The king of fighters 2002, Todos os combos de Shermie

by Marcos Paulo Vilela
shermie the king of fighters 2002 combos
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Shermie the king of fighters 2002 combos

source: https://wiki.supercombo.gg/

  • 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

StandCrouchJumpGrabRun
Shermie02 stand.pngShermie02 crouch.pngShermie02 jump.pngShermie02 grab.pngShermie02 run.png

Colors

Snka.gifSnkb.gifSnkc.gifSnkd.gif
Shermie02 colorA.pngShermie02 colorB.pngShermie02 colorC.pngShermie02 colorD.png

Movelist

FramesAdvantageCancelBlockHitboxNotes
Standing Close
Snka.gif5/2/6+4/+2R,C,S,SuHL
Shermie02 clA.png
Snkb.gif5/3(5)9/5-2/-4C,S,SuHL
Shermie02 clB1.png
Shermie02 clB2.png
Snkc.gif5/3/19-2/-4C,S,SuHL
Shermie02 clC.png
Snkd.gif8/5*5/26-11/-13HL
Shermie02 clD1.png
Shermie02 clD2.png
Standing Far
Snka.gif5/2/6+4/+2R,C,S,SuHL
Shermie02 stA.png
Snkb.gif5/3(5)9/5-2/-4C,S,SuHL
Shermie02 clB1.png
Shermie02 clB2.png
Snkc.gif14/6/19-5/-7HL
Shermie02 stC.png
Snkd.gif8/5/30-15/-17HL
Shermie02 clD1.png
Snkc.gif + Snkd.gif15/8/14KD/0C,S,SuHL
Shermie02 stCD.png
Crouching
Snka.gif5/2/6+4/+2R,S,SuHL
Shermie02 crA.png
Snkb.gif8/5/14-7/-9C,S,SuL
Shermie02 crB.png
Snkc.gif6/5+5/29-19/-21C,S,SuHL
Shermie02 crC1.png
Shermie02 crC2.png
Snkd.gif18/8/19KD/-9L
Shermie02 crD.png
Jump
Snka.gif5/2+3/--/-H
Shermie02 jA1.png
Shermie02 jA2.png
Snkb.gif5/6/--/-H
Shermie02 jB.png
Snkc.gif5/6/--/-H
Shermie02 jC.png
Snkd.gif8/8/--/-H
Shermie02 jD.png
Snkc.gif + Snkd.gif12/4/-KD/-HL
Shermie02 jCD.png
Neutral Jump
Snka.gif5/2+3+3/--/-H
Shermie02 juA1.png
Shermie02 juA2.png
Shermie02 juA3.png
Snkb.gif5/6/--/-H
Shermie02 jB.png
Snkc.gif5/4/--/-H
Shermie02 juC.png
Snkd.gif5/10/--/-H
Shermie02 juD.png
Hop
Snka.gif5/8/--/-H
Shermie02 juA3.png
Snkb.gif5/6/--/-H
Shermie02 jB.png
Snkc.gif5/3/--/-H
Shermie02 jC.png
Snkd.gif8/4/--/-H
Shermie02 jD.png
Command Normals
f + Snka.gif14/5/49KD/-36H
Shermie02 fA.png
f + Snkb.gif15/4(4)4+4+4/11-3/-5HL,H
Shermie02 fB1.png
Shermie02 fB2.png
f + Snkb.gif
(cancel)
15/4(4)4+4+4/11-3/-5S,SuHL
Shermie02 fB3.png
Shermie02 fB4.png
Snka.gif + Snkb.gif + Snkc.gif9+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.gif0/1/31KD/-FiGrab
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.gif9/10/17KD/-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.gif9/14/25KD/-Grab
qcb + Snka.gif5/4/52KD/-35HL
Shermie02 qcbA.png
Shermie Whip – qcb + P

  • Invincible: A: Frame 1. C: Frame 1-3.
qcb + Snkc.gif6/5/52KD/-36HL
Shermie02 qcbC.png
qcb + Snkb.gif31/3/25KD/-10H
Shermie02 qcbK.png
Axle Spin Kick – qcb + K

  • Invincible: B: Frame 1-25. D: Frame 1-23.
qcb + Snkd.gif34/4/28KD/-14H
hcb,f + Punch.gif7/24/12KD/-
Shermie02 hcbfP.png
F-Captured – hcb,f + P

  • Invincible startup.
dp + Snkb.gif12/10/15+8KD/-Grab
Shermie02 dpK.png
Shermie Clutch – dp + K

  • Invincible: B: Frame 1-6. D: Frame 1-8.
dp + Snkd.gif15/11/21+10KD/-Grab
qcf + Kick.gifKD/-FoL
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.gif0/1/16+6KD/-Grab
Shermie02 hcbx2P.png
Shermie Flash – hcbx2+P

  • Invincible: Active period.
  • First 16 frames of recovery are counterhittable.
hcfx2+Punch.gif6/1/15+9KD/-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.gif0/1/16+5KD/-Grab
Shermie02 hcbx2AC.png
Shermie Flash – hcbx2+AC

  • Invincible: Active period.
  • First 16 frames of recovery are counterhittable.
hcfx2+Snka.gif + Snkc.gif6/1/21+5KD/-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.gif0/1/19+13KD/-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

Wisegamer

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