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SNK Heroines: Tag Team Frenzy/Shermie: Difference between revisions
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[[File: | [[File:SNKH Shermie Profile.png|right]] | ||
==Profile== | ==Profile== | ||
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==Gameplan== | ==Gameplan== | ||
Shermie is a classic example of a strike/throw character. Your main goal with Shermie is to keep your opponent on their toes with grabs and using her amazing dash attack in neutral. | |||
Notable normals: | Notable normals: | ||
<B>Close H</B>: Close H is the move that you want to end your | <B>Shermie’s Dash Attack</B>: Shermie's dash attack is arguably her best move. It's her 2nd highest damaging starter for combos on the ground, can hit the opponent out of their jump startup, and is hard to deal with when spaced properly. It also serves as a strong option at round start and can lead to nearly a 50% combo or even a two-touch sequence. | ||
<B>Jump L.</B>: This is your go-to air to air move. It is active for an obscene amount of time and will catch players who do the classic up back IAD j.H pressure. Her j.L combos into her j.S, which is cancellable into either of her Dream Finishers. Shermie's j.L is one of the few aerials in the game that can lead to a Dream Finish, so use it. | |||
<B>Close H</B>: Close H is the move that you want to end your block strings with, as Shermie's options after 5LLL are unsafe unless you have an item. After a blocked close H, you can do microdash 5S to get a grab, 6S which beats mashing, or her dash attack which will hit your opponent if they try to jump. You can also reset your pressure by jumping back and doing IAD j.H. | |||
<B>Far H</B>: Shermie’s Far Heavy hits at a high angle and comes out fast, making it great for dealing with aerial approaches. On hit it can be cancelled into | <B>Far H</B>: Shermie’s Far Heavy hits at a high angle and comes out fast, making it great for dealing with aerial approaches. On hit it can be cancelled into 6S which leads to both of her Dream Finish moves. | ||
===Recommended Partners=== | ===Recommended Partners=== | ||
*'''Miss X''' - Miss X is arguably one of the strongest characters to partner Shermie with. Miss X is already a strong character to begin with because of her tools, and you gain access to two of the most powerful SP items in the game when you pair these two together. | *'''Miss X''' - Miss X is arguably one of the strongest characters to partner Shermie with. Miss X is already a strong character to begin with because of her tools, and you gain access to two of the most powerful SP items in the game when you pair these two together. | ||
*'''Yuri''' - You can't go wrong with Yuri. Her SP is also helpful in tough situations because it will give you some meter back in case you whiff too many special moves, and the damage buff makes Shermie a huge threat since she can do tons of damage with a well placed dash attack or | *'''Yuri''' - You can't go wrong with Yuri. Her SP is also helpful in tough situations because it will give you some meter back in case you whiff too many special moves, and the damage buff makes Shermie a huge threat since she can do tons of damage with a well-placed dash attack or c.H. | ||
==Normal Moves== | ==Normal Moves== | ||
====== <font style="visibility:hidden" size="0">c.L</font> ====== | ====== <font style="visibility:hidden" size="0">c.L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Shermie_cL.png | ||
|caption= | |caption= | ||
|image2= | |image2=SNKH_Shermie_cLL.png | ||
|caption2= | |caption2= | ||
|image3= | |image3=SNKH_Shermie_cLLL.png | ||
|caption3= | |caption3= | ||
|name=c.L | |name=c.L | ||
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|version=5L | |version=5L | ||
|damage= | |damage= | ||
|startup= | |startup=4 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=1 | ||
|blockAdv= | |blockAdv=-1 | ||
|HTC= | |HTC=13 | ||
|BTC= | |BTC=11 | ||
|spirit= | |spirit= | ||
|description= | |description=A quick slap. Doesn't have much use. | ||
}} | }} | ||
{{AttackData-SNKH | {{AttackData-SNKH | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=-1 | ||
|blockAdv= | |blockAdv=-3 | ||
|HTC= | |HTC=19 | ||
|BTC= | |BTC=17 | ||
|spirit= | |spirit= | ||
|description= | |description=Shermie does a knee. Creates a small amount of space. | ||
}} | }} | ||
{{AttackData-SNKH | {{AttackData-SNKH | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=1 | ||
|blockAdv= | |blockAdv=-7 | ||
|HTC= | |HTC=13 | ||
|BTC= | |BTC=11 | ||
|spirit= | |spirit= | ||
|description= | |description=A roundhouse kick. The final hit is unsafe, so make sure to tag cancel or use an item to make yourself safe if you end up using this move. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">c.H</font> ====== | ====== <font style="visibility:hidden" size="0">c.H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Shermie_cH.png | ||
