-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters 2002 UM/Shermie: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Macrobeast (talk | contribs)
No edit summary
Line 2: Line 2:
==Movelist==
==Movelist==
[[File:Kof02ummovelistshermie.png]]
[[File:Kof02ummovelistshermie.png]]
===Normals===
'''Standing'''
* st. A is a cancel-able slap that covers a distance in front of her face. Good for stopping incoming hops. Whiffs on crouching opponents except for Goro, Maxima and Chang. Whiffs up-close on standing characters such as Chin, Hinako, & Choi. Can be chained into cr. A, st. B, and cr. B.
* st. B is a 2-hit special and super cancel-able side kick. Both hits are cancel-able. Moves Shermie forward a bit.
* st. C is a double palm attack that moves Shermie forward. Not cancel-able.
* st. D is roundhouse kick can be used to pre-emptively stop incoming hops but it is not cancel-able. It can also whiff on many characters while crouching.
'''Close'''
* cl. C is special and super cancel-able, and can be cancel-ed into her command normals (f+A, f+B).
'''Crouching'''
* cr. A is a crouching slap that can be chained into st.A, st.B, cr. B and her command normals
* cr. B: Shermie lays on the ground on her side to kick the opponent near their ankles. She can duck & evade many mid-air projectiles except very low fireball's such as Bao's light punch Psycho Ball (qcb+A) and ground skimming fireballs such as Iori's or Kusanagi's qcf+A. This kick also moves Shermie forward slightly
* cr. C: This cancel-able uppercut looks like Shermie is doing a volleyball bump (or pass). She moves backward slightly. Can be used as a grounded anti-air, and has a decent amount of attack range in front of her.
* cr. D is a sweep that is not cancel-able. Can evade mid-air projectiles but not as reliably as cr. B.
'''Jumping'''
* jumping B/C/D can all cross-up the opponent
* j. C can be used as a jump-in attack to start combos
* Neutral jump D is a horizontal drop kick that is good for stopping incoming jumps or super jumps
* j. D has good horizontal range and can be used as a jump-in attack
'''Blowback'''
* Stand CD: Shermie aims a kick at the opponent's head. Moves Shermie forward a bit and is whiff cancel-able
* j.CD can be use similar to her neutral jump D as an air-to-air. Can be low profiled by the opponent's crouching light kick or sweep if improperly timed.
==Throws==
==Throws==
Shermie Flash Original - b/f + C
Shermie Flash Original - b/f + C
Line 9: Line 39:


==Command Moves==
==Command Moves==
Busty Suplex - f + A
'''Busty Suplex''' - (f + A)
 
* Shermie throws her bosom towards the opponent to set them up for a suplex throw. Shermie recovers and stands up at the same time the opponent stands up.
 
* Has slow start-up, short activation range and is very unsafe if blocked
 
 
'''Shermie Stand''' - (f + B)
 
* Shermie slowly flip kicks on the ground towards the opponent
 
* Hits overhead


Shermie Stand - f + B
* Can be cancelled into but loses the overhead property





Revision as of 03:40, 11 August 2015

Movelist

Normals

Standing

  • st. A is a cancel-able slap that covers a distance in front of her face. Good for stopping incoming hops. Whiffs on crouching opponents except for Goro, Maxima and Chang. Whiffs up-close on standing characters such as Chin, Hinako, & Choi. Can be chained into cr. A, st. B, and cr. B.
  • st. B is a 2-hit special and super cancel-able side kick. Both hits are cancel-able. Moves Shermie forward a bit.
  • st. C is a double palm attack that moves Shermie forward. Not cancel-able.
  • st. D is roundhouse kick can be used to pre-emptively stop incoming hops but it is not cancel-able. It can also whiff on many characters while crouching.

Close

  • cl. C is special and super cancel-able, and can be cancel-ed into her command normals (f+A, f+B).


