The King of Fighters 2002 UM/Orochi Shermie

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Orochishermie.jpg

Introduction

Normals

Close

  • cl. A/B/C are cancel-able.
  • Close B is cancel-able on both hits (2).
  • Close C is the combo starter of choice because of it's hit-stun, links into both of her command normals.
  • Close D does two hits but neither of them are cancellable and punishes Shermie back afterward.


Standing

  • Stand A is cancel-able/whiff cancel-able, No Mugetsu Raiun is a good follow-up attack when you're far away.
  • Stand B is identical to her Close B, cancel-able/whiff cancel-able.
  • Stand C has okay range but the recovery isn't too good and it isn't cancel-able either.
  • Stand D is the same as her Close D, whiffs on crouching opponents.


Crouching

  • cr. A/B/C are cancel-able/whiff cancel-able.
  • Crouch A is chain-able.
  • Crouch B has a slow start-up but hits really low, chain it from cr.A if you want to use it.
  • Crouch C can be used as an anti-air attack, links into her command normals.
  • Crouch D sweeps the opponent to the ground, not cancel-able.


Jumping

  • j.B/C/D all cross-up.
  • The hitbox on jump B is really low, you can almost cross them up by short hopping with it.
  • Jump C delivers a nice chunk of hit-stun on contact, enough to do a follow-up attack afterward, meaty attack.
  • Jump D is an instant overhead (hh.D), it can also be used to cross-up.


Blowback Attack

  • CD comes out slow, cancel-able/whiff cancel-able, makes her hitxbox switch sides with the opponent when used near them while they're downed.
  • JCD is her best air to air move because it goes fast and far, cancel-able.

Throws

Bakura - Close, b/f + C

  • Shermie grabs the opponent then suplexes them.
  • Can be broken.
  • Regular Knockdown.


Wipes out - Close, b/f + D

  • Shermie grabs the opponent then tosses them away.
  • Can be broken.
  • Reverse Knockdown.
  • If you use this throw to toss the opponent into the corner you can use No Mugetsu Raiun as a follow-up attack, after that you can use Ankoku Raikoken to finish up the combo.

Command throws

Kourai - f + B

  • Shermie leans forward then proceeds to do a handstand flip kicking the opponent in the face once, it's start-up is a little slow but has it has a variety of uses, it hits mid when combo'd into but it's an overhead when used by itself, combos into No Yatanagi Muchi when done after st/cr.C to command normals, but in terms of DM's Ankoku Raikoken and (Weak/MAX) Shukumei, Gen'ei, Shinshi work very well as combo enders, HSDM Unmei no Ya (B version) works too.
  • Cancel-able if canceled into.
  • Super Cancel-able on hit when used alone.
  • Overhead Attack
  • Combos from: Stand/Crouch C
  • Combos into: No Yatanagi Muchi, Ankoku Raikoken, (Weak/MAX) Shukumei, Gen'ei, Shinshi, and HSDM Unmei no Ya (B version).


JINR - f + A Shermie hops forward to kick the opponent in the stomach, okay start-up but the recovery is a little long, hits mid when combo'd into but it's an overhead when used by itself, it's a fantastic command normal because it strings right into her Raijin no TSUE and (Weak/Strong/MAX) Shukumei, Gen'ei, Shinshi (Air Varianr) DM to do a big chunk of damage.

  • Cancel-able if canceled into.
  • Overhead Attack
  • Combos from: Stand/Crouch C
  • Combos into: Raijin no TSUE, (Weak/Strong/MAX) Shukumei, Gen'ei, Shinshi (Air Variant).

Special Moves

No Yatanagi Muchi - qcb + A/C


Shajitsu No Odori - qcb + B/D


No Mugetsu Raiun - HCF + A or B or C or D


Raijin no TSUE - qcf + B/D in air


Takeru Mikadzuchi - dp + A/C repeatedly


Desperation Moves

Shukumei, Gen'ei, Shinshi - qcf x 2 + B/C

Ankoku Raikoken - qcf x 2 + A/C


Super Desperation Moves

Shukumei, Gen'ei, Shinshi - qcf x 2 + BD

Ankoku Raikoken - qcf x 2 + AC


Hidden Super Desperation Moves

Unmei no Ya - hcb x 2 + A or B or C or D