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NeoGeo Battle Coliseum/Shermie
Normals
Close
- cl.A/B/D are visually and mechanically identical to their standing variations.
- cl. & st.A/B/C/D are all cancelable.
- cl.A can chain into itself. Whiffs on crouchers.
- cl.C has a faster start-up than cl.D, making it more effective for punishes, but still difficult to use from jump-ins, i.e. need to be very deep.
Standing
- st.A having the same functions as its close variant means a very short range, and even in height, st.D and f+D make for good and only slightly less speedy anti-airs.
- st.B/D hit twice, and either hit is of both are cancelable.
- st.B is the best and most reliable combo starter Shermie has for both its range and speed. Advances Shermie forward minutely. 2nd hit whiffs on crouch block, but will connect against a croucher if the first hit does.
- st.C has a slow start-up, but moves further than st.B, making up Shermie's longest reaching poke.
- st.D's hitbox only starts once Shermie's foot is higher than her head, which may cause it to whiff on crouchers or smaller characters. An effective reactionary anti-air. Moves Shermie back a bit.
Crouching
- cr.A/B/C/D are cancel-able.
- cr.A chains into itself, but the 2nd cr.A will whiff.
- cr.B has a bit of start-up, and moves Shermie forward further than st.B, less than st.C. Sets up a tick throw with hcf+k if spaced.
- cr.C moves Shermie backwards as she raises her hands in a lift. Hitbox starts low to the center of an opponent, then an anti-air hitbox is present later in the move, and goes further back than Shermie's hands suggest.
- cr.D beats out cr.B in range slightly. Not SC-able, which is a bit of a spit in the face of qcfx2+k being her Ultimate Juggle.
- An extra bar can be spent on AB Tactical Step after sweep, and the damage is fair enough for 2 bar, but confirming off a stray sweep into a high-recovery super is high risk.
Jumping
- j.A is a less active and overall less effective air-to-air compared to j.B.
- j.B/C/D all have cross up hits along Shermie's back leg, her bottom, and her bent back knee respectively. j.D is the most consistent to connect along with it being her go-to jump-in button in general.
- neutral j.D has a tiny bit more range than j.D, and is fast and active enough to defend air space with.
Blowback Attack Pressing the E button while blocking will have Shermie counter with her f+D, and she will then tag out.
Throw
Front Suplex: b/f+CD
- Exactly what it says it is unless you hold back to change direction. HKD.
Command Moves
Shermie Stand: f+B
- A walking 2-hit front flip that hits overhead raw.
- Canceled version replaces overhead with cancelability, and combos from all cancelable normals except sweep.
- 1st hit of the raw and canceled versions whiff on some crouchers, whether they block or not.
Baku New Suplex: f+C
- A command throw with vulnerable start-up that starts with Shermie throwing her chest forward and leads to a suplex on hit. HKD.
- Cannot be combo'd into, and needs to be delayed if wishing to use it as a tick throw or otherwise whiff.
Shermie Kick: f+D
- Shermie's CD from the KOF series. It puts the opponent in the air, but doesn't knockdown.
- Combos only from cl.D's first hit as cl.C's pushback and f+D's start-up.
- Exclusively super cancelable into Thunder Leg Lariat (qcfx2+B/D); a real combo due to the super's Ultimate Juggle property.
Special Moves
Shermie Spiral: [close] hcf+A/C
- Command grab that causes a huge distance gap between players. Can be used
Diamond Bust: hcf+B/D
- Shermie runs towards the opponent and does a vault to throw. The button strength determines the distance traveled to opponent.
Shermie Clutch: dp+B/D
- Air throw. Button strength determines the height jumped.
Axle Spin Kick: qcb+B/D
- Shermie does a twirl towards the opponent. Upon landing, she does a kick. Button strength determines the height jumped and distance traveled.
- Can hold B or D to prevent the kick from coming out, which can grant strike-or-throw mix or simply make Shermie as lagless as possible is she goes over the opponent with qcb+D, but has to be the same button as what qcb+k was done with.
Air Spin Kick: in air, qcb+B/D
- Orochi Shermie's divekick.
Shermie Whip: qcb+A/C (input qcb+A/C again for additional attack)
- A leg grapple into a suplex. Both parts HKD.
- Combos only from the first hit of cl.B/D
- To consistently execute the follow-up, either input qcb+p again immediately after the first, or qcf+p right after Shermie and the opponent switch sides
Shermie Cute: after Shermie Spiral, Clutch, Captured, or Whip, qcf+B/D
- A run-up follow-up knee OTG for additional damage and better oki than the above moves on their own. There is no upside to not executing this whenever possible.
- Timings:
- Spiral: Input about half a second after landing.
- Clutch: Landing is visually the same as Spiral, but can input Cute the moment it occurs instead of needing to briefly wait.
- Captured: On a successful counter, input right as Shermie suplexes the opponent. Cute may whiff if not immediately buffered.
- Whip: After the 2nd Whip input, input qcf+B/D right as Shermie tosses the opponent.
Shermie Catch: dp+A/C
- Taking a page from Chris' dp+p and more accurately to O. Yashiro's qcb+p, Shermie leaps forward with a stretched out hand to grab with.
- Only works on standing opponents, as it whiffs on crouchers.
- Unlike both Chris and O. Yashiro, while it does the same "no damage and puts opponent in a neutral state" on connection, there are no moves including supers fast enough to combo off it. You have to use the two additional moves in a rekka series.
- Tsuika Nage: after Shermie Catch, hcf+A/C
- 2nd step to Catch; a suplex. Choosing to end the combo here does the exact same oki without the additional damage of Hold.
- Tsuika Nage: after Shermie Catch, hcf+A/C
- Hold: (After Tsuika Nage), Tap A/C rapidly
- Ending to the Catch string. Shermie holds the suplex position for up to 3 additional counts. HKD.
- Unlike the super version of this suplex-to-hold in a few KOF titles, the opponent can't mash out against Shermie, so obtaining additional damage is on entirely on her.
- Hold: (After Tsuika Nage), Tap A/C rapidly
Desperation Moves
Thunder Leg Lariat: qcfx2+B/D
- Flying lightning knee attack. The strike-based
Shermie Carnival: (close) hcfx2+A/C
- Triple suplex ending in a high toss.
- Shermie Clutch: after Shermie Carnival, dp+B/D
- Shermie Cute: after Shermie Clutch, qcf+B/D
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.