Introduction
Gender
|
Female
|
Blood type
|
AB(Rh+)
|
Birthday
|
December 1st
|
Fighting Style
|
Assassination with a Steel Thread
|
Birthplace
|
Germany
|
Height
|
165cm
|
Weight
|
45kg
|
Voice Actor
|
|
Sheryl is a stoic female assassin who works under Hazama. She fights with a tricky set of thin wires to ensnare and electrocute her opponents.
Fun fact: Exceptionally skilled at sneaking.
Gameplay
Archetype : Zoner/Setplay/Runaway
Sheryl is a character that likes to move around the screen while setting traps down and keeping your distance from her opponent. Use her quick pokes to interrupt your opponents advances and give yourself room to setup.
Pros
|
Cons
|
With crosshairs active she can set up strong mixups or take control of neutral and get in.
|
She has short normals and poor defensive options.
|
Can play a decent zoning game using her projectile wires.
|
Unable to consistently knock an opponent down without meter.
|
Tricky playstyle with a lot of ways to alter your air trajectory.
|
Technical and requires you to plan ahead with your crosshair placements.
|
Version Differences
Sheryl is generally improved from Atomiswave to Nesica and gains the ability to use her 623P detonate while airborne.
- Added aerial Schneident (Aerial 623P) (v1.1)
- 2SP and j.SP have reduced startup. (v1.1)
- 2SP has improved anti-air properties (v1.1)
- 421P is air unblockable and has faster startup (v1.1)
- 623K has more invincibility and adjusted hitbox size (v1.1)
Move Set
Standing Normals
5LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
5
|
-
|
-
|
0
|
NO
|
No
|
A fast standing jab, tall hitbox but hits crouchers properly. Can be used for dash in pressure and tick throws.
|
|
5SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
13
|
-
|
-
|
-9
|
NO
|
No
|
Fairly slow long range poke may nto combo into Einsatz if it hits too far.
|
|
cl.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
8
|
-
|
-
|
-9
|
NO
|
No
|
Decrptively not a good anti air. Great combo filler or starter, and transitions into 236LP easily.
|
|
5LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
7
|
-
|
-4
|
-
|
NO
|
No
|
Far reaching poke that doesn't have the best hitbox. Since it lacks initial scaling, it is your ideal starter on a punish
|
|
5SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
15
|
-
|
-
|
-5
|
NO
|
Yes
|
Far standing low attack. Very slow but can work as a good counterpoke to low attacks sometimes. May not combo into einsatz at the furthest distancez, in which going directly to OA is the play.
|
|
cl.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
8
|
-
|
-
|
-9
|
NO
|
No
|
Double hit close normal. Has trouble hitting crouchers.
|
|
Crouching Normals
2LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
4
|
-
|
-
|
0
|
NO
|
No
|
Rapid fire jab for stagger pressure. Also her fastest button at 4 frame startup.
|
|
2SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
13
|
-
|
-
|
-9
|
NO
|
No
|
Very slow anti-air move with a thin vertical hitbox.
Nesica version is faster and can be used as part of chain combos easily.
|
|
2LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
6
|
-
|
-
|
0
|
NO
|
Yes
|
Primary low starter for combos and pressure strings, with excellent reach. Can be rapid fired.
|
|
2SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
18
|
-
|
-
|
-9
|
NO
|
Yes
|
Her slowest normal and also her sweep. Cannot be combo'd into from a rush attack but it has far range and can also be used to low profile under fireballs.
|
|
Jumping Normals
j.LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
NO
|
No
|
Jump in punch with a downward angle. Has a very small hitbox and low hitstun.
|
|
j.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
NO
|
No
|
An aerial version of her 2SP. Hits way above her but poor as a jump in option.
|
|
j.LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
NO
|
No
|
An aerial version of 5LK that works as an air-to-air option.
|
|
j.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
NO
|
No
|
Another upward aiming move but it does hit low enough to the ground to be used as a jump in option.
|
|
Command Normal
Akzent 6SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
25
|
-
|
-
|
-5/-6
|
NO
|
Yes
|
2 hit overhead attack that can be chained into. Use this to open your opponent and combo into OA.
|
|
Special Moves
Einsatz 236X
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP
|
-
|
Mid
|
17
|
-
|
-
|
+2
|
NO
|
No
|
Shoots a two-hit wire at the opponent. Second hit pulls back in. Primary combo tool into super. Use to end blockstrings and keep yourself safe.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SP
|
-
|
Mid
|
29
|
-
|
-
|
+
|
NO
|
Yes (LP angle only)
|
Slower version that can also be redirected at two angles.
