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Difference between revisions of "The King of Fighters 2002/Shermie"

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m (Scanman moved page Shermie 02 to The King of Fighters 2002/Shermie: moving 2002 Shermie page to be a subpage)
 
(45 intermediate revisions by 2 users not shown)
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==General Info==
 
==General Info==
 
Crouch height: Medium<br>
 
Crouch height: Medium<br>
 +
Jump: 4/34/1<br>
 +
Hop: 4/25/1<br>
 +
Dash: 3/10~∞/3<br>
 +
Backdash: 3/18/3<br>
 +
Wakeup: 31 frames<br>
 +
Recovery roll: 22 frames<br>
 +
 +
{|
 +
! Stand
 +
! Crouch
 +
! Jump
 +
! Grab
 +
! Run
 +
|-
 +
|valign="bottom"| [[image:Shermie02_stand.png]]
 +
|valign="bottom"| [[image:Shermie02_crouch.png]]
 +
|valign="bottom"| [[image:Shermie02_jump.png]]
 +
|valign="bottom"| [[image:Shermie02_grab.png]]
 +
|valign="bottom"| [[image:Shermie02_run.png]]
 +
|}
 +
 
===Colors===
 
===Colors===
 
{|
 
{|
Line 96: Line 117:
 
|
 
|
 
|-
 
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
+
! [[image:snkc.gif]] + [[image:snkd.gif]]
 
|align="center"| 15/8/14
 
|align="center"| 15/8/14
 
|align="center"| KD/0
 
|align="center"| KD/0
Line 174: Line 195:
 
|
 
|
 
|-
 
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
+
! [[image:snkc.gif]] + [[image:snkd.gif]]
 
|align="center"| 12/4/-
 
|align="center"| 12/4/-
 
|align="center"| KD/-
 
|align="center"| KD/-
Line 254: Line 275:
 
|colspan="10" align="center"| '''Command Normals'''
 
|colspan="10" align="center"| '''Command Normals'''
 
|-
 
|-
! f+[[image:snka.gif]]
+
! f + [[image:snka.gif]]
 
|align="center"| 14/5/49
 
|align="center"| 14/5/49
 
|align="center"| KD/-36
 
|align="center"| KD/-36
Line 262: Line 283:
 
|
 
|
 
|-
 
|-
! <br>f+[[image:snkb.gif]]<br><br>
+
! <br>f + [[image:snkb.gif]]<br><br>
 
|align="center"| 15/4(4)4+4+4/11
 
|align="center"| 15/4(4)4+4+4/11
 
|align="center"| -3/-5
 
|align="center"| -3/-5
Line 271: Line 292:
 
|
 
|
 
|-
 
|-
! f+[[image:snkb.gif]]<br>(cancel)
+
! f + [[image:snkb.gif]]<br>(cancel)
 
|align="center"| 15/4(4)4+4+4/11
 
|align="center"| 15/4(4)4+4+4/11
 
|align="center"| -3/-5
 
|align="center"| -3/-5
Line 280: Line 301:
 
|
 
|
 
|-
 
|-
! [[image:snka.gif]]+[[image:snkb.gif]]+[[image:snkc.gif]]
+
! [[image:snka.gif]] + [[image:snkb.gif]] + [[image:snkc.gif]]
 
|align="center"| 9+24+4
 
|align="center"| 9+24+4
 
|align="center"| -/-
 
|align="center"| -/-
Line 293: Line 314:
 
|colspan="10" align="center"| '''Special Moves'''
 
|colspan="10" align="center"| '''Special Moves'''
 
|-
 
|-
! hcf+[[image:punch.gif]]
+
! hcf + [[image:punch.gif]]
 
|align="center"| 0/1/31
 
|align="center"| 0/1/31
 
|align="center"| KD/-
 
|align="center"| KD/-
Line 299: Line 320:
 
|align="center"| Grab
 
|align="center"| Grab
 
|colspan="4" | [[image:Shermie02_hcfP.png|center]]
 
|colspan="4" | [[image:Shermie02_hcfP.png|center]]
| '''Shermie Spiral - hcf+P'''
+
| '''Shermie Spiral - hcf + P'''
 
* Shermie does a one frame instant throw on the opponent, causing them to switch sides afterwards
 
* 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
+
* 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
 
* hard knockdown and opponent gets up with their back turned
 
* free cancellable into
 
* free cancellable into
 
* First 9 frames of recovery are counterhittable.
 
