Template:Infobox-World Heroes Perfect
Introduction
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.
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
Strategies
Match-ups