The King of Fighters '98/Orochi Shermie: Difference between revisions

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=Combos=
=Combos=


=In-depth Analysis=
==In-depth Analysis==
==Normal Throws==
===[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]===
{|border="1"
! width="9%"|
! Frames
! Advantage
! Cancel
! Block
!colspan="4"| Hitbox
! Notes
|-
|colspan="10" align="center"| '''Standing Close'''
|-
! [[image:snka.gif]]
|align="center"| 5/2/6
|align="center"| +4/+2
|align="center"|
|align="center"| HL
|colspan="4" | [[image:Shermie98_stA.png|center]]
| Identical to far A
|-
! [[image:snkb.gif]]
|align="center"| 5/3(5)9/5
|align="center"| -2/-4
|align="center"|
|align="center"| HL
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Shermie98_stB1.png|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Shermie98_stB2.png|center]]
| Identical to far B
|-
! [[image:snkc.gif]]
|align="center"| 4/6/16
|align="center"| -2/-4
|align="center"|
|align="center"| HL
|colspan="4" | [[image:Shermie98_clC.png|center]]
|
|-
! [[image:snkd.gif]]
|align="center"| 8/5/30
|align="center"| -15/-17
|
|align="center"| HL
|colspan="4" | [[image:Shermie98_stD.png|center]]
| Identical to far D
|-
|colspan="10" align="center"| '''Standing Far'''
|-
! [[image:snka.gif]]
|align="center"| 5/2/6
|align="center"| +4/+2
|align="center"|
|align="center"| HL
|colspan="4" | [[image:Shermie98_stA.png|center]]
| A standard anti-air normal.  Shorter horizontal range than other characters.  In most situations that Standing A could be used, Crouching C would be preferable but this move still has its uses.
|-
! [[image:snkb.gif]]
|align="center"| 5/3(5)9/5
|align="center"| -2/-4
|align="center"|
|align="center"| HL
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Shermie98_stB1.png|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Shermie98_stB2.png|center]]
| The first hit is cancelable.  This move could link from cr.A and cr.B.  It's more difficult to link from cr.B but being able to threaten with a low hitting, hit-confirm combo is well worth learning to help break alternate guarding opponents.  It's a decent anti air to use from mid-range to stop a hop but it stays out for quite a bit of time so it's relatively easy to sweep.
|-
! [[image:snkc.gif]]
|align="center"| 14/2+3/27
|align="center"| -12/-14
|
|align="center"| HL
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Shermie98_stC1.png|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Shermie98_stC2.png|center]]
| An outstretched palm attack that covers the area above Shermie's head and stop about right in front of her face.  It's a move that is in the same spirit of E. Honda's far Fierce punch.  This move isn't too reliable in hitting opponents let alone for pressuring and there are better anti-air options than it.  It's used occasionally to frame trap an opponent by making the opponent to block a normal and if the opponent was mashing a reversal hop or tried to approach on the ground, the opponent will just be struck by the Standing C.
|-
! [[image:snkd.gif]]
|align="center"| 8/5/30
|align="center"| -15/-17
|
|align="center"| HL
|colspan="4" | [[image:Shermie98_stD.png|center]]
| A high kick that is similar to Goro's Standing D.  What this move lacks is the horizontal range that Goro's Standing D has and it's very situational in anti-airing with.
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
|align="center"| 11/6/17
|align="center"| KD/-1
|align="center"| S,Su
|align="center"| HL
|colspan="4"| [[image:Shermie98_stCD.png|center]]
| Shermie defies gravity and positions her pelvic area in a stationary space and performs a drop kick without dropping.  Acts like a sobat kick and it goes over most crouching attacks.  Also functions as an anti air from a jump that was spaced far upon landing.
|-
|colspan="10" align="center"| '''Crouching'''
|-
! [[image:snka.gif]]
|align="center"| 5/2/6
|align="center"| +4/+2
|align="center"|
|align="center"| HL
|colspan="4" | [[image:Shermie98_crA.png|center]]
| A fast slap without much horizontal range.  Could be used to do a meaty frame trap such as Crouching A > Close C.  Generally it doesn't have much uses.  Hits mid.
|-
! [[image:snkb.gif]]
|align="center"| 5/5/9
|align="center"| -2/-4
|align="center"|
|align="center"| L
|colspan="4" | [[image:Shermie98_crB.png|center]]
| A low poke that isn't terribly fast.  Good to use occasionally to break alternate guarding.  Links into Standing B.
|-
! [[image:snkc.gif]]
|align="center"| 4/3+7/17
|align="center"| -7/-9
|align="center"|
|align="center"| HL
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Shermie98_crC1.png|center]]
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Shermie98_crC2.png|center]]
| This is Shermie's best anti-air normal.  Beats out most jump-ins.  Easily whiff cancelable into Forward B for whatever kind of zoning/gimmick.
|-
! [[image:snkd.gif]]
|align="center"| 10/8/19
|align="center"| KD/-9
|
|align="center"| L
|colspan="4" | [[image:Shermie98_crD.png|center]]
| A relatively good sweep.  It's good in that it shrinks Shermie's hitbox extremely low and it's hard to properly hop or jump onto her with a jump in.  One would have to do a deep jump in to punish it; otherwise, this move easily acts like an anti-air since many jumps get caught by it.  This sweep is also slower than most other sweeps and it's not as good to play footsies with.
|-
|colspan="10" align="center"| '''Jump'''
|-
! [[image:snka.gif]]
|align="center"| 6/8/-
|align="center"| -/-
|
|align="center"| H
|colspan="4" | [[image:Shermie98_jA.png|center]]
| An air to air.  Mainly used during a hop to air to air a full/super jump.
|-
! [[image:snkb.gif]]
|align="center"| 6/6/-
|align="center"| -/-
|
|align="center"| H
|colspan="4" | [[image:Shermie98_jB.png|center]]
| Has a similar application to Jumping A.
|-
! [[image:snkc.gif]]
|align="center"| 6/8/-
|align="center"| -/-
|
|align="center"| H
|colspan="4" | [[image:Shermie98_jC.png|center]]
| One of Shermie's best jump-in attacks.  It's an extremely good ambiguous cross up with a good hitbox.  This is a key component of her okizeme game.  It can air to air to an extent but it's not as good as her others.
|-
! [[image:snkd.gif]]
|align="center"| 9/8/-
|align="center"| -/-
|
|align="center"| H
|colspan="4" | [[image:Shermie98_jD.png|center]]
| An air-to-ground jump-in attack that's hard for a number of the cast to anti-air.  It's similar to Goro's Jumping D.  It's cross up hitbox is not as big as Jumping C but it's still pretty big for a KOF cross up.  It also functions as an air-to-air attack against an airborne opponent that is about at the same height in the jump.
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
|align="center"| 13/4/-
|align="center"| KD/-
|
|align="center"| HL
|colspan="4"| [[image:Shermie98_jCD.png|center]]
| This move is similar to Shermie's Neutral Jumping D but her legs are further apart, signifying that her hitbox on this move is also wider.  As a Jumping CD move, it doesn't have overhead properties but can control space like Neutral Jumping D from multiple angles and jumping/hopping trajectories.
|-
|colspan="10" align="center"| '''Neutral Jump'''
|-
! [[image:snkd.gif]]
|align="center"| 6/10/-
|align="center"| -/-
|
|align="center"| H
|colspan="4" | [[image:Shermie98_njD.png|center]]
| One of Shermie's best tools when going on the defense or trying to keep someone out during her neutral game.  Shermie does a drop kick that directly hits horizontally and it beats out most aerial approaches as well as some grounded ones.  Shermie could also keep herself safe from preemptive air-to-air attacks that are trying to stuff this attack by just Air Guarding during a Full Neutral Jump.  Best not to use it too generously or the opponent could adapt and run under the full jump and meaty/anti-air Shermie on the other side.