* First 9 frames of recovery are counterhittable.
 
|-
 
|-
! <br>hcf+[[image:snkb.gif]]<br><br>
+
! <br>hcf + [[image:snkb.gif]]<br><br>
 
|align="center"| 9/10/17
 
|align="center"| 9/10/17
 
|align="center"| KD/-
 
|align="center"| KD/-
Line 312: Line 333:
 
|align="center"| Grab
 
|align="center"| Grab
 
|rowspan="2" colspan="4" | [[image:Shermie02_hcfK.png|center]]
 
|rowspan="2" colspan="4" | [[image:Shermie02_hcfK.png|center]]
|rowspan="2" | '''Diamond Bust - hcf+K'''
+
|rowspan="2" | '''Diamond Bust - hcf + K'''
 
*Active period is the run forward portion.
 
*Active period is the run forward portion.
 
*During the run forward, when in range Shermie executes a grab. Grab framedata is: 3/1/28.
 
*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.
 
*Lower body invincibility: B: Frame 3-10 of active period. D: Frame 3-14 of active period.
 
|-
 
|-
! hcf+[[image:snkd.gif]]
+
! hcf + [[image:snkd.gif]]
 
|align="center"| 9/14/25
 
|align="center"| 9/14/25
 
|align="center"| KD/-
 
|align="center"| KD/-
Line 323: Line 344:
 
|align="center"| Grab
 
|align="center"| Grab
 
|-
 
|-
! qcb+[[image:snka.gif]]
+
! qcb + [[image:snka.gif]]
 
|align="center"| 5/4/52
 
|align="center"| 5/4/52
 
|align="center"| KD/-35
 
|align="center"| KD/-35
Line 329: Line 350:
 
|align="center"| HL
 
|align="center"| HL
 
|colspan="4" | [[image:Shermie02_qcbA.png|center]]
 
|colspan="4" | [[image:Shermie02_qcbA.png|center]]
|rowspan="2"| '''Shermie Whip - qcb+P'''
+
|rowspan="2"| '''Shermie Whip - qcb + P'''
 
*Invincible: A: Frame 1. C: Frame 1-3.
 
*Invincible: A: Frame 1. C: Frame 1-3.
 
|-
 
|-
! qcb+[[image:snkc.gif]]
+
! qcb + [[image:snkc.gif]]
 
|align="center"| 6/5/52
 
|align="center"| 6/5/52
 
|align="center"| KD/-36
 
|align="center"| KD/-36
Line 339: Line 360:
 
|colspan="4" | [[image:Shermie02_qcbC.png|center]]
 
|colspan="4" | [[image:Shermie02_qcbC.png|center]]
 
|-
 
|-
! <br>qcb+[[image:snkb.gif]]<br><br>
+
! <br>qcb + [[image:snkb.gif]]<br><br>
 
|align="center"| 31/3/25
 
|align="center"| 31/3/25
 
|align="center"| KD/-10
 
|align="center"| KD/-10
 
|align="center"|  
 
|align="center"|  
|align="center"| HL
+
|align="center"| H
 
|rowspan="2" colspan="4" | [[image:Shermie02_qcbK.png|center]]
 
|rowspan="2" colspan="4" | [[image:Shermie02_qcbK.png|center]]
|rowspan="2"| '''Axle Spin Kick - qcb+K'''
+
|rowspan="2"| '''Axle Spin Kick - qcb + K'''
 
*Invincible: B: Frame 1-25. D: Frame 1-23.
 
*Invincible: B: Frame 1-25. D: Frame 1-23.
 
|-
 
|-
! qcb+[[image:snkd.gif]]
+
! qcb + [[image:snkd.gif]]
 
|align="center"| 34/4/28
 
|align="center"| 34/4/28
 
|align="center"| KD/-14
 
|align="center"| KD/-14
 
|align="center"|  
 
|align="center"|  
|align="center"| HL
+
|align="center"| H
 
|-
 
|-
! hcb,f+[[image:punch.gif]]
+
! hcb,f + [[image:punch.gif]]
 
|align="center"| 7/24/12
 
|align="center"| 7/24/12
 
|align="center"| KD/-
 
|align="center"| KD/-
Line 360: Line 381:
 
|align="center"| -
 
|align="center"| -
 
|colspan="4" | [[image:Shermie02_hcbfP.png|center]]
 
|colspan="4" | [[image:Shermie02_hcbfP.png|center]]
| '''F-Captured - hcb,f+P'''
+
| '''F-Captured - hcb,f + P'''
 
*Invincible startup.
 
