Introduction
Hairy French Armpits
Just like her okizeme mix-ups, you become entangled in them.
Colors
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.
In-depth Analysis
Movelist
Normal Throws
- Shermie Flash: Original - b or f + C - Wake-up front turned
- Front Flash - b or f + D - Wake-up back turned
Special Moves
- Shermie Whip (qcb + P) - An anti-air catch attack that seems like a command throw. In actuality it's blockable and has pretty moderate recovery. It has a strange hitbox and it trades with many jump-in attacks. Doesn't have much uses and Shermie Spiral is the preferred special move to use in a combo. This move has better spacing and recovery once Shermie Cute is used rather than without, much unlike Shermie Spiral.
- qcf + K
- Axle Spin Kick (qcb + K) - A delayed kick attack that doesn't combo from any normal. It goes over low attacks but it generally is unsafe and punishable. When airborne, she has full mid-invincibility with only her hitbox around her head being vulnerable. Could reversal through most meaties and go through fireballs. Could also go through Guard Cancel CD attacks although finding an opportunity to do so it easier said than done and the player would rather set up something else.
- Shermie Shoot (hcf + K) - Shermie dashes forward and grabs the opponent within this range. This move isn't too reliable against players that don't freeze up or panic as this move could be reacted to and punished before the dash even reaches. This move also has considerable recovery on whiff.
- Shermie Spiral (hcf + P) - Shermie's most important special move as it is a good command grab that sets up into Shermie's okizeme game and could combo from lows and jump-in combos. Once the opponent is scared into just blocking the safe jump on okizeme, Shermie could easily just empty hop to either side and land this command grab. This throw can't be ground teched and leaves the opponent in a back-turned position when waking up.
- qcf + K
- Shermie Clutch (dp + K) - An anti-air special similar to Rose's Soul Throw from Street Fighter. The angle and priority of this move is terrible and Shermie's normals are much preferred as anti-air.
- qcf + K
- Shermie Cute (qcf + K after qcb + P, hcf + P or dp + K) - A follow up attack that could be performed after Shermie Whip, Shermie Spiral, and Shermie Clutch. This move stacks a bit of extra damage and is mainly used to finish a Shermie Whip or for finishing the opponent off after a Shermie Spiral.
Desperation Moves
- Shermie Flash (hcb hcb + P) - An instant command grab super. This move has faster start up than Shermie Carnival. Preferred to be done from an empty hop or combo, but overall, Shermie is best played without meter and confirming her combos and mix-ups into Shermie Spiral to reset into another good mix-up while building up meter when doing so. The SDM version is mashable.
- Shermie Carnival (hcf hcf + P) - A non instant command grab super, but have startup invencibility. This move could be used on okizeme by Shermie to catch opponents trying to safe jump on her because of the delayed aspect as well as the long active frames of this command grab. The opponent, though, is able re-hop/jump on reaction. This move could be also hopped/jumped over by the opponent after super flash. Could catch Guard Cancel CD attacks.
Fastest Attacks
- 0F: C throw; D throw; hcf + P; (S)DM hcb hcb + P
- 1F: -
- 2F: -
- 3F: -
- 4F: cl.C; cr.C
- 5F: cl.A; cl.B; st.A; st.B; cr.A; cr.B; qcb + A
- 6F: qcb + C; (S)DM hcf hcf + P
- 7F: -
- 8F: cl.D; st.D
- 9F: -
- 10F: cr.D
Combos
- Best jump-ins:
- j.C (Can crossup.)
- j.D
- cr.C / cl.C >
- (S)DM hcb hcb + P
- Shermie Spiral (hcf + P) > Shermie Cute (qcf + K)
- qcb + P > Shermie Cute (qcf + K) (Point blank. Out of MAX.)
- hcf + K (Point blank.)
- f + B
- cr.B / cr.A, st.B (1 hit) >
- (S)DM hcb hcb + P
- (S)DM hcf hcf + P
- Shermie Spiral (hcf + P) > Shermie Cute (qcf + K)
- qcb + P > Shermie Cute (qcf + K) (Point blank.)
- Simple buffer:
- cr.B, st.B (1 hit) > (S)DM hcb hcb + P
- cr.B, hcb + B > hcb + P (As cr.B is not cancelable, hcb + B will chain into a normal attack.)
- cr.B, st.B (1 hit) > (S)DM hcf hcf + P
- cr.B, hcf + B > hcf + P (As cr.B is not cancelable, hcf + B will chain into a normal attack.)
- cr.B, st.B (1 hit) > (S)DM hcb hcb + P
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.
Strategy Corner
- MAX: cl.C > + P > + K
deals just a tiny less damage (~ 1/2 cl.A) than
- cl.C > DM + P
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.