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The King of Fighters 2002 UM/Shermie

2,484 bytes added, 03:40, 11 August 2015
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* st. A is a cancel-able slap that covers a distance in front of her face. Good for stopping incoming hops. Whiffs on crouching opponents except for Goro, Maxima and Chang. Whiffs up-close on standing characters such as Chin, Hinako, & Choi. Can be chained into cr. A, st. B, and cr. B.
* st. B is a 2-hit special and super cancel-able side kick. Both hits are cancel-able. Moves Shermie forward a bit.
* st. C is a double palm attack that moves Shermie forward. Not cancel-able.
* st. D is roundhouse kick can be used to pre-emptively stop incoming hops but it is not cancel-able. It can also whiff on many characters while crouching.
* cl. C is special and super cancel-able, and can be cancel-ed into her command normals (f+A, f+B).
* cr. A is a crouching slap that can be chained into st.A, st.B, cr. B and her command normals
* cr. B: Shermie lays on the ground on her side to kick the opponent near their ankles. She can duck & evade many mid-air projectiles except very low fireball's such as Bao's light punch Psycho Ball (qcb+A) and ground skimming fireballs such as Iori's or Kusanagi's qcf+A. This kick also moves Shermie forward slightly
* cr. C: This cancel-able uppercut looks like Shermie is doing a volleyball bump (or pass). She moves backward slightly. Can be used as a grounded anti-air, and has a decent amount of attack range in front of her.
* cr. D is a sweep that is not cancel-able. Can evade mid-air projectiles but not as reliably as cr. B.
* jumping B/C/D can all cross-up the opponent
* j. C can be used as a jump-in attack to start combos
* Neutral jump D is a horizontal drop kick that is good for stopping incoming jumps or super jumps
* j. D has good horizontal range and can be used as a jump-in attack
* Stand CD: Shermie aims a kick at the opponent's head. Moves Shermie forward a bit and is whiff cancel-able
* j.CD can be use similar to her neutral jump D as an air-to-air. Can be low profiled by the opponent's crouching light kick or sweep if improperly timed.
Shermie Flash Original - b/f + C
==Command Moves==
'''Busty Suplex ''' - (f + A) * Shermie throws her bosom towards the opponent to set them up for a suplex throw. Shermie recovers and stands up at the same time the opponent stands up. * Has slow start-up, short activation range and is very unsafe if blocked  '''Shermie Stand''' - (f + B) * Shermie slowly flip kicks on the ground towards the opponent * Hits overhead
Shermie Stand - f + B* Can be cancelled into but loses the overhead property
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