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The King of Fighters XV/Shermie/Data: Difference between revisions

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AmedoS310 (talk | contribs)
EMRaistlin (talk | contribs)
m added raw dmg before DR
 
(58 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    = XV_shermie_cla.png
| 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      = +4
| hitadv      = +5
| blockadv    = +2
| 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      = XV_shermie_clb_ima.png, XV_shermie_fb_ima.png
| images      = XV_shermie_fb_ima.png, XV_shermie_clb_ima.png
| hitboxes    = XV_shermie_clb.png
| 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    = 6
| startup    = 8
| active      = 4 (4) 4
| active      = 2 (6) 2
| recovery    =  
| recovery    = 16
| hitadv      = +1
| hitadv      = -3
| blockadv    = -1
| 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    = XV_shermie_clc.png
| 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    = XV_shermie_cld.png
| 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    = XV_shermie_fa.png
| 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      = XV_shermie_clb_ima.png, XV_shermie_fb_ima.png
| images      = XV_shermie_fb_ima.png, XV_shermie_clb_ima.png
| hitboxes    = XV_shermie_fb.png
| 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    = 6
| startup    = 8
| active      = 4 (4) 4
| active      = 2 (6) 2
| recovery    =  
| recovery    = 16
| hitadv      = +1
| hitadv      = -3
| blockadv    = -1
| 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    = XV_shermie_fc.png
| 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      = 2
| 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    = XV_shermie_fd.png
| 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    = XV_shermie_2a.png
| 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    = XV_shermie_2b.png
| 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    = XV_shermie_2c.png
| hitboxes    = XV_shermie_2c_hb.png, XV_shermie_2c2_hb.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      = command
| cancel      = command
| startup    = 5
| 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    = XV_shermie_2d.png
| 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 (+28)
| hitadv      = KND (+24)
| blockadv    = -2
| 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    = XV_shermie_ha.png
| 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    = XV_shermie_ja.png
| 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    = (Until Landing) + 1
| 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    = XV_shermie_hb.png
| 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    = (Until Landing) + 1
| 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    = XV_shermie_jb.png
| 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    = (Until Landing) + 1
| 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    = XV_shermie_hc.png
| 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    = (Until Landing) + 1
| 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    = XV_shermie_jc.png
| 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    = (Until Landing) + 1
| 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    = XV_shermie_hd.png
| 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    = (Until Landing) + 1
| 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    = XV_shermie_jd.png
| 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    = (Until Landing) + 1
| 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    = XV_shermie_njd.png
| 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    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 484: Line 484:
| orderId    = 1
| orderId    = 1
| input      = 6B
| input      = 6B
| images      = XV_shermie_6b_2_ima.png, XV_shermie_6b_1_ima.png
| images      = XV_shermie_6b_1_ima.png, XV_shermie_6b_2_ima.png
| hitboxes    = XV_shermie_6b.png
| hitboxes    = XV_shermie_6b1_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
Line 491: Line 491:
| startup    = 23
| startup    = 23
| active      = 5
| 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    = XV_shermie_6b_cancel.png
| hitboxes    = XV_shermie_6b2_hb.png, XV_shermie_6b3_hb.png
| damage      = 70 (50+20)
| damage      = 70 (50+20)
| guard      = Mid
| guard      = Mid
Line 513: Line 513:
| startup    = 17
| startup    = 17
| active      = 4 (2) 5
| 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    = XV_shermie_cd.png
| hitboxes    = XV_shermie_cd_hb.png
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
Line 533: Line 533:
| startup    = 11
| startup    = 11
| active      = 8
| 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    = XV_shermie_236cd.png
| hitboxes    = XV_shermie_236cd_hb.png, XV_shermie_236cd2_hb.png
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
Line 552: Line 552:
| startup    = 15
| startup    = 15
| active      = 6
| 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    = XV_shermie_hcd.png
| hitboxes    = XV_shermie_hcd_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 13
