World Heroes Perfect/Erick

From SuperCombo Wiki

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