erile summons his stand to perform a series of rushdown strikes.
The A version is the fastest and is neutral on block. Guard crushes extremely fast in burst.
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Version
|
Damage
|
Guard
|
Cancel
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Startup
|
Adv Hit
|
Adv Block
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Chain Adv Block
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B
|
75
|
High/Low
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N/A
|
35
|
-
|
-
|
-
|
Erile summons his stand to perform a series of rushdown strikes.
The B version is slower and can be crouched under, but it leaves Erile extremely positive on block if it is blocked.
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Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
C
|
80
|
High/Low
|
N/A
|
17
|
--6(C)
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SKD(C)
|
-
|
Erile summons his stand to perform a series of rushdown strikes.
The C version is the slowest and is the most punishable on whiff but causes a wallbounce. Used often in corner combos.
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|
Wind Combination 236D
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Damage
|
Guard
|
Cancel
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Startup
|
Adv Hit
|
Adv Block
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Chain Adv Block
|
20,40
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Low
|
Jump/SOT/Super
|
18
|
N/A
|
-14
|
-
|
Erile rushes forward and performs a low kick followed up by a vertical slice. The sword strike can be Seal of Time'd and jump cancelled for a reset.
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|
Soul Rush 214A/B/C
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Version
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Damage
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Guard
|
Cancel
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Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
A
|
45
|
High/Low
|
Super
|
8
|
-5
|
-7
|
-
|
Erile summons his stand to perform a single powerful strike.
The A version occurs immediately, but is short range. Super cancellable.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
B
|
50
|
High/Low
|
N/A
|
12
|
-
|
-
|
-
|
Erile summons his stand to perform a single powerful strike.
The B version is slower but can be crouched under by grounded opponents. Good preemptive anti air for around airdash height.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
C
|
50
|
High/Low
|
N/A
|
36
|
-KD
|
+17
|
-
|
Erile summons his stand to perform a single powerful strike.
The C version is the slowest but leaves Erile extremely positive if it's blocked. On hit it's untechable until the opponent hits the ground. Key part of basically all of Erile's BnBs.
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|
Moon Saw Pressure 63214D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
88
|
Throw
|
N/A
|
6
|
HKD
|
-
|
-
|
Erile's command grab. It can be cancelled into like any special. It cannot start a combo, but it does end in a hard knockdown.
|
|
Air Soul Bash j.236A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
45
|
High/Low
|
N/A
|
-
|
-
|
-
|
-
|
Erile summons his stand to perform a divekick. Erile's recovery lasts until landing, which means that using this special close to the ground leaves Erile extremely positive on block. No crossup protection so you're able to cross up the opponent by calling Erile's stand on one side and landing on the other.
The A version travels the shortest distance horizontally, B mid and C travels the furthest.
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|
Supers
Level 1 Supers
Cloudy Blade 236236A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
133
|
High/Low
|
N/A
|
3+9
|
SKD
|
-34
|
-
|
Erile's reversal super. He summons a large ball of energy closely in front of himself. Has the most invincibility of all of his supers but it's also the slowest. Active enough to beat parry attempts and guard crushes in burst leading to rare checkmate situations. Does very low damage in these situations however, and flings the opponent fullscreen so it's not readily loopable like some other characters.
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|
Soul Elimination 236236B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
150
|
High/Low
|
N/A
|
3+3
|
SKD
|
-35
|
-
|
Erile summons his stand to perform a vertical slash that launches his opponent into the air. Extremely fast startup and has some invincibility, but whiffs on crouchers. Important to note that it can't be used if the stand is already active.
|
|
Tiger Blade 236236C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
152
|
High/Low
|
N/A
|
4+8
|
HKD
|
-55
|
-
|
Erile rushes forward and performs a series of powerful attacks if the first strike is not blocked. Also has some invincibility but does the least damage of all of his supers. Usually the go to super if 236236B isn't available.
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|
Kaiser Execution 236236D Hold D
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
A
|
50
|
High/Low
|
N/A
|
4+10
|
-
|
-
|
-
|
Erile summons his stand to perform a series of directed strikes. This super is not performed until the D button is released. By pressing A, B or C during the startup of the super, Erile will direct his stand as to which specials to perform in order. Heavily scales the combo but can lead to nasty 50/50s or hard to see throw setups. Can also be used to stall out the opponent's burst, or if you're in your own burst, waste time so Erile can heal.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
B
|
60 (50, 10)
|
High/Low
|
N/A
|
4+10
|
-
|
-
|
-
|
Erile summons his stand to perform a series of directed strikes. This super is not performed until the D button is released. By pressing A, B or C during the startup of the super, Erile will direct his stand as to which specials to perform in order. Heavily scales the combo but can lead to nasty 50/50s or hard to see throw setups. Can also be used to stall out the opponent's burst, or if you're in your own burst, waste time so Erile can heal.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
C
|
60 (50, 10)
|
High/Low
|
N/A
|
4+10
|
-
|
-
|
-
|
Erile summons his stand to perform a series of directed strikes. This super is not performed until the D button is released. By pressing A, B or C during the startup of the super, Erile will direct his stand as to which specials to perform in order. Heavily scales the combo but can lead to nasty 50/50s or hard to see throw setups. Can also be used to stall out the opponent's burst, or if you're in your own burst, waste time so Erile can heal.