| startup    = 13
| active      = 9
| active      = 5
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      = SKD
| hitadv      = SKD
| blockadv    =  
| blockadv    =  
Line 590: Line 610:
| input      = j.CD
| input      = j.CD
| images      = XV_shermie_jcd_ima.png
| images      = XV_shermie_jcd_ima.png
| hitboxes    = XV_shermie_jcd.png
| hitboxes    = XV_shermie_jcd_hb.png
| damage      = 90
| damage      = 90
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 13
| startup    = 13
| active      = 5
| active      = 9
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      = SKD
| hitadv      = SKD
| blockadv    =  
| blockadv    =  
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    = XV_shermie_cthrow.png
| hitboxes    = XV_shermie_cthrow_hb.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
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    = XV_shermie_dthrow.png
| hitboxes    = XV_shermie_dthrow_hb.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
Line 653: Line 673:
| input      = 41236A
| input      = 41236A
| images      = XV_shermie_41236a_ima.png
| images      = XV_shermie_41236a_ima.png
| hitboxes    = XV_shermie_41236a.png
| hitboxes    = XV_shermie_41236a_hb.png
| damage      = 140
| damage      = 140
| guard      = N/A
| guard      = N/A
Line 659: Line 679:
| startup    = 1
| startup    = 1
| active      = 1
| active      = 1
| recovery    =  
| recovery    = 39
| hitadv      = HKD (+51)
| hitadv      = HKD (+51)
| blockadv    = Unblockable
| blockadv    = Unblockable
Line 675: Line 695:
| input      = 41236C
| input      = 41236C
| images      = XV_shermie_41236c_ima.png
| images      = XV_shermie_41236c_ima.png
| hitboxes    = XV_shermie_41236c.png
| hitboxes    = XV_shermie_41236a_hb.png
| damage      = 140
| damage      = 140
| guard      = N/A
| guard      = N/A
Line 681: Line 701:
| startup    = 1
| startup    = 1
| active      = 1
| active      = 1
| recovery    =  
| recovery    = 39
| hitadv      = HKD (+51)
| hitadv      = HKD (+51)
| blockadv    = Unblockable
| blockadv    = Unblockable
Line 697: Line 717:
| input      = 41236AC
| input      = 41236AC
| images      = XV_shermie_41236c_ima.png
| images      = XV_shermie_41236c_ima.png
| hitboxes    = XV_shermie_41236ac.png
| hitboxes    = XV_shermie_41236ac_hb.png
| damage      = 120
| damage      = 120
| guard      = N/A
| guard      = N/A
Line 703: Line 723:
| startup    = 1
| startup    = 1
| active      = 1
| active      = 1
| recovery    =  
| recovery    = 39
| hitadv      = HKD (+38)
| hitadv      = HKD (+38)
| blockadv    = Unblockable
| blockadv    = Unblockable
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    = XV_shermie_41236p_236k.png
| hitboxes    = XV_shermie_cute_hb.png
| damage      = 30
| damage      = 30
| guard      = N/A
| guard      = N/A
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    = XV_shermie_41236ac_236k.png
| hitboxes    = XV_shermie_cute_hb.png
| damage      = 25
| damage      = 25 (30)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
Line 765: Line 785:
| input      = 214A
| input      = 214A
| images      = XV_shermie_214a_ima.png
| images      = XV_shermie_214a_ima.png
| hitboxes    = XV_shermie_214a.png
| hitboxes    = XV_shermie_214a_hb.png
| damage      = 133 (20+50+70)
| damage      = 140 (40+50+50)
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 6
| startup    = 6
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 75
| hitadv      = HKD (+33)
| hitadv      = HKD (+33)
| blockadv    = -66
| blockadv    = -66
Line 787: Line 807:
| input      = 214C
| input      = 214C
| images      = XV_shermie_214a_ima.png
| images      = XV_shermie_214a_ima.png
| hitboxes    = XV_shermie_214c.png
| hitboxes    = XV_shermie_214c_hb.png
| damage      = 133 (20+50+70)
| damage      = 140 (40+50+50)
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 13
| startup    = 13
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 68
| hitadv      = HKD (+33)
| hitadv      = HKD (+33)
| blockadv    = -59
| blockadv    = -59
Line 809: Line 829:
| input      = 214AC
| input      = 214AC
| images      = XV_shermie_214a_ima.png
| images      = XV_shermie_214a_ima.png
| hitboxes    = XV_shermie_214ac.png
| hitboxes    = XV_shermie_214ac_hb.png
| damage      = 180 (20+50+50+70)
| damage      = 170 (20+50+50+50)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 51
| hitadv      = HKD (+23)
| hitadv      = HKD (+23)
| blockadv    = -36
| blockadv    = -36
Line 821: Line 841:
| 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    = XV_shermie_623b.png
| hitboxes    = XV_shermie_623b_hb.png
| damage      = 120
| damage      = 120
| guard      = Mid
| guard      = Mid
Line 838: Line 903:
| startup    = 8
| startup    = 8
| active      = 10
| active      = 10
| recovery    =  
| recovery    = 48 (35 on ground)
| hitadv      = HKD (+33)
| hitadv      = HKD (+51)
| blockadv    = N/A
| blockadv    = N/A
| invul      = Full body against non-projectile air moves: 1 to 14 (14 frames)
| 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    = XV_shermie_623d.png
| hitboxes    = XV_shermie_623d_hb.png, XV_shermie_623d2_hb.png
