|
Frames
|
Advantage
|
Cancel
|
Block
|
Hitbox
|
Notes
|
Standing Close
|
|
5/2/6
|
+4/+2
|
R,C,S,Su
|
HL
|
|
|
|
5/3(5)9/5
|
-2/-4
|
C,S,Su
|
HL
|
|
|
|
|
5/3/19
|
-2/-4
|
C,S,Su
|
HL
|
|
|
|
8/5*5/26
|
-11/-13
|
|
HL
|
|
|
|
Standing Far
|
|
5/2/6
|
+4/+2
|
R,C,S,Su
|
HL
|
|
|
|
5/3(5)9/5
|
-2/-4
|
C,S,Su
|
HL
|
|
|
|
|
14/6/19
|
-5/-7
|
|
HL
|
|
|
|
8/5/30
|
-15/-17
|
|
HL
|
|
|
+
|
15/8/14
|
KD/0
|
C,S,Su
|
HL
|
|
|
Crouching
|
|
5/2/6
|
+4/+2
|
R,S,Su
|
HL
|
|
|
|
8/5/14
|
-7/-9
|
C,S,Su
|
L
|
|
|
|
6/5+5/29
|
-19/-21
|
C,S,Su
|
HL
|
|
|
|
|
18/8/19
|
KD/-9
|
|
L
|
|
|
Jump
|
|
5/2+3/-
|
-/-
|
|
H
|
|
|
|
|
5/6/-
|
-/-
|
|
H
|
|
|
|
5/6/-
|
-/-
|
|
H
|
|
|
|
8/8/-
|
-/-
|
|
H
|
|
|
+
|
12/4/-
|
KD/-
|
|
HL
|
|
|
Neutral Jump
|
|
5/2+3+3/-
|
-/-
|
|
H
|
|
|
|
|
|
5/6/-
|
-/-
|
|
H
|
|
|
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5/4/-
|
-/-
|
|
H
|
|
|
|
5/10/-
|
-/-
|
|
H
|
|
|
Hop
|
|
5/8/-
|
-/-
|
|
H
|
|
|
|
5/6/-
|
-/-
|
|
H
|
|
|
|
5/3/-
|
-/-
|
|
H
|
|
|
|
8/4/-
|
-/-
|
|
H
|
|
|
Command Normals
|
f+
|
14/5/49
|
KD/-36
|
|
H
|
|
|
f+
|
15/4(4)4+4+4/11
|
-3/-5
|
|
HL,H
|
|
|
|
f+ (cancel)
|
15/4(4)4+4+4/11
|
-3/-5
|
S,Su
|
HL
|
|
|
|
+ +
|
9+24+4
|
-/-
|
-
|
-
|
|
|
- Invincible frame 1-9. Head and lower body invincible Frame 10-33.
- Recovery is counterhittable.
|
Special Moves
|
hcf+
|
0/1/31
|
|
Fi
|
Grab
|
|
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.
|
hcf+
|
|
|
|
Grab
|
|
Diamond Bust - hcf+K
|
hcf+
|
|
|
|
Grab
|
qcb+
|
5/4/52
|
KD/-35
|
|
HL
|
|
Shermie Whip - qcb+P
- Invincible: A: Frame 1. C: Frame 1-3.
|
qcb+
|
6/5/52
|
KD/-36
|
|
HL
|
|
qcb+
|
31/3/25
|
KD/-10
|
|
HL
|
|
Axle Spin Kick - qcb+K
- Invincible: B: Frame 1-25. D: Frame 1-23.
|
qcb+
|
34/4/28
|
KD/-14
|
|
HL
|
hcb,f+
|
7/24/12
|
KD/-
|
|
-
|
|
F-Captured - hcb,f+P
|
hcb,f+
|
|
|
|
-
|
dp+
|
12/10/15+8
|
KD/-
|
|
Grab
|
|
Shermie Clutch - dp+K
- Invincible: B: Frame 1-6. D: Frame 1-8.
|
dp+
|
15/11/21+10
|
KD/-
|
|
Grab
|
qcf+
|
-
|
KD/-
|
Fo
|
-
|
|
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
|
DMs
|
hcbx2+
|
0/1/16+6
|
KD/-
|
|
Grab
|
|
Shermie Flash - hcbx2+P
- Invincible: Active period.
- First 16 frames of recovery are counterhittable.
|
hcfx2+
|
6/1/15+9
|
KD/-
|
|
Grab
|
|
Shermie Carnival - hcfx2+P
- Invincible: Startup and active periods.
- First 15 frames of recovery are counterhittable.
|
SDMs
|
hcbx2+ +
|
0/1/16+5
|
KD/-
|
|
Grab
|
|
Shermie Flash - hcbx2+AC
- Invincible: Active period.
- First 16 frames of recovery are counterhittable.
|
hcfx2+ +
|
6/1/21+5
|
KD/-
|
|
Grab
|
|
Shermie Carnival - hcfx2+AC
- Invincible: Startup and active periods.
- First 15 frames of recovery are counterhittable.
|
HSDM
|
qcfx2+ +
|
0/1/19+13
|
KD/-
|
|
Grab
|
|
Inazuma Leg Lariat - qcfx2+BD
- Invincible: Active period.
- First 19 frames of recovery are counterhittable.
|