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The King of Fighters XV/Shermie: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV Shermie Profile.png|thumb|Charming but dangerous, Shermie is both a fashion designer and the lead keyboardist for the band C.Y.S. Her true nature is the same as Yashiro and Chris, as she herself is a member of the Four Heavenly Kings of Orochi.<br/>She incorporates her love for pro wrestling into her attacks, where she relies on her flexibility to toss her opponents around. Shermie is very amicable to those around her, and though she seems quite laid back, nobody really knows if this, too, is an act.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV Shermie Profile.png|thumb|Charming but dangerous, Shermie is both a fashion designer and the lead keyboardist for the band C.Y.S. Her true nature is the same as Yashiro and Chris, as she herself is a member of the Four Heavenly Kings of Orochi.<br/>She incorporates her love for pro wrestling into her attacks, where she relies on her flexibility to toss her opponents around. Shermie is very amicable to those around her, and though she seems quite laid back, nobody really knows if this, too, is an act. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 23f | |||
<br>'''Run Speed Ranking:''' 5 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
(2B > 5A)/(cl.D > 6B) > 41236A/C ~ 236B/D | (2B > 5A)/(cl.D > 6B) > 41236A/C ~ 236B/D = 204/278 dmg<br/> | ||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
(2B > 2A > 5A)/(cl.D > 6B) > 214BD, 623BD ~ 236K, run, 214A | (2B > 2A > 5A)/(cl.D > 6B) > 214BD, 623BD ~ 236K, run, 214A = 376/448 dmg<br/> | ||
|- | |- | ||
| '''2 Meters''' | | '''2 Meters''' | ||
| | | | ||
(2B > 2A > 5A)/(cl.D > 6B) > 214BD, 623BD ~ 236K, run, 214A > 236236B/D<br/> | (2B > 2A > 5A)/(cl.D > 6B) > 214BD, 623BD ~ 236K, run, 214A > 236236B/D = 475/556 dmg <br/> | ||
(2B > 2A > 5B)/(cl.D > 6B (2 hits)) > BC, cl.D > 6B > 214BD, 623B/D, 4123641236A/C | (2B > 2A > 5B)/(cl.D > 6B (2 hits)) > BC, cl.D > 6B > 214BD, 623B/D, 4123641236A/C = 414/508 dmg<br/> | ||
|- | |- | ||
|} | |} | ||
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is a Rushdown | | intro = {{SUBPAGENAME}} is a fast Rushdown Grappler who utilizes her strong buttons, large variety of tools, and fantastic damage to overwhelm the opponent when within her vicinity through sheer threat alone. Use your buttons and sometimes specials to get in close, and set your eyes on landing that command grab because once you do: Life is going to get a lot harder for your foe. | ||
| pros= | | pros= | ||
* '''Incredible Damage''': Shermie's damage off her main mixups, which is 50/50 left/right, is absolutely ridiculous. It's not out of the ordinary to see her take lives with just three good hits, or barring that, a fully stocked meter dump. | * '''Incredible Damage''': Shermie's damage off her main mixups, which is 50/50 left/right, is absolutely ridiculous. It's not out of the ordinary to see her take lives with just three good hits, or barring that, a fully stocked meter dump. | ||
* '''Insane Specials''': Shermie's command grabs are among the best in the game. What they lack in armor and breakthrough capabilities they make up for in terrifying offensive power. Shermie Spiral is fast and has great reach, Shermie Whip C has ground invulnerability, Shermie | * '''Insane Specials''': Shermie's command grabs are among the best in the game. What they lack in armor and breakthrough capabilities they make up for in terrifying offensive power. Shermie Spiral is fast and has great reach, Shermie Whip C has ground invulnerability, Shermie Clutch has air invulnerability, and Shermie Shoot is a running command grab. All of her command grabs set up for her devious left/right 50/50 game, which can lead to her snowballing off just a single guess. This is even more potent with EX moves. | ||
* '''Good Wakeup Game for a Grappler''': EX Shermie Clutch allows Shermie to call out anything short of a perfectly timed safejump with ease, and then put the opponent into a hellish guessing game. | * '''Good Wakeup Game for a Grappler''': EX Shermie Clutch allows Shermie to call out anything short of a perfectly timed safejump with ease, and then put the opponent into a hellish guessing game. | ||
* '''Fantastic Buttons''': Many of Shermie's buttons - such as j.CD, 2C, and 5B - are large, active, and quick all at once. Combined with her mobility, this makes her midscreen neutral surprisingly good. | * '''Fantastic Buttons''': Many of Shermie's buttons - such as j.CD, 2C, and 5B - are large, active, and quick all at once. Combined with her mobility, this makes her midscreen neutral surprisingly good. | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2= | |description2= | ||
* A swipe above Shermie's head. | * A swipe above Shermie's head. | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2= | |description2= | ||
* Shermie lifts her knee up in the air. | * Shermie lifts her knee up in the air. | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2= | |description2= | ||
* Shermie performs an elbow drop. | * Shermie performs an elbow drop. | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2= | |description2= | ||
* A standard-looking jumping kick. | * A standard-looking jumping kick. | ||
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* The forward movement will mean you need to space this properly, as it's possible to go under an airborne opponent. | * The forward movement will mean you need to space this properly, as it's possible to go under an airborne opponent. | ||
* Due to the poor horizontal range, it only works in cancels after 6B. | * Due to the poor horizontal range, it only works in cancels after 6B. | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=shermie_214cd | |||