| damage      = 120
| damage      = 140
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 13
| startup    = 13
| active      = 18
| active      = 18
| recovery    =  
| recovery    = 43 (35 on ground)
| hitadv      = HKD (+33)
| 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      = XV_shermie_623b_ima.png
| images      = XV_shermie_623bd_ima.png
| hitboxes    = XV_shermie_623bd.png
| hitboxes    = XV_shermie_623bd_hb.png
| damage      = 130
| damage      = 130
| guard      = Mid
| guard      = Mid
Line 882: Line 947:
| startup    = 6
| startup    = 6
| active      = 10
| active      = 10
| recovery    =  
| recovery    = 62 (35 on ground)
| hitadv      = HKD (+33)
| hitadv      = HKD (+33)
| blockadv    = N/A
| blockadv    = N/A
| invul      = Full body against non-projectile air moves: 1 to 12 (12 frames)
| 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    = XV_shermie_623k_236k.png
| hitboxes    = XV_shermie_cute_hb.png
| damage      = 30
| damage      = 30
| guard      = N/A
| guard      = N/A
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    = XV_shermie_623bd236k.png
| hitboxes    = XV_shermie_cute_hb.png
| damage      = 30
| damage      = 30
| guard      = N/A
| guard      = N/A
Line 944: Line 1,009:
| input      = 41236B
| input      = 41236B
| images      = XV_shermie_41236b_ima.png
| images      = XV_shermie_41236b_ima.png
| hitboxes    = XV_shermie_41236b.png
| hitboxes    = XV_shermie_41236b_hb.png, XV_shermie_41236b2_hb.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
Line 950: Line 1,015:
| startup    = 11
| startup    = 11
| active      = 6
| active      = 6
| recovery    =  
| recovery    = 37
| hitadv      = HKD (+52)
| hitadv      = HKD (+52)
| blockadv    = Unblockable
| blockadv    = Unblockable
Line 966: Line 1,031:
| input      = 41236D
| input      = 41236D
| images      = XV_shermie_41236b_ima.png
| images      = XV_shermie_41236b_ima.png
| hitboxes    = XV_shermie_41236d.png
| hitboxes    = XV_shermie_41236b_hb.png, XV_shermie_41236b2_hb.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
Line 972: Line 1,037:
| startup    = 16
| startup    = 16
| active      = 6
| active      = 6
| recovery    =  
| recovery    = 37
| hitadv      = HKD (+52)
| hitadv      = HKD (+52)
| blockadv    = Unblockable
| blockadv    = Unblockable
Line 987: Line 1,052:
| orderId    = 3
| orderId    = 3
| input      = 41236BD
| input      = 41236BD
| images      = XV_shermie_41236b_ima.png
| images      = XV_shermie_41236bd_ima.png
| hitboxes    = XV_shermie_41236bd.png
| hitboxes    = XV_shermie_41236bd_hb.png, XV_shermie_41236bd2_hb.png
| damage      = 140
| damage      = 140
| guard      = N/A
| guard      = N/A
Line 994: Line 1,059:
| startup    = 11
| startup    = 11
| active      = 6
| active      = 6
| recovery    =  
| recovery    = 37
| hitadv      = HKD (+52)
| hitadv      = HKD (+52)
| blockadv    = Unblockable
| 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    = XV_shermie_214b.png
| hitboxes    = XV_shermie_214b_hb.png, XV_shermie_214b2_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
Line 1,017: Line 1,082:
| startup    = 26
| startup    = 26
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 19
| hitadv      = SKD (+37)
| hitadv      = SKD (+37)
| blockadv    = -3
| blockadv    = -3
| invul      = Full Body Projectile: 6 to 23 (18 frames)
| 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    = XV_shermie_214d.png
| hitboxes    = XV_shermie_214b_hb.png, XV_shermie_214b2_hb.png
| damage      = 100
| damage      = 100
| guard      = Mid
| guard      = Mid
Line 1,039: Line 1,104:
| startup    = 36
| startup    = 36
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 10
| hitadv      = SKD (+41)
| hitadv      = SKD (+41)
| blockadv    = 2
| blockadv    = 2
| invul      = Full Body Projectile: 6 to 33 (28 frames)
| 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    = XV_shermie_214bd.png
| 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    = 6,3
| startup    = 6
| active      = 9 (11) 3
| 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    = XV_shermie_236236b.png
| 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      = KND (+66)
| 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      = XV_shermie_236236k_ima.png
| images      = XV_shermie_236236bd_ima.png
| hitboxes    = XV_shermie_236236bd.png
| 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      = KND (+66)
| 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    = XV_shermie_4123641236p.png
| 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      = KND (+36)
| hitadv      = HKD (+51)
| blockadv    = N/A
| 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      = XV_shermie_4123641236p_ima.png
| images      = XV_shermie_4123641236ac_ima.png
| hitboxes    = XV_shermie_4123641236ac.png
| 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      = KND (+15)
| hitadv      = HKD (+30)
| blockadv    = N/A
| 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    = XV_shermie_2141236cd.png
| 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      = KND (+16)
| 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

