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    Shermie by PHwang

    Updated: 07/04/99 | Printable Version | Search Guide | Bookmark Guide

    King of Fighters 98
    Shermie Guide
    July 4, 1999
    by: Patrick Hwang
    email: ph@ucla.edu
    Table of Contents
    1. Disclaimer
    2. About the Guide
    3. About Shermie
    4. Shermie Stuff
    5. Moves/Special Moves/DMs
    6. Combos
    7. Strategies
    8. Conclusion
    1. Disclaimer
    Okay, this guide is by me.  Read, analyze it, do whatever you want.  What you
    can't do is take it and say its yours.  Okay so its not a very good guide, but
    still, gimmie the credit, it takes time to do these things.  Please, no money
    making off of this unless you plan on sharing :)
    2. About the Guide
    Well, this guide is designed to let you know more about Shermie.  For the most
    part, this guide reflects my opinions.  Uh...just read it and use it as a ref,
    im sure most people know the basics about Shermie, I'm just trying to enlighten
    those who dont.  Like i always say, good players already develop their own 
    style of play, and they use this as a reference.
    3. About Shermie.
    Well, what about Shermie.  I became facinated with this Shermie in 97.  I
    started to use her, shes good, real good.  Shermie is a command thrower.  Her
    strenghts lie in her throws.  IMO, her command throw has the longest reach,
    though as the longest recovery time if missed.  She doesn't have many combos, 
    but she makes up for it in the damage she can do.  Seriously, Shermie is not
    an easy character to play, but shes awesome...and a French babe too. okay im 
    not making sense now...so onto the guide! Enjoy!
    4. Shermie Stuff
    Special Intro
    Vs. Yashiro: Shermie says "HI"
    Vs. Chris: Shermie says "HI"...again :)
    Taunt: takes out her telephone and talks
    Winning Poses
         A:  Shermie dances and sings, "Na na na na na na...."
         B: Shermie does a little twirl
         C:  Shermie poses in a cute way
         D: Shermie blows air kisses
    5. Moves/Special Moves/DMs
         *: bad, poor, useless. dont use the move too much
         **: okay move, not too great.  use it once in a while to surprise the
         ***: average move. not too good, not too useful
         ****: good move. actually a very good move. use it often, but dont get too
         *****: excellent, great move. abuse as much as you can
    Basic Moves
         A: slap.  quick, but weak slap. nearly no range
         B: frontal kick.  high kick, two hits, can cancel after first one,
             seems slow
         C: chop. a big big chop. veeeeery slow
         D: spin kick.  again, a big kick, but very slow, whats wrong with 
        CD: double kick.  fast, long ranged double kick.
         A: slap.  same weak slap
         B: frontal kick.  same double hit kick as above
         C: upwards palm.  a good, quick, upwards palm slap. this is THE move for
              Shermie, use it
         D: spin kick.  same ol' kick as before, hits high
         A: crouching slap.  do i need to say even?
         B: poke kick.  a little, no ranged kick
         C: upwards chop.  great move, it can also air counter. Fast and nearly no
             recovery time
         D: sweep.  a slow, slow sweep.
         A: jumping slap...yay
         B: jumping knee.  a weird looking move...i dont use it at all
         C: elbow drop.  i love this love, Shermie does a jumping elbow
         D: jump kick.  a kick directed somewhat downwards. good, but i like the
              jumping C more
        CD: double jump kick.  She is nearly vertical when doing this, good move,
              some priority
    Command Moves
         Forward+B: Cartwheel.  a cartwheel that does two. Not good, not bad
    Special Moves
         Shermie Spiral
         HCF+A/C     *****
    Shermie's command throw. Must be close.  Very powerful.  Shermie jumps on the
    opponent, wraps legs around them, and drops em down.  Seems like it has a arms
    length range, the longest range in the game for any command throw.  Use this a
         Shermie Cute
         QCF+B/D     *****
    A finsher after Shermie Spiral.  Shermie runs up to the downed opponent and
    lands on them with her knee.  Misses in the corner.  It's a freebie hit!
         Shermie Whip
         QCB+A/C     ***
    Shermie does a backwards roll with her leg out.  If it connects, Shermie grabs
    them and does a two part backdrop throw.  Great anti-air.  Unfortunately, if
    blocked or missed, Shermie has huge recovery time and is open to big 
    punishment. You can to the Shermie Cute afterwards too.
         Shermie Clutch
         DP+B/D     ***
    Shermie jumps upwards, if opponent is there, Shermie wraps her legs around them
    and drops em down.  This move is only an anti-air.  Will miss ground opponents
    all the time.  If missed, Shermie is again open to punishment.  If connected,
    you can finish off with the Shermie Cute also.
         Shermie Shoot
         HCF+B/D     **
    Shermie runs at opponent and grabs them, flips over, slams them.  This move is
    bad, its not as useful as Clark'r running throw.  Trust me on this, dont use
    this move too much.  Occasionally it can surprise the opponent, but otherwise
    keep away.  D button makes her go farther.
         Spin Kick
         QCB+B/D     ***
    Shermie spins around and gives a big kick.  Fast and has invincibility on start
    up.  Hard to punish when blocked.  Otherwise just an average move.
         Shermie Flash
         HCB, HCB+A/C     ****
    Shermie's DM throw.  If missed, Shermie has no recovery time.  Good damage but
    no range, can be comboed after a close C.  DM version is a single backdrop. SDM
    version is a backdrop and the player must keep tapping buttons for extra 
    damage. Once i've seen it do around 75% damage to the life bar.  Very powerful.
    If you do not tap on the buttons (like a scrub) opponents can esacape by 
    tapping on their buttons too.
         Shermie Carnival
         HCF, HCF+A/C     ****
    Shermie's other DM is also a throw.  This time, Shermie raises her hands up 
    into the hair and then grabs the opponent.  While she has her hands raised,
    Shermie is invincible.  Has good range.  Can be used as an anti-air if timed
    right, must be done late.  DM version is three slams.  SDM version is 4 or 5 
    slams and finishes with a Shermie Clutch.  Fair damage but good because of the
    6. Combos
    Again, i wont list all chains and combos, only the ones i feel are more used,
    and more effective.
    Jump C/D, Stand C, Forward+B
    Low A, low A, Stand B (1 hit), Shermie Spiral
    Low A, low A, Stand B(1 hit), Shermie Whip
    jump C/D, stand C, Shermie Whip
    Jump C/D, stand C, Shermie Spiral
    Jump C/D, crouch C, Shermie Whip
    Jump C/D, crouch C, Shermie Spiral
    Jump C/D, stand C, Shermie Flash DM/SDM
    7. Stategy
    Since Shermie is a grappler, you must be aggressive.  Sometimes, jumping at the
    opponent, doing nothing, and command throwing when landing works.  Dont do this
    too often.  Her Shermie Spiral is her best move, it has insane priortiy, learn
    its range because, it can nab anything, ANYTHING within that range.  A pressure
    move is to do the standing CD and cancel into the Spin Kick.  Sometimes 
    opponent will not expect it to come out and be caught off guard by it.  Against
    the computer, let the opponent come to you.  Usually, i let the computer come
    after me and when its in my range, i throw him/her.  Also jump in and doing 
    either DM might surprise and catch the opponent.  Shermie's throw does so much
    damage that you only need to land 4 to 5 of them for the opponent to be almost
    8. Conclusion
    Im sure i missed a lot things. Okay well, just wanted to give some insight on
    Shermie.  Email me with questions, comments, etc etc. Thanks again for reading
    Copyright 1999
    Patrick Hwang