Breakers Revenge/Maherl

From SuperCombo Wiki

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.

Maherl
Strengths Weaknesses
  • High defense
  • Invincible backdash
  • Big damage on his sword specials
  • Has a useful command grab super
  • AC command normal provides a quick, advancing attack that avoids lows
  • BALLOONO!
  • Dash is very slow, forcing him to take risks to get in
  • Lacks a meterless invincible reversal
  • Limited confirms into combos
  • Low priority on his special moves
  • No easy answers against projectiles
Maherl
BRMaherlVictory.png
Defense 130
Stun 3136


Move List

Normals

Standing


Damage Guard Stun Properties
390 Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Solid far standing poke.


Damage Guard Stun Properties
420 Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Far anti-air move.


Damage Guard Stun Properties
845 Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

The stop sign. This move moves Maherl forward and has huge range and good priority. Great all-around poke but not cancellable.


Damage Guard Stun Properties
715 Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

This move moves Maherl forward. It has good priority and range but slow startup.

Crouching


Damage Guard Stun Properties
195 Mid.png - Rpdfire.pngSpecialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Useful mainly for rapid fire covering space.


Damage Guard Stun Properties
195 Low.png - Rpdfire.pngSpecialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Your only fast, low button.


Damage Guard Stun Properties
780 Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

This move moves Maherl forward. Less range than 5C/D but will beat lower pokes and is your best combo tool from far range.


Damage Guard Stun Properties
650 Low.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sweep.

Close


Damage Guard Stun Properties
455 Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Just a close mid, no real reason to use this.


Damage Guard Stun Properties
520 Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Can link into far B.


Damage Guard Stun Properties
1032 (650+520) Mid.png - Specialcancel.pngSupercancel.png
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
910 Mid.png - Specialcancel.pngSupercancel.png
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
520 High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Maherl's most active air normal.


Damage Guard Stun Properties
520 High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Fast air to air poke.


Damage Guard Stun Properties
910 High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Good air to air that hits above Maherl while moving forward. Small range and short active frames.


Damage Guard Stun Properties
715 High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Kicks straight out, but slower than nj.B.


Diagonal Jumping


Damage Guard Stun Properties
520 High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

See nj.A


Damage Guard Stun Properties
520 High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Kicks down below Maherl, can crossup. Instant overhead.


Damage Guard Stun Properties
780 High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Maherl does a flaming punch, okay for air to air.


Damage Guard Stun Properties
650 High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Kicks far out below him. Best for jump ins. Can do a fuzzy jump after a jump in.

Command Normals

Damage Guard Stun Properties
780 Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Maherl uses his big belly and hops forward. Dodges some lows, can be comboed after and typically breakerable. Gives Maherl some much needed mobility and throw tricks.


Abdomen Press
Jump, 1~3C
Damage Guard Stun Properties
585 High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Maherl does a standard body splash attack. Great move, great for crossups.


Hip Attack
Jump, 1~3B
Damage Guard Stun Properties
455 High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Maherl uses his big butt to attack the enemy. Great hitbox below him and Maherl tucks himself upwards while doing it.

Throws

Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Mash throw with 10 hits. Opponent can counter mash to reduce hits.


Specials

Slash Sword
214P
Maherlswordpunch.gif
A Damage Guard Stun Properties
- Mid.png - Knockdown.png
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
- Mid.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Maherl swings his sword forward, travelling almost full screen, use this one in combos or punishes.


Punish Sword
214K
Maherlswordkick.gif
B Damage Guard Stun Properties
- Mid.png - Knockdown.png
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
- Mid.png - Knockdown.png
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.


Fire Breath
41236P
Maherlfireweak.gif
Maherlfirestrong.gif
FIIYAH!
A Damage Guard Stun Properties
- Mid.png - Projectileabsorb.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

moves slightly forward and spits fire and doesn't knock down.

C Damage Guard Stun Properties
- Mid.png - Projectileabsorb.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Spins around spitting fire. Use only in combos.


Balloon Bomb
4/5/6 + Any 3 buttons
Maherlballon.gif
BALLOONO!
Damage Guard Stun Properties
- High.png - Knockdown.png
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

Cadabra Bomber
236236P
MaherlGenie.gif
KADABUURA!「ハッハァ!」
Damage Guard Stun Properties
- Mid.png - Startupinv.pngHardknockdown.png
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.


Shiva Dance
214214P
MaherlRushSword.gif
Damage Guard Stun Properties
- Mid.png - Projectileinvincible.pngHardknockdown.png
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.


Rolling Press
360+K
Maherl360.gif
Damage Guard Stun Properties
- Unblockable.png - Throw.pngHardknockdown.png
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

Advantage
Great
Good Pielle
Even Alsion III
Weak Condor, Rila
Bad Saizo, Sho, Tia, Dao-Long

Character Specific Tips


Alsion III
Patient play is a must here, you can trade hits as you have more health but this is a match that needs to be played slow in neutral. Focus on counterpoking Alsion's normals and pushing him to the corner. Pay extra attention to meter, when Alsion has no meter you can be more aggressive, especially with AC hop strings

  • Whiff Punish Poison and Anubis super with Balloon Bomb
  • Your swords are not as good, Alsion can interrupt them well and punish at most ranges.
  • j.A and 5C are great for beating Alsion 5D
  • 5A/C are generally important pokes
  • 2D is good against Alsion's air attacks and 2C (2C beats your 5A/C)

Condor


Dao-Long


Maherl


Condor


Condor


Condor


Sho


Condor

Game Navigation

General
Controls
Notation
HUD
System
Strategy
FAQ
EXTRA
Characters
Sho
Pielle
Condor
Rila
Tia
Alsion III
Maherl
Dao-Long
Saizo
Bai-Hu