The King of Fighters 2002/Shermie

From SuperCombo Wiki
the longest idle for the worst character

General Info

Crouch height: Medium
Jump: 4/34/1
Hop: 4/25/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 31 frames
Recovery roll: 22 frames

Stand Crouch Jump Grab Run
Shermie02 stand.png Shermie02 crouch.png Shermie02 jump.png Shermie02 grab.png Shermie02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Shermie02 colorA.png Shermie02 colorB.png Shermie02 colorC.png Shermie02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 5/2/6 +4/+2 R,C,S,Su HL
Shermie02 clA.png
Snkb.gif 5/3(5)9/5 -2/-4 C,S,Su HL
Shermie02 clB1.png
Shermie02 clB2.png
Snkc.gif 5/3/19 -2/-4 C,S,Su HL
Shermie02 clC.png
Snkd.gif 8/5*5/26 -11/-13 HL
Shermie02 clD1.png
Shermie02 clD2.png
Standing Far
Snka.gif 5/2/6 +4/+2 R,C,S,Su HL
Shermie02 stA.png
Snkb.gif 5/3(5)9/5 -2/-4 C,S,Su HL
Shermie02 clB1.png
Shermie02 clB2.png
Snkc.gif 14/6/19 -5/-7 HL
Shermie02 stC.png
Snkd.gif 8/5/30 -15/-17 HL
Shermie02 clD1.png
Snkc.gif + Snkd.gif 15/8/14 KD/0 C,S,Su HL
Shermie02 stCD.png
Crouching
Snka.gif 5/2/6 +4/+2 R,S,Su HL
Shermie02 crA.png
Snkb.gif 8/5/14 -7/-9 C,S,Su L
Shermie02 crB.png
Snkc.gif 6/5+5/29 -19/-21 C,S,Su HL
Shermie02 crC1.png
Shermie02 crC2.png
Snkd.gif 18/8/19 KD/-9 L
Shermie02 crD.png
Jump
Snka.gif 5/2+3/- -/- H
Shermie02 jA1.png
Shermie02 jA2.png
Snkb.gif 5/6/- -/- H
Shermie02 jB.png
Snkc.gif 5/6/- -/- H
Shermie02 jC.png
Snkd.gif 8/8/- -/- H
Shermie02 jD.png
Snkc.gif + Snkd.gif 12/4/- KD/- HL
Shermie02 jCD.png
Neutral Jump
Snka.gif 5/2+3+3/- -/- H
Shermie02 juA1.png
Shermie02 juA2.png
Shermie02 juA3.png
Snkb.gif 5/6/- -/- H
Shermie02 jB.png
Snkc.gif 5/4/- -/- H
Shermie02 juC.png
Snkd.gif 5/10/- -/- H
Shermie02 juD.png
Hop
Snka.gif 5/8/- -/- H
Shermie02 juA3.png
Snkb.gif 5/6/- -/- H
Shermie02 jB.png
Snkc.gif 5/3/- -/- H
Shermie02 jC.png
Snkd.gif 8/4/- -/- H
Shermie02 jD.png
Command Normals
f + Snka.gif 14/5/49 KD/-36 H
Shermie02 fA.png

f + Snkb.gif

15/4(4)4+4+4/11 -3/-5 HL,H
Shermie02 fB1.png
Shermie02 fB2.png
f + Snkb.gif
(cancel)
15/4(4)4+4+4/11 -3/-5 S,Su HL
Shermie02 fB3.png
Shermie02 fB4.png
Snka.gif + Snkb.gif + Snkc.gif 9+24+4 -/- - -
Shermie02 ABC1.png
Shermie02 ABC2.png
  • Invincible frame 1-9. Head and lower body invincible Frame 10-33.
  • Recovery is counterhittable.
Special Moves
hcf + Punch.gif 0/1/31 KD/- Fi Grab
Shermie02 hcfP.png
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 + Snkb.gif

9/10/17 KD/- Grab
Shermie02 hcfK.png
Diamond Bust - hcf + K
  • Active period is the run forward portion.
  • During the run forward, when in range Shermie executes a grab. Grab framedata is: 3/1/28.
  • Lower body invincibility: B: Frame 3-10 of active period. D: Frame 3-14 of active period.
hcf + Snkd.gif 9/14/25 KD/- Grab
qcb + Snka.gif 5/4/52 KD/-35 HL
Shermie02 qcbA.png
Shermie Whip - qcb + P
  • Invincible: A: Frame 1. C: Frame 1-3.
qcb + Snkc.gif 6/5/52 KD/-36 HL
Shermie02 qcbC.png

qcb + Snkb.gif

31/3/25 KD/-10 H
Shermie02 qcbK.png
Axle Spin Kick - qcb + K
  • Invincible: B: Frame 1-25. D: Frame 1-23.
qcb + Snkd.gif 34/4/28 KD/-14 H
hcb,f + Punch.gif 7/24/12 KD/- -
Shermie02 hcbfP.png
F-Captured - hcb,f + P
  • Invincible startup.

