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NeoGeo Battle Coliseum/Shermie: Difference between revisions
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[[Image:Shermie_NGBC.jpg]] | |||
[[File:Shermie-ngbc (render-arcade).webp|thumb|right]] | |||
==Normals== | ==Normals== | ||
'''Close''' | '''Close''' | ||
* | * cl.A/B/D are visually and mechanically identical to their standing variations. | ||
* | * cl. & st.A/B/C/D are all cancelable. | ||
* cl.A can chain into itself. Whiffs on crouchers. | |||
* cl.C has a faster start-up than cl.D, making it more effective for punishes, but still difficult to use from jump-ins, i.e. need to be very deep. | |||
'''Standing''' | '''Standing''' | ||
* | * st.A having the same functions as its close variant means a very short range, and even in height, st.D and f+D make for good and only slightly less speedy anti-airs. | ||
* st.B/D hit twice, and either hit is of both are cancelable. | |||
* st.B is the best and most reliable combo starter Shermie has for both its range and speed. Advances Shermie forward minutely. 2nd hit whiffs on crouch block, but will connect against a croucher if the first hit does. | |||
* st.C has a slow start-up, but moves further than st.B, making up Shermie's longest reaching poke. | |||
* st.D's hitbox only starts once Shermie's foot is higher than her head, which may cause it to whiff on crouchers or smaller characters. An effective reactionary anti-air. Moves Shermie back a bit. | |||
'''Crouching''' | '''Crouching''' | ||
* | * cr.A/B/C/D are cancel-able. | ||
* | * cr.A chains into itself, but the 2nd cr.A will whiff. | ||
* cr.B has a bit of start-up, and moves Shermie forward further than st.B, less than st.C. Sets up a tick throw with hcf+k if spaced. | |||
* cr.C moves Shermie backwards as she raises her hands in a lift. Hitbox starts low to the center of an opponent, then an anti-air hitbox is present later in the move, isn't cancelable, and goes further back than Shermie's hands suggest. | |||
* cr.D beats out cr.B in range slightly. Not SC-able, which is a bit of a spit in the face of qcfx2+k being her Ultimate Juggle. | |||
** An extra bar can be spent on AB Tactical Step after sweep, and the damage is fair enough for 2 bar, but confirming off a stray sweep into a high-recovery super is high risk. | |||
'''Jumping''' | '''Jumping''' | ||
* | * j.A is a less active and overall less effective air-to-air compared to j.B. | ||
* | * j.B/C/D all have cross up hits along Shermie's back leg, her bottom, and her bent back knee respectively. j.D is the most consistent to connect along with it being her go-to jump-in button in general. | ||
* neutral j.D has a tiny bit more range than j.D, and is fast and active enough to defend air space with. | |||
'''Blowback Attack''' | '''Blowback Attack''' | ||
Pressing the E button while blocking will | Pressing the E button while blocking will have Shermie counter with her f+D, and she will then tag out. | ||
==Throw== | ==Throw== | ||
'''Front Suplex''': b/f+CD | |||
* | * Exactly what it says it is unless you hold back to change direction. HKD. | ||
==Command Moves== | ==Command Moves== | ||
'''Shermie Stand''': f+B | |||
* | * A walking 2-hit front flip that hits overhead raw. | ||
* Canceled version replaces overhead with cancelability only on the 2nd hit, and combos from all cancelable normals except sweep. | |||
* 1st hit of the raw and canceled versions whiff on some crouchers, whether they block or not. | |||
'''Baku New Suplex:''' f+C | |||
* A command throw (that does not connect with aerial opponents) with vulnerable start-up that starts with Shermie throwing her chest forward and leads to a suplex on hit. HKD. | |||
* Cannot be combo'd into, and needs to be delayed if wishing to use it as a tick throw or otherwise whiff. | |||
'''Shermie Kick''': f+D | |||
* Shermie's CD from the KOF series. Puts the opponent in the air, but doesn't knockdown. | |||
* Combos only from cl.D's first hit as cl.C's pushback and f+D's start-up causes a whiff. | |||
* Can frame trap from cr.A/B. | |||
* Exclusively super cancelable into Thunder Leg Lariat (qcfx2+B/D); a real combo due to the super's Ultimate Juggle property. | |||
==Special Moves== | ==Special Moves== | ||
'''Shermie Spiral''': [close] hcf+A/C | |||
* | * Very fast but not frame 1 command grab that causes a huge distance gap between players and switches sides. SKD. | ||
