-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XV/Shermie/Data: Difference between revisions
Jump to navigation
Jump to search
EMRaistlin (talk | contribs) m added raw dmg before DR |
|||
(62 intermediate revisions by 6 users not shown) | |||
Line 6: | Line 6: | ||
| input = cl.A | | input = cl.A | ||
| images = XV_shermie_cla_ima.png | | images = XV_shermie_cla_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_cla_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 12: | Line 12: | ||
| startup = 4 | | startup = 4 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 7 | ||
| hitadv = + | | hitadv = +5 | ||
| blockadv = + | | blockadv = +3 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
Line 24: | Line 24: | ||
| name = close B | | name = close B | ||
| input = cl.B | | input = cl.B | ||
| images = | | images = XV_shermie_fb_ima.png, XV_shermie_clb_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_clb_hb.png, XV_shermie_clb2_hb.png | ||
| damage = 30 (15+15) | | damage = 30 (15+15) | ||
| guard = Mid | | guard = Mid | ||
| cancel = special(1)/super(2) | | cancel = special(1)/super(2) | ||
| startup = | | startup = 8 | ||
| active = | | active = 2 (6) 2 | ||
| recovery = | | recovery = 16 | ||
| hitadv = | | hitadv = -3 | ||
| blockadv = - | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = 30 (15+15) | | stun = 30 (15+15) | ||
Line 44: | Line 44: | ||
| input = cl.C | | input = cl.C | ||
| images = XV_shermie_clc_ima.png | | images = XV_shermie_clc_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_clc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 50: | Line 50: | ||
| startup = 5 | | startup = 5 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 18 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = -2 | | blockadv = -2 | ||
Line 63: | Line 63: | ||
| input = cl.D | | input = cl.D | ||
| images = XV_shermie_cld_ima.png | | images = XV_shermie_cld_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_cld_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 69: | Line 69: | ||
| startup = 7 | | startup = 7 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 17 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = -2 | | blockadv = -2 | ||
| invul = | | invul = Full Body Throw: 5 to 10 (6 Frames) / Low Attack Strike Invincible: 5 to 10 (6 Frames) | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = 120 | | guardDamage = 120 | ||
Line 83: | Line 83: | ||
| input = f.A | | input = f.A | ||
| images = XV_shermie_fa_ima.png | | images = XV_shermie_fa_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_fa_hb.png, XV_shermie_fa2_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 89: | Line 89: | ||
| startup = 6 | | startup = 6 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 14 | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = -5 | | blockadv = -5 | ||
Line 101: | Line 101: | ||
| name = far B | | name = far B | ||
| input = f.B | | input = f.B | ||
| images = | | images = XV_shermie_fb_ima.png, XV_shermie_clb_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_clb_hb.png, XV_shermie_clb2_hb.png | ||
| damage = 30 (15+15) | | damage = 30 (15+15) | ||
| guard = Mid | | guard = Mid | ||
| cancel = special(1)/super(2) | | cancel = special(1)/super(2) | ||
| startup = | | startup = 8 | ||
| active = | | active = 2 (6) 2 | ||
| recovery = | | recovery = 16 | ||
| hitadv = | | hitadv = -3 | ||
| blockadv = - | | blockadv = -5 | ||
| invul = | | invul = | ||
| stun = 30 (15+15) | | stun = 30 (15+15) | ||
Line 121: | Line 121: | ||
| input = f.C | | input = f.C | ||
| images = XV_shermie_fc_ima.png | | images = XV_shermie_fc_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_fc_hb.png, XV_shermie_fc2_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = 11 | | startup = 11 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 18 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = -2 | | blockadv = -2 | ||
Line 140: | Line 140: | ||
| input = f.D | | input = f.D | ||
| images = XV_shermie_fd_ima.png | | images = XV_shermie_fd_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_fd_hb.png, XV_shermie_fd2_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 146: | Line 146: | ||
| startup = 8 | | startup = 8 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 23 | ||
| hitadv = -7~-6 | | hitadv = -7~-6 | ||
| blockadv = -9~-8 | | blockadv = -9~-8 | ||
Line 160: | Line 160: | ||
| input = 2A | | input = 2A | ||
| images = XV_shermie_2a_ima.png | | images = XV_shermie_2a_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_2a_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 166: | Line 166: | ||
| startup = 4 | | startup = 4 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 6 | ||
| hitadv = +5 | | hitadv = +5 | ||
| blockadv = +3 | | blockadv = +3 | ||
Line 179: | Line 179: | ||
| input = 2B | | input = 2B | ||
| images = XV_shermie_2b_ima.png | | images = XV_shermie_2b_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_2b_hb.png | ||
| damage = 15 | | damage = 15 | ||
| guard = Low | | guard = Low | ||
Line 185: | Line 185: | ||
