m (→Short Movelist) |
m (→Movelist) |
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|align="center"| Grab | |align="center"| Grab | ||
|rowspan="2" colspan="4" | [[image:Shermie02_hcfK.png|center]] | |rowspan="2" colspan="4" | [[image:Shermie02_hcfK.png|center]] | ||
|rowspan="2" | '''Diamond | |rowspan="2" | '''Diamond Dust - hcf + K''' | ||
*Active period is the run forward portion. | *Active period is the run forward portion. | ||
*During the run forward, when in range Shermie executes a grab. Grab framedata is: 3/1/28. | *During the run forward, when in range Shermie executes a grab. Grab framedata is: 3/1/28. | ||
Line 364: | Line 364: | ||
|align="center"| KD/-10 | |align="center"| KD/-10 | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| H | ||
|rowspan="2" colspan="4" | [[image:Shermie02_qcbK.png|center]] | |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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|align="center"| KD/-14 | |align="center"| KD/-14 | ||
|align="center"| | |align="center"| | ||
|align="center"| | |align="center"| H | ||
|- | |- | ||
! hcb,f + [[image:punch.gif]] | ! hcb,f + [[image:punch.gif]] | ||
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*First 19 frames of recovery are counterhittable. | *First 19 frames of recovery are counterhittable. | ||
|} | |} | ||
==Short Movelist== | ==Short Movelist== | ||
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* hcf + P (Throw.) | * hcf + P (Throw. 0 frame startup.) | ||
** qcf + K (Only on hit.) | ** qcf + K (Only on hit.) | ||
Line 483: | Line 484: | ||
* hcb f + P (Counter: | * hcb f + P (Counter: ground & non-low normals. Throw on trigger.) | ||
* hcf + K (Throw.) | * hcf + K (Throw.) | ||
* qcb + K (Overhead.) | |||
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* DM hcb hcb + P (Throw.) | * DM hcb hcb + P (Throw. 0 frame startup.) | ||
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* SDM hcb hcb + AC (Throw. Opponent may mash buttons to escape, if he escapes - which is easy - this does insignificant damage, if he doesn't escape this does 100% damage to him.) | * SDM hcb hcb + AC (Throw. 0 frame startup. Opponent may mash buttons to escape, if he escapes - which is easy - this does insignificant damage, if he doesn't escape this does 100% damage to him.) | ||
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* HSDM qcf qcf + BD (Throw.) | * HSDM qcf qcf + BD (Throw. 0 frame startup.) | ||
== Notes == | == Notes == | ||
===Cancellable moves=== | |||
* Close: A, B (1-2), C | |||
* Far: A, B (1-2) | |||
* Crouch: A, B, C | |||
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* f + B (2) is cancellable only when you cancel into it. | * f + B (2) is cancellable only when you cancel into it. | ||
== | ===Super cancellable moves=== | ||
(none) | |||
===Free cancellable into moves=== | |||
* hcf + P | |||
* hcf + K | |||
* qcb + P | |||
* '''qcb + K''' | |||
* dp + K | |||
== | === Free cancellable out-of moves=== | ||
* f + A (On block.) | |||
* f + B | |||
* '''qcb + K''' | |||
* qcb + P > qcf + K ?? | |||
* hcf + P > qcf + K ?? | |||
* dp + K > qcf + K ?? | |||
=== | ===Moves with Invincibility=== | ||
* ABC (Full: startup. Head + Lower: active.) | |||
* hcf + K (Lower: "run" (last part).) | |||
* qcb + P (Full: startup (1st part).) | |||
* qcb + K (Full: startup (1st part).) | |||
* hcb f + P (Full: startup.) | |||
* dp + K (Full: startup (1st part).) | |||
* DM hcf hcf + P (Full: startup.) | |||
* SDM hcf hcf + AC (Full: startup.) | |||
=== Moves with autoguard=== | |||
(none) | |||
===Other Notes=== | |||
(none) | |||
== Strategies == | |||
She is a light grappler, but compared to other ones the main objective of her will be get near to the opponent or punish a jump, she is more focused on countering than rush down. | |||
== | == Combos == | ||
===Basic Combos=== | |||
