The King of Fighters 2002/Orochi Shermie

From SuperCombo Wiki
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General Info

Crouch height: Medium
Jump: 4/34/1
Hop: 4/25/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 31 frames
Recovery roll: 22 frames

Stand Crouch Jump Grab Run
OShermie02 stand.png OShermie02 crouch.png OShermie02 jump.png OShermie02 grab.png OShermie02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
OShermie02 colorA.png OShermie02 colorB.png OShermie02 colorC.png OShermie02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 5/2/6 +4/+2 R,C,S,Su HL
Shermie02 clA.png
Snkb.gif 5/3(5)9/5 -2/-4 C,S,Su HL
Shermie02 clB1.png
Shermie02 clB2.png
Snkc.gif 5/3/19 -2/-4 C,S,Su HL
Shermie02 clC.png
Snkd.gif 8/5*5/26 -11/-13 HL
Shermie02 clD1.png
Shermie02 clD2.png
Standing Far
Snka.gif 5/2/6 +4/+2 R,C,S,Su HL
Shermie02 stA.png
Snkb.gif 5/3(5)9/5 -2/-4 C,S,Su HL
Shermie02 clB1.png
Shermie02 clB2.png
Snkc.gif 14/6/19 -5/-7 HL
Shermie02 stC.png
Snkd.gif 8/5/30 -15/-17 HL
Shermie02 clD1.png
Snkc.gif + Snkd.gif 15/8/14 KD/0 C,S,Su HL
Shermie02 stCD.png
Crouching
Snka.gif 5/2/6 +4/+2 R,S,Su HL
Shermie02 crA.png
Snkb.gif 8/5/14 -7/-9 C,S,Su L
Shermie02 crB.png
Snkc.gif 6/5+5/29 -19/-21 C,S,Su HL
Shermie02 crC1.png
Shermie02 crC2.png
Snkd.gif 18/8/19 KD/-9 L
Shermie02 crD.png
Jump
Snka.gif 5/2+3/- -/- H
Shermie02 jA1.png
Shermie02 jA2.png
Snkb.gif 5/6/- -/- H
Shermie02 jB.png
Snkc.gif 5/6/- -/- H
Shermie02 jC.png
Snkd.gif 8/8/- -/- H
Shermie02 jD.png
Snkc.gif + Snkd.gif 12/4/- KD/- HL
Shermie02 jCD.png
Neutral Jump
Snka.gif 5/2+3+3/- -/- H
Shermie02 juA1.png
Shermie02 juA2.png
Shermie02 juA3.png
Snkb.gif 5/6/- -/- H
Shermie02 jB.png
Snkc.gif 5/4/- -/- H
Shermie02 juC.png
Snkd.gif 5/10/- -/- H
Shermie02 juD.png
Hop
Snka.gif 5/8/- -/- H
Shermie02 juA3.png
Snkb.gif 5/6/- -/- H
Shermie02 jB.png
Snkc.gif 5/3/- -/- H
Shermie02 jC.png
Snkd.gif 8/4/- -/- H
Shermie02 jD.png
Command Normals
f + Snka.gif 14/5/49 KD/-36 H
Shermie02 fA.png

f + Snkb.gif

15/4(4)4+4+4/11 -3/-5 HL,H
Shermie02 fB1.png
Shermie02 fB2.png
f + Snkb.gif
(cancel)
15/4(4)4+4+4/11 -3/-5 S,Su HL
Shermie02 fB3.png
Shermie02 fB4.png
Special Moves
hcf + Snka.gif 26/23/33 HL
OShermie02 hcfA.png
Mugetsu no Raiun - hcf + any button
  • It will stun a hit opponent.
  • The button used determines the attack's location (A is close, D is furthest away).
hcf + Snkb.gif 30/23/33 HL
OShermie02 hcfB.png
hcf + Snkc.gif 34/23/33 HL
OShermie02 hcfC.png
hcf + Snkd.gif 38/23/33 HL
OShermie02 hcfD.png
qcb + Snka.gif 14/8/4/16/18 HL
OShermie02 qcbA1.png
OShermie02 qcbA2.png
OShermie02 qcbA3.png
Yatanagi no Muchi - qcb + P
  • Your main combo ender for standing opponents
  • Whifss at crouching opponents
  • Good against counters and projectile startups
  • A version travels shorts and C version travels long
qcb + Snkc.gif 16/8/4/16/22 HL
OShermie02 qcbA1.png
OShermie02 qcbC2.png
OShermie02 qcbC3.png

qcb + Snkb.gif

5[全身M] + 7+2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3+2+13 HL
OShermie02 qcbK.png
Shajitsu no Odori - qcb + K
  • Overhead
  • Slow Startup and Recovery, use it only for crouching opponents mind games
  • Hits 5 times
qcb + Snkd.gif 9[全身M] + 9+2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2+2+15 HL
j.qcf + Snkb.gif 26/7/11 H
OShermie02 jqcfB.png
Raijin no Tsue - qcf + K (in air)
  • An excellent slow and powerful overhead
  • Pushes back Shermie and its safe block
  • Can be used in backdashes
j.qcf + Snkd.gif 32/7/13 H
OShermie02 jqcfD.png
DMs