|caption= | |caption= | ||
|name=c.H | |name=c.H | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage= | |damage= | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=SKD | ||
|blockAdv= | |blockAdv=17 | ||
|HTC=SKD | |HTC=SKD | ||
|BTC= | |BTC=17 | ||
|spirit= | |spirit= | ||
|description= | |description=Shermie's launcher. c.H is her most optimal combo starter. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">f.L</font> ====== | ====== <font style="visibility:hidden" size="0">f.L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Shermie_fL.png | ||
|caption= | |caption= | ||
|name=f.L | |name=f.L | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage= | |damage= | ||
|startup= | |startup=4 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=-2 | ||
|blockAdv= | |blockAdv=-4 | ||
|HTC= | |HTC=13 | ||
|BTC= | |BTC=11 | ||
|spirit= | |spirit= | ||
|description= | |description=A slightly longer ranged slap. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">f.H</font> ====== | ====== <font style="visibility:hidden" size="0">f.H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Shermie_fH.png | ||
|caption= | |caption= | ||
|name=f.H | |name=f.H | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage= | |damage= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=-4 | ||
|blockAdv= | |blockAdv=-6 | ||
|HTC= | |HTC=19 | ||
|BTC= | |BTC=17 | ||
|spirit= | |spirit= | ||
|description= | |description=Shermie does an upwards kick. This move is great for opponents who jump or IAD in at you. It has very quick startup which makes it great for anti-airing. Can also be cancelled into 6S. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.L</font> ====== | ====== <font style="visibility:hidden" size="0">j.L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Shermie_jL.png | ||
|caption= | |caption= | ||
|name=j.L | |name=j.L | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage= | |damage= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|BTC= | |BTC= | ||
|spirit= | |spirit= | ||
|description= | |description=Shermie does a dynamic pose with her knee sticking out. Her j.L is one of the best air to air moves in the game because of how active it is, and the fact that you can combo it into j.S. There aren't many characters that can kill off of a j.L, so be sure to use this move against jump happy opponents. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.H</font> ====== | ====== <font style="visibility:hidden" size="0">j.H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Shermie_jH.png | ||
|caption= | |caption= | ||
|name=j.H | |name=j.H | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage= | |damage= | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|BTC= | |BTC= | ||
|spirit= | |spirit= | ||
|description= | |description=An elbow. Has a decently sized hitbox and does not groundbounce, unlike other j.H's in SNK Heroines. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">66H</font> ====== | ====== <font style="visibility:hidden" size="0">66H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Shermie_66H.png | ||
|caption= | |caption= | ||
|name=66H | |name=66H | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage= | |damage= | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=SKD (Gnd) / HKD (Air) | ||
|blockAdv= | |blockAdv=-11 | ||
|HTC= | |HTC=SKD | ||
|BTC= | |BTC=17 | ||
|spirit= | |spirit= | ||
|description= | |description=Shermie does an extremely far-reaching dropkick. It's fast startup (11 frames) and long-range make it extremely hard to do deal with in neutral. It is also her 2nd most optimal starter for combos, and can even lead into two touches at the start of the round with the right item. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Shermie_FT.png | ||
|caption= | |caption= | ||
|name=Forward Throw | |name=Forward Throw | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage= | |damage= | ||
|startup= | |startup=4 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=HKD | ||
|blockAdv=Unblockable | |blockAdv=Unblockable | ||
|HTC= | |HTC= | ||
|BTC= | |BTC= | ||
|spirit= | |spirit= | ||
|description= | |description=Causes hard knockdown. Gives Shermie frame advantage in the corner, allowing her to beat all wakeup options except DP's and invincible Dream Finishes with 5L. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Shermie_BT.png | ||
|caption= | |caption= | ||
|name=Back Throw | |name=Back Throw | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage= | |damage= | ||
|startup= | |startup=4 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=HKD | ||
|blockAdv=Unblockable | |blockAdv=Unblockable | ||
|HTC= | |HTC= | ||
|BTC= | |BTC= | ||
|spirit= | |spirit= | ||
|description= | |description=Causes hard knockdown. Gives Shermie frame advantage in the corner, allowing her to beat all wakeup options except DP's and invincible Dream Finishes with 5L. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Shermie_AT.png | ||
