The King of Fighters '98/Shermie

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Hairy French Armpits

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

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.


  • j.C/D > st.C xx Shermie Spiral (hcf+P) > *Shermie Cute (qcf+K)
  • cr.A/B > st.B (1st hit) xx Shermie Spiral (hcf+P) > *Shermie Cute (qcf+K)

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.

In-depth Analysis

Normal Throws

b or f + C -

b or f + D -

Normal Moves

Standing B -

Standing D -

Standing CD -

Close C -

Crouching A -

Crouching B -

Crouching C -

Jumping A -

Jumping C -

Jumping D -

Straight Jumping D -

Jumping CD -

Command Normals

f + B -

Special Moves

Shermie Whip (qcb + P) -

Axle Spin Kick (qcb + K) -

Shermie Shoot (hcf + K) -

Shermie Spiral (hcf + P) -

Shermie Clutch (dp + K) -

Shermie Cute (qcf + K after a command throw) -

Desperation Moves

Shermie Flash (hcb x 2 + P) -

Shermie Carnival (hcf x 2 + P) -