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NeoGeo Battle Coliseum/Shermie
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.