|caption= | |caption= | ||
|name=Air Throw | |name=Air Throw | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage= | |damage= | ||
|startup= | |startup=4 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|BTC= | |BTC= | ||
|spirit= | |spirit= | ||
|description=Throws opponent behind. Causes | |description=Throws opponent behind. Causes hard knockdown. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Assist</font> ====== | ====== <font style="visibility:hidden" size="0">Assist</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Shermie_SP.png | ||
|caption= | |caption= | ||
|name=Assist | |name=Assist | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage= | |damage= | ||
|startup= | |startup=24 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|BTC= | |BTC= | ||
|spirit= | |spirit= | ||
|description= | |description=Shoot's out Shermie's pet hamster, Achu, and instantly removes all of the other player's meter on hit. Although it is very fast, it can be jumped over or blocked by the Wall item. | ||
}} | }} | ||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
====== <font style="visibility:hidden" size="0">5S</font> ====== | |||
{{MoveData | |||
|image=SNKH_Shermie_5S.png | |||
|caption= | |||
|image2=SNKH_Shermie_5SEX.png | |||
|caption2= | |||
|name=Shermie Spiral | |||
|input=5S | |||
|data= | |||
{{AttackData-SNKH | |||
|version=Normal | |||
|damage=120 | |||
|startup=5 | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv=Unblockable | |||
|HTC= | |||
|BTC= | |||
|spirit=1 | |||
|description=Shermie reaches out to grab her opponent and on contact they get slammed into the ground. It depletes SP from the opponent like a normal grab, about 1 and a half bars. From here, you can opt to take 120 damage and your oki, or end with Shermie Cute. Doing 5S in the corner also makes Shermie plus by a few frames, which allows for a frame trap with 5L. | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
|version=EX | |||
|damage=120 | |||
|startup=3 | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv=Unblockable | |||
|HTC= | |||
|BTC= | |||
|spirit=0 | |||
|description=The properties of this version of the Shermie Spiral seem to be exactly the same as the normal version, save for the throw coming out faster. The damage is the same, too. This also drains your opponent’s SP like the normal version by two bars. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">5SS</font> ====== | |||
{{MoveData | |||
|image=SNKH_Shermie_5SS.png | |||
|caption= | |||
|image2=SNKH_Shermie_5SSEX.png | |||
|caption2= | |||
|name=Shermie Cute | |||
|input=S during Shermie Spiral | |||
|data= | |||
{{AttackData-SNKH | |||
|version=Normal | |||
|damage=62 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=0.25 | |||
|description=Shermie Cute brings your damage up to 182, while giving up your standard oki options. As the Shermie Spiral is a standard command grab, it can’t be blocked. This followup also serves as a combo starter with items that OTG, which include the following: Hurricane, Mine, Springboard, Time Bomb, and Wrecking Ball. | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
|version=EX | |||
|damage=62 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=0 | |||
|description=The EX follow up is precisely the same as the normal version of the move, so the choice to get extra damage in exchange of oki remains the same. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2S</font> ====== | |||
{{MoveData | |||
|image=SNKH_Shermie_2S.png | |||
|caption= | |||
|image2=SNKH_Shermie_2SEX.png | |||
|caption2= | |||
|name=F-Captured | |||
|input=2S | |||
|data= | |||
{{AttackData-SNKH | |||
|version=Normal | |||
|damage=130 | |||
|startup=6 | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv=Counter | |||
|HTC= | |||
|BTC= | |||
|spirit=1 | |||
|description=Shermie leans in and if she is physically attacked, even with supers, she’ll counter by nailing the opponent with a nasty looking back suplex. Noteworthy that you can combo into her supers from this. | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
|version=EX | |||
|damage=150 | |||
|startup=3 | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv=Counter | |||
|HTC= | |||
|BTC= | |||
|spirit=0 | |||
|description=The EX version of the F-Captured is the same as the standard version, with more damage. | |||
}} | |||
}} | |||
: | ====== <font style="visibility:hidden" size="0">6S</font> ====== | ||
{{MoveData | |||
|image=SNKH_Shermie_6S.png | |||
|caption=Ground | |||
|image2=SNKH_Shermie_6SEX.png | |||
|caption2=Ground EX | |||
|image3=SNKH_Shermie_j5S.png | |||
|caption3=Air | |||
|image4=SNKH_Shermie_j5SEX.png | |||
|caption4=Air EX | |||
|name=Shermie Plunge | |||
|input=6S/j.5S | |||
|data= | |||
{{AttackData-SNKH | |||
|version=Normal | |||
