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XV Broken/Shermie: Difference between revisions
VolcanoShed (talk | contribs) Added combo section outline to Shermie's page. |
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===Rush Auto Combo=== | ===Rush Auto Combo=== | ||
* | * 5A > A > A > B (n DMG) | ||
: (Rush combo ending in a special move, costs 0 meter) | : (Rush combo ending in a special move, costs 0 meter) | ||
* | * 5A > A > A > C (n DMG) | ||
: (Rush combo ending in a super, costs 1 meter) | : (Rush combo ending in a super, costs 1 meter) | ||
* | * 5A > A > A > D (n DMG) | ||
: (Rush combo ending in a Max super, costs 2 meters) | : (Rush combo ending in a Max super, costs 2 meters) | ||
* | * 5A > A > A > A (n DMG) | ||
: (Rush combo ending in a Climax super, costs 3 meters) | : (Rush combo ending in a Climax super, costs 3 meters) | ||
===0 Meter=== | ===0 Meter=== |
Revision as of 21:35, 18 November 2021
Introduction
Charming but dangerous, Shermie is both a fashion designer and the lead keyboardist for the band C.Y.S. Her true nature is the same as Yashiro and Chris, as she herself is a member of the Four Heavenly Kings of Orochi.
She incorporates her love for pro wrestling into her attacks, where she relies on her flexibility to toss her opponents around. Shermie is very amicable to those around her, and though she seems quite laid back, nobody really knows if this, too, is an act.
Movelist
Throws
Command Normals
Special Moves
Super Special Moves
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Normals
Far Standing Normals
Far A |
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Far B |
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Far C |
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Far D |
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Close Standing Normals
Close A |
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Close B |
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Close C |
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Close D |
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Crouch Normals
Crouch A |
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Crouch B |
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Crouch C |
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Crouch D |
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Jump Normals
Jump A |
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Jump B |
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Jump C |
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Jump D |
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Hop Normals
Hop A |
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Hop B |
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Hop C |
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Hop D |
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Blowback
Stand CD |
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Jump CD |
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Hop CD |
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Throws
Shermie Flash Original |
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Front Flash |
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Command Moves
Shermie Stand |
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Special Moves
Shermie Spiral |
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Shermie Cute |
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Shermie Whip |
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Shermie Clutch |
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Shermie Cute |
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Shermie Shoot |
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Accel Spin Kick |
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Super Special Moves
Shermie Shock |
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Shermie Carnival |
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Shermie Exposition |
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Combos
Notation Guide (placeholder XIV page for now, replace w/ XV page when available)
General Notes
- ...
Rush Auto Combo
- 5A > A > A > B (n DMG)
- (Rush combo ending in a special move, costs 0 meter)
- 5A > A > A > C (n DMG)
- (Rush combo ending in a super, costs 1 meter)
- 5A > A > A > D (n DMG)
- (Rush combo ending in a Max super, costs 2 meters)
- 5A > A > A > A (n DMG)
- (Rush combo ending in a Climax super, costs 3 meters)
0 Meter
Anywhere
- ...
Corner Only
- ...
0.5 Meters
Anywhere
- ...
Corner Only
- ...
1 Meter
Anywhere
- ...
Corner Only
- ...
1.5 Meters
Anywhere
- ...
Corner Only
- ...
2 Meters
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Quick)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Raw)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
3 Meters
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Quick)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Raw)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
4 Meters
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Quick)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Raw)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
5 Meters
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Quick)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...
Max Mode Combos (Raw)
Point
Anywhere
- ...
Corner Only
- ...
Mid
Anywhere
- ...
Corner Only
- ...
Anchor
Anywhere
- ...
Corner Only
- ...