Introduction
Sheik Maherl discovered a magical lamp containing a genie. He was given 3 wishes and he used them very wisely. For his first wish, he wished to be able to turn into a giant balloon. For his second wish, he wished to be able to spit fire. For his third wish, he wished that the genie would be enslaved for eternity to Maherl to fight for him. Now Maherl travels the globe with only his lamp and sword to battle the world's strongest challengers.
Overview
Maherl is a slow, poking character. His sword provides strong damage and harassment that is usually safe on block. Has some tricky command throw setups.
Strengths | Weaknesses |
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Move List
Normals
Standing
Damage | Guard | Stun | Properties | |
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- | ![]() |
- | ![]() ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | ||
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- | ![]() |
- | ![]() ![]() | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Far anti-air move. |
Damage | Guard | Stun | Properties | ||
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- | ![]() |
- | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
This move moves Maherl forward and has huge range and good priority. One of Maherl's only good moves and a great all-around poke. |
Damage | Guard | Stun | Properties | ||
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- | ![]() |
- | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
This move moves Maherl forward just like the other two. It has good priority and much larger range than Crouching C but slower startup. |
Crouching
Damage | Guard | Stun | Properties | |
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- | ![]() |
- | ![]() ![]() ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | ![]() ![]() ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | ||
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- | ![]() |
- | ![]() ![]() | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
This move moves Maherl forward also. It has only slightly less range than his st.C but will beat lower pokes. |
Damage | Guard | Stun | Properties | |
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- | ![]() |
- | ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Close
Damage | Guard | Stun | Properties | |
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- | ![]() |
- | ![]() ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Possible to link into other light attacks from this. |
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
2 hits, second hit is not cancellable. Almost always breakerable when cancelled from. Anti crossup anti-air. |
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
This move has good priority and moves Maherl backwards, allowing him to dodge some reversal wakeup moves while your opponent is rising. Good move to combo from. |
Neutral Jumping
Damage | Guard | Stun | Properties | |
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- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Good air to air that causes Maherl to jut forward. Small range. |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Diagonal Jumping
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
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- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
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- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Command Normals
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Maherl uses his big belly and hops forward. Dodges some lows, can be comboed after and into but it's breakerable. Gives Maherl some much needed mobility. |
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Maherl does a standard body splash attack. Great move, great for crossups. |
Damage | Guard | Stun | Properties | ||
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- | ![]() |
- | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Maherl uses his big butt to attack the enemy. |
Throws
Damage | Guard | Stun | Properties | |
---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Mash throw with 10 hits. Opponent can counter mash to reduce hits. |
Specials
A | Damage | Guard | Stun | Properties | ||
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- | ![]() |
- | ![]() | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | - | ||
Maherl swings his sword forward, travelling about half screen and is pretty hard to punish, so use this in blockstrings. | ||||||
B | Damage | Guard | Stun | Properties | ||
- | ![]() |
- | ![]() | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | - | ||
Maherl swings his sword forward, travelling almost full screen, use this one in combos or punishes. |
B | Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|---|
- | ![]() |
- | ![]() | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | - | ||
Maherl swings his sword high, travels about a third of the screen and is pretty hard to punish. Catches opponents out of the air. Use this in blockstrings. | ||||||
D | Damage | Guard | Stun | Properties | ||
- | ![]() |
- | ![]() | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | - | ||
Maherl swings his sword high, travels about 2 thirds of the screen. Catches opponents out of the air. Use this one in combos or punishes. |
A | Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|---|
- | ![]() |
- | ![]() | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | - | ||
moves slightly forward and spits fire and doesn't knock down. | ||||||
C | Damage | Guard | Stun | Properties | ||
- | ![]() |
- | ![]() ![]() | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | - | - | - | ||
Spins around spitting fire. Use only in combos. |
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | ![]() | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Using his genie-granted powers, Maherl inflates and attempts to squash his enemy. This move can cross up. You can direct the Balloon left or right. |
Supers
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Although it is sometimes hard to punish, it is still punishable on block. Full invulnerability on the startup, making it one of Maherl's best breaker options. Maherl is fully vulnerable while the genie is out, on trade the Genie can still continue attacking. |
Damage | Guard | Stun | Properties | ||
---|---|---|---|---|---|
- | ![]() |
- | ![]() ![]() | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
This is a decent super with invulnerability after the super flash but not on startup. It has massive range and great comboability. Maherl can go through fireballs with this move. |
Damage | Guard | Stun | Properties | ||
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- | ![]() |
- | ![]() ![]() | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Maherl grabs the enemy and turns into a balloon causing great damage! Another good breaker move of Maherl's. |
Combos
- Meterless Combos
- 5B xx 214B
- 2C xx 214P/K - Use 214A if not sure if it will hit. Use 214D for best damage.
