Shermie (NGBC): Difference between revisions

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== Moves List ==
== Moves List ==


=== Normal Moves ===


=== Special Moves ===
===THROW===
       


=== Super Attacks ===
Front Suplex: close, b or f + C + D
 
===COMMAND MOVES===
           
Shermie Stand: f + B
 
Baku New Suplex: f + C
 
Shermie Kick: f + D
 
===SPECIAL MOVES===
             
 
Shermie Spiral*: close, b, db, d, df, f + P
 
Diamond Bust: b, db, d, df, f + K
 
Shermie Clutch: f, d, df + K
 
Axle Spin Kick: d, db, b + K
 
Air Spin Kick: d, db, b + K in air
 
Shermie Whip*: d, db, b + P then d, db, b + P for an extra attack
 
Shermie Catch: f, d, df + P
 
Tsuika Nage: f, df, d, db, b + P
 
Hold: Tsuika Nage, P
 
Shermie Cute: * moves, d, df, f + K
 
       
===SUPER MOVES===
             
 
Shermie Flash: close (f, df, d, db, b)x2 + P
 
Tsuika Kougeki: Shermie Flash, f, d, df + K
 
Shermie Carnival: close (b, db, d, df, f)x2 + P


== The Basics ==
== The Basics ==
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.


== Advanced Strategy ==
== Advanced Strategy ==
[[Category:NeoGeo Battle Coliseum]]

Latest revision as of 20:48, 21 April 2017

Introduction

Moves List

THROW

Front Suplex: close, b or f + C + D

COMMAND MOVES

Shermie Stand: f + B

Baku New Suplex: f + C

Shermie Kick: f + D

SPECIAL MOVES

Shermie Spiral*: close, b, db, d, df, f + P

Diamond Bust: b, db, d, df, f + K

Shermie Clutch: f, d, df + K

Axle Spin Kick: d, db, b + K

Air Spin Kick: d, db, b + K in air

Shermie Whip*: d, db, b + P then d, db, b + P for an extra attack

Shermie Catch: f, d, df + P

Tsuika Nage: f, df, d, db, b + P

Hold: Tsuika Nage, P

Shermie Cute: * moves, d, df, f + K


SUPER MOVES

Shermie Flash: close (f, df, d, db, b)x2 + P

Tsuika Kougeki: Shermie Flash, f, d, df + K

Shermie Carnival: close (b, db, d, df, f)x2 + P

The Basics

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.

Advanced Strategy