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NGBC - Shermie

Started by jinxhand, April 12, 2011, 10:32:39 PM

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jinxhand

Normals

Close
* cl. ;a / ;b / ;c / ;d are cancel-able.
* cl. ;a can chain into itself.
* cl. ;b / ;d hits twice.
* cl. ;b / ;d can be canceled into a move at either the first or second hit.

Standing
* st. ;a / ;b / ;c are cancel-able.
* st. ;c is slow, advances, and is the only standing normal that looks different than her close normals.

Crouching
* ;dn ;a / ;b / ;c / ;d are cancel-able.
* ;dn ;b is somewhat slow.
* ;dn ;c / ;d have slow startup animations.

Jumping
* ;ub / ;up / ;uf ;a is utterly useless!!!
* ;ub / ;up / ;uf ;b / ;c / ;d can be used to cross up. Using ;d is the best option however.


Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Shermie to do counter with a ;fd + ;d animation, and she will then tag out.


Throw
Front Suplex - ;bk / ;fd + ;c / ;d
*Can be broken. Normal knockdown.


Command Moves
Shermie Stand - ;fd + ;b
* This move is both cancel-able and can hit twice.

Baku New Suplex - ;fd + ;c
* Slow startup, but can be used for oki. Shermie does a step forward with chest out and grabs the opponent.

Shermie Kick - ;fd + ;d
* Shermie does a forward advancing kick. The kick knocks back, but does not knock down. The only way to combo into this is to cancel with ;qcf ;qcf + ;b / ;d .


Special Moves
Shermie Spiral: (in close) ;hcf + ;a / ;c
* Command grab that causes a huge distance gap between players. Can be used in a combo.

Diamond Bust: ;hcf + ;b / ;d
* Shermie runs towards the opponent and does a vault to throw. The button strength determines the distance traveled to opponent.

Shermie Clutch: ;dp + ;b / ;d
* Air throw. Button strength determines the height jumped.

Axle Spin Kick: ;qcb + ;b / ;d
* Shermie does a twirl towards the opponent. Upon landing, she does a kick. Button strength determines the height jumped and distance traveled. If either ;b or ;d are held, the kick does not come out.

Air Spin Kick: (in the air) ;qcb + ;b / ;d
* Unfortunately, this isn't the same as Orochi Shermie's lightning version.

Shermie Whip: ;qcb + ;a / ;c , then ;qcb + ;a / ;c for an extra attack
* When doing this move, the 2nd input might have to be reversed in order to get the second hit.

Shermie Cute: (Input either 'Shermie Spiral' or 'Shermie Whip') then ;qcf + ;b / ;d
* Follow up damage. Never forget to use this move whenever possible.

Shermie Catch: ;dp + ;a / ;c
* Shermie hops towards the player and grabs the opponent similar to O.Yashiro's move in the KOF series. If it connects, she simply vaults to the other side of the opponent, leaving them open for another attack.

Tsuika Nage (Additional Throw): (After Shermie Catch), ;hcb + ;a / ;c
* Follow up throw.

Hold: (After Tsuika Nage), Tap ;a / ;c Rapidly
* Follow up damage after Tsuika Nage. The more mashing done, the more damage done.


Desperation Moves
Thunder Leg Lariat: ;qcf ;qcf + ;b / ;d
* Flying knee attack. Best combo ender for Shermie.

Shermie Carnival: (close) ;hcf ;hcf + ;a / ;c , then ;dp + ;b / ;d for an extra hit.
*

A/D Assault
Shermie does not have any A/D Assaults.


Strats and combos, once written up, can be found here: http://dreamcancel.com/wiki/index.php?title=Shermie_(NGBC)
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