| startup = 5 | | startup = 5 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 9 | ||
| hitadv = +2 | | hitadv = +2 | ||
| blockadv = 0 | | blockadv = 0 | ||
Line 198: | Line 198: | ||
| input = 2C | | input = 2C | ||
| images = XV_shermie_2c_ima.png | | images = XV_shermie_2c_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_2c_hb.png, XV_shermie_2c2_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = command | | cancel = command | ||
| startup = | | startup = 7 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 18 | ||
| hitadv = -2 | | hitadv = -2 | ||
| blockadv = -4 | | blockadv = -4 | ||
Line 217: | Line 217: | ||
| input = 2D | | input = 2D | ||
| images = XV_shermie_2d_ima.png | | images = XV_shermie_2d_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_2d_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Low | | guard = Low | ||
Line 223: | Line 223: | ||
| startup = 9 | | startup = 9 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 21 | ||
| hitadv = KND (+ | | hitadv = KND (+24) | ||
| blockadv = - | | blockadv = -6 | ||
| invul = | | invul = | ||
| stun = 70 | | stun = 70 | ||
Line 240: | Line 240: | ||
| input = h.A | | input = h.A | ||
| images = XV_shermie_ja_ima.png | | images = XV_shermie_ja_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_ha_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
Line 262: | Line 262: | ||
| input = j.A | | input = j.A | ||
| images = XV_shermie_ja_ima.png | | images = XV_shermie_ja_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_ja_hb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
Line 268: | Line 268: | ||
| startup = 5 | | startup = 5 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 284: | Line 284: | ||
| input = h.B | | input = h.B | ||
| images = XV_shermie_jb_ima.png | | images = XV_shermie_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_hb_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
Line 290: | Line 290: | ||
| startup = 5 | | startup = 5 | ||
| active = 11 | | active = 11 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 306: | Line 306: | ||
| input = j.B | | input = j.B | ||
| images = XV_shermie_jb_ima.png | | images = XV_shermie_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_jb_hb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
Line 312: | Line 312: | ||
| startup = 5 | | startup = 5 | ||
| active = 11 | | active = 11 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 328: | Line 328: | ||
| input = h.C | | input = h.C | ||
| images = XV_shermie_jc_ima.png | | images = XV_shermie_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_hc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 334: | Line 334: | ||
| startup = 8 | | startup = 8 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 350: | Line 350: | ||
| input = j.C | | input = j.C | ||
| images = XV_shermie_jc_ima.png | | images = XV_shermie_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_jc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 356: | Line 356: | ||
| startup = 8 | | startup = 8 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 372: | Line 372: | ||
| input = h.D | | input = h.D | ||
| images = XV_shermie_jd_ima.png | | images = XV_shermie_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_hd_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 378: | Line 378: | ||
| startup = 7 | | startup = 7 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 394: | Line 394: | ||
| input = j.D | | input = j.D | ||
| images = XV_shermie_jd_ima.png | | images = XV_shermie_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_jd_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 400: | Line 400: | ||
| startup = 7 | | startup = 7 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 417: | Line 417: | ||
| input = nj.D | | input = nj.D | ||
| images = XV_shermie_njd_ima.png | | images = XV_shermie_njd_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_njd_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 423: | Line 423: | ||
| startup = 7 | | startup = 7 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 484: | Line 484: | ||
| orderId = 1 | | orderId = 1 | ||
| input = 6B | | input = 6B | ||
| images = | | images = XV_shermie_6b_1_ima.png, XV_shermie_6b_2_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_6b1_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = super | | cancel = super | ||
| startup = 23 | | startup = 23 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 16 | ||
| hitadv = -0 | | hitadv = -0 | ||
| blockadv = -2 | | blockadv = -2 | ||
Line 507: | Line 507: | ||
| input = 6B | | input = 6B | ||
| images = XV_shermie_6b_2_ima.png | | images = XV_shermie_6b_2_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_6b2_hb.png, XV_shermie_6b3_hb.png | ||
| damage = 70 (50+20) | | damage = 70 (50+20) | ||
| guard = Mid | | guard = Mid | ||
| cancel = special | | cancel = special | ||
| startup = | | startup = 17 | ||
| active = | | active = 4 (2) 5 | ||
| recovery = | | recovery = 16 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = -2 | | blockadv = -2 | ||
