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Line 546: |
Line 546: |
| ===0 stock=== | | ===0 stock=== |
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| * cr.A / cr.B, cl.B (1-2) > hcf + P / qcb + P > qcf + K {25%/30%} | | * cr.A / cr.B, cl.B (1-2) > |
| | ** hcf + P > qcf + K {25%} |
| | ** qcb + P > qcf + K {30%} |
| | ** (S)DM hcf hcf + P/AC {1 stock/Max Mode + 1 stock} |
| | ** (S)DM hcb hcb + P/AC {1 stock/Max Mode + 1 stock} |
| | ** HSDM qcf qcf + BD {Max Mode + 1 stock} |
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Line 552: |
Line 557: |
| ** hcf + P > qcf + K {20%} | | ** hcf + P > qcf + K {20%} |
| ** hcf + K {20%} | | ** hcf + K {20%} |
| | | ** f + B |
| ===1-2 stock===
| | ** (S)DM hcb hcb + P/AC {30%/25%} {1 stock/Max Mode + 1 stock} |
| | | ** HSDM qcf qcf + BD {40%} {Max Mode + 1 stock} |
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| * cr.A / cr.B >
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| ** (S)DM hcf hcf + P/AC {25%/50%} | |
| ** (S)DM hcb hcb + P/AC {30%/25%} | |
| ** HSDM qcf qcf + BD {40%}
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| * cr.A / cr.B, cl.B (1-2) >
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| ** (S)DM hcf hcf + P/AC
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| ** (S)DM hcb hcb + P/AC
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| ** HSDM qcf qcf + BD | |
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| * cr.C >
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| ** (S)DM hcb hcb + P/AC {30%/25%}
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| ** HSDM qcf qcf + BD {40%}
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General Info
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Frames
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Advantage
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Cancel
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Block
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Hitbox
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Notes
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Standing Close
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5/2/6
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+4/+2
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R,C,S,Su
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HL
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5/3(5)9/5
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-2/-4
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C,S,Su
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HL
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5/3/19
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-2/-4
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C,S,Su
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HL
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8/5*5/26
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-11/-13
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HL
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Standing Far
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5/2/6
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+4/+2
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R,C,S,Su
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HL
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5/3(5)9/5
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-2/-4
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C,S,Su
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HL
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14/6/19
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-5/-7
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HL
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8/5/30
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-15/-17
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HL
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+
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15/8/14
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KD/0
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C,S,Su
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HL
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Crouching
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5/2/6
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+4/+2
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R,S,Su
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HL
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8/5/14
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-7/-9
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C,S,Su
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L
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6/5+5/29
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-19/-21
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C,S,Su
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HL
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18/8/19
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KD/-9
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L
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Jump
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5/2+3/-
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-/-
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H
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5/6/-
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-/-
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H
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5/6/-
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-/-
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H
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8/8/-
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-/-
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H
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+
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12/4/-
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KD/-
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HL
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Neutral Jump
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5/2+3+3/-
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-/-
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H
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5/6/-
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-/-
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H
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5/4/-
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-/-
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H
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5/10/-
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-/-
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H
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Hop
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5/8/-
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-/-
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H
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5/6/-
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-/-
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H
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5/3/-
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-/-
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H
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8/4/-
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-/-
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H
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Command Normals
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f +
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14/5/49
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KD/-36
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H
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f + 
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15/4(4)4+4+4/11
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-3/-5
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HL,H
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f +  (cancel)
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15/4(4)4+4+4/11
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-3/-5
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S,Su
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HL
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+ +
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9+24+4
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-/-
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-
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-
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- Invincible frame 1-9. Head and lower body invincible Frame 10-33.
- Recovery is counterhittable.
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Special Moves
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hcf +
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0/1/31
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KD/-
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Fi
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Grab
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Shermie Spiral - hcf + P
- Shermie does a one frame instant throw on the opponent, causing them to switch sides afterwards
- can be followed up by qcf + K, but not following up gives Shermie more time to run forward and set up a mixup on their wakeup
- hard knockdown and opponent gets up with their back turned
- free cancellable into
- First 9 frames of recovery are counterhittable.