Press LP (27F) after inputting to fire at an anti-air angle.
Press LK (27F) after inputting to fire at a low angle.
|
|
Ambrasen 214X (air ok)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
--
|
--
|
Crosshair sets.
LP – Set at your position at foot level. If done in the air she will continue her falling trajectory until she hits the ground.
SP – Set at your position at head level. If done in the air she will continue her falling trajectory until she hits the ground.
LK – Set at your opponent’s position at foot level. If done in the air will cause her to jump backwards which can then be chained further into more aerial sets.
SK – Set at your opponent’s position at head level. If done in the air will cause her to jump backwards which can then be chained further into more aerial sets.
Maximum of 4 sets allowed on screen at a time. Cannot erase traps by setting new ones. Traps can only be removed by detonating with 623P.
|
|
Schneident 623P (air ok*)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
19
|
-
|
-
|
-
|
NO
|
Yes (explosions)
|
Cross hair activator. Sheryl fires a wire from her finger which goes towards the cross hairs in the order you set them. They will continue to bounce between cross hairs until there are no cross hairs left. The wire that bounces between each cross hair does not knockdown but the explosion from the cross hairs will launch the opponent. Keep this in mind if you want to go for a follow up combo.
- The aerial version of this move only exists in the Nesica version.
|
|
Unfang 623K 623K 623K 623K-P 623K-P 623K-K 623K-K
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
K
|
-
|
Mid
|
10
|
-
|
-
|
-
|
YES
|
No
|
Her “dragon punch” type move. Sheryl uses her wires to rise to the air and enters an aerial stance. Actually has a very small hitbox during the rising portion but has a bit of invincibility on startup. Best done after a successful JD.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
Kuze Harte (K-LP)
|
-
|
Mid
|
15
|
-
|
-
|
-5
|
YES
|
Yes
|
A helm-breaker like dive attack which goes straight downwards.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
Kuze Harte (K-SP)
|
-
|
Mid
|
21
|
-
|
-
|
-3
|
YES
|
Yes
|
Same animation but slightly different frame data.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
Lange Harte(K-K)
|
-
|
Mid
|
11
|
-
|
-
|
+1
|
YES
|
Yes
|
The preferred follow up. A diagonal dive kick that knocks down on hit. Sheryl will bounce backwards into the air which lets you do aerial specials afterwards. Use this to set cross hairs. Button pressed determines angle.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
Dodge (Exit Stance)
|
-
|
-
|
-
|
-
|
-
|
-
|
--
|
--
|
Sheryl exits her stance and free falls to the ground.
|
|
Vite Up 421P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP
|
-
|
High/Mid/Low
|
22
|
-
|
-
|
+
|
YES
|
Yes
|
Fires a wire to the sky which comes down to hit the opponent. LP Fires one wire. On hit she will automatically follow up with an attack if the falling wires connect. Not super useful because of the long startup and how vulnerable you are if you miss. You can sometimes punish predictable zoning with this move though. The initial wire that she uses also has a hitbox and will cancel the rest of the animation if it connects. She will not do her automatic follow up in this case.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SP
|
-
|
Mid
|
27
|
-
|
-
|
+
|
YES
|
Yes
|
Similar to LP but fires 3 wires instead of one starting at near full-screen distance and then approaching towards her.
|
|
Universal Mechanics
Throw 4/6SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Throw
|
1
|
-
|
-
|
-
|
NO
|
Yes
|
Throws the opponent across the screen.
|
|
Boost Dive LK+SP/LP+SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
None
|
1
|
-
|
-
|
-
|
NO
|
--
|
Sets down one crosshair at your position.
623P Fires two shots instead of one between each trap (one in ascending order and the other in descending).
Effectively increases hits and damage.
