Difference between revisions of "SNK Heroines: Tag Team Frenzy/Shermie"
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==Gameplan== | ==Gameplan== | ||
Shermie is a classic example of a strike/throw character. Your main goal with Shermie is to keep your opponent on their toes with grabs and using her amazing dash attack in neutral. | |||
Notable normals: | Notable normals: | ||
<B>Close H</B>: Close H is the move that you want to end your | <B>Shermie’s Dash Attack</B>: Shermie's dash attack is arguably her best move. It's her 2nd highest damaging starter for combos on the ground, can hit the opponent out of their jump startup, and is hard to deal with when spaced properly. It also serves as a strong option at round start and can lead to nearly a 50% combo or even a two-touch sequence. | ||
<B>Jump L.</B>: This is your go-to air to air move. It is active for an obscene amount of time and will catch players who do the classic up back IAD j.H pressure. Her j.L combos into her j.S, which is cancellable into either of her Dream Finishers. Shermie's j.L is one of the few aerials in the game that can lead to a Dream Finish, so use it. | |||
<B>Close H</B>: Close H is the move that you want to end your block strings with, as Shermie's options after 5LLL are unsafe unless you have an item. After a blocked close H, you can do microdash 5S to get a grab, 6S which beats mashing, or her dash attack which will hit your opponent if they try to jump. You can also reset your pressure by jumping back and doing IAD j.H. | |||
<B>Far H</B>: Shermie’s Far Heavy hits at a high angle and comes out fast, making it great for dealing with aerial approaches. On hit it can be cancelled into 6S which leads to both of her Dream Finish moves. | <B>Far H</B>: Shermie’s Far Heavy hits at a high angle and comes out fast, making it great for dealing with aerial approaches. On hit it can be cancelled into 6S which leads to both of her Dream Finish moves. | ||
===Recommended Partners=== | ===Recommended Partners=== | ||
*'''Miss X''' - Miss X is arguably one of the strongest characters to partner Shermie with. Miss X is already a strong character to begin with because of her tools, and you gain access to two of the most powerful SP items in the game when you pair these two together. | *'''Miss X''' - Miss X is arguably one of the strongest characters to partner Shermie with. Miss X is already a strong character to begin with because of her tools, and you gain access to two of the most powerful SP items in the game when you pair these two together. | ||
*'''Yuri''' - You can't go wrong with Yuri. Her SP is also helpful in tough situations because it will give you some meter back in case you whiff too many special moves, and the damage buff makes Shermie a huge threat since she can do tons of damage with a well placed dash attack or c.H. | *'''Yuri''' - You can't go wrong with Yuri. Her SP is also helpful in tough situations because it will give you some meter back in case you whiff too many special moves, and the damage buff makes Shermie a huge threat since she can do tons of damage with a well-placed dash attack or c.H. | ||
==Normal Moves== | ==Normal Moves== | ||
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|BTC= | |BTC= | ||
|spirit=1 | |spirit=1 | ||
|description=Shermie reaches out to grab her opponent and on contact they get slammed into the ground. It depletes SP from the opponent like a normal grab, about 1 and a half bars. From here, you can opt to take 120 damage and your oki, or end with Shermie Cute. | |description=Shermie reaches out to grab her opponent and on contact they get slammed into the ground. It depletes SP from the opponent like a normal grab, about 1 and a half bars. From here, you can opt to take 120 damage and your oki, or end with Shermie Cute. Doing 5S in the corner also makes Shermie plus by a few frames, which allows for a frame trap with 5L. | ||
}} | }} | ||
{{AttackData-SNKH | {{AttackData-SNKH | ||
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|BTC= | |BTC= | ||
|spirit=0 | |spirit=0 | ||
|description=The EX Plunge is faster and does more damage, | |description=The EX Plunge is faster and does more damage, goes through projectiles, and the animation on the stunner is much more extravagant for extra points. Like the regular version, it’s blockable, and is much more punishable if it is, since Shermie slides forward quite far. | ||
}} | }} | ||
{{AttackData-SNKH | {{AttackData-SNKH |
Revision as of 08:44, 11 August 2020
Profile
A French fashion designer who also plays keyboard in a band on the side. She doesn't have any martial arts training, but her natural acrobatic throwing skills make her a formidable fighter. Quite the flirt, she will often tease or try to provoke her opponents in the middle of a fight.
Gameplan
Shermie is a classic example of a strike/throw character. Your main goal with Shermie is to keep your opponent on their toes with grabs and using her amazing dash attack in neutral.
Notable normals:
Shermie’s Dash Attack: Shermie's dash attack is arguably her best move. It's her 2nd highest damaging starter for combos on the ground, can hit the opponent out of their jump startup, and is hard to deal with when spaced properly. It also serves as a strong option at round start and can lead to nearly a 50% combo or even a two-touch sequence.
Jump L.: This is your go-to air to air move. It is active for an obscene amount of time and will catch players who do the classic up back IAD j.H pressure. Her j.L combos into her j.S, which is cancellable into either of her Dream Finishers. Shermie's j.L is one of the few aerials in the game that can lead to a Dream Finish, so use it.
Close H: Close H is the move that you want to end your block strings with, as Shermie's options after 5LLL are unsafe unless you have an item. After a blocked close H, you can do microdash 5S to get a grab, 6S which beats mashing, or her dash attack which will hit your opponent if they try to jump. You can also reset your pressure by jumping back and doing IAD j.H.
Far H: Shermie’s Far Heavy hits at a high angle and comes out fast, making it great for dealing with aerial approaches. On hit it can be cancelled into 6S which leads to both of her Dream Finish moves.
Recommended Partners
- Miss X - Miss X is arguably one of the strongest characters to partner Shermie with. Miss X is already a strong character to begin with because of her tools, and you gain access to two of the most powerful SP items in the game when you pair these two together.
- Yuri - You can't go wrong with Yuri. Her SP is also helpful in tough situations because it will give you some meter back in case you whiff too many special moves, and the damage buff makes Shermie a huge threat since she can do tons of damage with a well-placed dash attack or c.H.
Normal Moves
c.L
c.L |
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c.H
c.H |
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f.L
f.L |
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f.H
f.H |
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j.L
j.L |
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j.H
j.H |
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66H
66H |
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Universal Mechanics
Forward Throw
Forward Throw 6L+G |
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Back Throw
Back Throw 4L+G |
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Air Throw
Air Throw j.5L+G |
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Assist
Assist 5I |
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Special Moves
5S
Shermie Spiral 5S |
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5SS
Shermie Cute S during Shermie Spiral |
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2S
F-Captured 2S |
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6S
Shermie Plunge 6S/j.5S |
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4S
Shermie Whip 4S |
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Dream Finish
5D
Inazuma Leg Lariat 5D |
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2D
Shermie Flash 5D |
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Combos
For information on combo notation, please refer to this page.
Mid-screen
- j.H, L,cl.H, 66H, IAD.L, 66H, IAD.H, 66H, 6S xx 2D (474 damage)
- j.H, L,L,H, 66H, IAD.H, 66H, IAD.L, 66H, cl.H, jc, j.S xx 5D (485 damage)
- j.H, L,L,H, 66H, IAD.L, 66H, IAD.H, 66H, cl.H, 66H, 6S xx 2D (498 damage)
Corner
- j.H, cl.H, jc, IAD.H, 66H, IAD.L, 66H, j.S xx 2D (528 damage)
Corner-carry
- L, cl.H, jc.L, 66H, dash, IAD.H, 66H, dash, far.H~6S xx 2D (451 damage)
Videos
Costumes