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
Throws
Commands
Specials
++
Supers
Maherl, a poke-heavy character with long-range specials, relies on gimmicks due to his inability to cancel from low attacks. His long range moves can catch opponents off guard with good timing. Mastering his glitch allows him to fly off-screen and land swiftly, catching foes off guard.
Attack
Slash Sword (214P) can be used from long range, but itβs unsafe against Saizo and Tia. It can be canceled from 5C, 2C, 5D, and 5B.
Abdomen Step (A+C) provides quick mobility, compensating for his slow dashes. This move lets him hops forward, dodging certain low attacks, and can set up frametraps with super (236236P) or throw follow-ups.
Balloon Bomb (A+B+C) can punish projectiles from long range and has a controllable landing. It can also cross up, but is unsafe on block, so use it carefully.
Defense
Close 5C is useful to counter jump-ins. Can be canceled into 214K for juggle confirms. Far 5B is a quick anti-air option that can be canceled into Super (214214P).
Punish Sword (214K) works as a fast-paced, effective anti-air, and can also be used to confirm juggles off 5D or 5C up close
Supers
Cadabra Bomber (236236P) Has invincible startup frames and is safe on block. Be careful, there's a gap right before the genie throws his punch. Some characters have tools to dodge the punch and punish.
Shiva Dance (214214P) can go through projectiles at close range and is often used to juggle after an anti-air.
Rolling Press (360P/K) sends the opponent to the opposite side of the screen, typically used after a 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 :
- β Frame 2 or sooner = sword
- β Frame 3 = sword glitch
- β 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