A piece introduced in the gameboard of End of Golden Witch by Bernkastel, she's the detective and self-promoted "intellectual rapist".
At the end of Episode 5, she was named the "Witch of Truth" by Bernkastel, but was stripped of the title shortly after by Battler, who had ascended to Endless Sorcerer.
Introduction
Erika is an easy character to pick up, but very hard to master. She has a very strong neutral game and mixups but low damage output.
Health = 1300
Strengths
Weaknesses
Has a double jump
Has huge normals, controls space easily
Excellent air game due to her double jump
Excellent ground game due to her amazing ground normals
Has good matchups against zoners because of her mobility
Low HP
Very bad defensive options, does not even have a proper reversal
Low damage output due to limited combo ability anywhere but in the corner
Known Changes
Patch 2.10:
6A can now be jump cancelled on hit/block and SP2 damage has been reduced. Patch 2.30:
Damage on Metasuper has been adjusted from 801 to 999.
Ability
Force Counter Every hit registers as a counter hit. (Only the first hit of a combo counts.)
Move List
Normal Moves
Standing
5A
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
42
x
4
3
6
HL
(J), Special, SP, Meta
+1
+1
x
Erika kicks the opponent’s shins.
Attack is the same for both far and close ranges.
Toggle Hitboxes
Toggle Hitboxes
6A
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
63
x
6
3
10
HL
(J), Special, SP, Meta
-3
-3
x
Erika swings the butt of her scythe upwards.
Can be jump cancelled.
Jump cancel can be used to go into TK j.214X-X.
Toggle Hitboxes
Toggle Hitboxes
c.5B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
150
x
8
2
16
HL
(J), Special, SP, Meta
-2
-4
x
Erika swings her scythe downwards.
Toggle Hitboxes
Toggle Hitboxes
f.5B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
165
x
8
2
18
HL
(J), Special, SP, Meta
-4
-6
x
Erika swings her scythe downwards at the opponent as she calls them a "piece of shit".
Toggle Hitboxes
Toggle Hitboxes
6B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
198
x
13
2
20
HL
(J), Special, SP, Meta
-7
-9
x
Erika brings her scythe up and behind the opponent’s head before bringing the scythe back towards herself, slicing their neck.
Pulls in enemies closer.
Can link into c.5C if delayed slightly and close enough to the opponent.
Toggle Hitboxes
Toggle Hitboxes
c.5C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
270
x
10
3
18
HL
(J), Special, SP, Meta, Dash
+4
+2
x
Erika hits forwards with the hilt of her scythe.
Toggle Hitboxes
Toggle Hitboxes
f.5C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
240
x
14
5
22
HL
(J), Special, SP, Meta, Dash
-2
-5
x
Erika does a horizontal cleave forward with her scythe.
Toggle Hitboxes
Toggle Hitboxes
6C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
282
x
20
2
24
H
Meta
-1
-4
x
Erika swings her scythe in a wide arc overhead.
Overhead
Whiffs on close crouching opponent.
Toggle Hitboxes
Toggle Hitboxes
Crouching
2A
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
63
-
6
6
6
L
Special, SP, Meta
-2
-2
x
Erika kicks at the opponent’s feet while pushing herself slightly forward.
Toggle Hitboxes
Toggle Hitboxes
2B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
165
-
7
4
8
HL
Special, SP, Meta
+4
+2
x
Erika pokes forward with the blade of her scythe.
Toggle Hitboxes
Toggle Hitboxes
2C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
210
-
9
5
30
L
Special, SP, Meta
KD
-2
x
Erika swings her scythe at the opponent’s ankles. Knocks down.
Toggle Hitboxes
Toggle Hitboxes
Jumping
j.A
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
60
x
4
9
6
H
Special, SP
?
?
x
Erika sticks her feet out at an angle.
Attack is the same for both Neutral (8) and Directional Jumps (7/9).
Toggle Hitboxes
Toggle Hitboxes
j.8B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
150
x
8
2
10
H
Special, SP
?
?
x
Erika swipes horizontally with her scythe.
Good as an air to air.
Toggle Hitboxes
Toggle Hitboxes
j.7/9B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
123
-
9
4
12
H
Special, SP
?
?
x
Erika brings her scythe downwards.
Toggle Hitboxes
Toggle Hitboxes
j.8C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
252
-
9
5
11
H
Special, SP
?