Line 527: | Line 527: | ||
| input = CD | | input = CD | ||
| images = XV_shermie_cd_ima.png | | images = XV_shermie_cd_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_cd_hb.png | ||
| damage = 75 | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = special | | cancel = special | ||
| startup = 11 | | startup = 11 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 17 | ||
| hitadv = Splat (+75~+91) | | hitadv = Splat (+75~+91) | ||
| blockadv = +1 | | blockadv = +1 | ||
Line 546: | Line 546: | ||
| input = 236CD | | input = 236CD | ||
| images = XV_shermie_236cd_ima.png | | images = XV_shermie_236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_236cd_hb.png, XV_shermie_236cd2_hb.png | ||
| damage = 75 | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 27 | ||
| hitadv = Crumple (+93) | | hitadv = Crumple (+93) | ||
| blockadv = -10 | | blockadv = -10 | ||
Line 559: | Line 559: | ||
| guardDamage = 200 | | guardDamage = 200 | ||
}} | }} | ||
====AdvanceStrike==== | |||
{{MoveData-KOFXV | character = Shermie | moveId = shermie_214cd | |||
| name = AdvanceStrike | |||
| input = 214CD | |||
| images = XV_shermie_214cd_ima.png | |||
| hitboxes = XV_shermie_214cd_hb.png, XV_shermie_214cd2_hb.png | |||
| damage = 100 | |||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = 28 | |||
| active = 6 | |||
| recovery = 37 (on whiff) / Recovers faster on hit and block. | |||
| hitadv = HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | |||
| blockadv = 3 | |||
| invul = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | |||
| stun = 0 | |||
| guardDamage = 150 | |||
}} | |||
====hop CD==== | ====hop CD==== | ||
Line 568: | Line 588: | ||
| input = h.CD | | input = h.CD | ||
| images = XV_shermie_jcd_ima.png | | images = XV_shermie_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_hcd_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 590: | Line 610: | ||
| input = j.CD | | input = j.CD | ||
| images = XV_shermie_jcd_ima.png | | images = XV_shermie_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_jcd_hb.png | ||
| damage = 90 | | damage = 90 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
Line 610: | Line 630: | ||
| input = (close) 4/6C | | input = (close) 4/6C | ||
| images = XV_shermie_cthrow_ima.png | | images = XV_shermie_cthrow_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_cthrow_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = HKD (47) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 629: | Line 649: | ||
| input = (close) 4/6D | | input = (close) 4/6D | ||
| images = XV_shermie_dthrow_ima.png | | images = XV_shermie_dthrow_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_dthrow_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = | | hitadv = HKD (47) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 653: | Line 673: | ||
| input = 41236A | | input = 41236A | ||
| images = XV_shermie_41236a_ima.png | | images = XV_shermie_41236a_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_41236a_hb.png | ||
| damage = 140 | | damage = 140 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 39 | ||
| hitadv = | | hitadv = HKD (+51) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = Full Body: 1 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
Line 675: | Line 695: | ||
| input = 41236C | | input = 41236C | ||
| images = XV_shermie_41236c_ima.png | | images = XV_shermie_41236c_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_41236a_hb.png | ||
| damage = 140 | | damage = 140 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 39 | ||
| hitadv = | | hitadv = HKD (+51) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = Full Body: 1 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
Line 697: | Line 717: | ||
| input = 41236AC | | input = 41236AC | ||
| images = XV_shermie_41236c_ima.png | | images = XV_shermie_41236c_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_41236ac_hb.png | ||
| damage = 120 | | damage = 120 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 39 | ||
| hitadv = | | hitadv = HKD (+38) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = Full Body: 1 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
Line 720: | Line 740: | ||
| input = 41236A/C~236B/D | | input = 41236A/C~236B/D | ||
| images = XV_shermie_236k_ima.png | | images = XV_shermie_236k_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_cute_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 16 | | startup = 16 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = HKD (+13) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = | | invul = | ||
Line 742: | Line 762: | ||
| input = 41236AC~236B/D | | input = 41236AC~236B/D | ||
| images = XV_shermie_236k_ima.png | | images = XV_shermie_236k_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_cute_hb.png | ||
| damage = 25 | | damage = 25 (30) | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 16 | | startup = 16 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = | ||
| hitadv = Juggle (+88) | | hitadv = Juggle (+88) | ||
Line 765: | Line 785: | ||
