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The King of Fighters '98 UMFE/Orochi Shermie
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