* cr.A / | * cr.A / cl.A, cl.B (1-2) > | ||
** (S)DM | ** hcf + P > qcf + K | ||
** (S)DM | ** qcb + P > qcf + K | ||
** HSDM qcf qcf + BD { | ** (S)DM hcb hcb + P/AC [31.5/24.5 or 100%] {1 stock/Max Mode + 1 stock} | ||
** (S)DM hcf hcf + P/AC [36%/52%] {1 stock/Max Mode + 1 stock} | |||
** HSDM qcf qcf + BD [42%] {Max Mode + 1 stock} | |||
* cr. | * cr.C / cl.C > | ||
** ( | ** hcf + P > [25%] | ||
** (S)DM hcb hcb + P/AC | *** qcf + K [28%] | ||
** HSDM qcf qcf + BD | ** hcf + K (Point blank.) [30%] | ||
** qcb + P > (Point blank.) [26%] | |||
*** qcf + K [30%] | |||
** f + B [16] | |||
** (S)DM hcb hcb + P/AC [33%/25.5% or 100%] {1 stock/Max Mode + 1 stock} | |||
** HSDM qcf qcf + BD [44%] {Max Mode + 1 stock} | |||
=== Max Mode=== | |||
==== Max Mode Bypass==== | |||
* f + B (2) >> BC DM hcb hcb + P | * f + B (2) >> BC, {2 stocks} | ||
Buffer as: f + B (2) >> hcb hcb + BC | ** DM hcb hcb + P | ||
** hcf + B (Close) | |||
** qcb + C (Close) | |||
Buffer as: f + B (2) >> hcb hcb + BC / qcb + BC / hcf + BC | |||
{{Template:The King of Fighters 2002}} | {{Template:The King of Fighters 2002}} | ||
[[Category:The King of Fighters 2002]] | [[Category:The King of Fighters 2002]] |
Latest revision as of 06:28, 16 November 2024
General Info
Crouch height: Medium
Jump: 4/34/1
Hop: 4/25/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 31 frames
Recovery roll: 22 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + A
- f + B (Overhead (2) if not cancelled into.)
- ABC (Dodge.)
- hcf + P (Throw. 0 frame startup.)
- qcf + K (Only on hit.)
- qcb + P
- qcf + K (Only on hit. Same move as qcf + K followup from hcf + P.)
- hcb f + P (Counter: ground & non-low normals. Throw on trigger.)
- hcf + K (Throw.)
- qcb + K (Overhead.)
- dp + K (Air throw.)
- qcf + K (Only on hit. Same move as qcf + K followup from hcf + P.)
- DM hcb hcb + P (Throw. 0 frame startup.)
- DM hcf hcf + P (Throw.)
- SDM hcb hcb + AC (Throw. 0 frame startup. Opponent may mash buttons to escape, if he escapes - which is easy - this does insignificant damage, if he doesn't escape this does 100% damage to him.)
- SDM hcf hcf + AC (Throw.)
- HSDM qcf qcf + BD (Throw. 0 frame startup.)
Notes
Cancellable moves
- Close: A, B (1-2), C
- Far: A, B (1-2)
- Crouch: A, B, C
- CD is cancellable into specials and DMs.
- f + B (2) is cancellable only when you cancel into it.
Super cancellable moves
(none)
Free cancellable into moves
- hcf + P
- hcf + K
- qcb + P
- qcb + K
- dp + K
Free cancellable out-of moves
- f + A (On block.)
- f + B
- qcb + K
- qcb + P > qcf + K ??
- hcf + P > qcf + K ??
- dp + K > qcf + K ??
Moves with Invincibility
- ABC (Full: startup. Head + Lower: active.)
- hcf + K (Lower: "run" (last part).)
- qcb + P (Full: startup (1st part).)
- qcb + K (Full: startup (1st part).)
- hcb f + P (Full: startup.)
- dp + K (Full: startup (1st part).)
- DM hcf hcf + P (Full: startup.)
- SDM hcf hcf + AC (Full: startup.)
Moves with autoguard
(none)
Other Notes
(none)
Strategies
She is a light grappler, but compared to other ones the main objective of her will be get near to the opponent or punish a jump, she is more focused on countering than rush down.
Combos
Basic Combos
- cr.A / cl.A, cl.B (1-2) >
- hcf + P > qcf + K
- qcb + P > qcf + K
- (S)DM hcb hcb + P/AC [31.5/24.5 or 100%] {1 stock/Max Mode + 1 stock}
- (S)DM hcf hcf + P/AC [36%/52%] {1 stock/Max Mode + 1 stock}
- HSDM qcf qcf + BD [42%] {Max Mode + 1 stock}
- cr.C / cl.C >
- hcf + P > [25%]
- qcf + K [28%]
- hcf + K (Point blank.) [30%]
- qcb + P > (Point blank.) [26%]
- qcf + K [30%]
- f + B [16]
- (S)DM hcb hcb + P/AC [33%/25.5% or 100%] {1 stock/Max Mode + 1 stock}
- HSDM qcf qcf + BD [44%] {Max Mode + 1 stock}
- hcf + P > [25%]
Max Mode
Max Mode Bypass
- f + B (2) >> BC, {2 stocks}
- DM hcb hcb + P
- hcf + B (Close)
- qcb + C (Close)
Buffer as: f + B (2) >> hcb hcb + BC / qcb + BC / hcf + BC