* Combos from lights and heavies, but not canceled f+B. | |||
'''Diamond Bust''': hcf+B/D | |||
* | * Shermie dashes toward the opponent and throws them forward when in range. SKD. | ||
* Cannot be combo'd into but has plenty of application as a tick throw. | |||
* B dashes roughly 1/3rd of the screen. | |||
* D dashes just over half the screen. | |||
* The dash can be SC'd, which has no synergy with CG super, and only makes normal/f+B cancels into qcfx2+k slightly easier. Because the dash stops in proximity with the opponent, it's impossible to use a cancelable anti-air and check with hcf+k as Shermie will immediately whiff the throw animation instead. | |||
'''Shermie Clutch''': dp+B/D | |||
* Shermie jumps into the air to grab the opponent with her legs. Connects only on aerial opponents. HKD. | |||
* B version's distance is nearly half the screen. and the height peaks at roughly 2/3rds of the normal jump height. | |||
* D version travels about half a screen and goes up as high as a normal jump. | |||
* Grab box is active for the duration of Shermie's initial pose. | |||
'''Axle Spin Kick''': qcb+B/D | |||
* Shermie does a twirl towards the opponent. Upon landing, she does a sidekick that hits mid. SKD. | |||
* B version travels 1/3rd of the screen and is even on block | |||
* D version travels half the screen and is slightly negative. Goes high enough to hop over characters but the kick will not correct itself. | |||
* Can hold B or D to prevent the kick from coming out, which can grant strike-or-throw mix or simply make Shermie as lagless as possible is she goes over the opponent with qcb+D, but has to be the same button as what qcb+k was done with. | |||
'''Air Spin Kick''': in air, qcb+B/D | |||
* Orochi Shermie's divekick. Boosts Shermie upward midair as she flips forward to stomp with her heels. | |||
* Both versions hit overhead, deal HKD on both grounded and air hits, and are able to cross-up. | |||
* B's arc is smaller but completes faster. Hitbox is not active for the entirety of Shermie's fall. | |||
* D's arc is larger and is active throughout all of Shermie's fall. | |||
'''Shermie Whip''': qcb+A/C (input qcb+A/C again for additional attack) | |||
* A leg grapple into a suplex. Both parts HKD. | |||
* Combos only from the first hit of cl.B/D. | |||
* Can be used as a reversal against grounded attacks. | |||
* To consistently execute the follow-up, either input qcb+p again immediately after the first, or qcf+p right after Shermie and the opponent switch sides | |||
'''F-Captured''': hcb,f+p | |||
* Counter that functions against a variety of physical attacks including specials and supers as long as they don't hit low. | |||
'''Shermie Cute''': after Shermie Spiral, Clutch, F-Captured, or Whip, qcf+B/D | |||
* A run-up follow-up knee OTG for additional damage and better oki than the above moves on their own. There is no upside to not executing this whenever possible. | |||
* Timings: | |||
** '''Spiral''': Input about half a second after landing. | |||
** '''Clutch''': Landing is visually the same as Spiral, but can input Cute the moment it occurs instead of needing to briefly wait. | |||
** '''F-Captured''': On a successful counter, input right as Shermie suplexes the opponent. Cute may whiff if not immediately buffered. | |||
** '''Whip''': After the 2nd Whip input, input qcf+B/D right as Shermie tosses the opponent. | |||
'''Shermie Catch''': dp+A/C | |||
* Taking a page from Chris' dp+p and more accurately to O. Yashiro's qcb+p, Shermie leaps forward with a stretched out hand to grab with. | |||
* Only works on standing opponents, as it whiffs on crouchers. | |||
* Unlike both Chris and O. Yashiro, while it does the same "no damage and puts opponent in a neutral state" on connection, there are no moves including supers fast enough to combo off it. You have to use the two additional moves in a rekka series. | |||
::'''Tsuika Nage''': after Shermie Catch, hcf+A/C | |||
::* 2nd step to Catch; a suplex. Choosing to end the combo here does the exact same oki without the additional damage of Hold. | |||
::* Needs to be inputted in the same direction as the initial dp, opposite to where Shermie faces after switching sides. | |||
:::'''Hold''': (After Tsuika Nage), Tap A/C rapidly | |||
:::* Ending to the Catch string. Shermie holds the suplex position for up to 3 additional counts. HKD. | |||
