The King of Fighters '98/Shermie

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Shermie98 stance.gif

Introduction

Hairy French Armpits

Just like her okizeme mix-ups, you become entangled in them.

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Shermie98 colorA.png Shermie98 colorB.png Shermie98 colorC.png Shermie98 colorD.png

Gameplay Overview

Rather than being a grappler in the similar vein as Ralf or Clark, Shermie operates with better aerial control via anti-air and air-to-air attacks that allows her to zone out characters or pressure them into cross-up and empty-hop > command throw set-ups.

She differs in the sense that she doesn't pressure on the ground with good pokes and the same kinds of frame-traps and meaties that Clark and Ralf have aren't as good as theirs or that Shermie would rather just make use of safe-jump, ambiguous cross-ups.

Though in a "footsie" sense her grounded normals aren't that well as others, her standing and crouching normals are rather well suited for stuffing hop-in and jump-in attempts.

Thus Shermie becomes quite the character to try to approach yet her air game could be just as frustrating to play against.

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 5/2/6 +4/+2 C HL
Shermie98 stA.png
Identical to far A
Snkb.gif 5/3(5)9/5 -2/-4 C/- HL/HL
Shermie98 stB1.png
Shermie98 stB2.png
Identical to far B
Snkc.gif 4/6/16 -2/-4 C HL
Shermie98 clC.png
Fast and cancelable. Good as meaty.
Snkd.gif 8/5/30 -15/-17 - HL
Shermie98 stD.png
Identical to far D
Standing Far
Snka.gif 5/2/6 +4/+2 C 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 C/- HL/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 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 C 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 C 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 HL/HL
Shermie98 fB3.png
Shermie98 fB4.png
Special Moves
hcf + Punch.gif 0/1/31 KD/- - Grab
Shermie02 hcfP.png
Shermie Spiral - hcf + P
  • Shermie does a one frame instant throw on the opponent, causing them to switch sides afterwards
  • can be followed up by qcf + K, but not following up gives Shermie more time to run forward and set up a mixup on their wakeup
  • hard knockdown and opponent gets up with their back turned
  • First 9 frames of recovery are counterhittable.

hcf + Snkb.gif

9/10/17 KD/- - Grab
Shermie02 hcfK.png
Diamond Bust - hcf + K
  • Active period is the run forward portion.
  • During the run forward, when in range Shermie executes a grab. Grab framedata is: 3/1/28.
  • Lower body invincibility: B: Frame 3-10 of active period. D: Frame 3-14 of active period.
hcf + Snkd.gif 9/14/25 KD/- - Grab
qcb + Snka.gif 5/4/52 KD/-35 - HL
Shermie02 qcbA.png
Shermie Whip - qcb + P
  • Invincible: A: Frame 1. C: Frame 1-3.
qcb + Snkc.gif 6/5/52 KD/-36 - HL
Shermie02 qcbC.png

qcb + Snkb.gif

31/3/25 KD/-10 - HL
Shermie02 qcbK.png
Axle Spin Kick - qcb + K
  • Invincible: B: Frame 1-25. D: Frame 1-23.
qcb + Snkd.gif 34/4/28 KD/-14 - HL

dp + Snkb.gif

12/10/15+8 KD/- - Grab
Shermie02 dpK.png
Shermie Clutch - dp + K
  • Invincible: B: Frame 1-6. D: Frame 1-8.
dp + Snkd.gif 15/11/21+10 KD/- - Grab
qcf + Kick.gif - KD/- - L
Shermie02 qcfK.png
Shermie Cute - qcf + K (after qcb + P, hcf + P or dp + K)
  • while the opponent is knocked down from the previous attack, Shermie runs forward and performs a knee drop doing low damage
  • after doing this move, she usually doesn't have enough time to run forward and be in position to do a mixup before they wakeup. Because of that, sometimes this followup move is not used in favor of the better positioning
  • hard knockdown
DMs
hcb hcb + Punch.gif 0/1/16+6 KD/- - Grab
Shermie02 hcbx2P.png
Shermie Flash - hcb hcb + P
  • Invincible: Active period.
  • First 16 frames of recovery are counterhittable.
hcf hcf + Punch.gif 6/1/15+9 KD/- - Grab
Shermie02 hcfx2P.png
Shermie Carnival - hcf hcf + P
  • Invincible: Startup and active periods.
  • First 15 frames of recovery are counterhittable.
SDMs
hcb hcb + Punch.gif 0/1/16+5 KD/- - Grab
Shermie02 hcbx2P.png
Shermie Flash - MAX: hcb hcb + P
  • Invincible: Active period.
  • First 16 frames of recovery are counterhittable.
hcf hcf + Punch.gif 6/1/21+5 KD/- - Grab
Shermie02 hcfx2P.png
Shermie Carnival - MAX: hcf hcf + P
  • Invincible: Startup and active periods.
  • First 15 frames of recovery are counterhittable.