|description= | |||
*Same animation and range as her CD. | |||
}} | }} | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2= | |description2= | ||
* A wider dropkick than j.D. | * A wider dropkick than j.D. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=shermie_6b,shermie_6b_cancel | |moveId=shermie_6b,shermie_6b_cancel | ||
|captions= Normal Version (Hitbox), Cancel Version (Hitbox) | |||
|description2= | |description2= | ||
Shermie does a forward-moving cartwheel kick, hitting the opponent on the way. A move with varying utility, depending on the version done. | Shermie does a forward-moving cartwheel kick, hitting the opponent on the way. A move with varying utility, depending on the version done. | ||
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|name=Shermie Spiral | |name=Shermie Spiral | ||
|input=41236A/C/AC | |input=41236A/C/AC | ||
|captions= Normal Version (Hitbox), EX Version (Hitbox) | |||
|description3= | |description3= | ||
* Her signature command grab. | * Her signature command grab. | ||
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|name=Shermie Whip | |name=Shermie Whip | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|captions= A Version (Hitbox), C Version, EX Version | |||
|description3= | |description3= | ||
* Hit grab; not a throw. | * Hit grab; not a throw. | ||
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|name=Shermie Clutch | |name=Shermie Clutch | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|captions= B Version (Hitbox), D Version (Hitbox),, EX Version | |||
|description3= | |description3= | ||
* Anti-air grab. | * Anti-air grab. | ||
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|name=Shermie Shoot | |name=Shermie Shoot | ||
|input=41236B/D/BD | |input=41236B/D/BD | ||
|captions= Normal Version (Hitbox),, EX Version Version | |||
|description3=* Running command grab | |description3=* Running command grab | ||
* B version goes about half screen, D version goes about 60% of the screen | * B version goes about half screen, D version goes about 60% of the screen | ||
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Shermie slides forward to grab the opponent. This is a commital mix-up option that Shermie can threaten at a distance. The damage is less than 41236A/C however, with more risk than a run up 41236A/C, since Shermie is committed when she starts the dash and she doesn't have any invincibility to speak of, although she does shrink her hurtbox slightly, allowing her to go under some things such as Rugal's 214K. Shermie can cancel into this from her normals to set up a pseudo-tick throw situation, but don't let your opponent catch on to this, lest they jump and punish you hard. When this connects, Shermie can easily set up a left-right mix up by running and super jumping with j.C, adjusting the run timing to hit from the front or back. | Shermie slides forward to grab the opponent. This is a commital mix-up option that Shermie can threaten at a distance. The damage is less than 41236A/C however, with more risk than a run up 41236A/C, since Shermie is committed when she starts the dash and she doesn't have any invincibility to speak of, although she does shrink her hurtbox slightly, allowing her to go under some things such as Rugal's 214K. Shermie can cancel into this from her normals to set up a pseudo-tick throw situation, but don't let your opponent catch on to this, lest they jump and punish you hard. When this connects, Shermie can easily set up a left-right mix up by running and super jumping with j.C, adjusting the run timing to hit from the front or back. | ||
EX version is faster, more damaging, | EX version is faster, more damaging, travels further, and a duration of it is invulnerable to all physical low attacks. | ||
}} | }} | ||
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|name=Accel Spin Kick | |name=Accel Spin Kick | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|captions= Normal Version (Hitbox),, EX Version | |||
|description3=* Auto-corrects if Shermie crosses up | |description3=* Auto-corrects if Shermie crosses up | ||
* B and D versions are invulnerable to projectiles during startup | * B and D versions are invulnerable to projectiles during startup | ||
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|name=Shermie Shock | |name=Shermie Shock | ||
|input=236236BD | |input=236236BD | ||
|captions= Normal Version (Hitbox), Max Version (Hitbox) | |||
|description2=* Anti air grab | |description2=* Anti air grab | ||
* Can be juggled into | * Can be juggled into | ||
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Shermie leaps up and spirals the opponent. Only can hit airborne opponents. Essentially a souped up 623K that can even go through airborne projectiles. This technically has full invincibility, including against grounded moves, but there's likely no reason you'll utilize the grounded invincibility. | Shermie leaps up and spirals the opponent. Only can hit airborne opponents. Essentially a souped up 623K that can even go through airborne projectiles. This technically has full invincibility, including against grounded moves, but there's likely no reason you'll utilize the grounded invincibility. | ||
}} | }} | ||
===Shermie Carnival=== | ===Shermie Carnival=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Shermie Carnival | |name=Shermie Carnival | ||
|input=4123641236AC | |input=4123641236AC | ||
|captions= Normal Version (Hitbox), Max Version (Hitbox) | |||
|description2= | |description2= | ||
* Command grab. | * Command grab. |
Latest revision as of 15:04, 4 January 2025
Movelist
(*) - EX OK
(!) - MAX OK
Throws
Shermie Flash Original - (close) / +
Command Normals
Special Moves
Shermie Spiral - (close) + / (*)
Super Special Moves
Shermie Carnival - (close) + / (!)