:::* Unlike the super version of this suplex-to-hold in a few KOF titles, the opponent can't mash out against Shermie, so obtaining additional damage is entirely on her. | |||
==Desperation Moves== | ==Desperation Moves== | ||
'''Thunder Leg Lariat''': qcfx2+B/D | |||
* | * Flying lightning knee attack. SKD. | ||
* Combos from lights and a generally reliable 1 bar ender to most of Shermie's combos. | |||
* Shermie's assigned Ultimate Juggle, allowing it to combo from f+D. | |||
* Has a sliding animation as Shermie lands that can't be skipped, making it deathly unsafe even when spaced out. | |||
'''Shermie Carnival''': [close] hcfx2+A/C | |||
* Triple suplex ending in a high toss. SKD. | |||
* Invincible during the instant start-up, giving reversal application. | |||
* Combos consistently from cl.B(1), f+B. Heavies will also work as starters as long as there's no jump-in beforehand. | |||
:'''Shermie Clutch''': after Shermie Carnival, dp+B/D | |||
:* Must be inputted in the direction Shermie initially faced -- opposite to the direction of her last throw -- and timed just as Shermie performs that final throw. | |||
::'''Shermie Cute''': after Shermie Clutch, qcf+B/D | |||
* | ::* Input in the direction the opponent is going to fall after Clutch. Timing is the same as the Clutch special. | ||
::* Both of these follow-ups require no additional meter and will also grant HKD that Shermie Carnival on its own lacks. | |||
==General Strategy== | ==General Strategy== | ||
* | * '''Shermie NGBC Primer Part I(by Dark Geese)''': | ||
** Shermie has two Orochi moves and the rest regular. -Her Ultimate Juggle is her qcfx2 k super. -Best to start combos off a cr.b or close st. b (2 hits) Both of these link into f+b -Decent anti airs for Shermie are Cr.C, f+d, qcb+p,dp+k. -She has a crossup tactic..in the air mix up qcb+d to time it where that it will be an ambiguous crossup…if it hits they cannot tech. Master this in the air! This can stop Tungs Muscleman! -Her qcb+p move has three parts..qcb+p to start, then qcf+p, then another qcf+k to finish the move. If at all possible always connect the three parts. - Her dp+p move actually does have a followup..its hcf+p, and after you hit them with the followup tap back and forward as fast as you can to increase hits. -Abuse her hcf+b move, it does not combo but that’s the beauty of it…it’s a fast running command grab. -Even st.ax2 can link into f+b into super. -About her hcfx2 p super..after it finish you gotta do a dp+k in the opposite direction Shermie is facing after the last part.and Shermie will jump up to grab and slam the opponent. After this finish it with a qcf+k running stomp move. -This is enough to get you started. | |||
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(more to be updated) | (more to be updated) | ||
==Color Palettes== | |||
* ''Note: The 'S' is the start button.'' | |||
{{Navbox NGBC}} | |||
[[Category:NeoGeo Battle Coliseum]] | |||
[[Category:Shermie]] |
Latest revision as of 16:32, 15 August 2022
Normals
Close
- cl.A/B/D are visually and mechanically identical to their standing variations.
- cl. & st.A/B/C/D are all cancelable.
- cl.A can chain into itself. Whiffs on crouchers.
- cl.C has a faster start-up than cl.D, making it more effective for punishes, but still difficult to use from jump-ins, i.e. need to be very deep.
Standing
- st.A having the same functions as its close variant means a very short range, and even in height, st.D and f+D make for good and only slightly less speedy anti-airs.
- st.B/D hit twice, and either hit is of both are cancelable.
- st.B is the best and most reliable combo starter Shermie has for both its range and speed. Advances Shermie forward minutely. 2nd hit whiffs on crouch block, but will connect against a croucher if the first hit does.
- st.C has a slow start-up, but moves further than st.B, making up Shermie's longest reaching poke.
- st.D's hitbox only starts once Shermie's foot is higher than her head, which may cause it to whiff on crouchers or smaller characters. An effective reactionary anti-air. Moves Shermie back a bit.
Crouching
- cr.A/B/C/D are cancel-able.
- cr.A chains into itself, but the 2nd cr.A will whiff.
- cr.B has a bit of start-up, and moves Shermie forward further than st.B, less than st.C. Sets up a tick throw with hcf+k if spaced.