?
x
Erika swings her scythe downwards.
Toggle Hitboxes
Toggle Hitboxes
j.7/9C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
213
-
12
3
1
H
Special, SP
?
?
x
Erika swings her scythe upwards with a wide arc.
Toggle Hitboxes
Toggle Hitboxes
Throw
Throw
Whiff animation
Whiff animation
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
300
-
0-1
x
33 (if whiffed)
UNB
-
KD
x
x
Erika uses chopsticks to toss the opponent behind her back.
Special Moves
【Leap of Reasoning 「飛躍する推理」】 421X
421A Version
421A Version
421B Version
421B Version
421C Version
421C Version
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
421A
330
-
8
12
16
HL
-
?/KD
?
x
Erika starts rotating her scythe above her like a helicopter and flies upwards
Can perform air normals, air specials or double jump after.
Can be used as an anti-air for different angles. A version moves diagonally forward.
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
421B
330
-
8
12
16
HL
-
?/KD
?
x
B version moves in a straight line
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
421C
330
-
8
12
16
HL
-
?/KD
?
x
C version moves diagonally backwards
【Little Gray Cells 「灰色の脳細胞」 22X
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
22A
0
-
6
?
42 total
-
-
?
x
x
Erika taunts the opponent while sticking her finger in her ear nonchalantly. Upon hit, she will teleport into the air.
A Version teleports Erika slighty backwards.
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
22B
0
-
6
?
42 total
-
-
?
x
x
B Version will teleport her forward
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
22C
0
-
6
?
42 total
-
-
?
x
x
C Version will teleport her a farther distance forward.
【Theory Presentation 「仮説の提示」 [4]6X
[4]6A version
[4]6A version
[4]6B version
[4]6B version
[4]6C version
[4]6C version
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
[4]6A
240
-
13
?
47 total
HL
-
?
-13
x
Erika throws her scythe forward. Button determines distance. On block/hit, draws the opponent closer to Erika just a bit.
A Version hits once.
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
[4]6B
300
-
15
?
57 total
HL
-
?
-15
x
B version hits twice.
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
[4]6C
360
-
17
?
67 total
HL
-
?
-17
x
C version twice thrice.
[4] = Hold back for half a second before pressing forward.
【Cut The Cheese Into Two/Four 「チーズを2つにするには・チーズを4つにするには」 j.214X-X
Dive portion of the attack
Dive portion of the attack
Follow-up attack
Follow-up attack
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
j.214A
234/174
-
16
2,6
17
H
-
?/KD
-6
x
Erika leaps downwards, swinging her scythe overhead as it emits a glorious blue light. *Overhead
Can be followed up by pressing A/B/C, slash with the scythe and move forward by different distance. Version A keeps in place.
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
j.214B
234/174
-
18
2,6
19
H
-
?/KD
-4
x
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
j.214C
234/174
-
20
2,6
21
H
-
?/KD
-4
x
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
A/B/C Follow-up
174
-
7
1,1,1,3
40
HL
-
?/KD
-9
x
Follow-up to any of j.214X specials.
Combos if the first part hits close enough to the ground. Like with a TK motion.
Also allows you to mix-up your landing so they dont punish it outright.
SP Supers
【Let’s end it with this, shall we!?「核心に迫る推理」 421A+B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
±348
x
?
?
?
HL
-
KD
-13
x
Erika charges towards the opponent while spinning her scythe around her, passing through the opponent both on hit and block. Causes knockdown.
Sets up perfect meaty timing for 2A if done in the corner after the j.214A+B follow up attack.
【If you think you can hit me, go ahead~ 「刹那の閃き」 22A+B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
x
x
1
?
?
-
-
?
x
x
Erika performs a longer-duration version of her doppelgänger counter. Upon a successful counter, the laugh from the visual novels will play as several doppelgängers appear over the opponent’s head. Erika then teleports over the opponents head.
Gives more frame advantage than other series of 22.
Starts from frame 1 and can be used as a reversal if done correctly.
【Further proof 「さらなる提示」】 [4]6A+B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
540
x
?
?
?
HL
-
?
-1
x
Erika throws a more damaging version of her C scythe at you.
Can be linked into a 5A/2A in the corner if done close enough to the opponent. Might whiff on some crouching characters.
【You sure you’re ready for it!?「チーズを2つにする実演・チーズを4つにする実演」 j.214A+B-X
Dive portion of the attack
Dive portion of the attack
Follow-up attack
Follow-up attack
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
j.214AB
570
x
?
