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{{Infobox- | {{Infobox-World Heroes Perfect | ||
|name=WHP_Name_Erick | |name=WHP_Name_Erick | ||
|image=Whp_Erick | |image=Whp_Erick.png | ||
}} | }} | ||
=Introduction= | ==Introduction== | ||
Erick | {{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. | |||
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. | |||
==Normal Moves== | {{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 | |||
}} | |||
}} | |||
==Moves List== | |||
===Normal Moves=== | |||
==Command Normals== | ===Command Normals=== | ||
==Normal Throws== | ===Normal Throws=== | ||
==Special Moves== | ===Special Moves=== | ||
Thor's Hammer | Thor's Hammer | ||
qcb + P | qcb + P | ||
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freezes opponent for split second; projectile killer | freezes opponent for split second; projectile killer | ||
==Super Moves== | ===Super Moves=== | ||
Whale Snarfer | Whale Snarfer | ||
qcb, db, d, df + MP+MK | qcb, db, d, df + MP+MK | ||
=Combos= | ==Combos== | ||
=Frame Data= | ==Frame Data== | ||
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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 | ||
= | ==Strategy== | ||
=Match-ups= | ==Match-ups== | ||
{{Template:World Heroes Perfect}} | {{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.
OverviewErick is a Viking who excels pokes and zoning. |
|
Pros | Cons |
|
|
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