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand437+5+3-3060


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 doneGuard DamageDamage done to the guard bar when blocked
30 (15+15)Midspecial(1)/super(2)82 (6) 216-3-5-30 (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 doneGuard DamageDamage done to the guard bar when blocked
70Midcommand53180-2-70120


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 doneGuard DamageDamage done to the guard bar when blocked
80Midcommand74170-2Full Body Throw: 5 to 10 (6 Frames) / Low Attack Strike Invincible: 5 to 10 (6 Frames)70120


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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand6414-3-5-3060


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 doneGuard DamageDamage done to the guard bar when blocked
30 (15+15)Midspecial(1)/super(2)82 (6) 216-3-5-30 (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 doneGuard DamageDamage done to the guard bar when blocked
70Midsuper113180-2-70120


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 doneGuard DamageDamage done to the guard bar when blocked
80Midsuper8523-7~-6-9~-8-70120


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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand446+5+3-3060


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 doneGuard DamageDamage done to the guard bar when blocked
15Lowspecial549+20-1530


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 doneGuard DamageDamage done to the guard bar when blocked
70Midcommand7518-2-4-70120


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 doneGuard DamageDamage done to the guard bar when blocked
80Lowspecial9421KND (+24)-6-70120


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 doneGuard DamageDamage done to the guard bar when blocked
40High-57(Until Landing) + 1---3050


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 doneGuard DamageDamage done to the guard bar when blocked
45High-571 on ground---3060


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 doneGuard DamageDamage done to the guard bar when blocked
40High-5111 on ground---3050


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 doneGuard DamageDamage done to the guard bar when blocked
45High-5111 on ground---3060


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 doneGuard DamageDamage done to the guard bar when blocked
70High-861 on ground---70100


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 doneGuard DamageDamage done to the guard bar when blocked
70High-861 on ground---70120


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 doneGuard DamageDamage done to the guard bar when blocked
70High-791 on ground---70100


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 doneGuard DamageDamage done to the guard bar when blocked
70High-791 on ground---70120



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 doneGuard DamageDamage done to the guard bar when blocked
70High-791 on ground---70120


