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The King of Fighters '98 UMFE/Orochi Shermie: Difference between revisions
added descriptions to Orochi Shermies specials and supers |
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[[File:Orochishermie97.gif]] | <section begin="image"/>[[File:Orochishermie97.gif]]<section end="image"/> | ||
[[File:Notationkof.png|left]] | [[File:Notationkof.png|left]] | ||
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== Introduction == | == Introduction == | ||
== Changes from | {{StrengthsAndWeaknesses | ||
|ext=gif | |||
| description =Orochi Shermie is an unorthodox character that mainly plays a poking and zoning game. The main attraction to Orochi Shermie is her static projectiles that she can place at 4 distances on the screen. These have a lot of active frames, and can make the opponent think twice before going in. Alongside this, her access to a hard knockdown from her air stomp makes them a great option for okizeme. In addition to these, she has a good set of normals, alongside a more direct close-range fireball that helps her control space and stop the opponent from getting in. She also has an aerial stomp move that she can use to change up her aerial trajectory, which also causes a hard knockdown. Her main weaknesses include a lack of a invincible reversal, and that a lot of her stuff doesn't connect well on short crouchers.}} | |||
== Changes from Previous Versions == | |||
'''98 to 98UM''' | '''98 to 98UM''' | ||
Normals: | Normals: | ||
* cl.C now hits further below | * cl.C now hits further below | ||
* | |||
* | * 5C now has 5 frames less startup and 8 frames less recovery | ||
* | |||
* | * 5D now recovers 2 frames faster | ||
* j. | |||
* | * 2B now recovers 4 frames faster | ||
* 2D now recovers 5 frames faster | |||
* j.D's active frames are now 3 frames shorter | |||
* nj.D's active frames are now 2 frames shorter | |||
Specials: | Specials: | ||
* | |||
* | * 41236X's projectiles now all come out at the same speed; the recovery has increased 2f, 4f, and 6f for the B, C, and D versions respectively, but overall the move is faster | ||
* | |||
* | * 214P's first hitbox has been increased in size, so it can now hit all crouchers; both hits will connect on hit, but the second one can still whiff on block against small crouchers | ||
* 214A now has 7 frames less startup, so you can connect it from lights, but the recovery has increased so the move is 5 frames longer in total | |||
* 214C now has 2 frames less startup | |||
Supers: | Supers: | ||
* | |||
* | * 236236C now has 15 frames more recovery | ||
* 236236K now has 3 frames more startup and 3 frames less recovery; it can destroy regular projectiles but will lose out against some super projectiles | |||
'''98UM to 98UMFE''' | '''98UM to 98UMFE''' | ||
Normals: | Normals: | ||
* | |||
* 2B is now easier to chain into itself | |||
* cl.C no longer whiffs on short characters | * cl.C no longer whiffs on short characters | ||
* j.D faster startup | |||
* j.D now has faster startup | |||
Specials: | Specials: | ||
* | |||
* | * 214K now deals more damage | ||
* 41236X's B, C, and D versions now have the same recovery as the A version (shorter) | |||
== Normal Moves == | == Normal Moves == | ||
'''Close''' | '''Close''' | ||
''' | * cl.A: Same as 5A. | ||
* | |||
* | * cl.B: Same as 5B. | ||
* cl.C: Combo filler. Same damage as 2C. Your main heavy normal for combos. Cancelable. | |||
* cl.D: Same as 5D. | |||
'''Standing''' | |||
* 5A: Basic anti-hop button. Whiffs on most crouchers and doesn't have much range. Chainable and cancelable. | |||
* 5B: 2-hitting kick. First hit is cancelable into specials, second one is not cancelable but is safe on block. However, the second hit whiffs on a lot of crouchers, which leaves Shermie open for a punish. | |||
* 5C: Covers an arc in front of Shermie. Very good range, speed, and active frames. Amazing poke in general. | |||
* | |||
* 5D: A little more range than 2C, but slower. Good anti-air, but only if used early enough. Whiffs on crouchers. | |||