?
?
HL
-
+3
-2
x
Erika does a stronger version of her "Cut cheese into two" with smaller horizontal momentum.
Can be followed up by pressing a button again after she lands, launching the opponent into the air. It combos.
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
A+B Follow-up
?
-
7
1,1,1,3
40
HL
-
KD
-23
x
Unlike the meterless version, this one does combo. There is little no reason to not use it the dive portion connects.
Level 2
【Open fire, you goats! 「山羊ども、ぶっ放せ!」 236236C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
±900
x
42
4
?
L
-
KD
+5
x
Erika dashes forward, sweeping the opponent. Upon hit, she will leap back and don her pirate hat as 3 goats with cannons spawn and barrage the opponent with cannons, firing three shots total.
Each cannon does 30% guard break, adding up to a total of 90% if all three shots were blocked.
Costs 2 meter.
Can land it from an OTG hit.
Meta Super
【A Perfect Autopsy 「完全なる検死」 j.641236C during MetaWorld
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
999
x
3
6
60
HL
-
KD
-2
x
Erika swoops downwards to strike the opponent. If it lands, the opponent becomes grounded as Erika climbs up the side of the guesthouse in her school swimsuit before swooping down, bringing a garbage bag over the opponent’s head and slitting their throats.
(advantage on block shown is when performed at the lowest height possible)
Frame Data
UNDER CONSTRUCTION (Format stolen from ABK Wiki. Don't sue!)
KD = Knockdown
+- = May be more or less than
[4] = Charged
Feel free to edit this part of the wiki with your tips/strats on how to use Erika. Remember I'm watching you.
Coming Soon
Team Building
Feel free to edit this part of the wiki with your tips/strats what partners are best for Erika to use. Remember I'm watching you.
The information displayed here is from the 2022 Team Tier List from the Ougon Discord Thus, it is open to change, but it should work as a building block for people looking for team pairing ideas. If you are a player of any of the teams and want to change anything feel free to do so.
Reasons to choose Erika for your team
Much like Battler, Erika dominates the neutral game with her giant normals and specials. Her mobility alongside her bubble of hitboxes makes it a hard task for the opponent to get in. If they do, however, Erika's defensive options are weak, and even if she does get the advantage, her damage is amongst the lowest in the game, which, when combined with her middling health, only makes the number of interactions to win needed higher compared to the opponent.
She greatly benefits from characters who, when Attack Touched from her amazing normals, be it due to range or through her fast overhead in 6C, can do a lot of damage. Her ability is good for characters with good ways to hit people in the air, as they will get an additional juggle afterwards, even if the opponent didn't press anything.
Erika/Ange
StunBoost shortens Erika’s combos, Ange hasn’t got too much use for Force Counter, bad damage and no real gameplan.
Erika/Battler
Amazing neutral but their poor damage leaves them struggling to keep up with more damaging partners for either of them. Has answers for almost anything but little to do once they score a hit.
Either one can handle neutral by themselves so both are unnecessary. Battler gains almost nothing from Force Counter.
Erika/Black Battler
Bad damage, bad bulk, great neutral but no synergy. Just disadvantage for no reason.
Bat/Eri is better but probably just play Eri/Will.
Erika/Beatrice
No synergy except for free SP2s from Erika; George or BB would be preferable if that’s what you’re into.
They do align with the common good team comp of one neutral character and one damage character, but overall there’s no reason to pick Erika over Luci, Battler or BB for Beatrice. Erika prefers Ronove too.
Erika/Bernkastel
Great neutral, but not great defensively and these two don’t excel at Attack Touching into each other’s combos.
Bern doesn’t really have much use for Force Counter despite her reliance on juggles as most players figure out that jumping over cats doesn’t really work before long. Both of them prefer Will to the other.
Erika’s 7-second ability also ruins MetaBoost looping from declaring, but Erika’s MetaSuper can add damage to Bern’s combos after stunning, so that’s nice.
Her SP2 is largely not needed though as cats are enough of a reset by themselves."
Erika/Chiester 410
No gameplan, too neutral-focused, poor synergy. Good at keepaway and not much else.
Low damage and short combos. Reset-heavy, but decent mixup.
Erika/Dlanor
A team with a lot of staying power and unprorated damage, but Dlanor prefers Bern and Erika prefers Will.
