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 Ratings: *: bad, poor, useless. dont use the move too much **: okay move, not too great. use it once in a while to surprise the opponents ***: average move. not too good, not too useful ****: good move. actually a very good move. use it often, but dont get too predictable *****: excellent, great move. abuse as much as you can Basic Moves Standing 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 Shermie?! * CD: double kick. fast, long ranged double kick. **** Close 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 * Crouching 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. *** Jumping 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 lot. 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. DM/SDMs 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 invincibility. 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 dead. 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