- cr.C moves Shermie backwards as she raises her hands in a lift. Hitbox starts low to the center of an opponent, then an anti-air hitbox is present later in the move, isn't cancelable, and goes further back than Shermie's hands suggest.
- cr.D beats out cr.B in range slightly. Not SC-able, which is a bit of a spit in the face of qcfx2+k being her Ultimate Juggle.
- An extra bar can be spent on AB Tactical Step after sweep, and the damage is fair enough for 2 bar, but confirming off a stray sweep into a high-recovery super is high risk.
Jumping
- j.A is a less active and overall less effective air-to-air compared to j.B.
- j.B/C/D all have cross up hits along Shermie's back leg, her bottom, and her bent back knee respectively. j.D is the most consistent to connect along with it being her go-to jump-in button in general.
- neutral j.D has a tiny bit more range than j.D, and is fast and active enough to defend air space with.
Blowback Attack Pressing the E button while blocking will have Shermie counter with her f+D, and she will then tag out.
Throw
Front Suplex: b/f+CD
- Exactly what it says it is unless you hold back to change direction. HKD.
Command Moves
Shermie Stand: f+B
- A walking 2-hit front flip that hits overhead raw.
- Canceled version replaces overhead with cancelability only on the 2nd hit, and combos from all cancelable normals except sweep.
- 1st hit of the raw and canceled versions whiff on some crouchers, whether they block or not.
Baku New Suplex: f+C
- A command throw (that does not connect with aerial opponents) with vulnerable start-up that starts with Shermie throwing her chest forward and leads to a suplex on hit. HKD.
- Cannot be combo'd into, and needs to be delayed if wishing to use it as a tick throw or otherwise whiff.
Shermie Kick: f+D
- Shermie's CD from the KOF series. Puts the opponent in the air, but doesn't knockdown.
- Combos only from cl.D's first hit as cl.C's pushback and f+D's start-up causes a whiff.
- Can frame trap from cr.A/B.
- Exclusively super cancelable into Thunder Leg Lariat (qcfx2+B/D); a real combo due to the super's Ultimate Juggle property.
Special Moves
Shermie Spiral: [close] hcf+A/C
- Very fast but not frame 1 command grab that causes a huge distance gap between players and switches sides. SKD.
- Combos from lights and heavies, but not canceled f+B.
Diamond Bust: hcf+B/D
- Shermie dashes toward the opponent and throws them forward when in range. SKD.
- Cannot be combo'd into but has plenty of application as a tick throw.
- B dashes roughly 1/3rd of the screen.
- D dashes just over half the screen.
- The dash can be SC'd, which has no synergy with CG super, and only makes normal/f+B cancels into qcfx2+k slightly easier. Because the dash stops in proximity with the opponent, it's impossible to use a cancelable anti-air and check with hcf+k as Shermie will immediately whiff the throw animation instead.
Shermie Clutch: dp+B/D
- Shermie jumps into the air to grab the opponent with her legs. Connects only on aerial opponents. HKD.
- B version's distance is nearly half the screen. and the height peaks at roughly 2/3rds of the normal jump height.
- D version travels about half a screen and goes up as high as a normal jump.
- Grab box is active for the duration of Shermie's initial pose.
Axle Spin Kick: qcb+B/D
- Shermie does a twirl towards the opponent. Upon landing, she does a sidekick that hits mid. SKD.
- B version travels 1/3rd of the screen and is even on block
- D version travels half the screen and is slightly negative. Goes high enough to hop over characters but the kick will not correct itself.
- Can hold B or D to prevent the kick from coming out, which can grant strike-or-throw mix or simply make Shermie as lagless as possible is she goes over the opponent with qcb+D, but has to be the same button as what qcb+k was done with.
Air Spin Kick: in air, qcb+B/D
- Orochi Shermie's divekick. Boosts Shermie upward midair as she flips forward to stomp with her heels.
- Both versions hit overhead, deal HKD on both grounded and air hits, and are able to cross-up.
- B's arc is smaller but completes faster. Hitbox is not active for the entirety of Shermie's fall.
- D's arc is larger and is active throughout all of Shermie's fall.
Shermie Whip: qcb+A/C (input qcb+A/C again for additional attack)
- A leg grapple into a suplex. Both parts HKD.
- Combos only from the first hit of cl.B/D.
- Can be used as a reversal against grounded attacks.
- To consistently execute the follow-up, either input qcb+p again immediately after the first, or qcf+p right after Shermie and the opponent switch sides
F-Captured: hcb,f+p
- Counter that functions against a variety of physical attacks including specials and supers as long as they don't hit low.
