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Combos de the king of fighters 98
Combos de the king of fighters 98








combos de the king of fighters 98

  • All the versions of the balls have standardized frame data.
  • If the balls hit the opponent, Orochi Shermie can have time to combo afterwards, depending on the distance and timing of the hit.
  • The balls rely on prediction, as you need to choose the distance where you think the opponent will be by the time the ball comes out.
  • The balls linger for a while on screen, so she can use them as defensive walls to keep the opponent from approaching.
  • Orochi Shermie blows a kiss and creates an electric ball at one of 4 distances from her.
  • Mostly good if you need to chip someone out, as the move is not very safe to just throw out in neutral.
  • Orochi Shermie does a twirling kick into the air and covers her feet in lightning.
  • Can also be used to destroy the opponent's projectiles.
  • Both hits will connect properly in a combo, but the first hit can whiff on short crouchers when done in neutral.
  • Orochi Shermie throws out a lightning disc in front of her.
  • First hit will whiff on short crouchers.
  • Good as a longer-range poke, as it's fairly safe on block.
  • combos de the king of fighters 98

  • When canceled into, the second hit loses the overhead property but becomes cancelable (unless late-canceled, in which case it behaves like the raw version).
  • Orochi Shermie throws the opponent behind her fullscreen, causing a soft knockdown. Orochi Shermie suplexes the opponent, causing them to slide forwards and causing a hard knockdown. A bit harder to hit crouchers with compared to j.C and j.D.
  • j.CD: Same great horizontal range as nj.D.
  • Cancel window is not generous, so it is hard to confirm a counter hit.
  • st.CD: Has a lot of low invincibility.
  • nj.D: Most horizontal range of her jump normals together with j.CD.
  • Deals a little more damage than j.C, and has more horizontal range. Easy to hit on all crouchers, and just as easy to crossup.
  • j.B: Also a great air-to-air, and still viable as a jump-in.
  • A bit slow, but active for longer than a typical sweep.
  • cr.D: Good range, a little more than cr.B.
  • cr.C: Very reliable anti-air! Same damage as cl.C.
  • combos de the king of fighters 98

    Good anti-air, but only if used early enough. st.D: A little more range than cr.C, but slower.Very good range, speed, and active frames. st.C: Covers an arc in front of Shermie.However, the second hit whiffs on a lot of crouchers, which leaves Shermie open for a punish. First hit is cancelable into specials, second one is not cancelable but is safe on block. Whiffs on most crouchers and doesn't have much range. hcf+X's B, C, and D versions now have the same recovery as the A version (shorter).cl.C no longer whiffs on short characters.cr.B is now easier to chain into itself.qcfx2+K now has 3 frames more startup and 3 frames less recovery it can destroy regular projectiles but will lose out against some super projectiles.qcfx2+C now has 15 frames more recovery.qcb+A now has 7 frames less startup, so you can connect it from lights, but the recovery has increased so the move is 5 frames longer in total.qcb+P's first hitbox has been increased in size, so it can now hit all crouchers both hits will connect on hit, but the second one can still whiff on block against small crouchers.hcf+X's projectiles now all come out at the same speed the recovery has increased 2f, 4f, and 6f for the B, C, and D versions respectively, but overall the move is faster.nj.D's active frames are now 2 frames shorter.j.D's active frames are now 3 frames shorter.st.C now has 5 frames less startup and 8 frames less recovery.Her main weaknesses include a lack of a invincible reversal, and that a lot of her stuff doesn't connect well on short crouchers. She also has an aerial stomp move that she can use to change up her aerial trajectory, which also causes a hard knockdown. In addition to these, she has a good set of normals, alongside a more direct close-range fireball that helps her control space and stop the opponent from getting in. She can even combo after them when they hit, if the spacing is correct.

    combos de the king of fighters 98

    These last for a while, and can make the opponent think twice before going in. The main attraction to Orochi Shermie is her static projectiles that she can place at 4 distances on the screen. Orochi Shermie is an interesting character that mainly plays a poking and zoning game.










    Combos de the king of fighters 98