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The King of Fighters 2002 UM/Shermie
Movelist
Throws
Shermie Flash Original - close, / +
Command Moves
Special Moves
Desperation Moves
Super Desperation Moves
Hidden Super Desperation Move
0 Bar |
Low Anywhere |
cr.B, qcb+C/hcf+P > qcf+K = 21% (jump-in), cr.A, st.B(2), qcb+C/hcf+P > qcf+K = 25% |
1 Bar |
Anywhere |
(jump-in) cr.A, st.B(2), hcbx2+P = 32% |
3 Bar |
Anywhere |
(jump-in) cr.A, st.B(2), hcfx2+AC = 48% |
Gameplay Overview
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
- Super cancellable raw, special cancellable but not overhead when cancelled into
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
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 can be easily countered by lows and jumping attacks or any special. It can counter some character specific sweeps that hit higher (example: 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 cancel-able on hit
- Evasive Attack - during Evasive move, A/B/C/D
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
- There are 3 counts to this SDM. First count outputs around 250 damage points. The second count adds 100 damage if the opponent doesn't mash during the first count. If the opponent does not press any buttons AT ALL, a 3rd count will be added which will automatically KO the opponent.
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.
Hidden Super Desperation Move
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
Combos
- Remember to use at most one cr.A if you wanna add a front jump-in.
- You can't do 2 cr.A against crouching(Bao, Kyo, Kyo-1, Kyo-2, Kusanagi, Shingo, Nameless, Benimaru, Yuri, Leona, Ralf, Clark, Foxy, King, Mature, Vice, Robert, Athena). Stick to one.
- st.B's 2nd hit will whiff on some crouchers, make sure to cancel it on the first hit against crouching(K’, Joe, Benimaru, Iori, Mature, Vice, Leona, Athena, Kensou, Mai, Yuri, Chris, Kula, Foxy, Angel). It'll miss on crouching Jhun only on the tip, after 2 cr.A's.
- If you're canceling into hcf+P or hcbx2+P/AC you can buffer it to whiff cancel st.B's 2nd hit if it would whiff. That way it'll connect regardless of hitting or whiffing.
0 Stock
Anywhere
★ cr.Ax1~2, st.B(2), hcf+P (> qcf+K)
- Main meterless bnb. Good hitconfirm but cr.A is fairly slow and short so omitting one or even both is preferred at some spacings. If you won't send the opponent in the corner, omit qcf+K follow-up for less damage but much better oki. Without qcf+K, 22~25%.
- cr.A, st.B(2), qcb+C > qcf+K
- Less range and worse oki but qcb+C is safer on block, though it's still best to stop at st.B on block. qcb+P also carries the opponent farther and taking the extra damage from qcf+K is fine since the loss of oki is minimal. 25%.
★ cr.C, f+B, hcf+P (> qcf+K)
- Best kept for punishes or after a j.C cross-up. A front jump-in needs to be deep for hcf+P to land. cr.C is faster and does more damage than cl.C. If you won't send the opponent in the corner, omit qcf+K follow-up for less damage but much better oki. Without qcf+K, 28%.
- cr.B, hcf+P/qcb+C > qcf+K
- Mainly a low profile conversion. qcb+C is preferred for safety and hcf+P for range. With hcf+P and without qcf+K, 18%.
1 Stock
Anywhere
★ cr.Ax1~2, st.B(2), hcbx2+P
- Main 1 bar conversion. Good hitconfirm but cr.A is fairly slow and short so omitting one or even both is preferred at some spacings. 32~35%.
- cr.A, st.B(2), hcfx2+P
- Less range and worse oki than the previous one, use that instead. 32%.
★ cr.C, f+B, hcbx2+P
- 1 bar conversion best kept for punishes or after a jump-in. You can omit cr.C for a much slower overhead conversion. With cr.C, 37%.
2 Stocks
Anywhere
- cr.C, f+B, BC run, cr.C, f+B, hcbx2+P
- Not much added damage, not worth the extra bar unless you want to kill. 43%.
- cr.C, f+B, BC run, st.B(2), hcbx2+P
- A bit easier than the previous route, still not worth the extra bar. You can use hcfx2+P but it does the same damage for worse oki. 40%.
3 Stocks
Anywhere
★ cr.A, st.B(2), hcfx2+AC
- Main 3 bar conversion. Decent hitconfirm but cr.A is fairly slow and short so omitting it is preferred at some spacings. 48%.
- cr.Ax1~2, st.B(2), hcbx2+AC
- More range and will ToD if the opponent doesn't press anything but aside from new players, it'll just be a waste of meter.If the opponent mashes, 32~35%.
- cr.C, f+B, hcbx2+AC
- Same as above, ToD if the opponent doesn't know, waste of meter otherwise, 37%.
- cr.C, f+B, BC run, cr.C, f+B, hcbx2+AC
- Same as above, ToD if the opponent doesn't know, waste of meter otherwise, 37%.
★ cr.C, f+B, BC run, st.B(2), hcfx2+AC
- Easier route with better damage, default to this if you want to spend the meter. 56%.
- cr.C, f+B, BC run, cr.C, qcfx2+BD
- You need to run in really close so qcfx2+BD doesn't whiff. You can remove f+B to make it a tad easier. With f+B, 64%.
Videos
External Links
Check Shermie's frame data
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