Maherl Banner

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.

Colors

maherl A
maherl B
maherl C
maherl D

Gallery

1 2 3 4

Normals

All normals

Throws

Rush Palm /+

Commands

Abdomen Step +
Abdomen Press +
Hip Attack +

Specials

Slash Sword +
Punish Sword +
Fire Breath +
Balloon Bomb ++
++

Supers

Cadabra Bomber +
Shiva Dance +
Rolling Press + or

Maherl is a character with long-range specials, relying on gimmicks due to his inability to confirm from low attacks. Mastering his glitch allows him to fly off-screen and land swiftly, catching foes off guard.

Attack

  • Slash Sword (214P): Long-range tool cancelable from 5C, 2C, 5D, and 5B; unsafe against Saizo and Tia.
  • Abdomen Step (A+C): Hops over lows; ideal for setting up Super frametraps or throw mix-ups.
  • Balloon Bomb (A+B+C): Long-range special. Can punish projectiles with controllable landing; Unsafe on block.

Defense

  • Close 5C: Reliable anti-air; cancel into 214K for juggle confirms.
  • Far 5B: Quick anti-air option; cancelable into 214214P Super.
  • Punish Sword (214K): Fast anti-air and primary tool for confirming juggles off 5D or close 5C.

Supers

  • Cadabra Bomber (236236P): Invincible startup and safe on block; however, a gap before the final punch allows some characters to dodge or punish.
  • Shiva Dance (214214P): Passes through projectiles at close range; ideal for juggling opponents after an anti-air.
  • Rolling Press (360P/K): Command grab that switches sides; Set it up after an Abdomen Step (A+C) or the Sword Glitch.

Tips

Fuzzy / Instant overhead

Use forward or back jB for an instant overhead. Use jD then jB for a fuzzy setup.

Step/Sword glitch

To perform the glitch, kara cancel A+C 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 = land behind your opponent
  • Light swords = land in front
  • 2C (at jump peak) remains active until landing.
  • Nothing = 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