* | |||
''' | '''Crouching''' | ||
* | |||
*j.CD: Same great horizontal range as nj.D. A bit harder to hit crouchers with compared to j.C and j.D. | * 2A: Fast, but not much range. Chainable and cancelable. | ||
* 2B: Very fast and good range. Nice low poke and combo starter. Chainable. | |||
* 2C: Very reliable anti-air! Same damage as cl.C. Cancelable. | |||
* 2D: Good range, a little more than 2B. A bit slow, but active for longer than a typical sweep. | |||
'''Jumping''' | |||
* j.A: Nice air-to-air. Hits a bit above Orochi Shermie. | |||
* j.B: Also a great air-to-air, and still viable as a jump-in. | |||
* j.C: Fantastic jump-in. Easy to hit on all crouchers, and just as easy to crossup. | |||
* j.D: Another great jump-in. Deals a little more damage than j.C, and has more horizontal range. A little harder to crossup with. | |||
* nj.D: Most horizontal range of her jump normals together with j.CD. Okay as a defensive air-to-air. | |||
'''CD Normals''' | |||
* 5CD: Has a lot of low invincibility. Cancel window is not generous, so it is hard to confirm a counter hit. Cancelable on hit, block, and whiff. | |||
* j.CD: Same great horizontal range as nj.D. A bit harder to hit crouchers with compared to j.C and j.D. Good for jump-in pressure. | |||
== Throws == | == Throws == | ||
'''Bakurai:''' (close) | '''Bakurai:''' <code>4/6C (close)</code> | ||
* Regular throw, techable. Orochi Shermie suplexes the opponent, causing them to slide forwards and causing a hard knockdown. | |||
'''Enrai:''' (close) | '''Enrai:''' <code>4/6D (close)</code> | ||
* Regular throw., techable. Orochi Shermie throws the opponent behind her fullscreen, causing a soft knockdown. | |||
== Command Moves == | == Command Moves == | ||
'''Kourai:''' | '''Kourai:''' <code>6B</code> | ||
* | * A two-hitting command normal. | ||
* | * Second hit is an overhead. | ||
* | * When canceled into, the second hit loses the overhead property but becomes cancelable (unless late-canceled, in which case it behaves like the raw version). | ||
* | * Good as a longer-range poke, as it's fairly safe on block. | ||
* | * Quick MAX can turn this into a super confirm. | ||
* First hit will whiff on short crouchers. | |||
== Special Moves == | == Special Moves == | ||
'''Yatanagi no Muchi:''' | '''Yatanagi no Muchi:''' <code>214A/C</code> | ||
* Shermie throws out a lightning disc in front of her. | |||
* Orochi Shermie throws out a lightning disc in front of her. | |||
* A short-ranged projectile with 2 hits. | |||
* a short | * Both hits will connect properly in a combo, but the first hit can whiff on short crouchers when done in neutral, resulting in you probably taking big damage. | ||
* | * A good move to poke at midrange with. | ||
* | * Can also be used to destroy the opponent's projectiles. | ||
* can | * The A version is unsafe on block, and can be punished with long range attacks such as Eiji's C projectile super and funnily enough, this exact move. | ||
'''Syajitsu no Odori:''' | '''Syajitsu no Odori:''' <code>214B/D</code> | ||
* Orochi Shermie does a twirling kick into the air and covers her feet in lightning. | * Orochi Shermie does a twirling kick into the air and covers her feet in lightning. | ||
* | * Mostly good if you need to chip someone out, as the move is not very safe to just throw out in neutral. | ||
* Fairly safe on block. | |||
'''Mugetu no Raiun:''' <code>41236A/B/C/D</code> | |||
* Orochi Shermie blows a kiss and creates an electric ball at one of 4 distances from her. | |||
* | * The balls linger for a while on screen, so she can use them as defensive walls to keep the opponent from approaching. | ||
* The balls | * The balls rely on prediction, as you need to choose the distance where you think the opponent will be by the time the ball comes out. | ||
* the balls | * If the balls hit the opponent, Orochi Shermie can have time to combo afterwards, depending on the distance and timing of the hit. | ||
