Battle Craze!!/Sherm/S-Side

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Overview

Playstyle
link 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.

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
Shekctech 1.png
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.

Messatsu Flip-Jouken
CT~LP
Shekctech 2.png
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
Shekctech 3.png
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.

Messatsu Footsie
CT~LK
Shek1SK.png
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.

Messatsu Screw
CT~LK
Shekctech 4.png
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.

Throws

That Won't Messatsu!
5GP
Shekthrowf.png
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.

Look! Messatsu!
4GP
Shekthrowb.png
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.

I Messatsu My Back!
j.5GP
Shekthrowju.png
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.

Heartbreaker

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

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

Normals

Standing

5LP
Shek5LP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 4 - - +1 -1

Poke and combo filler.


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

Extremely fast, good for juggles.

5SP (far)
Shek5SP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 9 - - +2 -6

Decent poke.


5LK (close)
ShekclLK.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 Evil Sherm to do another cl.SK. Also can link into itself.

5LK (far)
Shek5LK.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)
ShekclSK 1.png
ShekclSK 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)
Shek5SK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 12 - - +2 -2

Could be used as an anti-air.


Crouching

2LP
Shek2LP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 4 - - +1 -1

Crouching version of 5LP.


2SP
Shek2SP 1.png
Shek2SP 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
Shek2LK.png
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
Shek2SK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Low 9 - - +44 -7

Evil Sherm's sweep.


Jumping

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

Useful for combos, decent air-to-air.


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

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


j.5LK
ShekjuLK.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
ShekjuSK.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 Messatsu?
6LP
Shek6LP.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. Can combo into 41236SK.


Messatsie!
1SK
Shek1SK.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.


Specials

Messatsu Habjouken
236P (air OK)
Shek236P.png
Shekctech 2.png
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
Shek624P.png
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)
Shek214K.png
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
Shek623P 1.png
Shek623P 2.png
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
Shek623KK.png
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
Shek236236P.png
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
Shek623P 1.png
Shek623P 2.png
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
Shek623P 1.png
Shek623P 2.png
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
ShekSGS.png
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
Shek214214PP.png
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
BC Shek PalLK.png
Pimbus unknown
unknown
Active The Last Crazer. Zoning Evil Sherm, plays several characters.
Example Play

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