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The King of Fighters 2002 UM/Orochi Shermie: Difference between revisions
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*Combos from: Weak version combos into JINR | *Combos from: Weak version combos into JINR | ||
*Overhead Attack | *Overhead Attack | ||
*Hard Knockdown | |||
Revision as of 19:47, 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
- Shermie jumps and twirls in the air with lightening covering her feet hitting the opponent five times, weak version starts up almost instantly while the strong version starts a little bit slower, weak version goes halfscreen while the strong version goes about 3/4 of the screen, has no use after command normals because it just isn't fast enough, links from her Stand/Far C and it's also super cancel-able into her (Weak/Strong/MAX) Shukumei, Gen'ei, Shinshi (Air Variant) DM on any hit, this move is also very unsafe if you whiff it so if you want to use it make sure you actually hit them first.
- Super Cancel-able
- Combos from: Stand/Far C
- Combos into: (Weak/Strong/MAX) Shukumei, Gen'ei, Shinshi (Air Variant) DM
No Mugetsu Raiun - HCF+A/B/C/D
- Shermie leans forward and blows a kiss that causes an electric discharge to appear in the shape of a sphere, the distance in which the move comes varies depending on which button you press to activate the move, the weak punch (A) version comes out right in front of Shermie, the weak kick (B) version comes at about 40% of the screen, the strong punch (C) version comes out 65% of the screen, while the strong kick (D) version comes out 85% of the screen which would be right in front of the opponent if they're at the end of the screen, this makes a good fake out move if you use it after whiffed light normals, this move also does a real nice amount of hit-stun, actually enough hit-stun that if you use it in the corner (or if you use her D throw to put them in the corner) you can do a follow-up attack with her close B then combo into her (Weak/MAX) Ankoku Raikoken DM or use the DM on it's own.
- Combos from: Wipes Out throw, Whiffed light normals
- Combos into: (Corner only) Close B, (Weak/MAX) Ankoku Raikoken DM.
Raijin no TSUE - qcf+B/D in air
- Shermie flips forward and makes a lightening current come out near her feet and strike the opponent to the ground, weak version comes out fast while the stong version has a longer start-up because she jumps higher into the air, the weak version of this move is highly suggested after her JINR (f+A) command normal if you combo into it, this move can also be used during her backdash to quickly thwart any anxious opponents that want to run or jump-in, the strong version only really works if you need that extra boost in the air.
- Combos from: Weak version combos into JINR
- Overhead Attack
- Hard Knockdown
Takeru Mikadzuchi - dp+A/C repeatedly
- Shermies sends a strike of lightening down from the clouds to herself and sends a shock of electricity coursing through her, pressing the A/C button repeatedly makes the attack last a bit long, the range is poor by itself but it's a incredibly good move when used up close, when used in front of the opponent it does a enough hit-stun to lock the opponent in place to allow a follow-up attack like (Weak/MAX) Ankoku Raikoken DM / No Yatanagi Muchi /(Weak/MAX) Shukumei, Gen'ei, Shinshi DM, it can be used as an anti-air but only if you're up close.
- Combos into: (Weak/MAX) Ankoku Raikoken DM, No Yatanagi Muchi, (Weak/MAX) Shukumei, Gen'ei, Shinshi DM
- Does a lot of hit-stun
Desperation Moves
Shukumei, Gen'ei, Shinshi - qcfx2+B/D
Ankoku Raikoken - qcfx2+A/C
Super Desperation Moves
Shukumei, Gen'ei, Shinshi - qcfx2+BD
Ankoku Raikoken - qcfx2+AC
Hidden Super Desperation Moves
Unmei no Ya - hcb x 2 + A or B or C or D