| input = 214A | | input = 214A | ||
| images = XV_shermie_214a_ima.png | | images = XV_shermie_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_214a_hb.png | ||
| damage = | | damage = 140 (40+50+50) | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 75 | ||
| hitadv = | | hitadv = HKD (+33) | ||
| blockadv = -66 | | blockadv = -66 | ||
| invul = | | invul = | ||
Line 787: | Line 807: | ||
| input = 214C | | input = 214C | ||
| images = XV_shermie_214a_ima.png | | images = XV_shermie_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_214c_hb.png | ||
| damage = | | damage = 140 (40+50+50) | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 68 | ||
| hitadv = | | hitadv = HKD (+33) | ||
| blockadv = -59 | | blockadv = -59 | ||
| invul = Full body against non-projectile ground moves: 1 to 14 (14 frames) | | invul = Full body against non-projectile ground moves: 1 to 14 (14 frames) | ||
Line 809: | Line 829: | ||
| input = 214AC | | input = 214AC | ||
| images = XV_shermie_214a_ima.png | | images = XV_shermie_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_214ac_hb.png | ||
| damage = | | damage = 170 (20+50+50+50) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 51 | ||
| hitadv = | | hitadv = HKD (+23) | ||
| blockadv = -36 | | blockadv = -36 | ||
| invul = Full body against non-projectile ground moves: 1 to 7 (7 frames) | | invul = Full body against non-projectile ground moves: 1 to 7 (7 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
}} | |||
===Shermie Cute (Whip)=== | |||
====Shermie Cute (Whip)==== | |||
{{MoveData-KOFXV | character = Shermie | moveId = shermie_214p_236k | |||
| name = Shermie Cute (Whip) | |||
| header = yes | |||
| version = regular | |||
| orderId = 1 | |||
| input = 214A/C~236/214B/D | |||
| images = XV_shermie_236k_ima.png | |||
| hitboxes = XV_shermie_cute_hb.png | |||
| damage = 30 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 16 | |||
| active = 3 | |||
| recovery = | |||
| hitadv = HKD (+13) | |||
| blockadv = N/A | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = | |||
}} | |||
====Shermie Cute (Whip)==== | |||
{{MoveData-KOFXV | character = Shermie | moveId = shermie_214ac236k | |||
| name = Shermie Cute (Whip) | |||
| header = no | |||
| version = EX | |||
| orderId = 2 | |||
| input = 214AC~236/214B/D | |||
| images = XV_shermie_236k_ima.png | |||
| hitboxes = XV_shermie_cute_hb.png | |||
| damage = 30 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 16 | |||
| active = 3 | |||
| recovery = | |||
| hitadv = HKD (+13) | |||
| blockadv = N/A | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = | |||
}} | }} | ||
Line 832: | Line 897: | ||
| input = 623B | | input = 623B | ||
| images = XV_shermie_623b_ima.png | | images = XV_shermie_623b_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_623b_hb.png | ||
| damage = 120 | | damage = 120 | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 48 (35 on ground) | ||
| hitadv = | | hitadv = HKD (+51) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = Full body against non-projectile air moves: 1 to | | invul = Full body against non-projectile air moves: 1 to 11 (11 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
Line 854: | Line 919: | ||
| input = 623D | | input = 623D | ||
| images = XV_shermie_623b_ima.png | | images = XV_shermie_623b_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_623d_hb.png, XV_shermie_623d2_hb.png | ||
| damage = | | damage = 140 | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 18 | ||
| recovery = | | recovery = 43 (35 on ground) | ||
| hitadv = | | hitadv = HKD (+51) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = Full body against non-projectile air moves: 1 to 17 (17 frames) | | invul = Full body against non-projectile air moves: 1 to 17 (17 frames) | ||
Line 875: | Line 940: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 623BD | | input = 623BD | ||
| images = | | images = XV_shermie_623bd_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_623bd_hb.png | ||
| damage = 130 | | damage = 130 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 62 (35 on ground) | ||
| hitadv = | | hitadv = HKD (+33) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = Full body against non-projectile air moves: 1 to | | invul = Full body against non-projectile air moves: 1 to 10 (10 frames) | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
Line 899: | Line 964: | ||
| input = 623B/D~236B/D | | input = 623B/D~236B/D | ||
| images = XV_shermie_236k_ima.png | | images = XV_shermie_236k_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_cute_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 16 | | startup = 16 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = HKD (+13) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = | | invul = | ||
Line 921: | Line 986: | ||
| input = 623BD~236B/D | | input = 623BD~236B/D | ||
| images = XV_shermie_236k_ima.png | | images = XV_shermie_236k_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_cute_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 16 | | startup = 16 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = | ||
