SNK Heroines: Tag Team Frenzy/Shermie

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File:Characters shermie thumb.png

Gameplay Overview

Normals

Notable normals: Far H, Dash Attack - Shermie’s Far Heavy hits at a high angle and comes out fast, making it great for dealing with aerial approaches. Shermie’s Dash Attack is fast, making it easy for her to do some good damage before she has to tag out or end her combo on a throw. These are likely to be two of your most used tools.

Close

cl. L:

cl. H:

Far

Far L:


Far H:

Dash

Dash H:


Jump

j. L:

j. H:

Throws

Forward throw:

  • xxx dmg
  • Causes (soft or hard knockdown)


Back throw:

  • xxx dmg
  • Throws opponent


Air throw:

  • Throws opponent behind

SP

Assist:

Special Moves

5S - Shermie Spiral

  • Shermie reaches out to grab her opponent, and if she grabs them, they get slammed into the ground. This is a notable move for her in that it depletes SP from the opponent like a normal grab -- about 1 and ½ bars. From here, you can opt to take your 120 damage and your oki, or...
Shermie Cute
  • ...you can follow up with this, which brings your damage up to 182, while giving up your standard oki options. As the Shermie Spiral is a standard command grab, it can’t be blocked.

Without Spirit:

EX Item:

  • The properties of this version of the Shermie Spiral seem to be exactly the same as the normal version, save for the throw coming out faster. The damage is the same, too. This also drains your opponent’s SP like the normal version by two bars.
* The Shermie Cute follow up is precisely the same as the normal version of the move, so you have the same choice to make on whether or not you want oki.

SP cost: The Shermie Spiral costs 1 bar; the Shermie Cute follow up costs ¼ th a bar.


2S - F-Captured

  • Shermie leans in and if she is physically attacked, even with supers, she’ll counter by nailing the opponent with a nasty looking back suplex. Noteworthy that you can combo into her supers from this. 130 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • The EX version of the F-Captured is the same as the standard version, with more damage. 150 damage.


6S; useable in air with 5S - Shermie Plunge

  • After a dash toward the opponent, Shermie flips over them and hits them with a Stunner. This is the only special throw of Shermie’s besides F-Captured that can combo into either of her supers. As it’s a strike based throw, it can be blocked and punished. It is notable, though, that this is one of two special moves she has that can catch in a juggle more than once, though an item is needed to do it. 120 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • The EX Plunge is faster and does more damage, plus 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. 140 damage.


4S - Shermie Whip

  • Shermie flips back to hook her opponent with her legs, slamming them down before she lifts them to toss them back with a release suplex. Much like some other moves, this one will miss a normally jumping opponent, but if they’re already in hitstun or in a juggle state, they’ll get snatched in. Like the Shermie Plunge, this one can catch an opponent in a juggle more than once, but an item is needed to do it. 162 damage. SP cost: 1 bar.

Without Spirit:

EX Item:

  • The EX version of this has faster startup and also has some startup invulnerability, so you can use this to counter some things the opponent might do. 190 damage.

Dream Finish

5D

Inazuma Leg Lariat

  • Shermie jumps forward with a flying knee. It’s one hit, and if it’s blocked, you’re going to get hurt, but you shouldn’t need to worry too much, as you can combo into it rather easily. 350 damage. SP cost: 4 bars.


2D

Shermie Flash

  • Shermie’s command grab super. The grab is pretty quick, and like with the Leg Lariat, you can combo into it. Unlike with the Leg Lariat, though, you can’t grab someone up who’s in a juggle state or anything; you need to hit the Plunge or the F-Captured first. You can go into it from those. 350 damage. SP cost: 4 bars.

Combos

IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)

far. = Far (i.e, doing a Light or Heavy farther away from the opponent)

xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)

~ = Means you press the next command immediately after (i.e, cl.H~2D)

jc. = Jump Cancel

dj. = Double Jump

walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.

dash = This means to dash to close distance.

Mid-screen

1: j.H, L,cl.H, 66H, IAD.L, 66H, IAD.H, 66H, 6S xx 2D (474 damage)

2: j.H, L,L,H, 66H, IAD.H, 66H, IAD.L, 66H, cl.H, jc, j.S xx 5D (485 damage)

3: j.H, L,L,H, 66H, IAD.L, 66H, IAD.H, 66H, cl.H, 66H, 6S xx 2D (498 damage)


Opponent in corner

j.H, cl.H, jc, IAD.H, 66H, IAD.L, 66H, j.S xx 2D (528 damage)


Corner-to-Corner

L,cl.H, jc.L, 66H, dash, IAD.H, 66H, dash, far.H~6S xx 2D (451 damage)

Videos

External Links

Contributors

SNK Heroines: Tag Team Frenzy
General

ControlsCustomizationItemsPatch NotesSystem

Characters

Athena AsamiyaJeanneKula DiamondLeona HeidernLove HeartLuongMai ShiranuiMianMissXMui MuiNakoruruShermieSkullo ManiaSylvie Paula PaulaTerry BogardThief ArthurYuri SakazakiZarina