* | * All the versions of the balls have standardized frame data. | ||
* | * The A version can be used after j.236K for a meaty, that can combo if not blocked. | ||
'''Raijin no Tue:''' | '''Raijin no Tue:''' <code>j.236B/D</code> | ||
* Shermie does a vault kick in the air. | * Orochi Shermie does a vault kick in the air. | ||
* D version vaults higher in the air than the B version. | * D version vaults higher in the air than the B version. | ||
* | * Hits overhead. | ||
* | * Good for changing up her aerial trajectory to make it harder for the opponent to anti-air her. | ||
* Causes hard knockdown on hit. | * Causes hard knockdown on hit. | ||
* | * Can be done during a backdash or step dash as well. | ||
* | * Pretty safe on block if it connects closer to the ground. | ||
== Desperation Moves == | == Desperation Moves == | ||
'''Syukumei - Genei - Shinshi:''' | '''Syukumei - Genei - Shinshi:''' <code>236236B/D</code> | ||
* Orochi Shermie does a flying electric dropkick move forwards. | * Orochi Shermie does a flying electric dropkick move forwards. | ||
* | * Will destroy regular projectiles, but loses to super projectiles. Can be used as an anti-zoning move. | ||
* A true reversal, but it's very slow. | |||
* | * Only combos from heavies. | ||
* | * MAX version does more damage and will destroy super projectiles. | ||
'''Ankoku Raikouken:''' | '''Ankoku Raikouken:''' <code>236236A/C</code> | ||
* | * Orochi Shermie creates a big ball of lightning in front of her. | ||
* | * Good startup speed, so it works as an excellent punishing move. | ||
* | * Will combo from lights and heavies. | ||
* MAX version creates a bigger electric ball that does more damage. | |||
== Combos == | == Combos == | ||
=== | '''General Notes:''' | ||
* Any metered combo can replace a super with it's respective MAX version if you have enough meter. | |||
* In any combo into 214A, you can use 214C to remain safe on block. | |||
===Meterless=== | |||
''Low'' | ''Low'' | ||
'' | : <code>2B, 2A, 214A</code> | ||
: 2A's pathetic range means this is hilariously inconsistent. | |||
: <code>2B, 5B(1), 214A</code> | |||
: What you should actually use. Can be harder to hitconfirm. | |||
''Mid/Jump-In'' | |||
: <code>(j.X), cl.C, (6B), 214C</code> | |||
: 6B can only be added at very close range, otherwise the combo will drop. | |||
===With Meter=== | |||
''Low'' | ''Low'' | ||
: <code>2B, 5B(1), 236236P</code> | |||
: You can do this as 2B, 236B, 236P for an easier cancel. | |||
'''Quick | ''Mid/Jump-In'' | ||
: <code>(j.X), cl.C/2C, (6B), 236236P</code> | |||
: 6B can only be added at close range, lest it whiff and you die. | |||
: <code>(j.X), cl.C/2C, 236236K</code> | |||
===With Quick MAX=== | |||
''Low'' | ''Low'' | ||
: <code>2B, 2A, ABC, cl.C, 236236P</code> | |||
: | : Hold forward during Quick MAX activation to ensure you're close enough for cl.C. | ||
: <code>2B, 5B(1), ABC, 236236P</code> | |||
: MAX Bypass-esque combo. Input as 2B, 236B, 236ABC. | |||
: <code>6B, ABC, 236236P</code> | |||
: Overhead into super. 6B will only hit once on short crouchers. Super might whiff at range. | |||
== Strategy & Tips == | == Strategy & Tips == |
Latest revision as of 10:09, 13 March 2024
Introduction
Orochi Shermie is an unorthodox character that mainly plays a poking and zoning game. The main attraction to Orochi Shermie is her static projectiles that she can place at 4 distances on the screen. These have a lot of active frames, and can make the opponent think twice before going in. Alongside this, her access to a hard knockdown from her air stomp makes them a great option for okizeme. In addition to these, she has a good set of normals, alongside a more direct close-range fireball that helps her control space and stop the opponent from getting in. She also has an aerial stomp move that she can use to change up her aerial trajectory, which also causes a hard knockdown. Her main weaknesses include a lack of a invincible reversal, and that a lot of her stuff doesn't connect well on short crouchers.