Climax Super Special Move
Quick Combo Reference
0 Meter |
(2B > 5A)/(cl.D > 6B) > 41236A/C ~ 236B/D = 204/278 dmg |
1 Meter |
(2B > 2A > 5A)/(cl.D > 6B) > 214BD, 623BD ~ 236K, run, 214A = 376/448 dmg |
2 Meters |
(2B > 2A > 5A)/(cl.D > 6B) > 214BD, 623BD ~ 236K, run, 214A > 236236B/D = 475/556 dmg |
Gameplay Overview
Shermie is a fast Rushdown Grappler who utilizes her strong buttons, large variety of tools, and fantastic damage to overwhelm the opponent when within her vicinity through sheer threat alone. Use your buttons and sometimes specials to get in close, and set your eyes on landing that command grab because once you do: Life is going to get a lot harder for your foe. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A
|
---|
Far B
far B
f.B
f.B
|
---|
Far C
far C
f.C
f.C
|
---|
Far D
far D
f.D
f.D
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A
|
---|
Close B
close B
cl.B
cl.B
|
---|
Close C
close C
cl.C
cl.C
|
---|
Close D
close D
cl.D
cl.D
|
---|
Crouch Normals
Crouch A
crouch A
2A
2A
|
---|
Crouch B
crouch B
2B
2B
|
---|
Crouch C
crouch C
2C
2C
|
---|
Crouch D
crouch D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Neutral Jump D
neutral jump D
nj.D
nj.D
|
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
ShatterStrike
Shatterstrike
236CD
236CD
|
---|
AdvanceStrike
AdvanceStrike
214CD
214CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Shermie Flash Original
Shermie Flash Original
(close) 4/6C
(close) 4/6C
|
---|
Front Flash
Front Flash
(close) 4/6D
(close) 4/6D
|
---|
Command Moves
Shermie Stand
Shermie Stand
6B
6B
|
---|
Special Moves
Shermie Spiral
Shermie Spiral
41236A/C/AC
41236A/C/AC
|
---|
Shermie Cute (Spiral)
41236A/C/AC~236B/D
41236A/C/AC~236B/D
|
---|
Shermie Whip
Shermie Whip
214A/C/AC
214A/C/AC
|
---|
Shermie Cute (Whip)
214A/C/AC~236/214B/D
214A/C/AC~236/214B/D
|
---|
Shermie Clutch
Shermie Clutch
623B/D/BD
623B/D/BD
|
---|
Shermie Cute (Clutch)
623B/D/BD~236B/D
623B/D/BD~236B/D
|
---|
Shermie Shoot
Shermie Shoot
41236B/D/BD
41236B/D/BD
|
---|
Accel Spin Kick
Accel Spin Kick
214B/D/BD
214B/D/BD
|
---|
Super Special Moves
Shermie Shock
Shermie Shock
236236BD
236236BD
|
---|
Shermie Carnival
Shermie Carnival
4123641236AC
4123641236AC
|
---|
Climax Super Special Moves
Shermie Exposition
Shermie Exposition
2141236CD
2141236CD
|
---|
Misc
Alternate Colors
Videos
Shermie Guides
- Shermie Tips and Tricks by Rooflemonger: https://youtu.be/Iht1Fo4YRT0
Combo Guides
- Shermie Basic combos by Meno: https://youtu.be/bJnls5clCg4
- Shermie Basic combos by Kakuge: https://youtu.be/fForEG3egJA