The King of Fighters '98/Orochi Shermie

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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

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
Special Moves
hcf + Snka.gif 26/23/33 HL
OShermie02 hcfA.png
Mugetsu no Raiun - hcf + any button
hcf + Snkb.gif 30/23/33 HL
OShermie02 hcfB.png
hcf + Snkc.gif 34/23/33 HL
OShermie02 hcfC.png
hcf + Snkd.gif 38/23/33 HL
OShermie02 hcfD.png
qcb + Snka.gif 14/8/4/16/18 HL
OShermie02 qcbA1.png
OShermie02 qcbA2.png
OShermie02 qcbA3.png
Yatanagi no Muchi - qcb + P
qcb + Snkc.gif 16/8/4/16/22 HL
OShermie02 qcbA1.png
OShermie02 qcbC2.png
OShermie02 qcbC3.png

qcb + Snkb.gif

5 + 7+2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3+2+13 HL
OShermie02 qcbK.png
Shajitsu no Odori - qcb + K
qcb + Snkd.gif 9 + 9+2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2+2+15 HL
air qcf + Snkb.gif 26/7/11 H
OShermie02 jqcfB.png
Raijin no Tsue - air qcf + K
air qcf + Snkd.gif 32/7/13 H
OShermie02 jqcfD.png
DMs

qcf qcf + Snka.gif

( {1 + 28 + 3} + 1, 1+4, 5, 4, 5, 4, 5, 4, 5, 4, 7+27) HL
OShermie02 qcfx2P.png
Ankoku Raikou Ken - qcf qcf + P
qcf qcf + Snkc.gif ( {1 + 28 + 7} + 1, 1+4, 5, 4, 5, 4, 5, 4, 5, 4, 11+27) HL

qcf qcf + Snkb.gif

( {1 + 28 + 12}, 28, 11+25) ( {1 + 28 + 12} + 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 11+25) HL
OShermie02 qcfx2K1.png
OShermie02 qcfx2K2.png
Shukumei, Gen'ei, Shinshi - qcf qcf + K
qcf qcf + Snkd.gif ( {1 + 28 + 15}, 36, 11+28) ( {1 + 28 + 15} + 3, 1, 3, 1, 3, 1, 3, 1, 7, 1, 3, 1, 3, 1, 3, 1, 11+28) HL
SDMs
MAX: qcf qcf + Punch.gif ( {1 + 28} + 4, {[1](0, 1+6), [2](4, 1+6), [3](8, 1+6), [4](12, 1+6), [5](16, 1+6), [6](20, 1+6), [7](24, 1+6), [8](28, 1+6)}, 25+27) HL
OShermie02 qcfx2AC1.png
OShermie02 qcfx2AC2.png
Ankoku Raikou Ken - MAX: qcf qcf P
MAX: qcf qcf + Kick.gif ( {1 + 28 + 11} + 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 11+32) HL
OShermie02 qcfx2BD1.png
OShermie02 qcfx2BD2.png
Shukumei, Gen'ei, Shinshi - MAX: qcf qcf + K


Fastest Attacks

  • 0F: C throw; D throw
  • 1F: -
  • 2F: -
  • 3F: -
  • 4F: cl.C; cr.C
  • 5F: cl.A; cl.B; st.A; st.B; cr.A; cr.B
  • 6F: -
  • 7F: -
  • 8F: cl.D; st.D
  • 9F: -
  • 10F: cr.D


Combos

  • cl.C / cr.C >
    • (S)DM qcf qcf + P
    • (S)DM qcf qcf + B
    • f + B (2 hits) > qcb + P


  • cr.B, st.B (1 hit) > (S)DM qcf qcf + P


  • hcf + P/K (Hit back on opponent.), any combo


  • Simple buffer:
    • cl.A > (S)DM qcf qcf + P
      • qcf + A > qcf + P
    • cr.B, st.B (1 hit) > (S)DM qcf qcf + P
      • cr.B, qcf + B > qcf + P (As cr.B is not cancelable, qcf + B will chain into a normal attack.)
    • cl.C > (S)DM qcf qcf + P
      • qcf + C > qcf + P
    • cl.C > (S)DM qcf qcf + B
      • qcf + C > qcf + B


Strategy Corner

  • MAX: cl.C > f + B (2 hits) > qcb + P

deals ??? than

  • cl.C > qcf qcf + P

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.