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

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*the motion and button press has a large opportunity of input during the finishing move of each throw that it can follow, both early and late inputs register.
*the motion and button press has a large opportunity of input during the finishing move of each throw that it can follow, both early and late inputs register.
*Allows Shermie to stay in command throw range
*Allows Shermie to stay in command throw range
*NOT doing the follow up allows for doing okizeme options like j.C crossup or jumping into command throw




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*Shermie bends slightly taunting her opponent to attack, then sending them behind her in a suplex
*Shermie bends slightly taunting her opponent to attack, then sending them behind her in a suplex
*counter move that will grab standing and crouching mids
*counter move that will grab standing and crouching mids
*the move itself is can be easily countered by lows and jumping attacks. It can counter some  character specific sweeps that hit higher (EX Iori, Chris, Terry etc)  
*the move itself is can be easily countered by lows and jumping attacks. It can counter some  character specific sweeps that hit higher (example: Iori, Chris, Terry etc)  
*Shermie will throw the opponent about 3/4 of the screen behind her if she lands the counter
*Shermie will throw the opponent about 3/4 of the screen behind her if she lands the counter
*the counter has a fairly sizable amount of active frames in which the counter can grab an opponent
*the counter has a fairly sizable amount of active frames in which the counter can grab an opponent
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*slight chance you can go into BC mode due to closeness of input, but that can be mitigated by press A slightly before the other buttons
*slight chance you can go into BC mode due to closeness of input, but that can be mitigated by press A slightly before the other buttons


> '''Evasive Attack''' - during Evasive move, A/B/C/D
::'''Evasive Attack''' - during Evasive move, A/B/C/D
*Shermie comes out the Evasive Move with a side kick
::*Shermie comes out the Evasive Move with a side kick
*all buttons produce the same side kick
::*all buttons produce the same side kick
*if the kick lands you can follow up with a full combo
::*if the kick lands you can follow up with a full combo
*good to throw the opponent off guard by canceling the Evasive Move at range with the kick, which is an effective footsie tool
::*good to throw the opponent off guard by canceling the Evasive Move at range with the kick, which is an effective footsie tool
*the side kick is negative on block
::*the side kick is negative on block
*Evasive Attack is super cancelable on hit
::*Evasive Attack is super cancel-able on hit


==Desperation Moves==
==Desperation Moves==

Revision as of 23:20, 21 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)

  • Shermie grabs the opponent to German Suplex them. They land 1/2 screen distance away from Shermie. Shermie and the opponent wakes up and recovers at the same time as the opponent.
  • Hard knockdown
  • Can be broken

Front Flash - (b/f + D)

  • Shermie grabs the opponent by the waist to throw them across the screen. They land at the edge of the corner of the screen.
  • Soft knockdown
  • Can be broken

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
  • can follow up with her Shermie Cute move

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
  • counts as an unblockable command grab
  • 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 moving Shermie slightly forward.
  • can follow up with her Shermie Cute follow up move

Shermie Whip - (qcb + A/C)

  • Shermie cartwheels, locking the opponent with her legs and sending them for a ride
  • causes hard knockdown
  • can be blocked unlike her other command grabs
  • grabs mid (so works on standing or crouching opponents)
  • can grab opponents out of the air at hop heights and the downward arc of normal jumps.
  • throws the opponent all the way to the other side of the screen
  • can follow up with her Shermie Cute move

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

  • Shermie runs to the place where she just threw her opponent and stomps them while down.
  • causes hard knockdown
  • this move allows Shermie to stay on top of the opponent after she flings them around the stage
  • the motion and button press has a large opportunity of input during the finishing move of each throw that it can follow, both early and late inputs register.
  • Allows Shermie to stay in command throw range


Diamond Dust - (hcf + B/D)

  • Shermie runs to the opponent, grabs them around the neck and smashes them into the ground
  • causes soft knockdown
  • counts as an unblockable command grab
  • grabs mid so can grab standing and crouching opponents
  • both versions can be countered during the run animations by lows, mids and highs
  • both versions will track to the opponents position within their range limits
  • B version covers slightly less distance across the screen
  • unlike her other command throws will totally whiff on aerial opponents at all heights
  • great as a punisher against whiffed moves


Axle Spin Kick - (qcb + B/D)