|damage=120 | |||
|startup=12 | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD (w/SP) / -22 (no SP) | |||
|blockAdv=-24 | |||
|HTC= | |||
|BTC= | |||
|spirit=1 | |||
|description=After a dash toward the opponent, Shermie flips over them and hits them with a Stunner. This is the only special throw of Shermie’s besides F-Captured that can combo into either of her supers. As it’s a strike based throw, it can be blocked and punished. It is notable, though, that this is one of two special moves she has that can catch in a juggle more than once, though an item is needed to do it. | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
|version=EX | |||
|damage=140 | |||
|startup=9 | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv=-29 | |||
|HTC= | |||
|BTC= | |||
|spirit=0 | |||
|description=The EX Plunge is faster and does more damage, goes through projectiles, and the animation on the stunner is much more extravagant for extra points. Like the regular version, it’s blockable, and is much more punishable if it is, since Shermie slides forward quite far. | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
|version=Air | |||
|damage=140 | |||
|startup=7 | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD (w/SP) / -18 (no SP) | |||
|blockAdv=-17 | |||
|HTC= | |||
|BTC= | |||
|spirit=1 | |||
|description= | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
|version=Air EX | |||
|damage=140 | |||
|startup=6 | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv=-17 | |||
|HTC= | |||
|BTC= | |||
|spirit=0 | |||
|description= | |||
}} | |||
}} | |||
: | ====== <font style="visibility:hidden" size="0">4S</font> ====== | ||
{{MoveData | |||
|image=SNKH_Shermie_4S.png | |||
|caption= | |||
|image2=SNKH_Shermie_4SEX.png | |||
|caption2= | |||
|name=Shermie Whip | |||
|input=4S | |||
|data= | |||
{{AttackData-SNKH | |||
|version=Normal | |||
|damage=162 | |||
|startup=5 | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD (w/SP) / -66 (no SP) | |||
|blockAdv=-68 | |||
|HTC= | |||
|BTC= | |||
|spirit=1 | |||
|description=Shermie flips back to hook her opponent with her legs, slamming them down before she lifts them to toss them back with a release suplex. Much like some other moves, this one will miss a normally jumping opponent, but if they’re already in hitstun or in a juggle state, they’ll get snatched in. Like the Shermie Plunge, this one can catch an opponent in a juggle more than once, but an item is needed to do it. | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
|version=EX | |||
|damage=190 | |||
|startup=6 | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv=-68 | |||
|HTC= | |||
|BTC= | |||
|spirit=0 | |||
|description=The EX version of this has faster startup and also has some startup invulnerability, so you can use this to counter some things the opponent might do. | |||
}} | |||
}} | |||
==Dream Finish== | ==Dream Finish== | ||
====== <font style="visibility:hidden" size="0">5D</font> ====== | ====== <font style="visibility:hidden" size="0">5D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Shermie_5D1.png | ||
|caption= | |caption= | ||
|image2= | |image2=SNKH_Shermie_5D2.png | ||
|caption2= | |caption2= | ||
|name=Inazuma Leg Lariat | |name=Inazuma Leg Lariat | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage=350 | |damage=350 | ||
|startup= | |startup=13 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=HKD | ||
|blockAdv= | |blockAdv=-38 | ||
|HTC= | |HTC= | ||
|BTC= | |BTC= | ||
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====== <font style="visibility:hidden" size="0">2D</font> ====== | ====== <font style="visibility:hidden" size="0">2D</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Shermie_2D1.png | ||
|caption= | |caption= | ||
|image2= | |image2=SNKH_Shermie_2D2.png | ||
|caption2= | |caption2= | ||
|name=Shermie Flash | |name=Shermie Flash | ||
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{{AttackData-SNKH | {{AttackData-SNKH | ||
|damage=350 | |damage=350 | ||
|startup= | |startup=1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=HKD | ||
|blockAdv= | |blockAdv=Unblockable | ||
|HTC= | |HTC= | ||
|BTC= | |BTC= | ||
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==Videos== | ==Videos== | ||
{{#ev:youtube|K-7l01SDz0o}} | {{#ev:youtube|K-7l01SDz0o|||'''SNK Heroines - Shermie combos''' by [https://twitter.com/AriaMikado Mikadok]|frame}} | ||
{{#ev:youtube|9UL2ndEPY34|||'''SNK Heroines CMV - Shermie: Grapple Edition''' by [https://twitter.com/Dark_Chaotix Dark Chaotix]|frame}} | |||
==Costumes== | ==Costumes== |
Latest revision as of 03:14, 10 December 2020
Profile
A French fashion designer who also plays keyboard in a band on the side. She doesn't have any martial arts training, but her natural acrobatic throwing skills make her a formidable fighter. Quite the flirt, she will often tease or try to provoke her opponents in the middle of a fight.