| hitadv = Juggle (+88) | | hitadv = Juggle (+88) | ||
Line 944: | Line 1,009: | ||
| input = 41236B | | input = 41236B | ||
| images = XV_shermie_41236b_ima.png | | images = XV_shermie_41236b_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_41236b_hb.png, XV_shermie_41236b2_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 11 | | startup = 11 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 37 | ||
| hitadv = | | hitadv = HKD (+52) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 966: | Line 1,031: | ||
| input = 41236D | | input = 41236D | ||
| images = XV_shermie_41236b_ima.png | | images = XV_shermie_41236b_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_41236b_hb.png, XV_shermie_41236b2_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 16 | | startup = 16 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 37 | ||
| hitadv = | | hitadv = HKD (+52) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 987: | Line 1,052: | ||
| orderId = 3 | | orderId = 3 | ||
| input = 41236BD | | input = 41236BD | ||
| images = | | images = XV_shermie_41236bd_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_41236bd_hb.png, XV_shermie_41236bd2_hb.png | ||
| damage = 140 | | damage = 140 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 11 | | startup = 11 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 37 | ||
| hitadv = | | hitadv = HKD (+52) | ||
| blockadv = | | blockadv = Unblockable | ||
| invul = | | invul = Low Physical Attack: 8 to 26 (19 Frames) - Only during proximity box detection | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
Line 1,011: | Line 1,076: | ||
| input = 214B | | input = 214B | ||
| images = XV_shermie_214_ima.png | | images = XV_shermie_214_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_214b_hb.png, XV_shermie_214b2_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = 26 | | startup = 26 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 19 | ||
| hitadv = | | hitadv = SKD (+37) | ||
| blockadv = -3 | | blockadv = -3 | ||
| invul = | | invul = Projectile Invincibility: 6 to 23 (18 frames) | ||
| stun = 60 | | stun = 60 | ||
| guardDamage = 80 | | guardDamage = 80 | ||
Line 1,033: | Line 1,098: | ||
| input = 214D | | input = 214D | ||
| images = XV_shermie_214d_ima.png | | images = XV_shermie_214d_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_214b_hb.png, XV_shermie_214b2_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = 36 | | startup = 36 | ||
| active = | | active = 3 | ||
| recovery = | | recovery = 10 | ||
| hitadv = | | hitadv = SKD (+41) | ||
| blockadv = 2 | | blockadv = 2 | ||
| invul = | | invul = Projectile Invincibility: 6 to 33 (28 frames) | ||
| stun = 60 | | stun = 60 | ||
| guardDamage = 80 | | guardDamage = 80 | ||
Line 1,055: | Line 1,120: | ||
| input = 214BD | | input = 214BD | ||
| images = XV_shermie_214d_ima.png | | images = XV_shermie_214d_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_214bd_hb.png, XV_shermie_214bd2_hb.png | ||
| damage = 120 (40+80) | | damage = 120 (40+80) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 9 (11) 3 | ||
| recovery = | | recovery = 18 | ||
| hitadv = Juggle (+45) | | hitadv = Juggle (+45) | ||
| blockadv = -8 | | blockadv = -8 | ||
Line 1,079: | Line 1,144: | ||
| input = 236236B | | input = 236236B | ||
| images = XV_shermie_236236k_ima.png | | images = XV_shermie_236236k_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_236236k_hb.png | ||
| damage = 180 | | damage = 180 | ||
| guard = N/A | | guard = N/A | ||
| cancel = ADV | | cancel = ADV | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 32 (12 on ground) | ||
| hitadv = | | hitadv = HKD (+66) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = Full Body: 1 to 18 (18 Frames) | | invul = Full Body: 1 to 18 (18 Frames) | ||
Line 1,100: | Line 1,165: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 236236BD | | input = 236236BD | ||
| images = | | images = XV_shermie_236236bd_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_236236bd_hb.png | ||
| damage = 330 | | damage = 330 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 9 | | startup = 9 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 34 (12 on ground) | ||
| hitadv = | | hitadv = HKD (+66) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = Full Body: 1 to 14 (14 Frames) | | invul = Full Body: 1 to 14 (14 Frames) | ||
Line 1,124: | Line 1,189: | ||
| input = 4123641236A/C | | input = 4123641236A/C | ||
| images = XV_shermie_4123641236p_ima.png | | images = XV_shermie_4123641236p_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_4123641236p_hb.png | ||
| damage = 200 (50+50+100) | | damage = 200 (50+50+100) | ||
| guard = N/A | | guard = N/A | ||
| cancel = advanced, climax | | cancel = advanced, climax | ||
| startup = 3 | | startup = 3 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 37 | ||
| hitadv = | | hitadv = HKD (+51) | ||
| blockadv = | | blockadv = Unblockbale | ||
| invul = Full Body: 1 to 6 (6 Frames) | | invul = Full Body: 1 to 6 (6 Frames) | ||