*Invincible startup.
 
|-
 
|-
! <br>dp+[[image:snkb.gif]]<br><br>
+
! <br>dp + [[image:snkb.gif]]<br><br>
 
|align="center"| 12/10/15+8
 
|align="center"| 12/10/15+8
 
|align="center"| KD/-
 
|align="center"| KD/-
Line 369: Line 390:
 
|align="center"| Grab
 
|align="center"| Grab
 
|rowspan="2" colspan="4" | [[image:Shermie02_dpK.png|center]]
 
|rowspan="2" colspan="4" | [[image:Shermie02_dpK.png|center]]
|rowspan="2"| '''Shermie Clutch - dp+K'''
+
|rowspan="2"| '''Shermie Clutch - dp + K'''
 
*Invincible: B: Frame 1-6. D: Frame 1-8.
 
*Invincible: B: Frame 1-6. D: Frame 1-8.
 
|-
 
|-
! dp+[[image:snkd.gif]]
+
! dp + [[image:snkd.gif]]
 
|align="center"| 15/11/21+10
 
|align="center"| 15/11/21+10
 
|align="center"| KD/-
 
|align="center"| KD/-
Line 378: Line 399:
 
|align="center"| Grab
 
|align="center"| Grab
 
|-
 
|-
! qcf+[[image:kick.gif]]
+
! qcf + [[image:kick.gif]]
 
|align="center"| -
 
|align="center"| -
 
|align="center"| KD/-
 
|align="center"| KD/-
Line 384: Line 405:
 
|align="center"| L
 
|align="center"| L
 
|colspan="4" | [[image:Shermie02_qcfK.png|center]]
 
|colspan="4" | [[image:Shermie02_qcfK.png|center]]
| '''Shermie Cute - qcf+K (after qcb+P, hcf+P or dp+K)'''
+
| '''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
 
* 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
 
* 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
Line 414: Line 435:
 
|colspan="10" align="center"| '''SDMs'''
 
|colspan="10" align="center"| '''SDMs'''
 
|-
 
|-
! hcbx2+[[image:snka.gif]]+[[image:snkc.gif]]
+
! hcbx2+[[image:snka.gif]] + [[image:snkc.gif]]
 
|align="center"| 0/1/16+5
 
|align="center"| 0/1/16+5
 
|align="center"| KD/-
 
|align="center"| KD/-
Line 424: Line 445:
 
*First 16 frames of recovery are counterhittable.
 
*First 16 frames of recovery are counterhittable.
 
|-
 
|-
! hcfx2+[[image:snka.gif]]+[[image:snkc.gif]]
+
! hcfx2+[[image:snka.gif]] + [[image:snkc.gif]]
 
|align="center"| 6/1/21+5
 
|align="center"| 6/1/21+5
 
|align="center"| KD/-
 
|align="center"| KD/-
Line 437: Line 458:
 
|-
 
|-
 
|-
 
|-
! qcfx2+[[image:snkb.gif]]+[[image:snkd.gif]]
+
! qcfx2+[[image:snkb.gif]] + [[image:snkd.gif]]
 
|align="center"| 0/1/19+13
 
|align="center"| 0/1/19+13
 
|align="center"| KD/-
 
|align="center"| KD/-
Line 447: Line 468:
 
*First 19 frames of recovery are counterhittable.
 
*First 19 frames of recovery are counterhittable.
 
|}
 
|}
=== Notes ===
+
==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)
  
* cancellable normals are close A, far A, crouch A, close B, far B, crouch B, close C, crouch C
+
===Other Notes===
* CD is cancellable into specials and DMs
+
(none)
  
 
== Strategies ==
 
== 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 ==
 
== Combos ==
  
'''0 stock'''
+
===Basic Combos===
#Crouch A, Close B (2 hit),hcf+A/qcb+A/C,qcf+K (* hits 25%~30%)
+
 
#Crouch C/Close C,hcf+A/hcf+B (2 hits 20%)
+
* 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====
 +
 
  
'''1-2 stock'''
+
* f + B (2) >> BC, {2 stocks}
#Crouch A/B, hcf(x2) + A/C (* hits 25%)
+
** DM hcb hcb + P
#Crouch A/B, hcf(x2) + AC (* hits 50%)  
+
** hcf + B (Close)
#Crouch C, hcb(x2) + A/C (* hits 30%)  
+
** qcb + C (Close)
#Crouch C, hcb(x2) + AC (* hits 25%)
+
Buffer as: f + B (2) >> hcb hcb + BC / qcb + BC / hcf + BC
#Crouch C, qcf(x2) + BD (* hits 40%)
 
#Crouch A, Close B (2 hits), hcf(x2) + AC/hcb (x2) + AC (* hits 45%~50%)
 
  
  
 
{{Template:The King of Fighters 2002}}
 
{{Template:The King of Fighters 2002}}
 
[[Category:The King of Fighters 2002]]
 
[[Category:The King of Fighters 2002]]

Latest revision as of 21:15, 23 July 2020

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