2k2 UM - Orochi Shermie

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Kane317
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2k2 UM - Orochi Shermie

Post by Kane317 » Thu Feb 26, 2009 19:14

Posted by Vice Vecta over at CX:

Well, she got changes, indeed.

New move: dp A/C, using the motion of her intro (yay for sprite recycling), she releases a shock that can be used in close range (hitting 5 times) or as an anti-air.

New command move: fA. Think Robert's fA as well, overhead, safe on block, comboable (b'n'b close C, fA, qcf B), abusable.

fB it's faster but hits only once. Very fast if linked in combo, harder to link with a qcf x2 A DM.

dC it's faster.

HSDM motion is different now, hcb x2 A B C or D (the botton will determine the position of the trigger kiss). The removed the randomness of the four positions so now it's either the opponent of you the one struck by the lightning.

B'n'B's:

- close C, fA, qcf B
- close C, fB, qcb C

Overall she seems great in this version. More to come soon.

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Re: 2k2 UM - Orochi Shermie

Post by Kane317 » Thu Feb 26, 2009 19:14

-Her new DP+P can be mashed like Blanka.

-Her new f+A is the same animation of her j.D.
Vice Vecta :

fB it's faster but hits only once. Very fast if linked in combo, harder to link with a qcf x2 A DM.
-Not true. s.C/d.C, f+B, qcfx2+P (MAX)DM is real easy now.

-Although the timing is pretty strigent, you can do the 'ole: s.C, BC, dash s.C --> (without the dash if you're close enough).

So: s.C, BC, s.C, f+A, qcf2x+K (S)DM

-Her new move DP+P stuns them long enough to connect her qcfx2+B (S)DM

-d.A, s.A, qcfx2+P (S)DM

-d.B, qcfx2+P (S)DM

-d.B, qcB+A
I don't remember '02 that much, but at least compared to '98UM:

-Air~qcf+K seems faster (at least for the D version)

-Her qcfx2+K (S)DM can now be performed in the air

-Her Far s.C is crap compared to her '98UM version (different animation)

-Her d.C moves her backwards; while her d.B moves her forward-- you can spam it from one end to the other for LOLs.

-d.B in general is meaty for a light attack.

-Definitely an improvement over her '02 version (and maybe even '98UM).

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Re: 2k2 UM - Orochi Shermie

Post by Kane317 » Fri Feb 27, 2009 00:56

- d.A, s.B, qcb A

-qcb+K SCs into qcfx2+K (S)DM

-Her HSDM Electric Kisses are unblockable opening up some NASTY setups...once it hits you gotta roll the dice...

EDIT: Oh gawd. On wake up: hcf+B, hcbx2+C --> actually registers as 2 hits. For some reason I can't get the C Electric kiss into D HSDM to connect, so far, non-corner (A into A works in corner), those two seem to be the key, although technically it's unblockable so....

EDIT2: O Joy joy, impressive your friends with this 5 stock combo. (MaxMode) j.D, s.C, f+A, qcfx2+K SDM, HSDM --> Death to one of you two, 100%.

I LOVE HER, easily my favorite incarnation of O.Shermie.

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Re: 2k2 UM - Orochi Shermie

Post by Kane317 » Sat Feb 28, 2009 17:58

Played with her some more competitively. Her Electric Kisses are not as fast as they were in 98'UM (which were sped up). S.Cancelling her qcb+K is kinda of a risky affair if they are not in the already since a lot of times you'll go right over their heads even if the qcb+K connects SCing into the qcfx2+K.

-Air.qcfx2+K (S)DM takes off a lot on counter, and as we know in 2k2UM, it happens more often.

-Without a shadow of a doubt (I'm a O.Shermie user), this is her strongest incarnation even though she lost her faster kisses, and Far s.C poke. My friends claim's Shermie's (normal) d.D is slower than UM, I haven't noticed.

By the way, do all normals and their properties carry over to their counterparts? Someone mentioned that Yashiro's d.C has more priority now, does that usually carry over to O.Yashiro?

