Introduction
Move list
At a glance
Normal throws | |
---|---|
Shermie Flash: Original | (throw) f/b + C |
Front Flash | (throw) f/b + D |
Command move | |
Shermie Stand | f + B |
Special moves | |
Shermie Shoot | hcf + K |
Axle Spin Kick | qcb + K |
Shermie Clutch | dp + K |
┗ Shermie Cute | (during Shermie Clutch) qcf + K |
Shermie Whip | qcb + P |
┗ Shermie Cute | (during Shermie Whip) qcf + K |
Shermie Spiral | (throw) hcf + P |
┗ Shermie Cute | (during Shermie Spiral) qcf + K |
Super special moves | |
Shermie Flash | (throw) hcb hcb + P |
Shermie Carnival | (throw) hcf hcf + P |
Normal moves
- cl.C – pivotal to comboing, but it can miss opponents with short crouching heights completely.
- cr.B – since the pose is low and the reach is long, use it for zoning. Unfortunately, it isn’t cancelable.
- st.B (there is no cl.B) – the first step is cancelable, but the second hit isn’t!
- st.D (there is no cl.D) – hits high, so use it for jump checking. Definitely don’t overuse it.
- st.C – startup is now faster; it leaves you pretty open, but the hitbox is decently wide, so you can use it for zoning.
- cr.C – the hitbox has been buffed from OG.
- j.C – extremely simple crossup, but nothing will combo afterwards.
- j.D – points downward; essential for jumping in.
Command move
- Shermie Stand
- f + B
- A two-step move; the second is an overhead. If cancelled into, it becomes cancelable, but nothing will combo from it.
Special moves
- Shermie Spiral
- hcf + P
- A 1-frame throw with a wide grabbing range. The damage ain’t half-bad, and it’s easy to use.
- Shermie Whip
- qcb + P
- A striking throw with quick startup. Shermie drops to the ground, grabbing the opponent between her ankles if it hits. Even if it is blocked, Shermie retreats a bit, so there isn’t that big an opening. At the moment her feet are oriented diagonally upward, the hitbox is dreadfully good.
- Shermie Shoot
- hcf + K
- A moving throw with quick initial motion; the recovery time for a miss is shortish.
- Axle Spin Kick
- qcb + K
- An odd forward-hopping spin kick. It has invincibility time at startup, but it cuts off before the hitbox is ready. If blocked, you are not open (the truly vulnerable spot is between the invincibility and attack frames); it is useful for interruption.
- Shermie Clutch
- dp + K
- A move that grabs opponents in the air. Although it is reliable in the fashion that grabs are, it has no invincibility, so it isn’t suited towards anti-air. Rather, you should use it when you know the opponent will jump.
- Shermie Cute
- qcf + K during Shermie Spiral, Shermie Whip, or Shermie Clutch
- An OTG add-on move to some of Shermie’s throws. After this move, Shermie retreats, so meaties are not an option afterwards.
Super special moves
- Shermie Flash
- hcb hcb + P at throwing distance
- A one-frame throw. Basically, you could use it anywhere you could use Shermie Spiral, but obviously it does a lot more damage. During the MAX version, there are three grades of damage you can increase it to (according to how much you and the opponent mash the buttons). If you can get it to the second stage, it amounts to some pretty wicked damage.
- Shermie Carnival
- hcf hcf + P at throwing distance
- A very whiffable command throw (the startup is slow). It does a lot of damage, and it is completely invincible until the hitbox is ready.
Combos
Basic
- j.D > cl.C >> Shermie Spiral >> Shermie Cute
- Basic combo. Also possible to use Shermie Flash.
- cr.A >> cr.A >> Shermie Spiral >> Shermie Cute
- Combo from weak moves. Applicable for meaties and such.