|
|
Level 3 Super
Aqua Lovers 214214D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
High/Low
|
N/A
|
-
|
-
|
-
|
-
|
Erile's Level 3 super. This costs 3 bars of meter and heals Erile. Erile is vulnerable while healing, but the super can be cancelled early by pressing A+B+C. Not very practical in general, but in burst Erile is able to use Tandem to stall for some guaranteed healing.
|
|
Strategy
Combos
Combo
|
Total Damage
|
Meter gain
|
Notes
|
Meterless Basic Combos
|
cl.D -> 5B -> 5C > 236D > j.C
|
129
|
(+.75)
|
Meterless reset. Dash under for crossup
|
cl.B xx 5A -> 5C > 236D > j.C
|
143
|
(+.85)
|
Same reset but from a cl.B link
|
5A -> 5B > 214A
|
65
|
(+.10)
|
Tip of 5A confirm
|
j.236A/B/C >> j.C > cl.CC > 236D > j.C
|
134
|
(+1 bar)
|
Confirm off of j.236x
|
cl.D -> 5B -> 5C > 236C xx 5C(1) > 214C
|
127
|
(+.75)
|
Corner only. Reset to meaty 214C. 236C whiffs on crouchers other than Earth/Krayce
|
cl.CCC > 236C >> 5B+C (AAABBBCCCDD)
|
140
|
(+1.20)
|
Corner only. Only meterless way to get dust on every character.
|
One Bar Combos
|
cl.D -> 5B -> 5C > 236D SOT >> 214C >> 5B+C (AAABBBCCCDD 236D)
|
185
|
(+1.5 bars)
|
Erile's BnB. Builds back the bar you spent.
|
cl.CCC > 236C >> 236C >> 5C > 214A >> 236236C
|
195
|
(-1 bar)
|
Corner only
|
Two Bar Combos
|
cl.D -> 5B -> 5C > 236D SOT >> 214 C >> 236236B
|
235
|
(-2 bars)
|
Main meter dump combo. Works anywhere.
|
cl.B -> 5C 236D SOT >> 214C >> 236C >> cl.C > 214A > 236236C
|
259
|
(-2 bars)
|
Corner version.
|
Burst Activation Combos
|
cl.D > 5B > 5C > 236D SOT >> 214C >> j.BCD >> 236236B
|
237
|
N/A
|
Only real midscreen route using burst.
|
cl.D > 5B > 5C > 236D SOT >> 214C >> 4C >> j.BCD >> 2B > 236236B
|
273
|
N/A
|
Corner only.
|
cl.D > 5B > 5C > 236D SOT >> 214C >> 4C >> j.BCD >> 2A > 5B > 5C > 236236B
|
277
|
N/A
|
Corner only. Slightly harder route but easier on fast fallers.
|
BCD >> cl.A > 5B > 5C > 236236B 139
|
139
|
N/A
|
Corner only. Combo off of raw burst activate.
|
Tandem Setups
|
- cl.D > 5B > 5C > 236D > 236236D (ABCx3) >> j.C >> j.2C (Stand C hits) (Reset)
- j.A IOH >> j.C >> cl.C (Stand C hits) >> j.C >> cl.CCC > 236C >> 5B+C AAABBBCCCDD
- cl.D > 5C >> j.C (Stand C hits) > cl.C >> j.C (Stand C hits) >> cl.CCC > 236C >> 5B+C AAABBBCCCDD
|
130
105
108
|
(-1 bar)
0
0
|
Main corner route into Tandem reset with high and low routes.
|
- cl.D > 5B > 5C 236D > 236236D (ABCx3) >> 66j.2C >> cl.B (Stand C hits)
- j.A IOH >> j.C >> cl.C (Stand C hits) >> j.C (Stand C hits) >> cl.CC > 236D SOT >> 214C >> 5B+C AAABBBCCCDD
- cl.D > 5C (Stand C hits) >> cl.CC >> (Stand C hits) >> cl.CC > 236D SOT>> 214C >> 5B+C AAABBBCCCDD
|
125
103
100
|
(-1 bar)
(+.75)
(+.75)
|
Midscreen version. Can replace the routes after the reset with the corner versions depending on screen position.
|