The King of Fighters '98: Ultimate Match/Orochi Shermie

From SuperCombo Wiki


Arekuruu Inabikari no Shermie is not really an EX character, but she is selected like an EX character, and like EX characters, her normal and command moves are the same as the normal character’s.

The majority of her special moves are for zoning; wedging them in at point blank is a problem. If you make a tiny mistake in reading the opponent, it resounds in a big way, so this character is not really oriented towards beginners.

Move list

At a glance

Normal throws
Bakurai (throw) f/b + C
Enrai (throw) f/b + D
Command move
Kōrai f + B
Special moves
Mugetsu no Raiun hcf + P/K
Yatanagi no Muchi qcb + P
Shajitsu no Odori qcb + K
Raijin no Tsue (air) qcf + K
Super special moves
Shukumei, Gen'ei, Shinshi qcf qcf + K
Ankoku Raikōken qcf qcf + P

Normal moves

  • cl.C – pivotal to comboing, but it can miss opponents with short crouching heights completely.
  • cr.B – since the pose is low and the reach is long, use it for zoning. Unfortunately, it isn’t cancelable.
  • st.B (there is no cl.B) – the first step is cancelable, but the second hit isn’t!
  • st.D (there is no cl.D) – hits high, so use it for jump checking. Definitely don’t overuse it.
  • st.C – startup is now faster; it leaves you pretty open, but the hitbox is decently wide and has good priority, so you can use it for zoning.
  • cr.C – the hitbox has been buffed from OG.
  • j.C – extremely simple crossup, but nothing will combo afterwards.
  • j.D – points downward; essential for jumping in.

Command move

  • Kōrai
  • f + B
  • A two-step move; the second is an overhead. If cancelled into, it becomes cancelable.

Special moves

  • Yatanagi no Muchi
  • qcb + P
  • Two-step projectile with a limited distance. The strong version reaches farther. The first step now launches the opponent, and the hitbox has been stretched vertically, making it easier for it touch crouchers.

  • Shajitsu no Odori
  • qcb + K
  • A multi-hit rushing move (looks an awful lot like Axle Spin Kick... with lightning). It doesn’t do knockdown, even on a successful hit, but as long as the opponent isn’t cornered, it is hard for them to serve you a severe counterattack if it is blocked. The recovery has been decreased, making it even less open than before.

  • Mugetsu no Raiun
  • hcf + P/K
  • A lightning-based projectile pops up in a location dependent on the button you use; it ranges from close (A) to very far (D). It takes a while for the lightning ball to appear, so you really do have to predict where your opponent is going to be. The button you use no longer makes any difference to how fast it comes out or how quickly it recovers; they are all now like OG’s A (fastest) version.

  • Raijin no Tsue
  • qcf + K in midair
  • A move that attempts to trample the opponent underfoot while advancing forward a little in midair. It is an overhead, and if it hits, it does unrollable knockdown, but it leaves you pretty open.

Super special moves

  • Shukumei, Gen'ei, Shinshi
  • qcf qcf + K
  • A multi-hit rushing move. It has startup invincibility. The normal weak version (and only that version) will combo from strong attacks when very close. It goes through the opponent regardless of whether it hits or is blocked. The startup is now a little bit faster, and it will now go right through normal projectiles, too.

  • Ankoku Raikōken
  • qcf qcf + P
  • Takes the form of Benimaru’s Raikōken. The startup is extremely fast. The normal version does five hits, the MAX version does ten. It does not do knockdown if the last one doesn’t hit. The recovery has been increased, making it much easier to get countered if blocked.



  • cl.C >> Kōrai (f + B) (2 hit) >> strong Yatanagi no Muchi (qcb + C)
  • Only when very close. If the opponent is in the corner, Ankoku Raikōken (qcf qcf + P) will also combo.
  • cr.A > cr.A >> Ankoku Raikōken (qcf qcf + P)
  • The only one that really amounts to a basic combo. Definitely should hit-confirm this one reliably.
  • Mugetsu no Raiun (hcf + P/K) > Ankoku Raikōken (qcf qcf + P)
  • Depending on how it hits, it is possible to juggle in various ways. In general, this is the safe way.

The Basics

At far to mid range, zoning is done with Mugetsu no Raiun, but if you make it just a little too close, or use the A version, the opponent can be expected to roll or jump in, to give you a hard time. Though you should put it right on the opponent’s location sometimes (all bluff is no bluff at all!). Whiff canceling from cr.C, st.B, st.CD, and such is also essential feinting.

It is also essential to occasionally zone/feint with Yatanagi no Muchi and Shajitsu no Odori. You can whiff-cancel these, too. In addition, during a backstep, doing Shukumei, Gen'ei, Shinshi so that the very tip will touch is also powerful. The hitbox alone is strong, so just take care to use it so that you don’t expose an opening.

You can also use Mugetsu no Raiun (mostly A) in blockstrings from st.CD, cr.C, and (other) cancelable normals, to clam up the opponent. However, you have to be careful, because if the opponent reads ahead just right, they can use invincible and/or quick-startup moves to counter.

For anti-air, don’t use anything but A-version Mugetsu no Raiun and supers. In the case of supers, you have to be careful, because if you don’t take good aim, you could be taking a counter-hit.

Shukumei, Gen'ei, Shinshi can be used for interrupting and for reversals; the startup is slow, so if you are not careful, you will get burned.

Canceling j.CD into Raijin no Tsue can be unexpectedly effective. Use it more than twice against one player, though, and it’s counter paradise. Choose it according to the opponent, if you can.

Advanced Strategy