Gameplan
Shermie is a classic example of a strike/throw character. Your main goal with Shermie is to keep your opponent on their toes with grabs and using her amazing dash attack in neutral.
Notable normals:
Shermie’s Dash Attack: Shermie's dash attack is arguably her best move. It's her 2nd highest damaging starter for combos on the ground, can hit the opponent out of their jump startup, and is hard to deal with when spaced properly. It also serves as a strong option at round start and can lead to nearly a 50% combo or even a two-touch sequence.
Jump L.: This is your go-to air to air move. It is active for an obscene amount of time and will catch players who do the classic up back IAD j.H pressure. Her j.L combos into her j.S, which is cancellable into either of her Dream Finishers. Shermie's j.L is one of the few aerials in the game that can lead to a Dream Finish, so use it.
Close H: Close H is the move that you want to end your block strings with, as Shermie's options after 5LLL are unsafe unless you have an item. After a blocked close H, you can do microdash 5S to get a grab, 6S which beats mashing, or her dash attack which will hit your opponent if they try to jump. You can also reset your pressure by jumping back and doing IAD j.H.
Far H: Shermie’s Far Heavy hits at a high angle and comes out fast, making it great for dealing with aerial approaches. On hit it can be cancelled into 6S which leads to both of her Dream Finish moves.
Recommended Partners
- Miss X - Miss X is arguably one of the strongest characters to partner Shermie with. Miss X is already a strong character to begin with because of her tools, and you gain access to two of the most powerful SP items in the game when you pair these two together.
- Yuri - You can't go wrong with Yuri. Her SP is also helpful in tough situations because it will give you some meter back in case you whiff too many special moves, and the damage buff makes Shermie a huge threat since she can do tons of damage with a well-placed dash attack or c.H.
Normal Moves
c.L
c.L |
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c.H
c.H |
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f.L
f.L |
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f.H
f.H |
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j.L
j.L |
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j.H
j.H |
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66H
66H |
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Universal Mechanics
Forward Throw
Forward Throw 6L+G |
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Back Throw
Back Throw 4L+G |
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Air Throw
Air Throw j.5L+G |
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Assist
Assist 5I |
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Special Moves
5S
Shermie Spiral 5S |
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5SS
Shermie Cute S during Shermie Spiral |
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2S
F-Captured 2S |
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6S
Shermie Plunge 6S/j.5S |
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4S
Shermie Whip 4S |
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Dream Finish
5D
Inazuma Leg Lariat 5D |
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2D
Shermie Flash 5D |
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Combos
For information on combo notation, please refer to this page.
Mid-screen
- j.H, L,cl.H, 66H, IAD.L, 66H, IAD.H, 66H, 6S xx 2D (474 damage)
- j.H, L,L,H, 66H, IAD.H, 66H, IAD.L, 66H, cl.H, jc, j.S xx 5D (485 damage)
- j.H, L,L,H, 66H, IAD.L, 66H, IAD.H, 66H, cl.H, 66H, 6S xx 2D (498 damage)
Corner
- j.H, cl.H, jc, IAD.H, 66H, IAD.L, 66H, j.S xx 2D (528 damage)
Corner-carry
- L, cl.H, jc.L, 66H, dash, IAD.H, 66H, dash, far.H~6S xx 2D (451 damage)
Videos
Costumes