- 2C xx 41236C - This combo will randomly whiff on crouchers for the final hit.
- Anti-Air 5B xx 214B
- Anti-air cl.5C xx 214B
- 2C xx AC, 5B xx AC, 5B xx AC... - Maherl's midscreen infinite. Very breakerable. Use 2C when you are too close for far B.
- Combos with meter
- 2C xx 214214P - most basic super punish for a bit extra damage and hard knockdown on top of regular sword combo.
- Anti air 5B/cl.5C xx Super - Use Shiva Dance midscreen, Genie in the corner
- Anti-air cl.5C xx 214D (one hit), 2A xx 214214P (use 236236P in corner) - can do 2A~2B to help execution, make sure to cancel into 214D quickly
Advanced Strategy
How does Maherl play?
Maherl is not a combo character, he is a poking character. As such, he has great pokes and low comboability. He doesn't have a fireball and has an abhorrent dash, making it difficult for him to move across the screen. Using the threat of st.C, cr.C, st.D and cr.D he can move across the screen and hopefully do a little bit of damage. Once he does score a knockdown his only real mixup is his weak crossup game which he cant set up well from most of his knockdowns.
Breakering
Maherl has great breaker attacks with his Genie Super and his Balloon Throw. Both of them do great damage and allow Maherl to start his pressure.
He can be easily breakered against if you try to do pressure with his Fat Attack (LP+HP). It is not recommended to do this very often or fall into predictable pressure with Fat Attack because you will probably eat a combo or a super.
Throw Setups
Maherl doesn't have any overheads for mix, so he has to rely on sneaky throw tricks.
- 4/6C Throw OS - cl.5C provides a good anti-jump button, buffer into 214B/D for a anti air conversion.
- Balloon Throw OS - 6/4+C/D~A+B. Useful for beating some reversals or jumps.
- Genie Throw OS - 23623[6]D~A.
- Genie/Rolling Press OS - 236, 412369+AB.
- 2B, 2B, 2B [xx AC (whiff), Throw] - insert throw option of your choice. Super Throw OS is a good choice here. Use 2D to frame trap opponent.
- 2C, 2C xx [AC(whiff), Throw] - alternate string to set up spacing.
- Forward Roll, Throw - On the gimmickier side but it can work, especially if you caught the opponent whiffing something. Works best if you roll through them.
- Whiff AC, Throw - Manually setting up the distance
- Empty jump, Throw - The classic.
Magic Carpet Bug
AC~214P/K - this is a kara cancel bug. Must be done on frame 3 of AC, no leniency. The sword attack will take flight and launch Maherl to the top of the screen, if nothing is pressed he will teleport back to his original spot. You can cancel into an attack, j.2C is the most useful, and he will do that attack instead of teleporting.
Random Tips
- Maherl needs to milk all the damage he can at all times. It is very important to always land absolutely every super possible and not ever have a super blocked. Using the Genie Super as a reversal (outside of breakering) is tempting, but meter is more than likely better spent on comboing into sword super or landing a Balloon Grab.
- Maherl has the worst dash in the entire game. It cannot be stopped by blocking or jumping or attack. It can go under some fireballs and through the other player. Use it carefully, and mainly just to cover ground after a knockdown.
- Sometimes, Maherl can benefit more from not knocking down and instead spamming repeated normals that move him forward. These frame traps are risky, so be careful! The reward can be great, however, and spamming cr.C is a lot of fun!
Matchups
Matchup Table
Great | |
Good | Pielle |
Even | Alsion III |
Weak | Condor, Rila |
Bad | Saizo, Sho, Tia, Dao-Long |
Character Specific Tips
Alsion III
Condor
Dao-Long
Maherl
Condor
Condor
Condor
Sho
Condor