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The King of Fighters '98 UMFE/Orochi Shermie: Difference between revisions
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== Normal Moves == | == Normal Moves == | ||
'''Close''' | '''Close''' | ||
*cl. A: | *cl.A: Same as st.A (no cl.-version) | ||
*cl. B: | *cl.B: Same as st.B (no cl.-version) | ||
*cl. C: | *'''cl.C: Special cancelable combo filler. Same damage as cr.C. Your main heavy normal for combos.''' | ||
*cl. D: | *cl.D: Same as st.D (no cl.-version) | ||
'''Stand''' | '''Stand''' | ||
*st. A: | *st.A: Whiffs on most crouchers and not much range. Can stop hops but useless otherwise. Cancels into A/B-normals and specials. | ||
*st. B: | *st.B: 2 hits, first one is cancelable into specials, second one is not cancelable and safe on block but whiffs on a lot of crouchers which leaves Shermie open for a punish. | ||
*st. C: | *'''st.C: Covers an arc in front of Shermie. Very good range, speed and active frames. Amazing poke in general.''' | ||
*st. D: | *st.D: A little more range than cr.C but slower. Good anti air but only if used early enough. Whiffs on crouchers. | ||
'''Crouch''' | '''Crouch''' | ||
*cr. A: | *cr.A: Fast but not much range. Cancels into A/B-normals and specials. | ||
*cr. B: | *cr.B: Very fast and good range. Nice low poke. Links into hcf+P if close enough. Cancels into other A/B-normals but not specials. | ||
*cr. C: | *'''cr.C: Very reliable anti air! Special cancelable. Same damage as cl.C.''' | ||
*cr. D: | *cr.D: Good range, a little more than cr.B. A bit slow but active for longer than a typical sweep. | ||
'''Jump''' | '''Jump''' | ||
*j. A: | *j.A: Nice air to air. Hits a bit above Shermie. | ||
*j. B: | *j.B: Also a great air to air and still viable as a jumpin. | ||
*j. C: | *'''j.C: Fantastic jumpin. Easy to hit on all crouchers and just as easy to cross up.''' | ||
*j. D: | *'''j.D: Another great jumpin. Deals a little more damage than j.C and has more horizontal range. A little harder to cross up with.''' | ||
*nj.D: Most horizontal range of her jump-normals together with j.CD. Okay as a defensive air to air. | |||
'''Blowback''' | '''Blowback''' | ||
*st. CD: | *st.CD: Has no lower hurtbox, just as it looks. Cancel window is not generous so it is hard to confirm a counter hit. | ||
*j. CD: | *j.CD: Same great horizontal range as nj.D. A bit harder to hit crouchers with compared to j.C and j.D. | ||
== Throws == | == Throws == |
Revision as of 22:23, 13 October 2021
Introduction
Orochi Shermie is an interesting character that mainly plays a poking and zoning style. The main attraction to O.Shermie is her static projectiles she can place out at 4 distances on the screen. These last for a while and can make the opponent think twice before going in. She can even combo after them when they hit if the spacing is correct. In addition to these she has a good normals package alongside a more direct close range fireball that helps her control space and stopping the opponent from getting in. She also has an aerial stomp move that she can use to change up her aerial trajectory and it gives her 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
- st.C has 5 frames less startup and 8 frames less recovery
- st.D recovers 2 frames faster
- cr.B recovers 4 frames faster, you can now link her 1 frame command grabs after it
- cr.D recovers 5 frames faster
- j.Ds active frames are 3 frames shorter
- neutral j.Ds active frames are 2 frames shorter
Specials:
- hcf+X all projectiles now come out at the same speed. the recovery has increased with 2f,4f and 6f for the B,C and D versions respectively but overall the move is faster.
- qcb+Ps first hitbox has 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.
- qcb+A has 7 frames less recovery so you can connect it from lights but the recovery has increased so the move is 5 frames longer in total
- qcb+C has 2 frames less startup
Supers:
- qcfx2+C has 15 frames more recovery
- qcfx2+K 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:
- cr.B easier to combo into itself
- cl.C no longer whiffs on short characters
- j.D faster startup
Specials:
- qcb+K now deals more damage
- hcf+X B, C and D versions have the same recovery as the A version (shorter)
Normal Moves
Close
- cl.A: Same as st.A (no cl.-version)
- cl.B: Same as st.B (no cl.-version)
- cl.C: Special cancelable combo filler. Same damage as cr.C. Your main heavy normal for combos.
- cl.D: Same as st.D (no cl.-version)
Stand
- st.A: Whiffs on most crouchers and not much range. Can stop hops but useless otherwise. Cancels into A/B-normals and specials.
- st.B: 2 hits, first one is cancelable into specials, second one is not cancelable and safe on block but whiffs on a lot of crouchers which leaves Shermie open for a punish.
- st.C: Covers an arc in front of Shermie. Very good range, speed and active frames. Amazing poke in general.
- st.D: A little more range than cr.C but slower. Good anti air but only if used early enough. Whiffs on crouchers.
Crouch
- cr.A: Fast but not much range. Cancels into A/B-normals and specials.
- cr.B: Very fast and good range. Nice low poke. Links into hcf+P if close enough. Cancels into other A/B-normals but not specials.
- cr.C: Very reliable anti air! Special cancelable. Same damage as cl.C.
- cr.D: Good range, a little more than cr.B. A bit slow but active for longer than a typical sweep.
Jump
- j.A: Nice air to air. Hits a bit above Shermie.
- j.B: Also a great air to air and still viable as a jumpin.
- j.C: Fantastic jumpin. Easy to hit on all crouchers and just as easy to cross up.
- j.D: Another great jumpin. Deals a little more damage than j.C and has more horizontal range. A little harder to cross up with.
- nj.D: Most horizontal range of her jump-normals together with j.CD. Okay as a defensive air to air.
Blowback
- st.CD: Has no lower hurtbox, just as it looks. Cancel window is not generous so it is hard to confirm a counter hit.
- j.CD: Same great horizontal range as nj.D. A bit harder to hit crouchers with compared to j.C and j.D.
Throws
Bakurai: (close) b/f + C
Enrai: (close) b/f + D
Command Moves
Kourai: f + B
Special Moves
Yatanagi no Muchi: qcb + A/C
Syajitsu no Odori: qcb + B/D
Mugetu no Raiun: hcf + A/B/C/D
Raijin no Tue: qcf + B/D (in the air)
Desperation Moves
Syukumei - Genei - Shinshi: qcf, qcf + B/D
Ankoku Raikouken: qcf, qcf + A/C
Combos
0 Stock
Low
- cr.B, cr.A, qcb+A
Anywhere
- (jump-in), cl.C, qcb+C
Very Close
- (jump-in), cl.C, f+B, qcb+C
1 Stock
Low
- cr.B, cr.A/st.A, qcfx2+P
- -Note: you can do this as cr.B, qcf+A, qcf+P for an easier cancel
Anywhere
- (jump-in), cl.C/cr.C, qcfx2+B
Quick Max
Low
- cr.B, cr.A, ABC, cl.C, qcfx2+P
- -Note: hold forward during quick max activation to ensure you're close enough for cl.C
3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode
- In any 1 stock combo, replace qcfx2+P with qcfx2+AC or qcfx2+B with qcfx2+BD