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The King of Fighters '98 UMFE/Shermie
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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: (close) b/f + C
Front Flash: (close) b/f + D
Command Moves
Shermie Stand: f + B
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