The King of Fighters '98/Orochi Shermie

From SuperCombo Wiki
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

Orochi Shermie its a low tier based on zoning strategies, you must use your deadly kiss in a wise way

Combos

  • s.C/cl.C > f+B > qcb+P
  • s.C/cl.C > qcf,qcf+P
  • any hcf+x hit back on opponent > the other 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