Dream Cancel Forum
Other Fighting Games => Classic King of Fighters => King of Fighters 2k2/UM => Topic started by: nilcam on December 21, 2010, 11:54:52 PM
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Throws:
Shermie Flash Original - close ;bk / ;fd + ;c
Front Flash - close ;bk / ;fd + ;d
Command Moves:
Busty Suplex - ;fd + ;a
Shermie Stand - ;fd + ;b
Special Moves:
Shermie Clutch - ;dp + ;b / ;d
Shermie Spiral - ;hcf + ;a / ;c
Shermie Whip - ;qcb + ;a / ;c
Shermie Cute - after Shermie Clutch, Shermie Spiral, or Shermie Whip, ;qcf + ;b / ;d
Diamond Dust - ;hcf + ;b / ;d
Axle Spin Kick - ;qcb + ;b / ;d
F. Captured - ;hcb, ;fd + ;a / ;c
Evasive Move - ;a ;b ;c
Evasive Attack - during Evasive move, ;a / ;b / ;c / ;d
Desperation Moves:
Shermie Flash - ;hcb x 2 + ;a / ;c
Shermie Carnival - hcf x 2 + ;a / ;c
Super Desperation Moves:
Shermie Flash - ;hcb x 2 + ;a + ;c
Shermie Carnival - ;hcf x 2 + ;a + ;c
HSDM
Lightning Leg Lariat - ;qcf x 2 + ;b ;d
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http://www.youtube.com/watch?v=mz-wW0626Sk&feature=sub
Shermie Master Class Tutorial
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I have some questions about some of Shermie's moves.
First, whenever I try to pull off F. Captured, Shermie Spiral pulls of instead. Why does that happen?
Second, is her Shermie Flash DM naturally weak, or do you do something to make it stronger? Same goes for the SDM version; it's actually weaker than the DM version! Though I managed to OHKO an opponent with it. How does that happen?
(Note: This is concerning her 2002 version; I don't know if she plays the same in 2002UM.)
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First, whenever I try to pull off F. Captured, Shermie Spiral pulls of instead. Why does that happen?
Are you using a PS2/360 control? because if you (have big thumbs) input the ;fd ;df ;dn ;db ;bk it will read it fine but if you do the ;bk to ;fd part too quickly it'll read it as ;bk ;db ;dn ;df ;fd instead, and if you're using stick you're probably still doing the input too fast.
Inputting ;fd ;df ;dn ;db ;bk ;uf+ ;a/ ;c instead should make it easier. that or try to be more lenient with your input speed.
Second, is her Shermie Flash DM naturally weak, or do you do something to make it stronger? Same goes for the SDM version; it's actually weaker than the DM version! Though I managed to OHKO an opponent with it. How does that happen?
(Note: This is concerning her 2002 version; I don't know if she plays the same in 2002UM.)
It's fixed (damage wise) in UM, as for the OHKO I'm still not sure how it works, I've heard a lot of people say if you do random inputs while she's counting it'll make the SDM last longer, I've also heard people say that shouldn't press anything because it'll make the SDM stop immediately. All I know is if she counts to three during the SDM you get an automatic 100%.
I dunno what the odds are and for all I know it might be random, but I'll look into this.
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First, whenever I try to pull off F. Captured, Shermie Spiral pulls of instead. Why does that happen?
Are you using a PS2/360 control? because if you (have big thumbs) input the ;fd ;df ;dn ;db ;bk it will read it fine but if you do the ;bk to ;fd part too quickly it'll read it as ;bk ;db ;dn ;df ;fd instead, and if you're using stick you're probably still doing the input too fast.
Inputting ;fd ;df ;dn ;db ;bk ;uf+ ;a/ ;c instead should make it easier. that or try to be more lenient with your input speed.
Second, is her Shermie Flash DM naturally weak, or do you do something to make it stronger? Same goes for the SDM version; it's actually weaker than the DM version! Though I managed to OHKO an opponent with it. How does that happen?
(Note: This is concerning her 2002 version; I don't know if she plays the same in 2002UM.)
It's fixed (damage wise) in UM, as for the OHKO I'm still not sure how it works, I've heard a lot of people say if you do random inputs while she's counting it'll make the SDM last longer, I've also heard people say that shouldn't press anything because it'll make the SDM stop immediately. All I know is if she counts to three during the SDM you get an automatic 100%.
I dunno what the odds are and for all I know it might be random, but I'll look into this.
I'm using a keyboard. I'll take your advice and pull of the motion slower (though I must say that I do that motion with the same speed as when I'm pulling it off with other characters and with them, it actually pulls off).
Say, you think you can describe to me how F. Captured looks like so I can know when I've pulled it off?
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Second, is her Shermie Flash DM naturally weak, or do you do something to make it stronger? Same goes for the SDM version; it's actually weaker than the DM version! Though I managed to OHKO an opponent with it. How does that happen?
(Note: This is concerning her 2002 version; I don't know if she plays the same in 2002UM.)
The DM is fixed damage but its a 1 frame grab DM so great for interrupting poke strings (if you are good enough to do DM in between blocked strings)
SDM will only work if the opponent DOESNT press anything. If she counts to 3 then it auto KO, but on human opponents we always press buttons so its useless. At least in 2k2um they upped the damage slightly (on first and second counts) but still cant be justified in doing.
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So how does the move look like? I wanna know so I know if I did it right.
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the move is the same, but the diference will be how much he went for the pin
If she counts to 3, you win
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the move is the same, but the diference will be how much he went for the pin
If she counts to 3, you win
I'm talking about F. Captured.
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I'm talking about F. Captured.
It's a counter, if they attack her while she poses she'll grab them then do a suplex.
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I'm talking about F. Captured.
It's a counter, if they attack her while she poses she'll grab them then do a suplex.
Is that pose by any chance a lunging forward pose?