-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters 2002 UM/Orochi Shermie: Difference between revisions
Krazykone123 (talk | contribs) |
Krazykone123 (talk | contribs) |
||
Line 70: | Line 70: | ||
== Special Moves == | == Special Moves == | ||
No Yatanagi Muchi - qcb + A/C | No Yatanagi Muchi - qcb + A/C | ||
*Shermie makes a lightening disc then throws it at the opponent, weak version goes a very short distance while the strong version comes out a lot faster, doesn't have much technical use but it works if you use it after a close normal like her close B, besides that their are a lot of better moves you could use. | |||
*Combos from: Most Close Normals | |||
Line 82: | Line 84: | ||
Takeru Mikadzuchi - dp + A/C repeatedly | Takeru Mikadzuchi - dp + A/C repeatedly | ||
== Desperation Moves == | == Desperation Moves == |
Revision as of 18:43, 30 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
- Shermie leans forward then proceeds to do a handstand flip kicking the opponent in the face once, it's start-up is a little slow but has it has a variety of uses, it hits mid when combo'd into but it's an overhead when used by itself, combos into No Yatanagi Muchi when done after st/cr.C to command normals, but in terms of DM's Ankoku Raikoken and (Weak/MAX) Shukumei, Gen'ei, Shinshi work very well as combo enders, HSDM Unmei no Ya (B version) works too.
- Cancel-able if canceled into.
- Super Cancel-able on hit when used alone.
- Overhead Attack
- Combos from: Stand/Crouch C
- Combos into: No Yatanagi Muchi, Ankoku Raikoken, (Weak/MAX) Shukumei, Gen'ei, Shinshi, and HSDM Unmei no Ya (B version).
JINR - f + A
Shermie hops forward to kick the opponent in the stomach, okay start-up but the recovery is a little long, hits mid when combo'd into but it's an overhead when used by itself, it's a fantastic command normal because it strings right into her Raijin no TSUE and (Weak/Strong/MAX) Shukumei, Gen'ei, Shinshi (Air Varianr) DM to do a big chunk of damage.
- Cancel-able if canceled into.
- Overhead Attack
- Combos from: Stand/Crouch C
- Combos into: Raijin no TSUE, (Weak/Strong/MAX) Shukumei, Gen'ei, Shinshi (Air Variant).
Special Moves
No Yatanagi Muchi - qcb + A/C
- Shermie makes a lightening disc then throws it at the opponent, weak version goes a very short distance while the strong version comes out a lot faster, doesn't have much technical use but it works if you use it after a close normal like her close B, besides that their are a lot of better moves you could use.
- Combos from: Most Close Normals
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