Changes from Previous Versions
98 to 98UM
Normals:
- cl.C now hits further below
- 5C now has 5 frames less startup and 8 frames less recovery
- 5D now recovers 2 frames faster
- 2B now recovers 4 frames faster
- 2D now recovers 5 frames faster
- j.D's active frames are now 3 frames shorter
- nj.D's active frames are now 2 frames shorter
Specials:
- 41236X's projectiles now all come out at the same speed; the recovery has increased 2f, 4f, and 6f for the B, C, and D versions respectively, but overall the move is faster
- 214P's first hitbox has been increased in size, so it can now hit all crouchers; both hits will connect on hit, but the second one can still whiff on block against small crouchers
- 214A now has 7 frames less startup, so you can connect it from lights, but the recovery has increased so the move is 5 frames longer in total
- 214C now has 2 frames less startup
Supers:
- 236236C now has 15 frames more recovery
- 236236K now has 3 frames more startup and 3 frames less recovery; it can destroy regular projectiles but will lose out against some super projectiles
98UM to 98UMFE
Normals:
- 2B is now easier to chain into itself
- cl.C no longer whiffs on short characters
- j.D now has faster startup
Specials:
- 214K now deals more damage
- 41236X's B, C, and D versions now have the same recovery as the A version (shorter)
Normal Moves
Close
- cl.A: Same as 5A.
- cl.B: Same as 5B.
- cl.C: Combo filler. Same damage as 2C. Your main heavy normal for combos. Cancelable.
- cl.D: Same as 5D.
Standing
- 5A: Basic anti-hop button. Whiffs on most crouchers and doesn't have much range. Chainable and cancelable.
- 5B: 2-hitting kick. First hit is cancelable into specials, second one is not cancelable but is safe on block. However, the second hit whiffs on a lot of crouchers, which leaves Shermie open for a punish.
- 5C: Covers an arc in front of Shermie. Very good range, speed, and active frames. Amazing poke in general.
- 5D: A little more range than 2C, but slower. Good anti-air, but only if used early enough. Whiffs on crouchers.
Crouching
- 2A: Fast, but not much range. Chainable and cancelable.
- 2B: Very fast and good range. Nice low poke and combo starter. Chainable.
- 2C: Very reliable anti-air! Same damage as cl.C. Cancelable.
- 2D: Good range, a little more than 2B. A bit slow, but active for longer than a typical sweep.
Jumping
- j.A: Nice air-to-air. Hits a bit above Orochi Shermie.
- j.B: Also a great air-to-air, and still viable as a jump-in.
- j.C: Fantastic jump-in. Easy to hit on all crouchers, and just as easy to crossup.
- j.D: Another great jump-in. Deals a little more damage than j.C, and has more horizontal range. A little harder to crossup with.
- nj.D: Most horizontal range of her jump normals together with j.CD. Okay as a defensive air-to-air.
CD Normals
- 5CD: Has a lot of low invincibility. Cancel window is not generous, so it is hard to confirm a counter hit. Cancelable on hit, block, and whiff.
- j.CD: Same great horizontal range as nj.D. A bit harder to hit crouchers with compared to j.C and j.D. Good for jump-in pressure.
Throws
Bakurai: 4/6C (close)
- Regular throw, techable. Orochi Shermie suplexes the opponent, causing them to slide forwards and causing a hard knockdown.