| stun = 0 | | stun = 0 | ||
Line 1,145: | Line 1,210: | ||
| orderId = 2 | | orderId = 2 | ||
| input = 4123641236AC | | input = 4123641236AC | ||
| images = | | images = XV_shermie_4123641236ac_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_4123641236ac_hb.png | ||
| damage = 350 (30+30+30+30+180+50) | | damage = 350 (30+30+30+30+180+50) | ||
| guard = N/A | | guard = N/A | ||
| cancel = climax | | cancel = climax | ||
| startup = 1 | | startup = 1 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 58 | ||
| hitadv = | | hitadv = HKD (+30) | ||
| blockadv = | | blockadv = Unblockbale | ||
| invul = Full Body: 1 to 4 (4 Frames) | | invul = Full Body: 1 to 4 (4 Frames) | ||
| stun = 0 | | stun = 0 | ||
Line 1,166: | Line 1,231: | ||
| input = 2141236CD | | input = 2141236CD | ||
| images = XV_shermie_2141236cd_ima.png | | images = XV_shermie_2141236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_shermie_214236cd_hb.png | ||
| damage = 430 (40+40+350) Min:240 | | damage = 430 (40+40+350) Min:240 | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 8 | | startup = 8 | ||
| active = | | active = 20 | ||
| recovery = | | recovery = 55 (37 on ground) | ||
| hitadv = | | hitadv = HKD (+16) | ||
| blockadv = N/A | | blockadv = N/A | ||
| invul = Full Body: 1 to 27 (27 Frames) | | invul = Full Body: 1 to 27 (27 Frames) |
Latest revision as of 09:16, 4 November 2024
Close Standing Normals
close A
Shermie shermie_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A close A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 7 | +5 | +3 | - | 30 | 60 |
close B
Shermie shermie_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B close B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 (15+15) | Mid | special(1)/super(2) | 8 | 2 (6) 2 | 16 | -3 | -5 | - | 30 (15+15) | 60 (30+30) |
close C
Shermie shermie_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 5 | 3 | 18 | 0 | -2 | - | 70 | 120 |
close D
Shermie shermie_cld | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.D close D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | command | 7 | 4 | 17 | 0 | -2 | Full Body Throw: 5 to 10 (6 Frames) / Low Attack Strike Invincible: 5 to 10 (6 Frames) | 70 | 120 |
Far Standing Normals
far A
Shermie shermie_fa | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.A
f.A far A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 6 | 4 | 14 | -3 | -5 | - | 30 | 60 |
far B
Shermie shermie_fb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.B
f.B far B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 (15+15) | Mid | special(1)/super(2) | 8 | 2 (6) 2 | 16 | -3 | -5 | - | 30 (15+15) | 60 (30+30) |
far C
Shermie shermie_fc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.C
f.C far C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 11 | 3 | 18 | 0 | -2 | - | 70 | 120 |
far D
Shermie shermie_fd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.D
f.D far D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 8 | 5 | 23 | -7~-6 | -9~-8 | - | 70 | 120 |
Crouch Normals
crouch A
Shermie shermie_2a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2A
2A crouch A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 4 | 6 | +5 | +3 | - | 30 | 60 |
crouch B
Shermie shermie_2b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2B
2B crouch B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
15 | Low | special | 5 | 4 | 9 | +2 | 0 | - | 15 | 30 |
crouch C
Shermie shermie_2c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2C
2C crouch C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 7 | 5 | 18 | -2 | -4 | - | 70 | 120 |
crouch D
Shermie shermie_2d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2D
2D crouch D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | special | 9 | 4 | 21 | KND (+24) | -6 | - | 70 | 120 |
jump normals
hop A
Shermie shermie_ha | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.A
h.A hop A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 7 | (Until Landing) + 1 | - | - | - | 30 | 50 |
jump A
Shermie shermie_ja | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.A
j.A jump A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 7 | 1 on ground | - | - | - | 30 | 60 |
hop B
Shermie shermie_hb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.B
h.B hop B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 11 | 1 on ground | - | - | - | 30 | 50 |
jump B
Shermie shermie_jb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.B
j.B jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 11 | 1 on ground | - | - | - | 30 | 60 |
hop C
Shermie shermie_hc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.C
h.C hop C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 8 | 6 | 1 on ground | - | - | - | 70 | 100 |
jump C
Shermie shermie_jc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.C
j.C jump C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 8 | 6 | 1 on ground | - | - | - | 70 | 120 |
hop D
Shermie shermie_hd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.D