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Re: 2k2 UM - Orochi Shermie

Post by Max » Tue Mar 03, 2009 02:08

What does more damage? C, f+A, qcf+B or C, f+B, qcb+C

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Re: 2k2 UM - Orochi Shermie

Post by Kane317 » Tue Mar 03, 2009 23:00

Max wrote:What does more damage? C, f+A, qcf+B or C, f+B, qcb+C
s.C, f+B, qcb+C does more damage but by only a slither 1-2%.

Trade off is, the qcb+C leaves them far away, and the air.qcf+B leaves them close to you, which is a much better setup for mind games.

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Re: 2k2 UM - Orochi Shermie

Post by Tel » Wed Mar 04, 2009 04:13

Say, can either character still roll out of the way just before the lightning bolt hits during her HSDM? That was pretty retarded, and even more so in NW when Shermie can't roll because she's in MAX2 mode.

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Re: 2k2 UM - Orochi Shermie

Post by Kane317 » Wed Mar 04, 2009 11:43

Tel wrote:Say, can either character still roll out of the way just before the lightning bolt hits during her HSDM? That was pretty retarded, and even more so in NW when Shermie can't roll because she's in MAX2 mode.
No, it does not seem to be the case anymore. 100% roulette death =)

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Re: 2k2 UM - Orochi Shermie

Post by Dark_Chaotix » Sun Jan 02, 2011 04:45



NOTE : I did all of her SDM rather then normal DMs on purpose. Didnt want to replicate combos with DM variation. You can replace any of the SDM's with the LIGHT VERSION (A or B) of the DM's. Do not use heavy version at all.

First few combos are just variation from her light attacks....

1 - CA, cB, qcb+A

2 - cA, cA, cB, qcb+A

3 - cA, sA, cB, qcb+A (normally sA would whiff on small characters along, but added into combo it will hit as shown.)

4 - cA, sA, sB (2 hits), qcb+A

5 - cA, cA, sB (2 hits), qcb+A

6 - sC, f+B, qcb+A

7 - sC, f+A, qcf+B

8 - dp+A, cB, qcb+A

9 - dp+A, sB (2 hits), qcb+A

10 - dp+A, cA, sB (2 hits), qcb+A

11 - dp+A, cA, cB, qcb+A

12 - dp+A, cC, f+B, qcb+A

13 - cA, cB, qcfx2 AC

14 - cA, cA, cB, qcfx2 AC

15 - cA, sA, cB, qcfx2 AC

16 - sC, f+B, qcfx2 AC

17 - sC, f+B, qcfx2 BD

18 - sC, f+A, qcfx2 BD

19 - dp+A, cB, qcfx2 AC

20 - sD (2 hits) qcfx2 BC (mid / large characters only as sD will whiff small characters. A BC bypass combo which may come handy.)

21 - cB, BC, sB (2 hits), qcfx2 AC

22 - cB, BC, sC, f+B, qcfx2 BD

23 - cB, BC, sC, f+B, qcfx2 AC

24 - cB, BC, sC, f+A qcfx2 BD

25 - dp+A, sB (2 hits), BC, sB (2 hits), qcfx2 AC

26 - dp+A, sB (2 hits), BC, sC, f+B, qcfx2 AC

27 - dp+A, sB (2 hits), BC, sC, f+A, qcfx2 BD

28 - cC, f+B, BC, jC, qcfx2 BD (large characters only as it will whiff small characters. To do this, when you do f+B press db~uf BC~C so you are basically getting a short shadow jump into C....Takes a bit of practice)

29 - cC, f+B, BC, sC, f+A, qcfx2 BD

30 - cC, f+B, BC, sC, f+B, qcfx2 AC

31 - cC, f+B, BC, sC, f+B, qcfx2 BD

31 - sC, f+A, qcf+B, kara cancel CD into HSDM (This can be a HSDM set up since qir qcf+B knocks down. Since there isnt a pure way to combo HSDM, I added this setup. The last part just shows there is a small window where the opponent can roll....Better then nothing I guess. Note that the HSDM is random and can either hit yourself or the opponent to take damage.)

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