dp + Snkb.gif

12/10/15+8 KD/- Grab
Shermie02 dpK.png
Shermie Clutch - dp + K
  • Invincible: B: Frame 1-6. D: Frame 1-8.
dp + Snkd.gif 15/11/21+10 KD/- Grab
qcf + Kick.gif - KD/- Fo L
Shermie02 qcfK.png
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+Punch.gif 0/1/16+6 KD/- Grab
Shermie02 hcbx2P.png
Shermie Flash - hcbx2+P
  • Invincible: Active period.
  • First 16 frames of recovery are counterhittable.
hcfx2+Punch.gif 6/1/15+9 KD/- Grab
Shermie02 hcfx2P.png
Shermie Carnival - hcfx2+P
  • Invincible: Startup and active periods.
  • First 15 frames of recovery are counterhittable.
SDMs
hcbx2+Snka.gif + Snkc.gif 0/1/16+5 KD/- Grab
Shermie02 hcbx2AC.png
Shermie Flash - hcbx2+AC
  • Invincible: Active period.
  • First 16 frames of recovery are counterhittable.
hcfx2+Snka.gif + Snkc.gif 6/1/21+5 KD/- Grab
Shermie02 hcfx2P.png
Shermie Carnival - hcfx2+AC
  • Invincible: Startup and active periods.
  • First 15 frames of recovery are counterhittable.
HSDM
qcfx2+Snkb.gif + Snkd.gif 0/1/19+13 KD/- Grab
Shermie02 qcfx2BD.png
Inazuma Leg Lariat - qcfx2+BD
  • Invincible: Active period.
  • First 19 frames of recovery are counterhittable.

Short Movelist

  • f + A
  • f + B (Overhead (2) if not cancelled into.)
  • ABC (Dodge.)


  • hcf + P (Throw. 0 frame startup.)
    • qcf + K (Only on hit.)


  • qcb + P
    • qcf + K (Only on hit. Same move as qcf + K followup from hcf + P.)


  • hcb f + P (Counter: ground & non-low normals. Throw on trigger.)


  • hcf + K (Throw.)


  • qcb + K (Overhead.)


  • dp + K (Air throw.)
    • qcf + K (Only on hit. Same move as qcf + K followup from hcf + P.)


  • DM hcb hcb + P (Throw. 0 frame startup.)


  • DM hcf hcf + P (Throw.)


  • SDM hcb hcb + AC (Throw. 0 frame startup. Opponent may mash buttons to escape, if he escapes - which is easy - this does insignificant damage, if he doesn't escape this does 100% damage to him.)


  • SDM hcf hcf + AC (Throw.)


  • HSDM qcf qcf + BD (Throw. 0 frame startup.)

Notes

Cancellable moves

  • Close: A, B (1-2), C
  • Far: A, B (1-2)
  • Crouch: A, B, C


  • CD is cancellable into specials and DMs.


  • f + B (2) is cancellable only when you cancel into it.

Super cancellable moves

(none)

Free cancellable into moves

  • hcf + P
  • hcf + K
  • qcb + P
  • qcb + K
  • dp + K

Free cancellable out-of moves

  • f + A (On block.)
  • f + B
  • qcb + K
  • qcb + P > qcf + K ??
  • hcf + P > qcf + K ??
  • dp + K > qcf + K ??

Moves with Invincibility

  • ABC (Full: startup. Head + Lower: active.)
  • hcf + K (Lower: "run" (last part).)
  • qcb + P (Full: startup (1st part).)
  • qcb + K (Full: startup (1st part).)
  • hcb f + P (Full: startup.)
  • dp + K (Full: startup (1st part).)
  • DM hcf hcf + P (Full: startup.)
  • SDM hcf hcf + AC (Full: startup.)

Moves with autoguard

(none)

Other Notes

(none)

Strategies

She is a light grappler, but compared to other ones the main objective of her will be get near to the opponent or punish a jump, she is more focused on countering than rush down.

Combos

Basic Combos

  • cr.A / cl.A, cl.B (1-2) >
    • hcf + P > qcf + K
    • qcb + P > qcf + K
    • (S)DM hcb hcb + P/AC [31.5/24.5 or 100%] {1 stock/Max Mode + 1 stock}
    • (S)DM hcf hcf + P/AC [36%/52%] {1 stock/Max Mode + 1 stock}
    • HSDM qcf qcf + BD [42%] {Max Mode + 1 stock}


  • cr.C / cl.C >
    • hcf + P > [25%]
      • qcf + K [28%]
    • hcf + K (Point blank.) [30%]
    • qcb + P > (Point blank.) [26%]
      • qcf + K [30%]
    • f + B [16]
    • (S)DM hcb hcb + P/AC [33%/25.5% or 100%] {1 stock/Max Mode + 1 stock}
    • HSDM qcf qcf + BD [44%] {Max Mode + 1 stock}

Max Mode

Max Mode Bypass

  • f + B (2) >> BC, {2 stocks}
    • DM hcb hcb + P
    • hcf + B (Close)
    • qcb + C (Close)

Buffer as: f + B (2) >> hcb hcb + BC / qcb + BC / hcf + BC


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