h.D hop D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 9 | 1 on ground | - | - | - | 70 | 100 |
jump D
Shermie shermie_jd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.D
j.D jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 9 | 1 on ground | - | - | - | 70 | 120 |
neutral jump D
Shermie shermie_njd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
nj.D
nj.D neutral jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 9 | 1 on ground | - | - | - | 70 | 120 |
rush moves
rush 1
Shermie shermie_rush1 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.AA
cl.AA rush 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | - | 4,5 | 3 | - | -6 | -8 | - | 30 | 120 (60+60) |
rush 2
Shermie shermie_rush2 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.AAX
cl.AAX rush 2 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | Mid | - | 4,5,13 | 3 | - | -2 | -4 | - | 30 | 180 (60+60+60) |
Command normals
Shermie Stand
Shermie shermie_6b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
6B
6B Shermie Stand | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | super | 23 | 5 | 16 | -0 | -2 | - | 80 | 110 |
Shermie Stand (cancel)
Shermie shermie_6b_cancel | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
6B
6B Shermie Stand (cancel) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (50+20) | Mid | special | 17 | 4 (2) 5 | 16 | 0 | -2 | - | 40 (20+20) | 80 (40+40) |
Blowback
Blowback
Shermie shermie_cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
CD
CD Blowback | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | special | 11 | 8 | 17 | Splat (+75~+91) | +1 | - | 100 | 160 |
Shatterstrike
Shermie shermie_236cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236CD
236CD Shatterstrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | Crumple (+93) | -10 | Full Body Armor: 4 to 14 (11 frames) | 0 | 200 |
AdvanceStrike
Shermie shermie_214cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214CD
214CD AdvanceStrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | 3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
Shermie shermie_hcd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.CD
h.CD hop CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 13 | 5 | 1 on ground | SKD | - | - | 80 | 120 |
jump CD
Shermie shermie_jcd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.CD
j.CD jump CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 13 | 9 | 1 on ground | SKD | - | - | 80 | 140 |
Throws
Shermie Flash Original
Shermie shermie_cthrow | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
(close) 4/6C
(close) 4/6C Shermie Flash Original | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (47) | Unblockable | - | 0 | - |
Front Flash
Shermie shermie_dthrow | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
(close) 4/6D
(close) 4/6D Front Flash | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (47) | Unblockable | - | 0 | - |
Specials
Shermie Spiral
41236A
Shermie shermie_41236a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
41236A
41236A Shermie Spiral | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
140 | N/A | - | 1 | 1 | 39 | HKD (+51) | Unblockable | Full Body: 1 (1 Frame) | 0 | - |
41236C
Shermie shermie_41236c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
41236C
41236C Shermie Spiral | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
140 | N/A | - | 1 | 1 | 39 | HKD (+51) | Unblockable | Full Body: 1 (1 Frame) | 0 | - |
41236AC
Shermie shermie_41236ac | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
41236AC
41236AC Shermie Spiral | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
120 | N/A | - | 1 | 1 | 39 | HKD (+38) | Unblockable | Full Body: 1 (1 Frame) | 0 | - |
Shermie Cute (Spiral)
Shermie Cute (Spiral)
Shermie shermie_41236p_236k | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
41236A/C~236B/D
41236A/C~236B/D Shermie Cute (Spiral) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | N/A | - | 16 | 3 | - | HKD (+13) | N/A | - | 0 | - |
Shermie Cute (Spiral)
Shermie shermie_41236ac_236k | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
41236AC~236B/D
41236AC~236B/D Shermie Cute (Spiral) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 (30) | N/A | - | 16 | 3 | - | Juggle (+88) | N/A | - | 0 | - |
Shermie Whip
214A
Shermie shermie_214a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214A
214A Shermie Whip | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
140 (40+50+50) | Mid | super | 6 | 4 | 75 | HKD (+33) | -66 | - | 0 | 0 |
214C
Shermie shermie_214c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214C
214C Shermie Whip | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
140 (40+50+50) | Mid | super | 13 | 4 | 68 | HKD (+33) | -59 | Full body against non-projectile ground moves: 1 to 14 (14 frames) | 0 | 0 |
214AC
Shermie shermie_214ac | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214AC
214AC Shermie Whip | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
170 (20+50+50+50) | Mid | - | 6 | 4 | 51 | HKD (+23) | -36 | Full body against non-projectile ground moves: 1 to 7 (7 frames) | 0 | 0 |
