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NeoGeo Battle Coliseum/Shermie

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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.