Shermie 02

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the longest idle for the worst character

General Info

Crouch height: Medium

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 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+Kick.gif Grab
Shermie02 hcfK.png
Diamond Bust - hcf+K
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 HL
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 HL

hcb,f+Snka.gif

7/24/12 KD/- -
Shermie02 hcbfP.png
F-Captured - hcb,f+P
  • Invincible startup.
hcb,f+Snkc.gif -

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 -
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.

Notes

  • cancellable normals are close A, far A, crouch A, close B, far B, crouch B, close C, crouch C
  • CD is cancellable into specials and DMs

Strategies