(→Combos) |
|||
Line 11: | Line 11: | ||
=Combos= | =Combos= | ||
*j.C/D > st.C xx Shermie Spiral (hcf+P) > *Shermie Cute (qcf+K) | |||
*cr.A/B > st.B (1st hit) xx Shermie Spiral (hcf+P) > *Shermie Cute (qcf+K) | |||
Regarding Shermie Cute, it's an okay move to stack on extra damage to finish off an opponent at the end of a round. Preferably, one would rather not do the Shermie Cute follow up because one would have better frame advantage to set up for an ambiguous, safe-jump cross-up that hit-confirms back into a combo with Shermie Spiral. | |||
=In-depth Analysis= | =In-depth Analysis= |
Revision as of 06:06, 17 January 2011
Introduction
Hairy French Armpits
Just like her okizeme mix-ups, you become entangled in them.
Gameplay Overview
Rather than being a grappler in the similar vein as Ralf or Clark, Shermie operates with better aerial control via anti-air and air-to-air attacks that allows her to zone out characters or pressure them into cross-up and empty-hop > command throw set-ups. She differs in the sense that she doesn't pressure on the ground with good pokes and the same kinds of frame-traps and meaties that Clark and Ralf have aren't as good as theirs or that Shermie would rather just make use of safe-jump, ambiguous cross-ups. Though in a "footsie" sense her grounded normals aren't that well as others, her standing and crouching normals are rather well suited for stuffing hop-in and jump-in attempts. Thus Shermie becomes quite the character to try to approach yet her air game could be just as frustrating to play against.
Combos
- j.C/D > st.C xx Shermie Spiral (hcf+P) > *Shermie Cute (qcf+K)
- cr.A/B > st.B (1st hit) xx Shermie Spiral (hcf+P) > *Shermie Cute (qcf+K)
Regarding Shermie Cute, it's an okay move to stack on extra damage to finish off an opponent at the end of a round. Preferably, one would rather not do the Shermie Cute follow up because one would have better frame advantage to set up for an ambiguous, safe-jump cross-up that hit-confirms back into a combo with Shermie Spiral.
In-depth Analysis
Normal Throws
b or f + C -
b or f + D -
Normal Moves
Standing B -
Standing D -
Standing CD -
Close C -
Crouching A -
Crouching B -
Crouching C -
Jumping A -
Jumping C -
Jumping D -
Straight Jumping D -
Jumping CD -
Command Normals
f + B -
Special Moves
Shermie Whip (qcb + P) -
Axle Spin Kick (qcb + K) -
Shermie Shoot (hcf + K) -
Shermie Spiral (hcf + P) -
Shermie Clutch (dp + K) -
Shermie Cute (qcf + K after a command throw) -
Desperation Moves
Shermie Flash (hcb x 2 + P) -
Shermie Carnival (hcf x 2 + P) -