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Difference between revisions of "The King of Fighters 2002/Shermie"
From Shoryuken Wiki
m (→Short Movelist) |
m (→Short Movelist) |
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− | * hcf + P (Throw.) | + | * hcf + P (Throw. 0 frame startup.) |
** qcf + K (Only on hit.) | ** qcf + K (Only on hit.) | ||
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− | * DM hcb hcb + P (Throw.) | + | * DM hcb hcb + P (Throw. 0 frame startup.) |
Line 499: | Line 499: | ||
− | * SDM hcb hcb + AC (Throw. 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 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.) |
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− | * HSDM qcf qcf + BD (Throw.) | + | * HSDM qcf qcf + BD (Throw. 0 frame startup.) |
== Notes == | == Notes == |
Revision as of 07:06, 8 March 2020
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 |
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Colors
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Movelist
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.)
- 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 normals are:
- 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.
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
0 stock
- cr.A / cr.B, cl.B (1-2) > hcf + P / qcb + P > qcf + K {25%/30%}
- cr.C / cl.C >
- hcf + P > qcf + K {20%}
- hcf + K {20%}
1-2 stock
- cr.A / cr.B >
- (S)DM hcf hcf + P/AC {25%/50%}
- (S)DM hcb hcb + P/AC {30%/25%}
- HSDM qcf qcf + BD {40%}
- cr.A / cr.B, cl.B (1-2) >
- (S)DM hcf hcf + P/AC
- (S)DM hcb hcb + P/AC
- HSDM qcf qcf + BD
- cr.C >
- (S)DM hcb hcb + P/AC {30%/25%}
- HSDM qcf qcf + BD {40%}
- f + B (2) >> BC DM hcb hcb + P
Buffer as: f + B (2) >> hcb hcb + BC