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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.
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 ==
== Changes from previous versions ==


'''98 to 98UM'''
'''98 to 98UM'''

Revision as of 23:45, 10 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

Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN

Close

  • cl. A:
  • cl. B:
  • cl. C:
  • cl. D:

Stand

  • st. A:
  • st. B:
  • st. C:
  • st. D:

Crouch

  • cr. A:
  • cr. B:
  • cr. C:
  • cr. D:

Jump

  • j. A:
  • j. B:
  • j. C:
  • j. D:

Blowback

  • st. CD:
  • j. CD:

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

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro