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
Gallery
Normals
All normals
Throws
Rush Palm
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Commands
Abdomen Step
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Abdomen Press
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Hip Attack
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Specials
Slash Sword
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Punish Sword
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Fire Breath
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Balloon Bomb
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Supers
Cadabra Bomber
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Shiva Dance
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Rolling Press
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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