Well, sorry for the delay for Sheryl, got sleepy last night. Beofre I start, where is this carol site? I kinda want some of these vids.
Anyways here we go
Sheryl FAQ
For now, I am just going to go over all her command moves and specials and the such. Don’t really feel like doing everything (like LP, SP, LK, SP, c.LP…) stuff like that.
f+SP, Overhead- 2 hits, cancelable on both hits
QCF+LP, Short String Shot- Shoots a string that goes about 1/4 screen length. Hits for 1 hit when it comes in and one when it comes back. pulls back on second, to continue pressure. Super Cancelable
QCF+SP, Long String Shot- Same as above, but shoots about half screen length. Also has 2 extentions after the 1st hit now. By this mean mean just the frame of the 1st hit, 1st hit does not have to connect to do extentions
—LP after 1st hit, Anti Air Shot- String goes at a 45 degree angle upwards. Decent far-away anti-air.
—LK after 1st hit, Low Shot- String goes at a 45 degree angle downward. Low hit and knock down.
s./j.QCB+LP, SP, Traps- This is what Sheryl is all about. Doing this command releases a crosshair with the number 1-4 near it. You can place it wherever you want it. LP places one at her feet, SP at the head, and can be done anytime in the air. Can place up to 4 at one time. This leads to…
F,D,DF+P Trap Trigger- Activates all the traps on the screen in order from 1 to 4. The 1st hit shoots one from you to the first one, so if the opponnet is in front of trap 1, the string will hit them as well. Then it just follows in order. Dependant on how you set up your traps, may pop up during or after getting hit by the traps.
B,D,DB+P Rain Shot- Shoots a string into the air, then the string falls back down. If it connects, it will drag the enemy into the air, then Sheryl will follow up with a kick. SP rains down 3 strings.
F,D,DF+K Air Swing- Sheryl goes up into the air, sitting on a string. Has many follow ups. Also hits on the way up.
—P, Overhead Slam- Comes striat down with a axe kick. Knocks down.
—LK, Dive Kick I- Comes down at an angle with a dive kick. Can combo off of it.
—SK, Dive Kick II- Same as above, but knocks down. Also bounces back on hit or block, allowing another air command afterwards.
—D, Flip Out- Filps backwards out of Air Swing, can do any air command afterwards.
O.Art
QCFx2 Rapid Stinger- Shoots an string shot 3/4 across the screen. If it connects. Sherly then shoots 5 or so string shots into the enemy.
D.Art
B,HCB+K String Fame- Creates a frame around Sheryl, if the enemy hits her, she instantly counters and pops up the enemy for a free combo.
C.Art
QCF, HCB+P Whip Around Beam- Same start up as Rapid Stinger, after she connects, she does a crazy string combo ending with a beam right onto the enemy.
Trap Situation
The trap can be done in alot of safe situations. Here are some
-After s.SP, s.SK combo
-After c.SK
-After any Long String Shot if it connects
-After Dive Kick II or Flip Out
-After String Frame
-After C. or O.Art
The Trap Trigger, for me, is safe to use after a s.SP, s.SK combo. Good pressure if you have a good trap set up.
Anyways, that is all for now, I will post some combos and the such much later for Sheryl and the rest of the cast.