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hcf + 
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9/10/17
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KD/-
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Grab
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Diamond Bust - hcf + K
- Active period is the run forward portion.
- During the run forward, when in range Shermie executes a grab. Grab framedata is: 3/1/28.
- Lower body invincibility: B: Frame 3-10 of active period. D: Frame 3-14 of active period.
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hcf +
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9/14/25
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KD/-
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Grab
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qcb +
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5/4/52
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KD/-35
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HL
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Shermie Whip - qcb + P
- Invincible: A: Frame 1. C: Frame 1-3.
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qcb +
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6/5/52
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KD/-36
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HL
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qcb + 
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31/3/25
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KD/-10
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HL
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Axle Spin Kick - qcb + K
- Invincible: B: Frame 1-25. D: Frame 1-23.
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qcb +
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34/4/28
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KD/-14
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HL
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hcb,f +
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7/24/12
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KD/-
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-
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F-Captured - hcb,f + P
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dp + 
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12/10/15+8
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KD/-
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Grab
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Shermie Clutch - dp + K
- Invincible: B: Frame 1-6. D: Frame 1-8.
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dp +
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15/11/21+10
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KD/-
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Grab
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qcf +
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-
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KD/-
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Fo
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L
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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
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DMs
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hcbx2+
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0/1/16+6
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KD/-
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Grab
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Shermie Flash - hcbx2+P
- Invincible: Active period.
- First 16 frames of recovery are counterhittable.
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hcfx2+
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6/1/15+9
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KD/-
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Grab
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Shermie Carnival - hcfx2+P
- Invincible: Startup and active periods.
- First 15 frames of recovery are counterhittable.
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SDMs
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hcbx2+ +
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0/1/16+5
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KD/-
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Grab
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Shermie Flash - hcbx2+AC
- Invincible: Active period.
- First 16 frames of recovery are counterhittable.
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hcfx2+ +
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6/1/21+5
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KD/-
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Grab
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Shermie Carnival - hcfx2+AC
- Invincible: Startup and active periods.
- First 15 frames of recovery are counterhittable.
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HSDM
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qcfx2+ +
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0/1/19+13
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KD/-
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Grab
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Inazuma Leg Lariat - qcfx2+BD
- Invincible: Active period.
- First 19 frames of recovery are counterhittable.
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Short Movelist
- f + A
- f + B (Overhead (2) if not cancelled into.)
- ABC (Dodge.)
- hcf + P (Throw. 0 frame startup.)
- 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.)
- 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.)
- 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 normals are:
- 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.
- Free cancellable into moves are:
- Free cancellable out-of moves are:
- qcb + P / hcf + P / dp + K > qcf + K
- Moves with Invincibility are:
- 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 + KP (Full: startup (1st part).)
- DM hcf hcf + P (Full: startup.)
- SDM hcf hcf + AC (Full: startup.)
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
0 stock
- cr.A / cr.B, cl.B (1-2) >
- hcf + P > qcf + K {25%}
- qcb + P > qcf + K {30%}
- (S)DM hcf hcf + P/AC {1 stock/Max Mode + 1 stock}
- (S)DM hcb hcb + P/AC {1 stock/Max Mode + 1 stock}
- HSDM qcf qcf + BD {Max Mode + 1 stock}
- cr.C / cl.C >
- hcf + P > qcf + K {20%}
- hcf + K {20%}
- f + B
- (S)DM hcb hcb + P/AC {30%/25%} {1 stock/Max Mode + 1 stock}
- HSDM qcf qcf + BD {40%} {Max Mode + 1 stock}
- f + B (2) >> BC DM hcb hcb + P
Buffer as: f + B (2) >> hcb hcb + BC
Game Navigation
General
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Characters
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Secret/Orochi Characters
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