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== Moves List == | == 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 == | == 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.