qcfx2+Snka.gif

( {1 + 28[暗転] + 3}[全身M] + 1, 1+4, 5, 4, 5, 4, 5, 4, 5, 4, 7+27) HL
OShermie02 qcfx2P.png
Ankoku Raikou Ken - qcf,qcf + P
  • Shermie forms an electric sphere and shocks the opponent doing five hits, comes out quick making easy to combo into from just about anything, links from the majority of her normals, her Kourai command normal, and No Mugetsu Raiun depending on which version you use to hit them, either way you have to be close in order for it to connect.
qcfx2+Snkc.gif ( {1 + 28[暗転] + 7}[全身M] + 1, 1+4, 5, 4, 5, 4, 5, 4, 5, 4, 11+27) HL

qcfx2+Snkb.gif

( {1 + 28[暗転] + 12}[全身M], 28, 11+25)、(攻撃判定)( {1 + 28[暗転] + 12}[全身M] + 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 11+25) HL
OShermie02 qcfx2K1.png
OShermie02 qcfx2K2.png
Shukumei, Gen'ei, Shinshi - qcf,qcf + K
  • Shermie jumps forward and torpedoes through the opponent with lightening at her feet.
  • B version comes out very quickly making it very easy for it to combo from most of her normals and command normal, the D version has a slower start-up which makes it next to impossible to combo into it
qcfx2+Snkd.gif ( {1 + 28[暗転] + 15}[全身M], 36, 11+28)、(攻撃判定)( {1 + 28[暗転] + 15}[全身M] + 3, 1, 3, 1, 3, 1, 3, 1, 7, 1, 3, 1, 3, 1, 3, 1, 11+28) HL
SDMs
qcfx2+Snka.gif + Snkc.gif ( {1 + 28[暗転]}[全身M] + 4, {[1](0, 1+6), [2](4, 1+6), [3](8, 1+6), [4](12, 1+6), [5](16, 1+6), [6](20, 1+6), [7](24, 1+6), [8](28, 1+6)}, 25+27) HL
OShermie02 qcfx2AC1.png
OShermie02 qcfx2AC2.png
Ankoku Raikou Ken - qcf,qcf + AC
qcfx2+Snkb.gif + Snkd.gif ( {1 + 28[暗転] + 11}[全身M] + 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 3, 1, 11+32) HL
OShermie02 qcfx2BD1.png
OShermie02 qcfx2BD2.png
Shukumei, Gen'ei, Shinshi - qcf,qcf + BD
HSDM
Snkb.gif,Snka.gif, b,Snka.gif,Snka.gif (22, 51+5)、(飛び道具)( 26 ) HL
OShermie02 hcfA.png
Unmei no Ya - B,A,b,A + any button
Snkb.gif,Snka.gif, b,Snka.gif,Snkb.gif (22, 51+5)、(飛び道具)( 26 ) HL
OShermie02 hcfB.png
Snkb.gif,Snka.gif, b,Snka.gif,Snkc.gif (22, 51+5)、(飛び道具)( 26 ) HL
OShermie02 hcfC.png
Snkb.gif,Snka.gif, b,Snka.gif,Snkd.gif (22, 51+5)、(飛び道具)( 26 ) HL
OShermie02 hcfD.png

Short Movelist

  • f + A
  • f + B (Overhead (2) if not cancelled into.)


  • hcf + P/K


  • qcb + P


  • qcb + K


  • air qcf + K (Overhead.)


  • DM qcf qcf + P


  • DM qcf qcf + K


  • SDM qcf qcf + AC


  • SDM qcf qcf + BD


  • HSDM B A b A P/K (If hit, second part is an unblockable lighting at a random location that may hit Shermie - but she is free to move and may roll for example...)

Notes

Cancellable moves

  • Close: A, B (1-2), C
  • Far: A, B (1-2)
  • Crouch: A, B, C


  • CD is cancellable into specials and DMs.


  • f + B (2) is cancellable only when you cancel into it.

Super cancellable moves

(none)

Free cancellable into moves

  • hcf + P/K
  • qcb + P
  • qcb + K
  • air qcf + K

Free cancellable out-of moves

  • f + B
  • qcb + K

Moves with Invincibility

(none)

Moves with autoguard

(none)

Other Notes

(none)

Combos

Basic Combos

  • cl.C >
    • (S)DM qcf qcf + B/BD [37.7%/48.5%] {1 stock/Max Mode + 1 stock}
    • f + B (2)
      • qcb + C (Very close.) [31.1%]
      • (S)DM qcf qcf + A [35.0%/25.8%] (Point blank. Don't use SDM on this, it will miss last hits and leave you vulnerable. Don't work on some thin characters like Mai, K9999, Shermie, ...) {1 stock/Max Mode + 1 stock}
    • (S)DM qcf qcf + A/AC [29.5%/37.6%] {1 stock/Max Mode + 1 stock}
    • qcb + C [26.1%]


  • cl.A x 2, st.B (2) > (S)DM qcf qcf + A/AC [31.7%/39.2%] {1 stock/Max Mode + 1 stock}


  • hcf + A (on wakeup), cl.A x 2 st.B (2) > DM qcf qcf + A {45%}


  • hcf + A, DM qcf qcf + P [34.0%] {1 stock}

Attack Strings

  • cr.B / cr.C > f + B >
    • qcb + B
    • hcf + A, backdash, air qcf + B


  • CD >
    • hcf + A
    • qcb + B


  • Max Mode: f + B >> qcb + B >> air qcf + K

Strategies

There ins't notourious changes about KOF 98 version outside of the thunnder DM and LDM trajectory, you must keep fighting as a zoning and poking character, your Special Overhead can be slow but more dangerous than other overhead specials in the game.


Game Navigation

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Secret/Orochi Characters
Kusanagi
Orochi Chris
Orochi Shermie
Orochi Yashiro