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|colspan="4" | [[image: | |rowspan="2" colspan="4" | [[image:Shermie02_qcbK.png|center]] | ||
|rowspan="2"| '''Axle Spin Kick - qcb+K''' | |rowspan="2"| '''Axle Spin Kick - qcb+K''' | ||
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=== Special Moves === | === Special Moves === |
Revision as of 03:41, 22 September 2013
General Info
Crouch height: Medium
Colors
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Movelist
Special Moves
5. F-Captured - hcb f+P
6. Shermie Clutch - dp+K
7. Shermie Cute - qcf+K (after qcb+P, hcf+P or dp+K)
- while the opponent is knocked down from the previous attack, Shermie runs forward and performs a knee drop doing low damage
- after doing this move, she usually doesn't have enough time to run forward and be in position to do a mixup before they wakeup. Because of that, sometimes this followup move is not used in favor of the better positioning
- hard knockdown
- free cancellable out of, though the only reason to cancel it is to reduce the recovery time
DMs
1. Shermie Flash - hcbx2+P
2. Shermie Carnival - hcfx2+P
SDMs
1. Shermie Flash - hcbx2+AC
2. Shermie Carnival - hcfx2+AC
HSDMs
1. Inazuma Leg Lariat - qcfx2+BD
Notes
- cancellable normals are close A, far A, crouch A, close B, far B, crouch B, close C, crouch C
- CD is cancellable into specials and DMs