Battle Craze!!/Sherm/L-Side

From Mizuumi Wiki
Jump to navigation Jump to search

Overview

Playstyle
link L-Sherm is an all rounder shoto character who excels in mid to close range with powerful fireballs, high damage conversions, decent pokes, and an armored C-tech.
Pros Cons
  • Damage and Combos: Has high level combos which have both high damage and good screen carry.
  • Projectile Game: Has an extremely versatile projectile, helped by the fact he can do it while in the air.
  • Focus Attack: C-tech is an armored, dash cancelable move. This gives L-Sherm tons of flexibility in pressure and neutral.
  • Straightforward: Extremely easy to pick up with a toolkit of easy to understand tools.
  • Block Strings: Has many gaps in extended block strings/mixups and only one safe special which is unrewarding.

Statistics

Trait "Lazarus’ Comeback Effect": After Sherm’s life drops below a certain point, his Craze Gauge will automatically fill up for the rest of the round.
Health 1000
Mobility Dash

Move Overview

Universal Mechanics

Craze Tech

Ultimate Chesto Punch
CT
Shexctech.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
96 Mid 19 - - -2 -22 Dire Crumple

Can be held to break guard, charging can be dash canceled.


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 cancelled into specials and supers. Use on people's block if you'd like to lose the round. 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 ball or humiliate your opponent at the end of the round. Can be held indefinitely.

Throws

That Won't Work!
5GP
Sherthrowf.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +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 4 - - +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 power launches the opponent for a combo.

Heartbreaker

Heartbreaker
5CT while blocking
SherHB.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
32 Mid 17 - - +1 -23

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

Normals

Standing

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

Fair range jab and effective combo starter.


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 and anti-airing.

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

Farthest reaching normal besides sweep and a good speed for a heavy.


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. A great poke since it low-profiles and can go under certain jabs. 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

Decent range and active frames. 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

The fastest low in the game being the only 4 frame 2LK in the game.


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

Sherm's farthest reaching normal, use to check people in neutral.


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. Last the entire time in the air once its active. 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

Can I Get Uuuuuuuuh Overhead?
6LP
Sher6LP.png
You may.
You may.
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.


Footsie!
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.


What If I Flip the Sprite? And...
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

Low crushing command normal, moves backward if you input it with 4SK.


Specials

Habjouken
236P (air OK)
Sher46P.png
Shexju236P.png
Air version, a little bit smaller.
Air version, a little bit smaller.
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
120 Mid 15 - - - - Dire Stagger

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


Hurricane Senpuukyakuu
214K (air OK)
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, Heavy version travels further.


Shermyuken
623P (air OK)
Sher28P 1.png
Grounded version
Grounded version
Shexju623P.png
Air version
Air version
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. Air version functions the same.

SP 136 Mid 7 - - +11 -25 Dire Power Launch

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

air SP 136 Mid 4 - - - - Dire Power Launch

Air reversal, a lot faster than the grounded version which allows it to function as a pretty strong but committal air-to-air.


Jordan Shermtogeri
41236K
Shex236K.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 136 Mid 17 - - +56 -6 Dire Wall Bounce

Tumbles on hit. Generally not much reason to go for this move outside of its auto frametrapping potential.

SK 136 Mid 22 - - - -9 Dire Wall Bounce

Wall bounces on hit, really good combo extender.


Supers

All-Out Attack

Shin Stinky Habjouken
236236P
Shex236236P.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
217 Mid 11 - - - - Dire N/A

Can be held. Max charge breaks guard and does more damage. Still has a funny name.


Stinky Hurricane Senpuukyaku
214214K
Shex214214K.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
248 Mid 7 - - +51 -24 Dire N/A

L Sherm's highest damage level 1. Kinda low range so you might have to use 236236P instead for some enders.


All-Out EX

Denjin Habjouken
214214PP
Shex214214PP.png
"DENJIN SONOFABITCH!"
"DENJIN SONOFABITCH!"
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
Sherm 304 Mid 7 - - +34 -13 Dire N/A

Combo ender and reversal, incredibly funny.

Projectile 302 Mid 7 - - - - Dire N/A

You will literally never hit this in a match.


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
Characters
AjitCLS
TsugumiCLS
ShermCLS
WallaceCLS
ReaperCLS
la justiciaCLS
BoundaryCLS
BaxterCLS
Ci-CiCLS
GoliathCLS
NecrossCLS
EmiCLS
LucyCLS
GabbyCLS
IsabellaCLS
TyrantCLS
IkueCLS
TeriCLS
BernieCLS
Jane BaneCLS