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NeoGeo Battle Coliseum/Shermie: Difference between revisions

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'''Close'''
'''Close'''
*  
* cl. A/B/C/D are cancel-able.
*  
* cl. A can chain into itself.
* cl. B hits twice.


'''Standing'''
'''Standing'''
*  
* st. C is slow.


'''Crouching'''
'''Crouching'''
*  
* cr. A/B/C are cancel-able.
*  
* cr. A can chain into itself.


'''Jumping'''
'''Jumping'''
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'''Blowback Attack'''
'''Blowback Attack'''
Pressing the E button while blocking will allow (name) to do counter with (description), and he will then tag out.
Pressing the E button while blocking will allow Shermie to do counter, and he will then tag out.




==Throw==
==Throw==
name: b/f + CD  
Front Suplex: b/f + CD  
*Can be broken.  
*Can be broken. Normal Knockdown.




==Command Moves==
==Command Moves==
name:   
Shermie Stand: f + B  
* description
* This move is both cancel-able and can hit twice.
 
Baku New Suplex: f + C
*
 
Shermie Kick: f + D
*
 


==Special Moves==  
==Special Moves==  
Name1:  
Shermie Spiral: (in close) hcf + A/C
* description
*  
    
    
Name2:  
Diamond Bust: hcf + B/D
* description
*  


Name3:  
Shermie Clutch: dp + B/D
* description
*  


Axle Spin Kick: qcb + B/D
*
Air Spin Kick: (in the air) qcb + B/D
* Unfortunately, this isn't the same as Orochi Shermie's lightning version.
Shermie Whip: qcb + A/C, then qcb + A/C for an extra attack
* When doing this move, the 2nd input might have to be reversed in order to get the second hit.
Shermie Catch: dp + A/C
*
Tsuika Nage: hcb + A/C
*
Hold: hcb + A/C ~ A/C
*
Shermie Cute: (Input either 'Shermie Spiral' or 'Shermie Whip') then qcf + B/D
*


==Desperation Moves==
==Desperation Moves==
DM1:  
Thunder Leg Lariat: qcf, qcf + B/D
* description
*  


DM2:  
Shermie Carnival: (close) hcf, hcf + A/C, then dp + B/D for an extra hit
* description
*
 
==A/D Assault==
Shermie does not have any A/D Assaults.


DM3:
* description


==General Strategy==
==General Strategy==
*
* '''Shermie NGBC Primer Part I(by Dark Geese)''':
** Shermie has two Orochi moves and the rest regular. -Her Ultimate Juggle is her qcfx2 k super. -Best to start combos off a cr.b or close st. b (2 hits) Both of these link into f+b -Decent anti airs for Shermie are Cr.C, f+d, qcb+p,dp+k. -She has a crossup tactic..in the air mix up qcb+d to time it where that it will be an ambiguous crossup…if it hits they cannot tech. Master this in the air! This can stop Tungs Muscleman! -Her qcb+p move has three parts..qcb+p to start, then qcf+p, then another qcf+k to finish the move. If at all possible always connect the three parts. - Her dp+p move actually does have a followup..its hcf+p, and after you hit them with the followup tap back and forward as fast as you can to increase hits. -Abuse her hcf+b move, it does not combo but that’s the beauty of it…it’s a fast running command grab. -Even st.ax2 can link into f+b into super. -About her hcfx2 p super..after it finish you gotta do a dp+k in the opposite direction Shermie is facing after the last part.and Shermie will jump up to grab and slam the opponent. After this finish it with a qcf+k running stomp move. -This is enough to get you started.
   
   
*
*
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*
*
(more to be updated)
(more to be updated)
==Color Palettes==
* ''Note: The 'S' is the start button.''

Revision as of 08:42, 16 April 2011


Normals

Close

  • cl. A/B/C/D are cancel-able.
  • cl. A can chain into itself.
  • cl. B hits twice.

Standing

  • st. C is slow.

Crouching

  • cr. A/B/C are cancel-able.
  • cr. A can chain into itself.

Jumping

Blowback Attack Pressing the E button while blocking will allow Shermie to do counter, and he will then tag out.


Throw

Front Suplex: b/f + CD

  • Can be broken. Normal Knockdown.


Command Moves

Shermie Stand: f + B

  • This move is both cancel-able and can hit twice.

Baku New Suplex: f + C

Shermie Kick: f + D


Special Moves

Shermie Spiral: (in close) hcf + A/C

Diamond Bust: hcf + B/D

Shermie Clutch: dp + B/D

Axle Spin Kick: qcb + B/D

Air Spin Kick: (in the air) qcb + B/D

  • Unfortunately, this isn't the same as Orochi Shermie's lightning version.

Shermie Whip: qcb + A/C, then qcb + A/C for an extra attack

  • When doing this move, the 2nd input might have to be reversed in order to get the second hit.

Shermie Catch: dp + A/C

Tsuika Nage: hcb + A/C

Hold: hcb + A/C ~ A/C

Shermie Cute: (Input either 'Shermie Spiral' or 'Shermie Whip') then qcf + B/D

Desperation Moves

Thunder Leg Lariat: qcf, qcf + B/D

Shermie Carnival: (close) hcf, hcf + A/C, then dp + B/D for an extra hit

A/D Assault

Shermie does not have any A/D Assaults.


General Strategy

  • Shermie NGBC Primer Part I(by Dark Geese):
    • Shermie has two Orochi moves and the rest regular. -Her Ultimate Juggle is her qcfx2 k super. -Best to start combos off a cr.b or close st. b (2 hits) Both of these link into f+b -Decent anti airs for Shermie are Cr.C, f+d, qcb+p,dp+k. -She has a crossup tactic..in the air mix up qcb+d to time it where that it will be an ambiguous crossup…if it hits they cannot tech. Master this in the air! This can stop Tungs Muscleman! -Her qcb+p move has three parts..qcb+p to start, then qcf+p, then another qcf+k to finish the move. If at all possible always connect the three parts. - Her dp+p move actually does have a followup..its hcf+p, and after you hit them with the followup tap back and forward as fast as you can to increase hits. -Abuse her hcf+b move, it does not combo but that’s the beauty of it…it’s a fast running command grab. -Even st.ax2 can link into f+b into super. -About her hcfx2 p super..after it finish you gotta do a dp+k in the opposite direction Shermie is facing after the last part.and Shermie will jump up to grab and slam the opponent. After this finish it with a qcf+k running stomp move. -This is enough to get you started.
  • Block strings to use are:

Combos

(more to be updated)

Color Palettes

  • Note: The 'S' is the start button.