Shermie/Move List

This is a compilation of move lists for Shermie.

The King of Fighters 2002: Unlimited Match

 * Normals
 * Standing A
 * Performs a quick horizontal slap directly in front of her. This move has poor range, speed, and recovery when compared to other light punches in the game.
 * Still a viable option to interrupt.
 * Can be chained into standing B to add a bit more damage.
 * Can be chained into from a crouching A to further add damage.
 * Hits mid.


 * Standing B
 * Performs two thrusting kicks aimed at the opponent's stomach. A great move that you will be using to pressure and to start a majority of your combos.
 * It's two slow hits make it very easy to hit confirm
 * Can be chained into any unique move, special move, or DM. But only Shermie whip, Shermie spiral, and her DM's will hit
 * Can be chained into Shermie stand on block to keep yourself safe
 * If you chain into Shermie spiral or Shermie flash,after both hits connect, they will always successfully connect. Even if they are out of range!
 * Both hits hit mid


 * Standing C
 * Steps forward and pushes the opponent with both hands Not very useful due to the slow start-up coupled with the lack of a good hit box. You will miss the old karate chop she used to do.
 * Not that bad on block
 * Hits mid


 * Standing close C
 * Juts her hands outwards. If you're not using standing B to combo you are likely using this. It's fast start-up and good hit box make it very useful.
 * Can be chained into Shermie stand
 * Can hit behind Shermie
 * Can be chained into the same moves as standing B
 * A good poke due to its push back on block and its speed
 * Hits mid


 * Standing D
 * A round house kick aimed towards the head. An interesting move with an interesting hit box.
 * Hits twice if you hit from close by
 * Doesn't chain into anything
 * Can stop jump ins
 * Good poke
 * Hits mid


 * Crouching A
 * A crouching version of standing A with lower hit box.
 * Chains into standing A to add more damage to bread and butter combos
 * Hits mid


 * Crouching B
 * Shermie lays down low and kicks at the opponent's shins. A great move that lets her combo from below and add some unpredictability.
 * Can be chained into the same attacks as standing B
 * Shermie lays down very low to the point where she can dodge jump ins and punish
 * Whiff cancelable


 * Crouching C
 * Shermie does a volley ball serve upwards.
 * Can be chained into the same attacks as standing B
 * Hits mid
 * Shermie takes a small step backwards
 * A valid anti air
 * Can be whiff canceled
 * Great priority


 * Crouching D
 * Shermie spins on the ground and delivers a kick after the spin. Comes out too slow to be dangerous in this game, opponents can easily recognize the spin and block.
 * hits low
 * causes knockdown


 * Standing CD
 * Shermie takes a small step forward a does a powerful high kick blasting the opponent away. A good move that protects Shermie from all types of approaches
 * Whiff cancelable
 * leaves the opponent in a non-jugglable state on normal hit