Shermie Cute: after Shermie Spiral, Clutch, F-Captured, or Whip, qcf+B/D
- A run-up follow-up knee OTG for additional damage and better oki than the above moves on their own. There is no upside to not executing this whenever possible.
- Timings:
- Spiral: Input about half a second after landing.
- Clutch: Landing is visually the same as Spiral, but can input Cute the moment it occurs instead of needing to briefly wait.
- F-Captured: On a successful counter, input right as Shermie suplexes the opponent. Cute may whiff if not immediately buffered.
- Whip: After the 2nd Whip input, input qcf+B/D right as Shermie tosses the opponent.
Shermie Catch: dp+A/C
- Taking a page from Chris' dp+p and more accurately to O. Yashiro's qcb+p, Shermie leaps forward with a stretched out hand to grab with.
- Only works on standing opponents, as it whiffs on crouchers.
- Unlike both Chris and O. Yashiro, while it does the same "no damage and puts opponent in a neutral state" on connection, there are no moves including supers fast enough to combo off it. You have to use the two additional moves in a rekka series.
- Tsuika Nage: after Shermie Catch, hcf+A/C
- 2nd step to Catch; a suplex. Choosing to end the combo here does the exact same oki without the additional damage of Hold.
- Needs to be inputted in the same direction as the initial dp, opposite to where Shermie faces after switching sides.
- Tsuika Nage: after Shermie Catch, hcf+A/C
- Hold: (After Tsuika Nage), Tap A/C rapidly
- Ending to the Catch string. Shermie holds the suplex position for up to 3 additional counts. HKD.
- Unlike the super version of this suplex-to-hold in a few KOF titles, the opponent can't mash out against Shermie, so obtaining additional damage is entirely on her.
- Hold: (After Tsuika Nage), Tap A/C rapidly
Desperation Moves
Thunder Leg Lariat: qcfx2+B/D
- Flying lightning knee attack. SKD.
- Combos from lights and a generally reliable 1 bar ender to most of Shermie's combos.
- Shermie's assigned Ultimate Juggle, allowing it to combo from f+D.
- Has a sliding animation as Shermie lands that can't be skipped, making it deathly unsafe even when spaced out.
Shermie Carnival: [close] hcfx2+A/C
- Triple suplex ending in a high toss. SKD.
- Invincible during the instant start-up, giving reversal application.
- Combos consistently from cl.B(1), f+B. Heavies will also work as starters as long as there's no jump-in beforehand.
- Shermie Clutch: after Shermie Carnival, dp+B/D
- Must be inputted in the direction Shermie initially faced -- opposite to the direction of her last throw -- and timed just as Shermie performs that final throw.
- Shermie Cute: after Shermie Clutch, qcf+B/D
- Input in the direction the opponent is going to fall after Clutch. Timing is the same as the Clutch special.
- Both of these follow-ups require no additional meter and will also grant HKD that Shermie Carnival on its own lacks.
- Shermie Cute: after Shermie Clutch, qcf+B/D
General Strategy
- Shermie NGBC Primer Part I(by Dark Geese):
- Shermie has two Orochi moves and the rest regular. -Her Ultimate Juggle is her qcfx2 k super. -Best to start combos off a cr.b or close st. b (2 hits) Both of these link into f+b -Decent anti airs for Shermie are Cr.C, f+d, qcb+p,dp+k. -She has a crossup tactic..in the air mix up qcb+d to time it where that it will be an ambiguous crossup…if it hits they cannot tech. Master this in the air! This can stop Tungs Muscleman! -Her qcb+p move has three parts..qcb+p to start, then qcf+p, then another qcf+k to finish the move. If at all possible always connect the three parts. - Her dp+p move actually does have a followup..its hcf+p, and after you hit them with the followup tap back and forward as fast as you can to increase hits. -Abuse her hcf+b move, it does not combo but that’s the beauty of it…it’s a fast running command grab. -Even st.ax2 can link into f+b into super. -About her hcfx2 p super..after it finish you gotta do a dp+k in the opposite direction Shermie is facing after the last part.and Shermie will jump up to grab and slam the opponent. After this finish it with a qcf+k running stomp move. -This is enough to get you started.
- Block strings to use are:
Combos
(more to be updated)
Color Palettes
- Note: The 'S' is the start button.