| 41236AC > 236K, 214BD, 623D > 236K || 354 || 0 || 1 || .22 || Back-to-corner || Steals the corner and can grant safejump oki if you omit the last 236K (at the cost of 19 damage and .03 meter).
| 41236AC > 236K, 214BD, 623D > 236K || 354 || 0 || 1 || .22 || Back-to-corner || Steals the corner and can grant safejump oki if you omit the last 236K (at the cost of 19 damage and .03 meter).
|-
| '''Light Starter''' > 214BD, 623D > 4123641236P || 403 || 45 || 1.5 || .23 || Anywhere || Great damage but no oki unless back is to the corner.
|-
| '''Light Starter''' > 214BD, 214A > 236236K || 388 || 45 || 1.5 || .23 || Anywhere || Solid damage for 1.5 bar and it gives great oki.
|-
| '''Light Starter''' > 214BD, 623BD > 236K, 214AC > 236K || 406 || 45 || 1.5 || .04 || Corner || Technically possible anywhere but it requires a microdash 214AC.
|-
| '''Light Starter''' > 41236AC > 236K, 214BD, 623BD > 236K, 214A > 236K || 425 || 45 || 1.5 || .26 || Back-to-corner || Max damage for 1.5 bar but has zero oki.
|-
| '''Light Starter''' > 41236AC > 236K, 623BD > 236K, 214BD, 214A > 236K || 429 || 45 || 1.5 || .26 || Back-to-corner || Back must be practically touching the wall to link 623BD after 41236AC. Thus, does not work with a '''Heavy Starter'''.
|-
| 41236AC > 236K, 214A > 236236K || 392 || 0 || 1.5 || .19 || Back-to-corner || Great oki and damage. The 214A link is technically possible anywhere but requires a microdash 1F link.
|-
| 41236AC > 236K, 214BD, 623BD > 236K, 214A > 236K || 447 || 0 || 1.5 || .22 || Back-to-corner || Same notes as the combo variant.
|-
| 41236AC > 236K, 623BD > 236K, 214BD, 214A > 236K || 451 || 0 || 1.5 || .22 || Back-to-corner || Same notes as the combo variant.
Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Note: Shermie can string an assortment of light attacks to start a combo. The following are a small sample of reliable starters.
Combo
Damage
Notes
2B > 2A
38
Standard low light confirm. Small damage but very reliable.
2A avoids proximity normals but has enormous pushback. f.A has higher damage than f.B(1) but does not negate pushback.
2B > 5B(1)
29
Minimal damage but avoids any issues with pushback, stubby normals, or proximity attacks.
Heavy Starters
Note: Shermie does not have any combos that are unique to Heavy Starters. Using a Heavy Starter simply grants 79 extra damage, .08 extra meter, and 45 extra stun.
Combo
Damage
Notes
cl.C > 6B(1)
117
Not the highest damage starter but the most practical due to its speed.
cl.D > 6B(1)
127
Slightly more damage but more situational.
cl.A/2A, cl.C > 6B(1)
136
Light to heavy link. Will not work after a jump-in but is very reliable after a cross-up.
2A > cl.A, cl.C > 6B(1)
153
Double light to heavy link. Max damage but must be absolutely point blank.
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
0
Rush combo ending in a special move.
cl.A > A > A > C
1
Rush combo ending in a super.
cl.A > A > A > D
2
Rush combo ending in a Max super.
cl.A > A > A > A
3
Rush combo ending in a Climax super.
0 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 41236B
128
45
0
.19
Anywhere
41236B has incredible oki, trivially setting up a left/right j.C meaty. Maintains sides.
Light Starter > 41236P > 236K
189
45
0
.26
Anywhere
Omit the 236K for incredible oki (at the cost of 25 damage and .03 meter). Swaps sides.
0.5 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214BD, 623D > 236K
276
45
0.5
.26
Anywhere
Can omit 236K for left/right oki (at the cost of 22 damage and .03 meter).
Light Starter > 214BD, 214A > 236K
276
45
0.5
.26
Back-to-corner
Steals the corner and can grant safejump oki if you omit the 236K (at the cost of 22 damage and .03 damage).
Light Starter > 41236AC > 236K, 214A > 236K
285
45
0.5
.26
Back-to-corner
The 214A link is technically possible anywhere but requires a microdash 1F link. No oki outside of the corner.
41236AC > 236K, 2D
209
70
0.5
.08
Anywhere
1F punish with the potential for cheeky oki using 214D.
41236AC > 236K, 214A > 236K
279
0
0.5
.22
Back-to-corner
High damage 1F punish. The 214A link is technically possible anywhere but requires a microdash 1F link.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter > 214BD, 623BD > 236K, 2D
324
115
1
.12
Anywhere
Great damage combo that works in any situation but lacks strong oki.
Light Starter > 214A > 236236K
324
45
1
.23
Anywhere
Great damage with great oki. Left/right mix when (very) far from the corner.
Light Starter > 214BD, 623BD > 236K, 214A > 236K
385
45
1
.26
Corner
Massive damage but no safejump oki. The 214A link is technically possible anywhere but requires a microdash 1F link.
Light Starter > 214BD, 623BD > 236K, CD
320
145
1
.115
Corner
Less damage than the alternatives, but keeps the corner and grants safejump oki.