'''b or f+C''' -  
|-
 
|colspan="10" align="center"| '''Command Normals'''
'''b or f+D''' -  
|-
 
! <br>f+[[image:snkb.gif]]<br><br>
==Normal Moves==
|align="center"| 15/4(4)4+4+4/11
 
|align="center"| -3/-5
==Command Normals==
|
 
|align="center"| HL,H
==Special Moves==
|colspan="2" valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Shermie98_fB1.png|center]]
 
|colspan="2" valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Shermie98_fB2.png|center]]
==Desperation Moves==
|rowspan="2"|'''Shermie Stand - f + B'''<br>
A two hit move.  The first hit has a mid property while the second hit has an overhead property (unless Shermie cancels into Shermie Stand from a normal move).  Although not to be used too much, the first hit of Shermie Stand could be used as a means of anti-air.  When canceled into, the second hit of this move becomes cancelable into a special or super although there isn't anything that combos afterwards.
|-
! f+[[image:snkb.gif]]<br>(cancel)
|align="center"| 15/4(4)4+4+4/11
|align="center"| -3/-5
|align="center"| S,Su
|align="center"| HL
|colspan="2" valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Shermie98_fB3.png|center]]
|colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Shermie98_fB4.png|center]]
|}


{{Template:The King of Fighters '98: The Slugfest}}
{{Template:The King of Fighters '98: The Slugfest}}
[[Category:The King of Fighters '98: The Slugfest]]
[[Category:The King of Fighters '98: The Slugfest]]

Revision as of 14:21, 25 May 2014

OShermie98 stance.gif

Introduction

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
OShermie98 colorA.png OShermie98 colorB.png OShermie98 colorC.png OShermie98 colorD.png

