World Heroes Perfect/Erick

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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