  • Shermie pirouettes through the air landing a boot to the opponent's face
  • causes soft knockdown
  • counts as an overhead and will land on opponents guarding low
  • B version goes a shorter distance and is slightly slower
  • B version is slightly negative on block, though it can be spaced to minimize that
  • D version travels about half screen and is faster than B version
  • D version is very negative on block
  • the move technically could be used air-to-air as its hitbox will strike aerial opponents, but not her best air option
  • good move to catch the opponent off guard while they are crouch blocking


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

  • Shermie bends slightly taunting her opponent to attack, then sending them behind her in a suplex
  • counter move that will grab standing and crouching mids
  • the move itself is can be easily countered by lows and jumping attacks. It can counter some character specific sweeps that hit higher (example: Iori, Chris, Terry etc)
  • Shermie will throw the opponent about 3/4 of the screen behind her if she lands the counter
  • the counter has a fairly sizable amount of active frames in which the counter can grab an opponent


Evasive Move - (ABC)

  • Shermie pushes the hair back behind her ear and slickly dodges the next move
  • similar to the AB dodge move in 98UMFE's EXTRA mode that replaced the roll
  • it will dodge mid and low attacks as well as jump-ins if timed well
  • Shermie can be thrown out of Evasive Move
  • Shermie can only end Evasive Move quickly by using Evasive Attack, otherwise the entire move must finish.
  • really great to bait an opponent up close, allowing you to follow up with a command throw or combo
  • slight chance you can go into BC mode due to closeness of input, but that can be mitigated by press A slightly before the other buttons
Evasive Attack - during Evasive move, A/B/C/D
  • Shermie comes out the Evasive Move with a side kick
  • all buttons produce the same side kick
  • if the kick lands you can follow up with a full combo
  • good to throw the opponent off guard by canceling the Evasive Move at range with the kick, which is an effective footsie tool
  • the side kick is negative on block
  • Evasive Attack is super cancel-able on hit

Desperation Moves

Shermie Flash - hcb x 2 + A/C

  • Shermie cartwheels on top of the opponent and proceeds to crush them in a suplex
  • unblockable command grab super
  • grabs mid, so will grab crouching and standing opponents
  • causes hard knockdown
  • the range of the throw is roughly a full character distance away from the opponent
  • has a small amount of upper body invincibility to grab through a mid attack
  • the move itself hops over lows, but leaves you vulnerable on whiff

Shermie Carnival - hcf x 2 + A/C

  • Shermie reaches to the sky ¥, grabs the opponent and does a series of suplexes tossing them across the screen
  • unblockable command grab super
  • grabs mid, so will grab crouching and standing opponents
  • causes hard knockdown
  • the range of the throw is slightly larger her Shermie Flash super
  • has a small amount of upper body invincibility to grab through a mid attack, but lacks lower body invuln and can be countered by sweep etc.

Super Desperation Moves

Shermie Flash - hcb x 2 + AC

  • Shermie cartwheels on top of the opponent and proceeds to crush them in a suplex, grinding them into the ground
  • EX version of Shermie Flash, that adds hits and more damage to the super
  • unblockable command grab super
  • grabs mid, so will grab crouching and standing opponents
  • causes hard knockdown
  • the range of the throw is roughly a full character distance away from the opponent
  • has a small amount of upper body invincibility to grab through a mid attack
  • the move itself hops over lows, but leaves you vulnerable on whiff


Shermie Carnival - hcf x 2 + AC

  • Shermie reaches to the sky ¥, grabs the opponent and does a series of suplexes tossing them across the screen then catching them with her legs mid air
  • EX version of Shemie Carnival that adds hits and damage
  • leaves Shermie slightly closer to the opponent than the regular version of the move
  • unblockable command grab super
  • grabs mid, so will grab crouching and standing opponents
  • causes hard knockdown
  • the range of the throw is slightly larger her Shermie Flash super
  • has a small amount of upper body invincibility to grab through a mid attack, but lacks lower body invuln and can be countered by sweep etc.

HSDM

Lightning Leg Lariat - qcf x 2 + BD

  • Shermie runs in like her Diamond Dust move, grabs the opponent spinning them around and following up with a crushing flying knee
  • counts as an unblockable command grab
  • causes hard knockdown
  • the flying knee leaves Shermie right next to the opponent for okizeme options
  • the move tracks to the opponent and will land from about 1/2 screen or whiff at the distance of the opponents position
  • highest damaging whiff punish if you have the meter and are in Red health

Discussion Threads

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