Breakers Revenge/Maherl: Difference between revisions

From SuperCombo Wiki
Line 19: Line 19:
*Genie Super - qcf, qcf + P.  This is one of Maherl's only good moves.  Although it is sometimes hard to punish, it is still punishable on block.  Full invulnerability making it one of Maherl's only breaker moves and reversals.
*Genie Super - qcf, qcf + P.  This is one of Maherl's only good moves.  Although it is sometimes hard to punish, it is still punishable on block.  Full invulnerability making it one of Maherl's only breaker moves and reversals.
*Balloon Grab - 360 + K.  Maherl grabs the enemy and turns into a balloon causing great damage!  Another good breaker move of Maherl's.
*Balloon Grab - 360 + K.  Maherl grabs the enemy and turns into a balloon causing great damage!  Another good breaker move of Maherl's.
*Sword Super - qcb, qcb + P.  Bad move, doesn't have good invulnerability, use sparinglyIts good compared to some of Maherl's specials but overall it is a terrible move.
*Sword Super - qcb, qcb + P.  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.


=The Basics=
=The Basics=

Revision as of 22:46, 24 March 2009

Introduction

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.

Moves List

Normal Moves

  • Throw - f or b + HP while close
  • Other throw - f or b + HK while close
  • Fat Attack - LP+HP, Maherl uses his big belly and hops forward. Dodges some lows, can be comboed after and into but it's breakerable.
  • Butt Stomp - d + LK in the air, Maherl uses his big butt to attack the enemy.
  • Body Splash - d + HP in the air, Maherl does a standard body splash attack. Great move, great for crossups.

Special Moves

  • Fire Spit - hcf + P. In the LP version he moves slightly forward and spits fire and doesn't knock down. The HP version has him spinning around spitting fire. Use the HP version only, and only in combos.
  • Sword 1 - qcb + P. Maherl travels forwardthe LP version has shorter range than the HP version. Both moves knock down.
  • Sword 2 - qcb + K. The LK version hits once and has shorter range than the HK version which hits twice. Both of them knock down.
  • Balloono - A+B+C, then steer left or right. Using his genie-granted powers, Maherl inflates and attempts to sqaush his enemy. This move can cross up. You can steer it to make it go farther.

Super Moves

  • Genie Super - qcf, qcf + P. This is one of Maherl's only good moves. Although it is sometimes hard to punish, it is still punishable on block. Full invulnerability making it one of Maherl's only breaker moves and reversals.
  • Balloon Grab - 360 + K. Maherl grabs the enemy and turns into a balloon causing great damage! Another good breaker move of Maherl's.
  • Sword Super - qcb, qcb + P. 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.

The Basics

  • Notable Normals
    • Standing B - This move is the closest thing to an anti-air that Maherl has if it is used very early.
    • Standing C - 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.
    • Crouching C - This move moves Maherl forward also. It has only slightly less range than his st.C but will beat lower pokes.
    • Standing D - This move moves Maherl forward just like the other two. It has good priority and much larger range than Crouching C but slower startup.
    • Vertical Jumping C - Good air to air that causes Maherl to jut forward. Small range.
    • Body Splash, d + HP in the air - Great jump in attack with crossup potential making it the key to Maherl's crossup game.
    • Jumping D - A good jump in attack.
  • Crossups
    • Body Splash, d + HP in the air
    • Butt Drop, d + LK in the air - No real reason to use this over butt drop.
    • Balloono, A+B+C - You can cross up with this by steering it, but if its blocked you're going to eat a super.
  • Meterless Combos
    • Jump in d+HP, cr.C, Fire Spit (HP Version) - A surprisingly damaging combo, but you have to land a jump in to be able to hit-confirm. Use whenever you land a jump in.
    • cr.C xx Sword1/Sword2 (light versions) - Use this if you are not sure that the cr.C will hit, or are far away. Even on block, you are more than likely left open.
    • cr.C xx Sword1/Sword2 (heavy versions) - Use this if you are absolutely certain that the cr.C will hit, as a punish combo.
    • Most normals xx Fat Attack (LP+HP) - You can pressure with this and attempt to combo after the LP+HP. He has a very very strict and still breakerable infinite with chained normals into fat attack, but it isn't even worth it to attempt as you can get breakered at about a million different spots if you try this. If you whiff the fat attack you can try for a 360+K super throw for a neat mixup to be used sparingly.
    • Anti-Air Normal xx Sword 2 (LK version) - Combo off an anti-air!
  • Combos with Meter
    • Anti air normal xx Sword Super - Good examples of anti-airs to use are st.B and st.C or even cr.C, they all work for this combo/
    • Air-to-air attack, land, Sword Super - Basic juggle after an air-to-air hit. Can be kind of tough to make this happen reliably.
    • cl.st.C (one hit)/cr.C xx Sword Super - Hey its a combo into sword super from a normal. If you can land an HP Fire Spit instead do that, but if you can't, do this.

Advanced Strategy

Match-ups

Vs. Alsion 3:

Vs. Condor:

Vs. Dao-Long:

Vs. Mahrel (self):

Vs. Pielle:

Vs. Rila:

Vs. Saizo:

Vs. Sho:

Vs. Tia:

Template:Breakers