World Heroes Perfect/Erick: Difference between revisions

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=Introduction=
{{Infobox-World Heroes Perfect
|name=WHP_Name_Erick
|image=Whp_Erick.png
}}


Erick hits hard in general and has one of the strongest zoning games. His projectile is the most damaging in the game, it is the fattest (read: difficult to avoid), and it always knocks down. The Thor Hammer is an unbeatable anti-air that cannot be air-blocked. Additionally, his normal pokes are excellent, and a lot of them have autoguard during their startup. His flying headbutt has high priority and does great damage, too. This doesn't make him sound like a B tier character, but he falls apart if the opponent can close the gap and pressure him. The Thor Hammer only covers a rather specific distance, and he has no good answers to air attacks up close. As such, he has bad matchups against a decent number of characters.
==Introduction==


=Moves List=
{{FP Box
|header=  
|content='''Erick''' is a viking based off Erik The Red. He  makes use of his Axe and shield, to keep his opponents on their toes and off of him.


==Normal Moves==
Erick is a character who has a very strong zoning game, with a wide array of moves that excel at poking and defending his position.


==Command Normals==
{{StrengthsAndWeaknesses
| intro = ==Overview==
Erick is a Viking who excels pokes and zoning.
| pros =
* Very Strong zoning game
* The Most damaging projectile in the game (difficult to avoid and always knocks down)
* Excellent pokes
* Thor Hammer is a incredible Anti-Air that cannot be air-blocked
* Flying Headbutt has good priority and does good damage
| cons =
* Thor Hammer only covers a rather specific distance
* No good answers to air attacks up close
* Bad matchups against a number of characters
}}
}}


==Normal Throws==
==Moves List==


==Special Moves==
===Normal Moves===


==Super Moves==
===Command Normals===


=Combos=
===Normal Throws===


=Frame Data=
===Special Moves===
Thor's Hammer           
qcb + P       
       
Aegyr's Halberd       
qcb + K                 
will collide with other projectiles as both will be "destroyed" in the process
 
Long Horn               
Charge b for 2 seconds,f + P
 
Blizzard Breath         
hcf + P               
freezes opponent for split second; projectile killer
 
===Super Moves===
Whale Snarfer           
qcb, db, d, df + MP+MK
 
==Combos==
 
==Frame Data==




Line 150: Line 190:
qcb,d/b,d,d/f+MP+MK w/ full meter: 16f, -36 on standing block, -35 on crouch block
qcb,d/b,d,d/f+MP+MK w/ full meter: 16f, -36 on standing block, -35 on crouch block


=Strategies=
==Strategy==
 
==Match-ups==


=Match-ups=




[[World Heroes Perfect|Back to main page]]
{{Template:World Heroes Perfect}}
[[Category:World Heroes Perfect]]

Latest revision as of 23:02, 25 June 2024

Template:Infobox-World Heroes Perfect

Introduction

Erick is a viking based off Erik The Red. He makes use of his Axe and shield, to keep his opponents on their toes and off of him.

Erick is a character who has a very strong zoning game, with a wide array of moves that excel at poking and defending his position.

Overview

Erick is a Viking who excels pokes and zoning.
Pros Cons
  • Very Strong zoning game
  • The Most damaging projectile in the game (difficult to avoid and always knocks down)
  • Excellent pokes
  • Thor Hammer is a incredible Anti-Air that cannot be air-blocked
  • Flying Headbutt has good priority and does good damage
  • Thor Hammer only covers a rather specific distance
  • No good answers to air attacks up close
  • Bad matchups against a number of characters

Moves List

Normal Moves

Command Normals

Normal Throws

Special Moves

Thor's Hammer qcb + P

Aegyr's Halberd qcb + K will collide with other projectiles as both will be "destroyed" in the process

Long Horn Charge b for 2 seconds,f + P

Blizzard Breath hcf + P freezes opponent for split second; projectile killer

Super Moves

Whale Snarfer qcb, db, d, df + MP+MK

Combos

Frame Data

Standing LP: 6f, +5 on standing block, +6 on crouch block, +5 on standing hit, will not hit crouchers

Standing MP: 12f, +5 on standing block, +6 on crouch block, +5 on standing hit, +6 on crouching hit

Standing HP: 11f, +5 on standing block, +7 on crouch block, +10 on standing hit, +11 on crouching hit