Crouching

  • cr. A is a crouching slap that can be chained into st.A, st.B, cr. B and her command normals
  • cr. B: Shermie lays on the ground on her side to kick the opponent near their ankles. She can duck & evade many mid-air projectiles except very low fireball's such as Bao's light punch Psycho Ball (qcb+A) and ground skimming fireballs such as Iori's or Kusanagi's qcf+A. This kick also moves Shermie forward slightly
  • cr. C: This cancel-able uppercut looks like Shermie is doing a volleyball bump (or pass). She moves backward slightly. Can be used as a grounded anti-air, and has a decent amount of attack range in front of her.
  • cr. D is a sweep that is not cancel-able. Can evade mid-air projectiles but not as reliably as cr. B.

Jumping

  • jumping B/C/D can all cross-up the opponent
  • j. C can be used as a jump-in attack to start combos
  • Neutral jump D is a horizontal drop kick that is good for stopping incoming jumps or super jumps
  • j. D has good horizontal range and can be used as a jump-in attack

Blowback

  • Stand CD: Shermie aims a kick at the opponent's head. Moves Shermie forward a bit and is whiff cancel-able
  • j.CD can be use similar to her neutral jump D as an air-to-air. Can be low profiled by the opponent's crouching light kick or sweep if improperly timed.

Throws

Shermie Flash Original - b/f + C

Front Flash - b/f + D


Command Moves

Busty Suplex - (f + A)

  • Shermie throws her bosom towards the opponent to set them up for a suplex throw. Shermie recovers and stands up at the same time the opponent stands up.
  • Has slow start-up, short activation range and is very unsafe if blocked


Shermie Stand - (f + B)

  • Shermie slowly flip kicks on the ground towards the opponent
  • Hits overhead
  • Can be cancelled into but loses the overhead property


Special Moves

Shermie Clutch - (dp + B/D)

  • Shermie twists her body through the air at the opponent, prepared to grab them.
  • if succesfull, in both versions Shermie grabs the opponent and spins them to the ground causing hard knockdown.
  • B version has a hop-like arc and quicker startup
  • B version if useful in catching opponent hops or the downward arc of longer empty jumps.
  • B version will whiff under the opponent on the highest parts of their normal and hyper jumps
  • D version has a normal jump like arc and slower startup
  • D version is good for meeting or anticipating opponent's aerial movement
  • D version will whiff on opponent hops except at their highest point.
  • both versions only work on aerial opponents
  • both versions are easily countered by fast air to air normals

Shermie Spiral - (hcf + A/C)

  • Shermie grabs the opponent, twists her legs around their head and throws them to the ground.
  • causes a hard knockdown
  • grabs mid (so works on standing or crouching opponents)
  • on hit, throws the opponent 1/2 the screen away toward the way they were facing, leaving Shermie on the opposite side she started the move.
  • can combo into the command grab in a variety of ways (cl.A, cl.A, hcf+A/C or cl.C, hcf+A/C or cl.C, f+B, hcb + A/C etc..)
  • if you are not in range to land the command grab Shermie will throw out her arm causing a whiff animation

Shermie Whip - (qcb + A/C)


Shermie Cute - (during special move body toss, qcf + B/D


Diamond Dust - (hcf + B/D)


Axle Spin Kick - (qcb + B/D)


F. Captured - (hcb, f + A/C)


Evasive Move - (ABC)

> Evasive Attack - during Evasive move, A/B/C/D

Desperation Moves

Shermie Flash - hcb x 2 + A/C

Shermie Carnival - hcf x 2 + A/C


Super Desperation Moves

Shermie Flash - hcb x 2 + AC

Shermie Carnival - hcf x 2 + AC


HSDM

Lightning Leg Lariat - qcf x 2 + BD


Discussion Threads

Discuss at Dream Cancel


Navigation

The King of Fighters 2002 Unlimited Match
System

FAQControlsMovementOffenseDefenseGaugesAdvanced StrategyMiscellaneous

Characters
Bosses