Normal Throws

  • Shermie Flash: Original - b or f + C - Wake-up front turned


  • Front Flash - b or f + D - Wake-up back turned

Special Moves

  • Shermie Whip (qcb + P) - An anti-air catch attack that seems like a command throw. In actuality it's blockable and has pretty moderate recovery. It has a strange hitbox and it trades with many jump-in attacks. Doesn't have much uses and Shermie Spiral is the preferred special move to use in a combo. This move has better spacing and recovery once Shermie Cute is used rather than without, much unlike Shermie Spiral.
    • qcf + K


  • Axle Spin Kick (qcb + K) - A delayed kick attack that doesn't combo from any normal. It goes over low attacks but it generally is unsafe and punishable. When airborne, she has full mid-invincibility with only her hitbox around her head being vulnerable. Could reversal through most meaties and go through fireballs. Could also go through Guard Cancel CD attacks although finding an opportunity to do so it easier said than done and the player would rather set up something else.


  • Shermie Shoot (hcf + K) - Shermie dashes forward and grabs the opponent within this range. This move isn't too reliable against players that don't freeze up or panic as this move could be reacted to and punished before the dash even reaches. This move also has considerable recovery on whiff.


  • Shermie Spiral (hcf + P) - Shermie's most important special move as it is a good command grab that sets up into Shermie's okizeme game and could combo from lows and jump-in combos. Once the opponent is scared into just blocking the safe jump on okizeme, Shermie could easily just empty hop to either side and land this command grab. This throw can't be ground teched and leaves the opponent in a back-turned position when waking up.
    • qcf + K


  • Shermie Clutch (dp + K) - An anti-air special similar to Rose's Soul Throw from Street Fighter. The angle and priority of this move is terrible and Shermie's normals are much preferred as anti-air.
    • qcf + K


  • Shermie Cute (qcf + K after qcb + P, hcf + P or dp + K) - A follow up attack that could be performed after Shermie Whip, Shermie Spiral, and Shermie Clutch. This move stacks a bit of extra damage and is mainly used to finish a Shermie Whip or for finishing the opponent off after a Shermie Spiral.

Desperation Moves

  • Shermie Flash (hcb hcb + P) - An instant command grab super. This move has faster start up than Shermie Carnival. Preferred to be done from an empty hop or combo, but overall, Shermie is best played without meter and confirming her combos and mix-ups into Shermie Spiral to reset into another good mix-up while building up meter when doing so. The SDM version is mashable.


  • Shermie Carnival (hcf hcf + P) - A non instant command grab super, but have startup invencibility. This move could be used on okizeme by Shermie to catch opponents trying to safe jump on her because of the delayed aspect as well as the long active frames of this command grab. The opponent, though, is able re-hop/jump on reaction. This move could be also hopped/jumped over by the opponent after super flash. Could catch Guard Cancel CD attacks.

Fastest Attacks

  • 0F: C throw; D throw; hcf + P; (S)DM hcb hcb + P
  • 1F: -
  • 2F: -
  • 3F: -
  • 4F: cl.C; cr.C
  • 5F: cl.A; cl.B; st.A; st.B; cr.A; cr.B; qcb + A
  • 6F: qcb + C; (S)DM hcf hcf + P
  • 7F: -
  • 8F: cl.D; st.D
  • 9F: -
  • 10F: cr.D


Combos

  • Best jump-ins:
    • j.C (Can crossup.)
    • j.D


  • cr.C / cl.C >
    • (S)DM hcb hcb + P
    • Shermie Spiral (hcf + P) > Shermie Cute (qcf + K)
    • qcb + P > Shermie Cute (qcf + K) (Point blank. Out of MAX.)
    • hcf + K (Point blank.)
    • f + B


  • cr.B / cr.A, st.B (1 hit) >
    • (S)DM hcb hcb + P
    • (S)DM hcf hcf + P
    • Shermie Spiral (hcf + P) > Shermie Cute (qcf + K)
    • qcb + P > Shermie Cute (qcf + K) (Point blank.)


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


Regarding Shermie Cute, it's an okay move to stack on extra damage to finish off an opponent at the end of a round. Preferably, one would rather not do the Shermie Cute follow up because one would have better frame advantage to set up for an ambiguous, safe-jump cross-up that hit-confirms back into a combo with Shermie Spiral.


Strategy Corner

  • MAX: cl.C > hcf + P > qcf + K

deals just a tiny less damage (~ 1/2 cl.A) than

  • cl.C > DM hcb hcb + P

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