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[[Image:Shermie_NGBC.jpg]]
[[Image:Shermie_NGBC.jpg]]
 
[[File:Shermie-ngbc (render-arcade).webp|thumb|right]]


==Normals==
==Normals==


'''Close'''
'''Close'''
* cl. A/B/C/D are cancel-able.
* cl.A/B/D are visually and mechanically identical to their standing variations.
* cl. A can chain into itself.
* cl. & st.A/B/C/D are all cancelable.
* cl. B/D hits twice.
* cl.A can chain into itself. Whiffs on crouchers.
* cl. B/D can be canceled into a move at either the first or second hit.
* 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/B/C are cancel-able.
* 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. C is slow, advances, and is the only standing normal that looks different than her close normals.
* 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/B/C/D are cancel-able.
* cr. B is somewhat slow.
* cr.A chains into itself, but the 2nd cr.A will whiff.
* cr. C/D have slow start up animations.
* 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 utterly useless!!!
* j.A is a less active and overall less effective air-to-air compared to j.B.
* j. B/C/D can be used to cross up. Using D is the best option however.
* 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 allow Shermie to do counter with a f + D animation, and she will then tag out.
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  
'''Front Suplex''': b/f+CD  
*Can be broken. Normal Knockdown.
* Exactly what it says it is unless you hold back to change direction. HKD.




==Command Moves==
==Command Moves==
Shermie Stand: f + B   
'''Shermie Stand''': f+B   
* This move is both cancel-able and can hit twice.
* 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
'''Baku New Suplex:''' f+C
* Slow startup, but can be used for oki. Shermie does a step forward with chest out and grabs the opponent.
* 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 Kick''': f+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.
* 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: (in close) hcf + A/C  
'''Shermie Spiral''': [close] hcf+A/C  
* Command grab that causes a huge distance gap between players. Can be used in a combo.
* 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  
'''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 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.


Shermie Clutch: dp + B/D
'''Axle Spin Kick''': qcb+B/D
* Air throw. Button strength determines the height jumped.
* 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.


Axle Spin Kick: qcb + B/D
'''Air Spin Kick''': in air, 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.
* 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.


Air Spin Kick: (in the air) qcb + B/D
'''Shermie Whip''': qcb+A/C (input qcb+A/C again for additional attack)
* Unfortunately, this isn't the same as Orochi Shermie's lightning version.
* 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


Shermie Whip: qcb + A/C, then qcb + A/C for an extra attack
'''F-Captured''': hcb,f+p
* When doing this move, the 2nd input might have to be reversed in order to get the second hit.
* Counter that functions against a variety of physical attacks including specials and supers as long as they don't hit low.


Shermie Cute: (Input either 'Shermie Spiral' or 'Shermie Whip') then qcf + B/D
'''Shermie Cute''': after Shermie Spiral, Clutch, F-Captured, or Whip, qcf+B/D
* Follow up damage. Never forget to use this move whenever possible.
* 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
'''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.
* 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 (Additional Throw): (After Shermie Catch), hcb + A/C
::'''Tsuika Nage''': after Shermie Catch, hcf+A/C
* Follow up throw.
::* 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
:::'''Hold''': (After Tsuika Nage), Tap A/C rapidly
* Follow up damage after Tsuika Nage. The more mashing done, the more damage done.
:::* 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: qcf, qcf + B/D  
'''Thunder Leg Lariat''': qcfx2+B/D  
* Flying knee attack. Best combo ender for Shermie.
* 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 Carnival: (close) hcf, hcf + A/C, then dp + B/D for an extra hit
:'''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.


==A/D Assault==
::'''Shermie Cute''': after Shermie Clutch, qcf+B/D
Shermie does not have any A/D Assaults.
::* 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.




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* ''Note: The 'S' is the start button.''
* ''Note: The 'S' is the start button.''


{{Navbox NGBC}}
[[Category:NeoGeo Battle Coliseum]]
[[Category:Shermie]]
[[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.
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

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

  • 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.
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