No startup invincibility.
|
|
Jolt Attack (air OK) LP+LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Unblockable
|
-
|
-
|
-
|
-
|
NO
|
No
|
Use for unblockable setups.
|
|
Advancing Attack SP+SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
NO
|
No
|
|
|
Super Arts
Schrusstrich 236236X Offensive Arts Offensive Arts
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
14
|
-
|
-
|
-9
|
NO
|
No
|
Costs 1 OFF. Damage super and combo ender. Will knock your opponent down and give you a chance to OTG and setup cross hairs. Keep in mind that the initial shot is an ordinary projectile that can be nullified by other projectiles.
|
|
Wogent 463214X Defensive Arts Defensive Arts
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
None
|
-
|
-
|
-
|
-
|
NO
|
No
|
Costs 2 DEF. Counter super with invincible startup. Very vulnerable if whiffed. Not very effective because if you’re hit before the startup completes the counter will not trigger. Making it a poor reversal option in most cases. If you manage to hit, you get a free launch into your air combo of choice.
|
|
Uberschlagen 2363214X Critical Arts Critical Arts
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
8
|
-
|
-
|
-9
|
NO
|
No
|
Costs all 6 bars. A more enhanced, invincible version of 236236P, uses all of your meter. Can replace 236236P in combos for more damage. Keep in mind that the initial shot is an ordinary projectile that can be nullified by other projectiles.
|
|
Combos
Basic:
- 2LK/5LP > cl.SP > 236LP > 236236P > 5SK OTG > 214X
- 2LK/5LP > cl.SP > 5SK > SP+SK > 5LP > 2SP > 5SK > 236LP > 236236P > 5SK OTG > 214X
- JA (Jolt attack) > cl.SP > 623K~K
Advanced Combos:
Air loops:
- j.LP > j.SP >j.SK > land > j.LP > j.SP > j.SK until they tech out or get dizzied.
- JA (Jolt attack) > Dash jump j.SK > j.SP > j.214P > land > dash cl.SP> 623K~K
Nesica Only Combos:
- [cl.SP > 421LP > Dash LP > cl.SP] x n
Strategy
Sheryl is primarily a zoning/setplay character and wants to run away and keep her opponent at bay for as long as possible. This can be pretty difficult as her normals and tools aren't the best for dealing with head on attacks. Making good use of movement (dashing, high jumps) to keep yourself evasive and setting traps. Good use of system mechanics (IB, Dodge) is very important for keeping yourself from getting mauled by rushdown characters. Sheryl's 623K is a reversal but suffers from low invincibility frames and a small hitboxes. However the follow up stance from it at least makes it a fairly safe option should your opponent manage to block it.
Her basic zoning tool is 236P which shoots out a fireball in front of her. The LP version can be dodged under or super jumped over easily but is good at covering normal jumps and dash ins. 236SP can be aimed up or down to cover these dead zones that LP can't reach but it's so slow that you might get stuffed before it comes out. This makes 236SP a very predictive answer to an opponents approach.
The real crux of Sheryl's game is her 214X traps. Traps should be set whenever it is safe and possible to do so. You typically want to set your traps so that they bounce back and forth between the edge's of the screen to cover the most space possible. A good way of achieving this is to alternate between P and K sets (close and far). IF you want to focus damage on a single spot then you can stack multiple markers on top of each other for extra damage. Make quick decisive decisions on how to use your traps because if your opponent strays too far from them, they will become useless and you will be forced to reset and prepare a new set of traps. Sometimes a single K trap set into 623P is all you need to control neutral. If you become too greedy and try to set 4 traps every time you may end up getting rushed down before you can use them.
Blockstrings:
- 5LP 2LK 5SP 236LP (Easy hitconfirm string into 236LP which is +2 on block)
- LP x n
- 2LK x n
Unblockable setups:
If your opponent is stuck blocking 623P shots, you can run up and use JA to unblockable them and follow up with a combo. Can also instead go for a high, low mixup using 6SP.
External Links
Footage:
https://youtu.be/SMq57_kp1UU?t=423
JP Wiki Page:
https://w.atwiki.jp/trf2/pages/42.html
Nesica Video Guide:
https://www.youtube.com/watch?v=kzGdOH7PF4E&feature=youtu.be