=========================================== The King of Fighters '97 Shermie Guide v2.0 =========================================== By Sie Kensou (SieKensou@geocities.com) Sie Kensou's KOF Homepage: http://www.geocities.com/TimesSquare/Arcade/9873/ Best viewed with Notepad. This guide is to tell you how to use Shermie, the girl (?!) who has long hair covering her eyes, and together with some holes on her dress. ;) Shermie is a throw-base character. Comparing to other grabblers (e.g. Clark, Daimon), she is relatively weak, but she can still stand a chance in a vs match if used wisely. Most player think that Shermie can only play with her command throw -- ShErMiE sPiRaL (cReDiT fOr ThE nAmE: someone in the KOF Mailing List). This is not true. Although her gameplay mainly based on that throw, she can still trick the enemy with other moves. So if you really like Shermie, and also if you really want to know something about her, try to find something out here now. Also note that the guide is dedicated to the normal Shermie, but not the 'Orochi Shermie' who blows the electric balls. If you want to know how to use the O. Shermie, you can refer to the Orochi Shermie FAQ written by `Rimururu (spanky@tm.net.my). That FAQ can be found in http://www.geocities.com/TimesSquare/8218/OShermie.txt (case-sensitive)., ======== Contents ======== 1. Introduction 1.1 How to use this guide 1.2 Where to get more information 1.3 Background story of Shermie 1.3.1 Story of New Face Team 1.3.2 Profile of Shermie 2. Moves 2.1 Normal Moves 2.2 Command Moves 2.3 Special Moves 2.4 Desperation Moves 3. Taunt and Winning poses 3.1 Taunt 3.2 Winning poses 4. Combos 5. Strategy 4.1 General Strategy 4.2 Mind game 4.3 Meter arrangement 4.4 Against human opponent 6. Credits =============== 1. Introduction =============== 1.1. How to use this guide -------------------------- Just read it from the very beginning to the end. This is the best way to read this guide. :) In fact you can read from any part you like in any order. But note that both chapter 4 and 5 assume that you are already quite familiarize with Shermie's moves. So if you are not, you'd better read chapter 2 first beforhand. 1.2 Where to get more information --------------------------------- You can always find the most update version in the FAQs section in my homepage (http://www.geocities.com/TimesSquare/Arcade/9873/) or in this direct link (http://www.crosswines.net/hongkong/~siekensou/faqs/97shermie.txt). If you're new to the game, and you don't even know how to play it, you can look for the The King of Fighters '97 Beginner's Reference by Andrew Seyoon Park. The guide is located at http://www.geocities.com/TimesSquare/Alley/4810/. In that guide you may find out how to control, some specific modes in the game, and some notations used in this guide is also defined. 1.3 Background story of Shermie ------------------------------- 1.3.1 Story of New Face Team ---------------------------- 1.3.2 Profile of Shermie ------------------------ ======== 2. Moves ======== 2.1 Normal Moves ---------------- close/far standing A -- interruptable total hit(s) : 1 where to block : high/low description : Shermie does a short-ranged slap to the opponent. range : Very short. Only can hit opponent which stand next to her. when to use : Only use this when you've nothing else to do. ;p special notes : This move will miss on all crouching enemy. usefulness : *---- (for both) close/far standing B -- interruptable (first hit only) total hit(s) : 2 where to block : high/low description : Shermie do a long-ranged two-hitter kick to the enemy. First kick is horizontal, and the second is a bit high-angled. One of the best choice of her pokes. range : Very long. About 1/6 screen. when to use : Use this to keep the enemy in certain range. This move is quite a safe poke, and can be used frequently. special notes : Whenever you kick the enemy with this, try to cancel to ShErMiE sPiRaL. usefulness : ****- (for both) close standing C -- interruptable total hit(s) : 1 where to block : high/low description : Shermie faces to the player, looks upward and opens her hands to kick the enemy. range : Short. when to use : This is the best choice for setting up a combo in close combat. Do this when the enemy is quite close to you. But if you're not close enough with your enemy, you'd better do the crouching C instead. special notes : If you do the close standing C while the enemy is blocking, try to chain to fw+B (her command move, will be mentioned later) to keep the enemy in certain range. usefulness : ***-- far standing C -- not interruptable total hit(s) : 1 where to block : high/low description : Shermie steps a bit forward, and uses her hand to hit the enemy. range : Very long. Almost the same as her standing B. when to use : Although the range of this move is good, it is still not so great as a poke since it has quite long start up. You can sometimes mix this move with the standing B and the standing CD attack for poking the enemy, but don't use it too often. usefulness : **--- close/far standing D -- not interruptable total hit(s) : 1 where to block : high/low description : Shermie turns around a do a high-angled kick. range : Just OK. when to use : This move is good for anti-air. When you see your enemy try to jump to you, do this to kick him/her away. But since this move has quite a long start up, don't use this as anti-airs against hops. In such case, do a crouching C instead. On the other hand, since this move is high-angled, don't use this for land- to-land combat (especially close combat). special notes : This move to totally miss on crouching characters. Also, when you're facing Benimaru, Athena, Kensou, Mai, Kim, Choi and Chris, don't use this as anti-air since they have air move which can hit you out of the standing D. usefulness : **---- for (far standing D) *----- for (close standing