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
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
5L
-
4
-
-
1
-1
13
11
-
A quick slap. Doesn't have much use.
5LL
-
-
-
-
-1
-3
19
17
-
Shermie does a knee. Creates a small amount of space.
5LLL
-
-
-
-
1
-7
13
11
-
A roundhouse kick. The final hit is unsafe, so make sure to tag cancel or use an item to make yourself safe if you end up using this move.
c.H
c.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
8
-
-
SKD
17
SKD
17
-
Shermie's launcher. c.H is her most optimal combo starter.
f.L
f.L
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
4
-
-
-2
-4
13
11
-
A slightly longer ranged slap.
f.H
f.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
5
-
-
-4
-6
19
17
-
Shermie does an upwards kick. This move is great for opponents who jump or IAD in at you. It has very quick startup which makes it great for anti-airing. Can also be cancelled into 6S.
j.L
j.L
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
5
-
-
-
-
-
-
-
Shermie does a dynamic pose with her knee sticking out. Her j.L is one of the best air to air moves in the game because of how active it is, and the fact that you can combo it into j.S. There aren't many characters that can kill off of a j.L, so be sure to use this move against jump happy opponents.
j.H
j.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
8
-
-
-
-
-
-
-
An elbow. Has a decently sized hitbox and does not groundbounce, unlike other j.H's in SNK Heroines.
66H
66H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
11
-
-
SKD (Gnd) / HKD (Air)
-11
SKD
17
-
Shermie does an extremely far-reaching dropkick. It's fast startup (11 frames) and long-range make it extremely hard to do deal with in neutral. It is also her 2nd most optimal starter for combos, and can even lead into two touches at the start of the round with the right item.
Universal Mechanics
Forward Throw
Forward Throw 6L+G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
4
-
-
HKD
Unblockable
-
-
-
Causes hard knockdown. Gives Shermie frame advantage in the corner, allowing her to beat all wakeup options except DP's and invincible Dream Finishes with 5L.
Back Throw
Back Throw 4L+G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
4
-
-
HKD
Unblockable
-
-
-
Causes hard knockdown. Gives Shermie frame advantage in the corner, allowing her to beat all wakeup options except DP's and invincible Dream Finishes with 5L.
Air Throw
Air Throw j.5L+G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
4
-
-
HKD
Unblockable
-
-
-
Throws opponent behind. Causes hard knockdown.
Assist
Assist 5I
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
24
-
-
-
-
-
-
-
Shoot's out Shermie's pet hamster, Achu, and instantly removes all of the other player's meter on hit. Although it is very fast, it can be jumped over or blocked by the Wall item.
Special Moves
5S
Shermie Spiral 5S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
120
5
-
-
HKD
Unblockable
-
-
1
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.
EX
120
3
-
-
HKD
Unblockable
-
-
0
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.
5SS
Shermie Cute S during Shermie Spiral
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
62
-
-
-
HKD
-
-
-
0.25
Shermie Cute 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. This followup also serves as a combo starter with items that OTG, which include the following: Hurricane, Mine, Springboard, Time Bomb, and Wrecking Ball.
EX
62
-
-
-
HKD
-
-
-
0
The EX follow up is precisely the same as the normal version of the move, so the choice to get extra damage in exchange of oki remains the same.
2S
F-Captured 2S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
130
6
-
-
HKD
Counter
-
-
1
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.
EX
150
3
-
-
HKD
Counter
-
-
0
The EX version of the F-Captured is the same as the standard version, with more damage.
6S
Shermie Plunge 6S/j.5S
GroundGround EXAirAir EX
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
120
12
-
-
HKD (w/SP) / -22 (no SP)
-24
-
-
1
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.
EX
140
9
-
-
HKD
-29
-
-
0
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.
Air
140
7
-
-
HKD (w/SP) / -18 (no SP)
-17
-
-
1
Air EX
140
6
-
-
HKD
-17
-
-
0
4S
Shermie Whip 4S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
162
5
-
-
HKD (w/SP) / -66 (no SP)
-68
-
-
1
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.
EX
190
6
-
-
HKD
-68
-
-
0
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.
Dream Finish
5D
Inazuma Leg Lariat 5D
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
350
13
-
-
HKD
-38
-
-
4
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.
2D
Shermie Flash 5D
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
350
1
-
-
HKD
Unblockable
-
-
4
Shermie's command grab super. The grab is pretty quick and like with the Leg Lariat you can combo into it. However, you can't grab someone up who's in a juggle state. You need to hit the Plunge or the F-Captured first, can go into it from those.
Combos
For information on combo notation, please refer to this page.