Gameplay Overview

Combos

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 5/2/6 +4/+2 HL
Shermie98 stA.png
Identical to far A
Snkb.gif 5/3(5)9/5 -2/-4 HL
Shermie98 stB1.png
Shermie98 stB2.png
Identical to far B
Snkc.gif 4/6/16 -2/-4 HL
Shermie98 clC.png
Snkd.gif 8/5/30 -15/-17 HL
Shermie98 stD.png
Identical to far D
Standing Far
Snka.gif 5/2/6 +4/+2 HL
Shermie98 stA.png
A standard anti-air normal. Shorter horizontal range than other characters. In most situations that Standing A could be used, Crouching C would be preferable but this move still has its uses.
Snkb.gif 5/3(5)9/5 -2/-4 HL
Shermie98 stB1.png
Shermie98 stB2.png
The first hit is cancelable. This move could link from cr.A and cr.B. It's more difficult to link from cr.B but being able to threaten with a low hitting, hit-confirm combo is well worth learning to help break alternate guarding opponents. It's a decent anti air to use from mid-range to stop a hop but it stays out for quite a bit of time so it's relatively easy to sweep.
Snkc.gif 14/2+3/27 -12/-14 HL
Shermie98 stC1.png
Shermie98 stC2.png
An outstretched palm attack that covers the area above Shermie's head and stop about right in front of her face. It's a move that is in the same spirit of E. Honda's far Fierce punch. This move isn't too reliable in hitting opponents let alone for pressuring and there are better anti-air options than it. It's used occasionally to frame trap an opponent by making the opponent to block a normal and if the opponent was mashing a reversal hop or tried to approach on the ground, the opponent will just be struck by the Standing C.
Snkd.gif 8/5/30 -15/-17 HL
Shermie98 stD.png
A high kick that is similar to Goro's Standing D. What this move lacks is the horizontal range that Goro's Standing D has and it's very situational in anti-airing with.
Snkc.gif+Snkd.gif 11/6/17 KD/-1 S,Su HL
Shermie98 stCD.png
Shermie defies gravity and positions her pelvic area in a stationary space and performs a drop kick without dropping. Acts like a sobat kick and it goes over most crouching attacks. Also functions as an anti air from a jump that was spaced far upon landing.
Crouching
Snka.gif 5/2/6 +4/+2 HL
Shermie98 crA.png
A fast slap without much horizontal range. Could be used to do a meaty frame trap such as Crouching A > Close C. Generally it doesn't have much uses. Hits mid.
Snkb.gif 5/5/9 -2/-4 L
Shermie98 crB.png
A low poke that isn't terribly fast. Good to use occasionally to break alternate guarding. Links into Standing B.
Snkc.gif 4/3+7/17 -7/-9 HL
Shermie98 crC1.png
Shermie98 crC2.png
This is Shermie's best anti-air normal. Beats out most jump-ins. Easily whiff cancelable into Forward B for whatever kind of zoning/gimmick.
Snkd.gif 10/8/19 KD/-9 L
Shermie98 crD.png
A relatively good sweep. It's good in that it shrinks Shermie's hitbox extremely low and it's hard to properly hop or jump onto her with a jump in. One would have to do a deep jump in to punish it; otherwise, this move easily acts like an anti-air since many jumps get caught by it. This sweep is also slower than most other sweeps and it's not as good to play footsies with.
Jump
Snka.gif 6/8/- -/- H
Shermie98 jA.png
An air to air. Mainly used during a hop to air to air a full/super jump.
Snkb.gif 6/6/- -/- H
Shermie98 jB.png
Has a similar application to Jumping A.
Snkc.gif 6/8/- -/- H
Shermie98 jC.png
One of Shermie's best jump-in attacks. It's an extremely good ambiguous cross up with a good hitbox. This is a key component of her okizeme game. It can air to air to an extent but it's not as good as her others.
Snkd.gif 9/8/- -/- H
Shermie98 jD.png
An air-to-ground jump-in attack that's hard for a number of the cast to anti-air. It's similar to Goro's Jumping D. It's cross up hitbox is not as big as Jumping C but it's still pretty big for a KOF cross up. It also functions as an air-to-air attack against an airborne opponent that is about at the same height in the jump.
Snkc.gif+Snkd.gif 13/4/- KD/- HL
Shermie98 jCD.png
This move is similar to Shermie's Neutral Jumping D but her legs are further apart, signifying that her hitbox on this move is also wider. As a Jumping CD move, it doesn't have overhead properties but can control space like Neutral Jumping D from multiple angles and jumping/hopping trajectories.
Neutral Jump
Snkd.gif 6/10/- -/- H
Shermie98 njD.png
One of Shermie's best tools when going on the defense or trying to keep someone out during her neutral game. Shermie does a drop kick that directly hits horizontally and it beats out most aerial approaches as well as some grounded ones. Shermie could also keep herself safe from preemptive air-to-air attacks that are trying to stuff this attack by just Air Guarding during a Full Neutral Jump. Best not to use it too generously or the opponent could adapt and run under the full jump and meaty/anti-air Shermie on the other side.
Command Normals

f+Snkb.gif

15/4(4)4+4+4/11 -3/-5 HL,H
Shermie98 fB1.png
Shermie98 fB2.png
Shermie Stand - f + B

A two hit move. The first hit has a mid property while the second hit has an overhead property (unless Shermie cancels into Shermie Stand from a normal move). Although not to be used too much, the first hit of Shermie Stand could be used as a means of anti-air. When canceled into, the second hit of this move becomes cancelable into a special or super although there isn't anything that combos afterwards.

f+Snkb.gif
(cancel)
15/4(4)4+4+4/11 -3/-5 S,Su HL
Shermie98 fB3.png
Shermie98 fB4.png