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The King of Fighters 2002 UM/Orochi Shermie: Difference between revisions
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== Throws == | == Throws == | ||
Bakura - Close, b/f + C | Bakura - Close, b/f + C | ||
*Shermie grabs the opponent then suplexes them. | |||
*Can be broken. | |||
*Regular Knockdown. | |||
Wipes out - Close, b/f + D | Wipes out - Close, b/f + D | ||
*Shermie grabs the opponent then tosses them away. | |||
*Can be broken. | |||
*Reverse Knockdown. | |||
*If you use this throw to toss the opponent into the corner you can use No Mugetsu Raiun as a follow-up attack, after that you can use Ankoku Raikoken to finish up the combo. | |||
== Command throws == | == Command throws == |
Revision as of 15:12, 29 November 2010
Introduction
Normals
Close
- cl. A/B/C are cancel-able.
- Close B is cancel-able on both hits (2).
- Close C is the combo starter of choice because of it's hit-stun, links into both of her command normals.
- Close D does two hits but neither of them are cancellable and punishes Shermie back afterward.
Standing
- Stand A is cancel-able/whiff cancel-able, No Mugetsu Raiun is a good follow-up attack when you're far away.
- Stand B is identical to her Close B, cancel-able/whiff cancel-able.
- Stand C has okay range but the recovery isn't too good and it isn't cancel-able either.
- Stand D is the same as her Close D, whiffs on crouching opponents.
Crouching
- cr. A/B/C are cancel-able/whiff cancel-able.
- Crouch A is chain-able.
- Crouch B has a slow start-up but hits really low, chain it from cr.A if you want to use it.
- Crouch C can be used as an anti-air attack, links into her command normals.
- Crouch D sweeps the opponent to the ground, not cancel-able.
Jumping
- j.B/C/D all cross-up.
- The hitbox on jump B is really low, you can almost cross them up by short hopping with it.
- Jump C delivers a nice chunk of hit-stun on contact, enough to do a follow-up attack afterward, meaty attack.
- Jump D is an instant overhead (hh.D), it can also be used to cross-up.
Blowback Attack
- CD comes out slow, cancel-able/whiff cancel-able, makes her hitxbox switch sides with the opponent when used near them while they're downed.
- JCD is her best air to air move because it goes fast and far, cancel-able.
Throws
Bakura - Close, b/f + C
- Shermie grabs the opponent then suplexes them.
- Can be broken.
- Regular Knockdown.
Wipes out - Close, b/f + D
- Shermie grabs the opponent then tosses them away.
- Can be broken.
- Reverse Knockdown.
- If you use this throw to toss the opponent into the corner you can use No Mugetsu Raiun as a follow-up attack, after that you can use Ankoku Raikoken to finish up the combo.
Command throws
Kourai - f + B
JINR - f + A
Special Moves
No Yatanagi Muchi - qcb + A/C
Shajitsu No Odori - qcb + B/D
No Mugetsu Raiun - HCF + A or B or C or D
Raijin no TSUE - qcf + B/D in air
Takeru Mikadzuchi - dp + A/C repeatedly
Desperation Moves
Shukumei, Gen'ei, Shinshi - qcf x 2 + B/C
Ankoku Raikoken - qcf x 2 + A/C
Super Desperation Moves
Shukumei, Gen'ei, Shinshi - qcf x 2 + BD
Ankoku Raikoken - qcf x 2 + AC
Hidden Super Desperation Moves
Unmei no Ya - hcb x 2 + A or B or C or D