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 you open for a punish.
  • st.C: Covers an arc in front of Shermie. Very good range, speed and active frames. Great poke in neutral.
  • 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 ok 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 great 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's 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

Combos

Strategy & Tips

Videos

King of Fighters 98 UM FE: Shermie Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame 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