Enrai: 4/6D (close)
- Regular throw., techable. Orochi Shermie throws the opponent behind her fullscreen, causing a soft knockdown.
Command Moves
Kourai: 6B
- A two-hitting command normal.
- Second hit is an overhead.
- When canceled into, the second hit loses the overhead property but becomes cancelable (unless late-canceled, in which case it behaves like the raw version).
- Good as a longer-range poke, as it's fairly safe on block.
- Quick MAX can turn this into a super confirm.
- First hit will whiff on short crouchers.
Special Moves
Yatanagi no Muchi: 214A/C
- Orochi Shermie throws out a lightning disc in front of her.
- A short-ranged projectile with 2 hits.
- Both hits will connect properly in a combo, but the first hit can whiff on short crouchers when done in neutral, resulting in you probably taking big damage.
- A good move to poke at midrange with.
- Can also be used to destroy the opponent's projectiles.
- The A version is unsafe on block, and can be punished with long range attacks such as Eiji's C projectile super and funnily enough, this exact move.
Syajitsu no Odori: 214B/D
- Orochi Shermie does a twirling kick into the air and covers her feet in lightning.
- Mostly good if you need to chip someone out, as the move is not very safe to just throw out in neutral.
- Fairly safe on block.
Mugetu no Raiun: 41236A/B/C/D
- Orochi Shermie blows a kiss and creates an electric ball at one of 4 distances from her.
- The balls linger for a while on screen, so she can use them as defensive walls to keep the opponent from approaching.
- The balls rely on prediction, as you need to choose the distance where you think the opponent will be by the time the ball comes out.
- If the balls hit the opponent, Orochi Shermie can have time to combo afterwards, depending on the distance and timing of the hit.
- All the versions of the balls have standardized frame data.
- The A version can be used after j.236K for a meaty, that can combo if not blocked.
Raijin no Tue: j.236B/D
- Orochi Shermie does a vault kick in the air.
- D version vaults higher in the air than the B version.
- Hits overhead.
- Good for changing up her aerial trajectory to make it harder for the opponent to anti-air her.
- Causes hard knockdown on hit.
- Can be done during a backdash or step dash as well.
- Pretty safe on block if it connects closer to the ground.
Desperation Moves
Syukumei - Genei - Shinshi: 236236B/D
- Orochi Shermie does a flying electric dropkick move forwards.
- Will destroy regular projectiles, but loses to super projectiles. Can be used as an anti-zoning move.
- A true reversal, but it's very slow.
- Only combos from heavies.
- MAX version does more damage and will destroy super projectiles.
Ankoku Raikouken: 236236A/C
- Orochi Shermie creates a big ball of lightning in front of her.
- Good startup speed, so it works as an excellent punishing move.
- Will combo from lights and heavies.
- MAX version creates a bigger electric ball that does more damage.
Combos
General Notes:
- Any metered combo can replace a super with it's respective MAX version if you have enough meter.
- In any combo into 214A, you can use 214C to remain safe on block.
Meterless
Low
2B, 2A, 214A
- 2A's pathetic range means this is hilariously inconsistent.
2B, 5B(1), 214A
- What you should actually use. Can be harder to hitconfirm.
Mid/Jump-In
(j.X), cl.C, (6B), 214C
- 6B can only be added at very close range, otherwise the combo will drop.
With Meter
Low
2B, 5B(1), 236236P
- You can do this as 2B, 236B, 236P for an easier cancel.
Mid/Jump-In
(j.X), cl.C/2C, (6B), 236236P
- 6B can only be added at close range, lest it whiff and you die.
(j.X), cl.C/2C, 236236K
With Quick MAX
Low
2B, 2A, ABC, cl.C, 236236P
- Hold forward during Quick MAX activation to ensure you're close enough for cl.C.
2B, 5B(1), ABC, 236236P
- MAX Bypass-esque combo. Input as 2B, 236B, 236ABC.
6B, ABC, 236236P
- Overhead into super. 6B will only hit once on short crouchers. Super might whiff at range.