Battle Craze!!/Sherm/C-Side

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Overview

Playstyle

link

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
  • HAS THE BEST DASH IN THE GAME.
  • Great pressure because of 23+HK and [4]6+LP.
  • Great neutral and zoning.
  • j.Lk that stays out the entire time when pressed, making it a cross-up.
  • Bread and butter combos can be tricky to pull off in a match.
  • Being stuck charging can put you in bad situations.

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)
Sherctech 0.png
Sherctech 1.png
isometric Shermcercise!
isometric Shermcercise!
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 9 - - N/A N/A Counter N/A

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.

Actually Maybe Not (CT~1)
Sherctech 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 16 - - N/A N/A Counter N/A

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.

Run-Jouken (CT~LP)
Sherctech 3.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
152 Mid 6 - - +2 -1 Dire Wall Bounce

Safe on block, pretty high damage ender.

Run-Ryuken (CT~SP)
Sherctech 4.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
120 Mid 2 - - +22 -7 Dire Power Launch

Not very useful at all.

Run-Senpuukyakuu (CT~LK)
Sherctech 5.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
128 Mid 7 - - +19 -3 Dire Spinout

Low crushes, Safe on block but outclassed by CT~LP and CT~SK overall.

Run-Power-Punch(CT~SK)
Sherctech 6.png
Sher28LK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
108-36 (144) Mid 4 - - +21 -3 Dire Ground Bounce

Low crushes, pretty reliable ender with a lot of advantage.

Run-Tauntin'/Run-Jokin' (CT~6CT or CT~6T)/(CT~4CT or CT~4T)
Sher236T.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
Forward 4 N/A 19 - - -3 N/A Dire N/A

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 supers. Adds 4 damage to the next normal Sherm lands if it whiffs.

Back 4 N/A 19 - - -3 N/A Dire N/A

Funny taunt that moves Sherm back, can't land the hit raw. A low profile, I guess. 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


Sick Taunt!/Evade, Then Make a Joke! (236CT or 236T)/(214CT or 214T)
Sher236T.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
forward 4 N/A 19 - - -3 N/A Dire N/A

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.

Back 4 N/A 19 - - -3 N/A Dire N/A

Funny taunt that moves Sherm back, can't land the hit raw. A low profile, I guess. 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.


6T
Sherctech 3.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
8 Mid 13 - - -16 -24 Dire N/A

Funny fireball feint, treated like a command normal so it can be canceled 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.

Throws

That Won't Work! (5GP)
Sherthrowf.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 3 - - +13 N/A

Sherm's forward throw, knocks the opponent away.

Look Over There! (4GP)
Sherthrowb.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 3 - - +13 N/A

Sherm's back throw, knocks the opponent far behind him.

I Broke My Back! (j.5GP)
Sherthrowju.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 2 - - +16 N/A

Sherm's air throw, if it's hit raw it tumbles the opponent for a combo. Pretty awkward to combo from mid-screen compared to other air throws.

Heartbreaker

Heartbreaker (5CT while blocking)
SherHB.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
32 Mid 2 - - +1 -23

Sherm's heartbreaker, uses far 236P's animation.

Normals

Standing

5LP
Sher5LP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 4 - - +1 -1

Poke and combo filler.


5SP (close)
SherclSP 1.png
SherclSP 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 4 - - +2 -2

Extremely fast, good for juggles.

5SP (far)
Sher5SP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 9 - - +2 -6

Decent poke.


5LK (close)
SherclLK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 4 - - +4 -1

Can be linked into after cl.SK in the corner, allows Sherm to do another cl.SK. Also can link into itself.

5LK (far)
Sher5LK.png
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.


5SK (close)
SherclSK 1.png
SherclSK 2.png
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.

5SK (far)
Sher5SK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 12 - - +2 -2

Could be used as an anti-air.


Crouching

2LP
Sher2LP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 4 - - +1 -1

Crouching version of 5LP.


2SP
Sher2SP 1.png
Sher2SP 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Mid 6 - - -1 -5

Good anti-air button. Really good in juggles.


2LK
Sher2LK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Low 4 - - +2 -2

Sherm's fastest low. One of the few 4 frame 2LKs in the game


2SK
Sher2SK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Low 9 - - +44 -7

Sherm's sweep.


Jumping

j.5LP
SherjuLP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
30-10 (40) Overhead 4 - - - -

Useful for combos, decent air-to-air.


j.5SP
SherjuSP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Overhead 7 - - - -

Good for air-to-air conversions, combo filler.


j.5LK
SherjuLK.png
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
SherjuSK.png
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.


Command Normals

6LP
Sher6LP.png
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.


1SK
Sher1SK.png
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.


4/6SK
Sher6SK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
88 Mid 10 - - +2 -4 Counter N/A

Pretty basic command normal, moves backward if you input it with 4SK.


Specials

Habjouken ([4]6P)
Sher46P.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
120 Mid 10 - - - - Dire Stagger

Very good fireball. Can be used for some really high damage juggles. LP travels slower and SP travels faster.


Hurricane Senpuukyakuu([4]6K)
Sher46K.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
136 Mid 11 - - - -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.


Shermyuken ([2]8P)
Sher28P 1.png
Sher28P 2.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 120 Mid 4 - - +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 Mid 7 - - +11 -25 Dire Power Launch

An actual reversal, invuln to everything except supers on frame 1.


Power Punch ([2]8K)
Sher28LK.png
Light version
Light version
Sher28SK 1.png
Sher28SK 2.png
Heavy version
Heavy version
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 136 Mid 17 - - +3 -1 Dire Ground Bounce

Low crushing punch, pretty good for Sherm's pressure.

SP 152 Overhead 23 - - +11 -3 Dire Ground Bounce

Hits overhead unlike the light version, floor splats so it can be comboed after at certain heights.


Supers

All-Out Attack

Stinky Habjouken (236236P)
Sher236236P 1.png
Sher236236P 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
224 Mid 7 - - +65 -25 Dire N/A

Rapid punch super, funny name.


Shermkyugen Ougi! Ranbu Ken(214214P)
Sher214214P.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
248 Mid 14 - - +59 -17 Dire N/A

KoF style rush super, use this super to end combos.


I'm the Best!(214214T/236236T or 214214CT/236236CT)
Sher236236T.png
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, genuinely do not ever use this. Each roll has invuln. Adds 27 damage to the next normal Sherm lands if fully completed.


All-Out EX

Shermkyugen Ougi! Ranbu Ken EX(214214PP)
Sher214214P.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
304 Mid 10 - - +60 -13 Dire N/A

Same use as the level 1 version but with more damage.


All-Out Destruction

SHIN SHERMYUKEN (236236KK)
Sher236236KK 1.png
Sher236236KK 2.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
Close 400 Mid 4 - - +32 -20 Dire N/A

Big dumb reversal super, highest damaging ender.

Far 192 Mid 4 - - +24 -20 Dire N/A

Allows for cool combo extensions.

Battle Craze Navigation

General
Controls
Netplay
HUD
System
FAQ
Glossary
AjitCLS
TsugumiCLS
ShermCLS
WallaceCLS
ReaperCLS
la justiciaCLS
BoundaryCLS
BaxterCLS
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GoliathCLS
NecrossCLS
EmiCLS
LucyCLS
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