These two can find it hard to keep momentum. Erika’s ability also shortens ArmorBoost’s duration off of MetaDeclare, which isn’t a huge dealbreaker but it doesn’t help either.
Theirsomewhat unorthodox movesets don’t do a lot to complement one another, although both have fairly fast overheads and can be hard to approach for some characters.
Damage is an issue.
Erika/EVA-Beatrice
Very complementary neutral for these two, the opponent is going to have trouble approaching.
Eva makes good use of Force Counter too compared to some characters. Nevertheless these two struggle to deal with pressure and their movesets come together a bit awkwardly, such that they can’t exactly play rushdown. You’ll have to rely on mixup and short combos combined with fairly slow pressure.
Both gain options in MetaWorld which is nice, but Erika’s MetaSuper does not benefit from Berserk which isn’t as nice.
Erika/George
No gameplan, awkward combos, bad damage. Mixup and neutral are fairly good.
This team is fun but lacks any serious killing power. Force Counter suits George fine.
Erika/Jessica
Roles clear as neutral character and damage character but no reason to choose one another for that role. Both would prefer Rono or Will, who form a similar dynamic with each.
Jess can make surprisingly decent use of Force Counter but she doesn’t need it.
Erika/Kanon
Functional but neither should be choosing the other over Will under any circumstances.
Bad damage, but great neutral. Kanon doesn’t mind Force Counter.
Erika/Lambdadelta
No synergy, middling damage.
Erika can capitalise on comet if it doesn’t stun, but there’s little reason to pick her over Will or 410. She has bad stun and corner carry too.
Erika/Lucifer
Major damage issues, Bat/Luci outclasses, can excel in mixup but low stun on both and low health makes this team very punishable.
Erika/Ronove
The synergy between Force Counter and CounterBoost means any hit you land on the opponent will do increased damage and stun. This creates the option of unique playstyle comprised of wrecking the opponent’s playstyle only using pokes. This powerful combination only lasts for 7 seconds, but Erika’s unpredictable neutral is among the best in the game for capitalising on that short window.
Her SP2 is also an extremely useful tool paired with CounterBoost and can act as a strong finisher for winning rounds (you might not want to do it except as a finisher because it will cost 3 or more SP in total).
Be aware that opponents might stun out of Erika’s juggles little too early with Ronove’s ability, so you need to have a good feel for capacity.
Apart from their great ability synergy, Erika and Ronove are both very safe characters that excel at methodical pressure, so this team is strong defensively too.
Erika/Rosa
Erika will score Detachment easily but hasn’t got that much to follow this with. These two struggle with pressure.
Confused gameplan. Both vastly prefer Will.
Erika/Shannon
Shannon is your main damage dealer which isn’t fun. Erika has bad corner carry even though her neutral is decent.
Bad reaction to pressure. Just use Rono/Eri instead.
Erika/Virgilia
Awkward Attack Touch combos and Erika doesn’t corner carry well despite her good neutral. Damage suffers for this reason.
No synergy at all. Use Rono or Will instead.
Erika/Willard
Erika is another character that really benefits from SPCancel as it is very compatible with her MetaSuper, enabling her to do an extra one OTG after her first; this also puts the opponent back into the corner.
Both of these characters have large, effective normals, solid neutral and juggles, and unprorated damage. Will probably makes the best use of Force Counter of anyone in the game as well, enabling him to land his BnB off stray hits on empty jumps (more common than you’d assume as people fear being counterhit midair by Will but jumping is a decent way to approach him).
These two basically don’t care if the opponent is stunned, and their single-combo damage when both have SP is some of the highest in the game. They steadily build up the advantage they need to perform these with their MetaSupers.
Combos
Feel free to edit this part of the wiki with your tips/strats what combos to use. Remember I'm watching you.
Combo
Damage
Cost
Meter Gain
Location
2A > 2B > 6B > 2C > 421A > j.C > 9j.B > 9j.C
1239
0
99%
Anywhere
Doesnt knock down but you are plus compared to ending in j.214A
Midscreen combo with 2 links. 46A+B linking into 2B is only possible with the correct amount of spacing created by the preceding part of the combo itself.
Counterhit air to air combo. You have to be near the corner for when you have to juggle with 5B.
The 5B juggle must hit when the opponent is quite low to the ground, otherwise the rest of the combo will drop because the opponent will be way above erika.