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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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HL
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Identical to far A
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5/3(5)9/5
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-2/-4
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HL
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Identical to far B
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4/6/16
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-2/-4
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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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Identical to far D
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Standing Far
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5/2/6
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+4/+2
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HL
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A standard anti-air normal. Shorter horizontal range than other characters. In most situations that Standing A could be used, Crouching C would be preferable but this move still has its uses.
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5/3(5)9/5
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-2/-4
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HL
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The first hit is cancelable. This move could link from cr.A and cr.B. It's more difficult to link from cr.B but being able to threaten with a low hitting, hit-confirm combo is well worth learning to help break alternate guarding opponents. It's a decent anti air to use from mid-range to stop a hop but it stays out for quite a bit of time so it's relatively easy to sweep.
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14/2+3/27
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-12/-14
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HL
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An outstretched palm attack that covers the area above Shermie's head and stop about right in front of her face. It's a move that is in the same spirit of E. Honda's far Fierce punch. This move isn't too reliable in hitting opponents let alone for pressuring and there are better anti-air options than it. It's used occasionally to frame trap an opponent by making the opponent to block a normal and if the opponent was mashing a reversal hop or tried to approach on the ground, the opponent will just be struck by the Standing C.
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8/5/30
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-15/-17
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HL
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A high kick that is similar to Goro's Standing D. What this move lacks is the horizontal range that Goro's Standing D has and it's very situational in anti-airing with.
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+
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11/6/17
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KD/-1
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S,Su
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HL
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|
Shermie defies gravity and positions her pelvic area in a stationary space and performs a drop kick without dropping. Acts like a sobat kick and it goes over most crouching attacks. Also functions as an anti air from a jump that was spaced far upon landing.
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Crouching
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5/2/6
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+4/+2
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HL
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A fast slap without much horizontal range. Could be used to do a meaty frame trap such as Crouching A > Close C. Generally it doesn't have much uses. Hits mid.
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5/5/9
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-2/-4
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L
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A low poke that isn't terribly fast. Good to use occasionally to break alternate guarding. Links into Standing B.
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4/3+7/17
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-7/-9
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HL
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This is Shermie's best anti-air normal. Beats out most jump-ins. Easily whiff cancelable into Forward B for whatever kind of zoning/gimmick.
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10/8/19
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KD/-9
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L
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A relatively good sweep. It's good in that it shrinks Shermie's hitbox extremely low and it's hard to properly hop or jump onto her with a jump in. One would have to do a deep jump in to punish it; otherwise, this move easily acts like an anti-air since many jumps get caught by it. This sweep is also slower than most other sweeps and it's not as good to play footsies with.
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Jump
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6/8/-
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-/-
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H
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An air to air. Mainly used during a hop to air to air a full/super jump.
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6/6/-
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-/-
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H
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Has a similar application to Jumping A.
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6/8/-
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-/-
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H
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One of Shermie's best jump-in attacks. It's an extremely good ambiguous cross up with a good hitbox. This is a key component of her okizeme game. It can air to air to an extent but it's not as good as her others.
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9/8/-
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-/-
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H
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An air-to-ground jump-in attack that's hard for a number of the cast to anti-air. It's similar to Goro's Jumping D. It's cross up hitbox is not as big as Jumping C but it's still pretty big for a KOF cross up. It also functions as an air-to-air attack against an airborne opponent that is about at the same height in the jump.
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+
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13/4/-
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KD/-
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HL
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This move is similar to Shermie's Neutral Jumping D but her legs are further apart, signifying that her hitbox on this move is also wider. As a Jumping CD move, it doesn't have overhead properties but can control space like Neutral Jumping D from multiple angles and jumping/hopping trajectories.
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Neutral Jump
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6/10/-
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-/-
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H
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One of Shermie's best tools when going on the defense or trying to keep someone out during her neutral game. Shermie does a drop kick that directly hits horizontally and it beats out most aerial approaches as well as some grounded ones. Shermie could also keep herself safe from preemptive air-to-air attacks that are trying to stuff this attack by just Air Guarding during a Full Neutral Jump. Best not to use it too generously or the opponent could adapt and run under the full jump and meaty/anti-air Shermie on the other side.
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Command Normals
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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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Shermie Stand - f + B
A two hit move. The first hit has a mid property while the second hit has an overhead property (unless Shermie cancels into Shermie Stand from a normal move). Although not to be used too much, the first hit of Shermie Stand could be used as a means of anti-air. When canceled into, the second hit of this move becomes cancelable into a special or super although there isn't anything that combos afterwards.
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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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Special Moves
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hcf+
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26/23/33
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|
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HL
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Mugetsu no Raiun - hcf + any button
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hcf+
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30/23/33
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|
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HL
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hcf+
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34/23/33
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|
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HL
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hcf+
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38/23/33
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|
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HL
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qcb+
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14/8/4/16/18
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|
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HL
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|
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Yatanagi no Muchi - qcb+P
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qcb+
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16/8/4/16/22
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|
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HL
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|
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qcb+
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5[全身M] + 7+2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3+2+13
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|
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HL
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Shajitsu no Odori - qcb+K
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qcb+
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9[全身M] + 9+2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2+2+15
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|
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HL
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j.qcf+
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26/7/11
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|
|
H
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Raijin no Tsue - qcf+K (in air)
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j.qcf+
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32/7/13
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|
|
H
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DMs
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qcfx2+
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( {1 + 28[暗転] + 3}[全身M] + 1, 1+4, 5, 4, 5, 4, 5, 4, 5, 4, 7+27)
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|
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HL
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Ankoku Raikou Ken - qcf,qcf+P
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qcfx2+
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( {1 + 28[暗転] + 7}[全身M] + 1, 1+4, 5, 4, 5, 4, 5, 4, 5, 4, 11+27)
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|
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HL
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qcfx2+
|
( {1 + 28[暗転] + 12}[全身M], 28, 11+25)、(攻撃判定)( {1 + 28[暗転] + 12}[全身M] + 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 11+25)
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|
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HL
|
|
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Shukumei, Gen'ei, Shinshi - qcf,qcf+K
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qcfx2+
|
( {1 + 28[暗転] + 15}[全身M], 36, 11+28)、(攻撃判定)( {1 + 28[暗転] + 15}[全身M] + 3, 1, 3, 1, 3, 1, 3, 1, 7, 1, 3, 1, 3, 1, 3, 1, 11+28)
|
|
|
HL
|
SDMs
|
qcfx2+ +
|
( {1 + 28[暗転]}[全身M] + 4, {[1](0, 1+6), [2](4, 1+6), [3](8, 1+6), [4](12, 1+6), [5](16, 1+6), [6](20, 1+6), [7](24, 1+6), [8](28, 1+6)}, 25+27)
|
|
|
HL
|
|
|
Ankoku Raikou Ken - qcf,qcf+AC
|
qcfx2+ +
|
( {1 + 28[暗転] + 11}[全身M] + 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 11+32)
|
|
|
HL
|
|
|
Shukumei, Gen'ei, Shinshi - qcf,qcf+BD
|