The King of Fighters '97/Shermie: Difference between revisions

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! scope="col"| Description
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! scope="row" |Hatsu Gane
! scope="row" |Shermie Flash Original
| Near f or b + C
| Near f or b + C
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! scope="row" |Issetsu Seoi Nage
! scope="row" |Front Flash
| Near f or b + D  
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Revision as of 21:57, 14 December 2015

Introduction

Shermie is a grappling orientated character in much of a similar essence to Clark Steel. She has to get fairly close though to be threatening to the opponent though.

Movelist

Throws

Move Name Motion Nickname Description
Shermie Flash Original Near f or b + C
Front Flash Near f or b + D

Special Moves

Move Name Motion Nickname Description
Shermie Stand f+B
Shermie Whip dp+K Air Command Throw
Axle Spin Kick qcb+K
Shermie Shoot hcf+K Command Throw
Shermie Spiral hcf+P(Close)

Super Moves

Move Name Motion Nickname Description
Shermie Flash hcb , hcb + A or C Command Grab
Shermie Carnival hcf , hcf + A or C Command Grab

Combos

Jumping D, Standing/Crouching C, hcf+A/C (Rush 2+)

  • Jumping D, Standing/Crouching C, hcf,hcf+A/C (Rush 2+)
  • Jumping D, Standing/Crouching C, hcb,hcb+A/C (Rush 2+)
  • Standing A, hcb,hcb+A or hcf,hcf+A
  • Crouching A, hcb,hcb+A or hcf,hcf+A
  • Standing A, Standing A, hcf+A
  • Crouching A, Crouching A, hcf+A

Strategies

Basics

  • With Shermie your main goal is to try to get really close in with the opponent for some throw combos, but it will be really tough because your only thing with range is Cr. B or Cr. D.

With Cr. B not cancelable/comboable and Cr. D being a sweep and unsafe on block.

  • Other good ways to land your throws is also by interrupting attacks with slow startup or punishing whiffed moves with a lot of recovery or forward rolls.