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The King of Fighters XV/Orochi Shermie/Strategy: Difference between revisions
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==Neutral== | ==Neutral== | ||
Orochi Shermie (O. Shermie) focuses on zoning and playing neutral with the potential for set play and explosive damage. Her first and foremost priority is getting Mugetsu no Raiun (41236X or Kiss) onto the screen. Kiss is her most defining move and is the center piece of her neutral, mix ups, and zoning. Once a Kiss is on screen her gameplan can actually begin. | |||
Most of O. Shermie’s moveset serves triple duty as zoning, combo, and pressure tools. Because of this the Neutral and Pressure sections will cover her moves in individual use cases for easier readability. | |||
==Kiss(41236 Series)== | |||
O. Shermie’s actual game plan differs depending on situation and match-ups. In match-ups where the opponent struggles against zoning, Kiss is used to control the ground and force the opponent to move into spaces of the screen that O. Shermie has better control over. In these match ups it is important to note that putting a Kiss on top of the opponent is not always the best idea. While getting them to block Kisses is nice for chip and meter, it’s often more important to deny screen space and capitalize on mistakes. This means that the A version of Kiss is often the best and most used version as it denies the space right in front of O. Shermie. | |||
It's also important to note that Kisses DO NOT disappear if O. Shermie blocks or is hit. This is once again most important with the A version as it allows her to get trade combos, especially against opponents trying to jump in on her. When trading with jump-in attacks her most consistent combo is to juggle with Shukumei, Genei, Shinshi (236236B/D) Depending on height and screen position she can confirm into larger combo starters such as 214BD though these situations are extremely few and far between. | |||
Her EX Kisses are a contentious use of meter, especially in neutral. 41236AC is the easier of the two versions to justify as it slowly moves towards the opponent while deleting any and all level 1 projectiles it comes into contact with. This move is the best middle ground between Kiss and Fireball. Controlling ground space and forcing movement without the need for prediction or reaction. | |||
41236BD is awkward and often not worth the meter. It moves progressively slower towards O. Shermie. It appears ¾ of the screen away before it begins traveling. Theoretically this can be used as insurance to deter overaggressive opponents since like all Kisses, it doesn’t go away on hit. In practice however its better to spend the meter pushing them away or just not use the meter at all. Avoid using this move outside of set ups. | |||
While Kisses are her number one priority a good O. Shermie player must utilize the rest of her toolkit in a way the accentuates the strength of Kiss. This includes her stellar normals and Yatanagi no Muchi (214A/C or Fireball) | |||
==Pressure== | ==Pressure== |
Revision as of 17:45, 18 January 2023
General Gameplan
Neutral
Orochi Shermie (O. Shermie) focuses on zoning and playing neutral with the potential for set play and explosive damage. Her first and foremost priority is getting Mugetsu no Raiun (41236X or Kiss) onto the screen. Kiss is her most defining move and is the center piece of her neutral, mix ups, and zoning. Once a Kiss is on screen her gameplan can actually begin. Most of O. Shermie’s moveset serves triple duty as zoning, combo, and pressure tools. Because of this the Neutral and Pressure sections will cover her moves in individual use cases for easier readability.
Kiss(41236 Series)
O. Shermie’s actual game plan differs depending on situation and match-ups. In match-ups where the opponent struggles against zoning, Kiss is used to control the ground and force the opponent to move into spaces of the screen that O. Shermie has better control over. In these match ups it is important to note that putting a Kiss on top of the opponent is not always the best idea. While getting them to block Kisses is nice for chip and meter, it’s often more important to deny screen space and capitalize on mistakes. This means that the A version of Kiss is often the best and most used version as it denies the space right in front of O. Shermie. It's also important to note that Kisses DO NOT disappear if O. Shermie blocks or is hit. This is once again most important with the A version as it allows her to get trade combos, especially against opponents trying to jump in on her. When trading with jump-in attacks her most consistent combo is to juggle with Shukumei, Genei, Shinshi (236236B/D) Depending on height and screen position she can confirm into larger combo starters such as 214BD though these situations are extremely few and far between. Her EX Kisses are a contentious use of meter, especially in neutral. 41236AC is the easier of the two versions to justify as it slowly moves towards the opponent while deleting any and all level 1 projectiles it comes into contact with. This move is the best middle ground between Kiss and Fireball. Controlling ground space and forcing movement without the need for prediction or reaction. 41236BD is awkward and often not worth the meter. It moves progressively slower towards O. Shermie. It appears ¾ of the screen away before it begins traveling. Theoretically this can be used as insurance to deter overaggressive opponents since like all Kisses, it doesn’t go away on hit. In practice however its better to spend the meter pushing them away or just not use the meter at all. Avoid using this move outside of set ups. While Kisses are her number one priority a good O. Shermie player must utilize the rest of her toolkit in a way the accentuates the strength of Kiss. This includes her stellar normals and Yatanagi no Muchi (214A/C or Fireball)