Introduction
Moves List
Normal Moves
Special Moves
Super Attacks
The Basics
Shermie NGBC Primer Part I(by Dark Geese):
-Shermie has two Orochi moves and the rest regular.
-Her Ultimate Juggle is her qcfx2 k super.
-Best to start combos off a cr.b or close st. b (2 hits) Both of these link into f+b
-Decent anti airs for Shermie are Cr.C, f+d, qcb+p,dp+k.
-She has a crossup tactic..in the air mix up qcb+d to time it where that it will be an ambiguous crossup…if it hits they cannot tech. Master this in the air! This can stop Tungs Muscleman!
-Her qcb+p move has three parts..qcb+p to start, then qcf+p, then another qcf+k to finish the move. If at all possible always connect the three parts.
- Her dp+p move actually does have a followup..its hcf+p, and after you hit them with the followup tap back and forward as fast as you can to increase hits.
-Abuse her hcf+b move, it does not combo but that’s the beauty of it…it’s a fast running command grab.
-Even st.ax2 can link into f+b into super.
-About her hcfx2 p super..after it finish you gotta do a dp+k in the opposite direction Shermie is facing after the last part.and Shermie will jump up to grab and slam the opponent. After this finish it with a qcf+k running stomp move.
-This is enough to get you started.