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 doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)Mid-4,53--6-8-30120 (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 doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)Mid-4,5,133--2-4-30180 (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 doneGuard DamageDamage done to the guard bar when blocked
70Highsuper23516-0-2-80110


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 doneGuard DamageDamage done to the guard bar when blocked
70 (50+20)Midspecial174 (2) 5160-2-40 (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 doneGuard DamageDamage done to the guard bar when blocked
75Midspecial11817Splat (+75~+91)+1-100160


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 doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple (+93)-10Full Body Armor: 4 to 14 (11 frames)0200


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 doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150



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 doneGuard DamageDamage done to the guard bar when blocked
80Mid-1351 on groundSKD--80120


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 doneGuard DamageDamage done to the guard bar when blocked
90Mid-1391 on groundSKD--80140


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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (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 doneGuard DamageDamage done to the guard bar when blocked
140N/A-1139HKD (+51)UnblockableFull 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 doneGuard DamageDamage done to the guard bar when blocked
140N/A-1139HKD (+51)UnblockableFull 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 doneGuard DamageDamage done to the guard bar when blocked
120N/A-1139HKD (+38)UnblockableFull 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 doneGuard DamageDamage done to the guard bar when blocked
30N/A-163-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 doneGuard DamageDamage done to the guard bar when blocked
25 (30)N/A-163-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 doneGuard DamageDamage done to the guard bar when blocked
140 (40+50+50)Midsuper6475HKD (+33)-66-00


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 doneGuard DamageDamage done to the guard bar when blocked
140 (40+50+50)Midsuper13468HKD (+33)-59Full body against non-projectile ground moves: 1 to 14 (14 frames)00


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 doneGuard DamageDamage done to the guard bar when blocked
170 (20+50+50+50)Mid-6451HKD (+23)-36Full body against non-projectile ground moves: 1 to 7 (7 frames)00


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 doneGuard DamageDamage done to the guard bar when blocked
30N/A-163-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 doneGuard DamageDamage done to the guard bar when blocked
30N/A-163-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 doneGuard DamageDamage done to the guard bar when blocked
120Midsuper81048 (35 on ground)HKD (+51)N/AFull 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 doneGuard DamageDamage done to the guard bar when blocked
140Midsuper131843 (35 on ground)HKD (+51)N/AFull 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 doneGuard DamageDamage done to the guard bar when blocked
130Mid-61062 (35 on ground)HKD (+33)N/AFull 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 doneGuard DamageDamage done to the guard bar when blocked
30N/A-163-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 doneGuard DamageDamage done to the guard bar when blocked
30N/A-163-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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-11637HKD (+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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-16637HKD (+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 doneGuard DamageDamage done to the guard bar when blocked
140N/A-11637HKD (+52)UnblockableLow Physical Attack: 8 to 26 (19 Frames) - Only during proximity box detection0-


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 doneGuard DamageDamage done to the guard bar when blocked
80Midsuper26319SKD (+37)-3Projectile Invincibility: 6 to 23 (18 frames)6080


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 doneGuard DamageDamage done to the guard bar when blocked
100Midsuper36310SKD (+41)2Projectile Invincibility: 6 to 33 (28 frames)6080


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 doneGuard DamageDamage done to the guard bar when blocked
120 (40+80)Mid-69 (11) 318Juggle (+45)-8-0100 (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 doneGuard DamageDamage done to the guard bar when blocked
180N/AADV13632 (12 on ground)HKD (+66)N/AFull 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 doneGuard DamageDamage done to the guard bar when blocked
330N/A-9634 (12 on ground)HKD (+66)N/AFull 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 doneGuard DamageDamage done to the guard bar when blocked
200 (50+50+100)N/Aadvanced, climax3437HKD (+51)UnblockbaleFull 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 doneGuard DamageDamage done to the guard bar when blocked
350 (30+30+30+30+180+50)N/Aclimax1458HKD (+30)UnblockbaleFull 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 doneGuard DamageDamage done to the guard bar when blocked
430 (40+40+350) Min:240N/A-82055 (37 on ground)HKD (+16)N/AFull Body: 1 to 27 (27 Frames)0-