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The King of Fighters '98 UMFE/Shermie: Difference between revisions
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== Command Moves == | == Command Moves == | ||
'''Shermie Stand:''' f + B | '''Shermie Stand:''' <code>f+B</code> | ||
*Does 2 hits. Both hit overhead. Slow but good range. First hit whiffs on small crouchers. Second one can hit from half screen away. | |||
*Loses the overhead property when cancelled into. Makes the last hit cancelable into specials, which is not useful. | |||
== Special Moves == | == Special Moves == |
Revision as of 20:09, 16 November 2020
Introduction
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
Shermie Flash Original: b/f+C (close)
- Throws forward. Causes hard knockdown. Use this instead of hcf+P if you do not want to throw the opponent out of the corner.
Front Flash: b/f+D (close)
- Throws behind Shermie. Can be recovery rolled.
Both of Shermies regular throws leave the opponent too far away to apply pressure afterwards, except when thrown into the corner.
Command Moves
Shermie Stand: f+B
- Does 2 hits. Both hit overhead. Slow but good range. First hit whiffs on small crouchers. Second one can hit from half screen away.
- Loses the overhead property when cancelled into. Makes the last hit cancelable into specials, which is not useful.
Special Moves
Shermie Spiral: (close) hcf + A/C
Shermie Whip: qcb + A/C
Shermie Shoot: hcf + B/D
Axle Spin Kick: qcb + B/D
Shermie Clutch: dp + B/D
Shermie Cute: (after Shermie Spiral, Shermie Whip or Shermie Clutch) qcf + B/D
Desperation Moves
Shermie Carnival: (close) hcf, hcf + A/C
Shermie Flash: (close) hcb, hcb + A/C