Standing LK: 6f, +6 on standing block, +8 on crouch block, +7 on standing hit, +6 on crouching hit

Standing MK: 7f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit

Far HK: 9f, -3 on standing block, -1 on crouch block, +5 on standing hit, +3 on crouching hit

Close HK: 7f, -3 on standing block, -1 on crouch block

f+HP: 9f, -8 on standing block, -6 on crouch block, +0 on standing hit, -2 on crouching hit


Crouching LP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +6 on crouching hit

Crouching MP: 5f, +5 on standing hit, +3 on crouching hit

Crouching HP: 11f, -1 on block

Crouching LK: 5f, +6 on block, +5 on standing hit, +4 on crouching hit

Crouching MK: 7f, +3 on block, +5 on standing hit, +3 on crouching hit

Crouching HK: 6f, -4 on block


Jumping LP: 5f

Jumping MP: 5f

Jumping HP: 7f

Jumping LK: 4f

Jumping MK: 5f

Jumping HK: 6f

Jumping d+HK: 8f, -11 or worse on block


Dashing LP: 6f, +1 on standing block, +2 on crouch block, +1 on standing hit, will not hit crouchers

Dashing MP: 12f, +1 on standing block, +2 on crouch block, +1 on standing hit, +2 on crouching hit

Dashing HP: 9f, -8 on standing block, -6 on crouch block, +0 on standing hit, -2 on crouching hit

Dashing LK: 6f, +4 on standing block, +5 on crouch block, +4 on standing hit, +3 on crouching hit

Dashing MK: 7f, -2 on standing block, -1 on crouch block, +1 on standing hit, -1 on crouching hit

Dashing HK: 9f, -7on standing block, -5 on crouch block, +1 on standing hit, -1 on crouching hit

Dashing d+LP: 5f, +1 on standing block, +2 on crouch block, +1 on standing hit, +0 on crouching hit

Dashing d+MP: 5f, +1 on standing hit, -1 on crouching hit

Dashing d+HP: 11f, -5 on block

Dashing d+LK: 5f, +2 on block, +1 on standing hit, +0 on crouching hit

Dashing d+MK: 7f, -1 on block, +1 on standing hit, -1 on crouching hit

Dashing d+HK: 6f, -8 on block


ABC: Reflects high projectiles on frames 7-10, has 14f recovery

d+ABC: Reflects low projectiles on frames 7-10, has 14f recovery


qcb+LK: 13f, -21 or better on block

qcb+MK: 17f, -17 or better on block

qcb+HK: 21f, -10 or better on block


qcb+LP: 9f, -29 on standing block, -27 on crouch block

qcb+MP: 13f, -29 on standing block, -27 on crouch block

qcb+HP: 25f, -29 on standing block, -27 on crouch block


hcf+LP: 18f, -16 on standing block, -14 on crouch block, +6 on hit

hcf+MP: 26f, -9 on standing block, -7 on crouch block, +13 on hit

hcf+HP: 32f, -2 on standing block, +0 on crouch block, +20 on hit


Charge b,f+LP: Charge time = 49f, startup = 8-15f depending on distance, -2 to +1 on standing block, +1 to +3 on crouch block

Charge b,f+MP: Charge time = 49f, startup = 11-21f depending on distance, -9 to -5 on standing block, -7 to -3 on crouch block

Charge b,f+HP: Charge time = 49f, startup = 14-30f depending on distance, -16 to -11 on standing block, -15 to -9 on crouch block


hcf+LP w/ full meter: 17f, +11 on standing block, +13 on crouch block, +33 on hit

hcf+MP w/ full meter: 25f, +11 on standing block, +13 on crouch block, +33 on hit

hcf+HP w/ full meter: 31f, +11 on standing block, +13 on crouch block, +33 on hit


qcb,d/b,d,d/f+MP+MK: 17f, -18 on standing block, -17 on crouch block, -18 on standing hit, -17 on crouching hit


qcb,d/b,d,d/f+MP+MK w/ full meter: 16f, -36 on standing block, -35 on crouch block

Strategy

Match-ups

Game Navigation

General
FAQ
HUD
Controls and Notation
Game Mechanics
Strategy
Characters
Brocken
Captain Kidd
Carn
Dragon
Erick
Fuuma
Hanzou
Jack
Janne
Johnny Maximum
Mudman
Muscle Power
Rasputin
Ryofu
Ryoko
Shura
Son Gokuu
Neo-Dio