Sheik Maherl
Sheik Maherl discovered a genie's lamp and made three wise wishes: to become a balloon, to spit fire, and to enslave the genie. Now, with his lamp and sword, he fights the world's strongest challengers.
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Throws
Commands
Specials
Supers
Normals
Commands
Specials
Supers
Overview
Maherl is a poke-focused character with long-range specials. Lacking cancels from low attacks, he relies on gimmicks making him challenging to play. His long-range specials can catch opponents off guard when timed correctly. You can surprise your opponent by mastering his glitch, making him fly off-screen and land quickly.
Attack
Slash Sword (214P): Use it from long range, depending on the matchup (Saizo and Tia can punish it). You can cancel it from 5C, 2C, 5D, and 5B. Maherl lacks low confirms, and lights don’t connect into Sword.
Abdomen Step (A+C): Provides quick mobility, as his dashes are too slow. He hops forward, dodging certain low attacks, and sets up frametraps with super (236236P) or throw follow-ups
Ballon bomb (A+B+C): A wide-range jump attack with controllable landing. It can cross up to trick the opponent and punish projectiles. Unsafe on block, so use it wisely.
Defense
Close 5C: Useful at close range to counter jump-ins. Can be canceled into 214K for juggle confirms.
Far 5B: A Quick anti-air option that can be canceled into Super (214214P).
Punish Sword (214K): It comes out fast and works well as an anti-air or juggle confirm after 5D or 5C up close.
Supers
Cadabra Bomber (236236P) : Has invincible startup frames and is safe. Be careful, there's a gap right before the genie throws his punch. Some characters can use their invincible moves to dodge the punch and punish.
Shiva Dance (214214P): A series of sword strikes that can go through projectiles up close. Often used after on anti-air by canceling far 5B.
Rolling Press (360P/K): A throw that sends the opponent to the other side of the screen, typically used after a Step (A+C) or the Sword Glitch.
Tips
Fuzzy / Instant overhead
For an instant overhead, use forward or back jB; for a fuzzy setup, use jD followed by jB.
Step/Sword glitch
To perform the glitch, press A+C then kara cancel on the 3rd frame with either 214P or 214K :
- ❌ Frame 2 or sooner = sword
- ✅ Frame 3 = sword glitch
- ❌ Frame 4 or later = A+C
Glitch variations: Heavy swords send him behind the opponent, while light ones keep him in front. At the peak, he can use 2C, which stays active until he lands. If you don’t act during the glitch, Maherl returns quickly to the ground.
Replays
Meterless combos
- 5B > 214B
- 5B > 214A
- 2C > A+C
- 2C > A+C > 5B > 214A
- 2C > A+C > 5B > 214B
- close 5D > A+C
- 2C or close 5D > 1236A (unsafe on block/hit)
- jC > 2C > 214D
- jD > close 5D > 214D
Metered combos
- jC > 2C > Super (214214P)
- jC > close 5D > Super (214214P)
Anti-air
- far 5B > Sword Super
- close 5D > Sword Super
- close 5C > 214B or 214D
- close 5C > Sword Super
- close 5D > 214D (1hit) > 2B > Sword Super
- close 5D > 214D (1hit) > 2B > Genie Super (corner)
- 214D (1hit) > 2B > Sword Super
Air-to-air
- jA > Sword Super
- jC > Sword Super
- neutral jC > Sword Super