Shermie Cute (Whip)
Shermie Cute (Whip)
Shermie shermie_214p_236k | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214A/C~236/214B/D
214A/C~236/214B/D Shermie Cute (Whip) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | N/A | - | 16 | 3 | - | HKD (+13) | N/A | - | 0 | - |
Shermie Cute (Whip)
Shermie shermie_214ac236k | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214AC~236/214B/D
214AC~236/214B/D Shermie Cute (Whip) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | N/A | - | 16 | 3 | - | HKD (+13) | N/A | - | 0 | - |
Shermie Clutch
623B
Shermie shermie_623b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
623B
623B Shermie Clutch | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
120 | Mid | super | 8 | 10 | 48 (35 on ground) | HKD (+51) | N/A | Full body against non-projectile air moves: 1 to 11 (11 frames) | 0 | - |
623D
Shermie shermie_623d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
623D
623D Shermie Clutch | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
140 | Mid | super | 13 | 18 | 43 (35 on ground) | HKD (+51) | N/A | Full body against non-projectile air moves: 1 to 17 (17 frames) | 0 | - |
623BD
Shermie shermie_623bd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
623BD
623BD Shermie Clutch | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
130 | Mid | - | 6 | 10 | 62 (35 on ground) | HKD (+33) | N/A | Full body against non-projectile air moves: 1 to 10 (10 frames) | - | - |
Shermie Cute (clutch)
Shermie Cute (clutch)
Shermie shermie_623k_236k | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
623B/D~236B/D
623B/D~236B/D Shermie Cute (clutch) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | N/A | - | 16 | 3 | - | HKD (+13) | N/A | - | 0 | - |
Shermie Cute (clutch)
Shermie shermie_623bd236k | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
623BD~236B/D
623BD~236B/D Shermie Cute (clutch) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | N/A | - | 16 | 3 | - | Juggle (+88) | N/A | - | 0 | - |
Shermie Shoot
41236B
Shermie shermie_41236b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
41236B
41236B Shermie Shoot | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 11 | 6 | 37 | HKD (+52) | Unblockable | - | 0 | - |
41236D
Shermie shermie_41236d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
41236D
41236D Shermie Shoot | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 16 | 6 | 37 | HKD (+52) | Unblockable | - | 0 | - |
41236BD
Shermie shermie_41236bd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
41236BD
41236BD Shermie Shoot | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
140 | N/A | - | 11 | 6 | 37 | HKD (+52) | Unblockable | Low Physical Attack: 8 to 26 (19 Frames) - Only during proximity box detection | 0 | - |
Accel Spin Kick
214B
Shermie shermie_214b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214B
214B Accel Spin Kick | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 26 | 3 | 19 | SKD (+37) | -3 | Projectile Invincibility: 6 to 23 (18 frames) | 60 | 80 |
214D
Shermie shermie_214d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214D
214D Accel Spin Kick | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | super | 36 | 3 | 10 | SKD (+41) | 2 | Projectile Invincibility: 6 to 33 (28 frames) | 60 | 80 |
214BD
Shermie shermie_214bd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
214BD
214BD Accel Spin Kick | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
120 (40+80) | Mid | - | 6 | 9 (11) 3 | 18 | Juggle (+45) | -8 | - | 0 | 100 (40+60) |
Supers
Shermie Shock
236236B
Shermie shermie_236236b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236236B
236236B Shermie Shock | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
180 | N/A | ADV | 13 | 6 | 32 (12 on ground) | HKD (+66) | N/A | Full Body: 1 to 18 (18 Frames) | 0 | - |
236236BD
Shermie shermie_236236bd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236236BD
236236BD Shermie Shock | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
330 | N/A | - | 9 | 6 | 34 (12 on ground) | HKD (+66) | N/A | Full Body: 1 to 14 (14 Frames) | 0 | - |
Shermie Carnival
Shermie Carnival
Shermie shermie_4123641236p | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
4123641236A/C
4123641236A/C Shermie Carnival | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
200 (50+50+100) | N/A | advanced, climax | 3 | 4 | 37 | HKD (+51) | Unblockbale | Full Body: 1 to 6 (6 Frames) | 0 | - |
Shermie Carnival
Shermie shermie_4123641236ac | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
4123641236AC
4123641236AC Shermie Carnival | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
350 (30+30+30+30+180+50) | N/A | climax | 1 | 4 | 58 | HKD (+30) | Unblockbale | Full Body: 1 to 4 (4 Frames) | 0 | - |
Climax super
2141236CD
Shermie shermie_2141236cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2141236CD
2141236CD Shermie Exposition | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
430 (40+40+350) Min:240 | N/A | - | 8 | 20 | 55 (37 on ground) | HKD (+16) | N/A | Full Body: 1 to 27 (27 Frames) | 0 | - |