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The King of Fighters 2002 UM/Shermie: Difference between revisions
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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) | ||
*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 |
Revision as of 17:30, 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
- NOT doing the follow up allows for doing okizeme options like j.C crossup or jumping into command throw
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 (EX 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 cancelable 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
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