D) crouching A -- interruptable i. Normal Moves --------------- crouching A: total hit(s) -- 1 interruptable? -- yes comments -- This is the key which you can mash like crazy when your enemy is rolling to you. It is very fast, and bufferable. Also you can link this into a standing B. P.S. You can also use this to hit Billy out of his low A pokes. usefulness -- *** crouching B: total hit(s) -- 1 interruptable? -- no comments -- This move has quite a long range, and can hit multiple times if your timing is good. usefulness -- ** crouching C: total hit(s) -- 1 interruptable? -- yes comments -- This is her best normal move. It has good range, is a reliable anti-air, and best of all its interruptable. So when your enemy try to jump to you, just do the crouching C, and then link to ShErMiE sPiRaL if you hit the enemy on the ground. Besides, this move is also very good for combos. But don't use this as a poke, for it will whiff against many crouching characters. usefulness -- ***** crouching D: total hit(s) -- 1 interruptable? -- no comments -- This is a completely USELESS move. Startup is very long, and too predictable that your enemy can simply walk to you and do a huge combo when you do this move. usefulness -- (zero) jump A: total hit(s) -- 1 interruptable? -- no comments -- I never use this. usefulness -- n/a jump B: total hit(s) -- 1 interruptable? -- no comments -- The motions is the same as her close standing D...It has good air-to-air priority. usefulness -- *** jump C: total hit(s) -- 1 interruptable? -- no comments -- This move has good air-to-air priority. It can counter many air-to-air move, for example Iori's jump D. usefulness -- **** jump D: total hit(s) -- 1 interruptable? -- no comments -- This is her best choice of jump-in move which can beat some anti-air. It's range is long, and angled down. Also it's easy to do a jump in combo with this. usefulness -- **** standing CD: total hit(s) -- 1 interruptable? -- yes comments -- She'll leave the ground and kick the opponent. Since she leave the ground, you can use this to step on the enemy when he tries to sweep you. Try to use this as a poke. usefulness -- **** jump CD: total hit(s) -- 1 interruptable? -- yes comments -- This is also a good choice of air-to-air attack. Shermie's jump CD has the longest range in the game. Also it has very good priority. But it isn't useful for air-to-ground attack. usefulness -- **** ii. Command Moves ----------------- fwd + B: total hit(s) -- 2 interruptable? -- no comments -- This is a two part command move. The first hit kicks high, and the second hit is an overhead attack. Since it's range is very long, you can do this move far away from the enemy and it can still effect. But when you use this in a chain combo, it is no longer an overhead but become interruptable after the second hit. usefulness -- **** iii. Special Moves ------------------ ShErMiE sPiRaL motion: (near opponent) hcf+p type: command throw total hit(s) -- none blockable? -- no comments -- This is her strongest move (someone also claimed that this is the strongest move in the game). It has decent range (can grab enemy from 1/6 screen apart) and fine damage (about 10-15%). It can also be comboed from any interruptable normal move. Just do this when the opponent is in the grabbing range. :) Besides, this is a reliable wake up move. usefulness -- ***** Shermie Shoot motion: hcf+k type: running grab total hit(s) -- none blockable? -- no comments -- This is an important move for her mind game (I'll mention this later). When doing this move, she'll laugh, and then dash to the enemy and grap him. You can use this after your enemy have jumped forward from out of air attack range to grab them (because they'll tend to block when landing. Good for giving a surprise to the enemy but not for using often since it has short startup and long end-lag. usefulness -- *** Shermie Whip motion: dp+k type: guard cancel -> grab total hit(s) -- none blockable? -- yes comments -- She'll roll backward and grab the opponent. This move is invincible to air attack and some crouching attack (e.g. Ralf's low C). It has nearly no end-lag if blocked, so you can use this move oftenly. usefulness -- **** Axel Spin Kick motion: qcb+k type: hit-base attack total hit(s) -- 1 blockable? -- yes comments -- When doing this move, Shermie will hop to the enemy and then give him a kick. Shermie is totally invincible when she's hopping, and therefore you can do this move to jump through a fireball and attack. If your timing is extremely good, you can even use this move to counter other moves apart from fireball. (e.g. You can use this to counter Benimaru's dn+D!!) usefulness -- **** iv. DMs ------- Shermie Flash motion: hcb*2+p type: command throw total hit(s) -- none blockable? -- no comments -- This is a high damage DM and its range is the same as ShErMiE sPiRaL. In the maxium version, Shermie will count 'one...two...three!' and then release. Press the buttons rapidly to slow down her counting speed (and thus do more damage.) usefulness -- ***** Shermie Carnival motion: hcf*2+p type: command throw total hit(s) -- none blockable? no comments -- This is also a command throw DM. The difference between her two DMs is only the motion (and the graphics). Also you don't need to mash the key at SDM level. usefulness -- ***** v. Notes on special moves (provided by Henry Moriarty (Howlin' Mad -H-) ) 1. Abbreviation Half circles can be abbreviated in this game with Backdown, Forward + Attack. This is useful when quick decisions or reactions must be made. 2. Automatic Spiral or Shoot By Pressing B right after doing her Spiral, Shermie can do the Spiral if she is close to the opponent and if she is out of its range, the Shoot will come out. Very neat at times... 3. Run & DM By doing Forward, Backdown, Forward, Shermie will run at the opponent. And when she is close enough to the opponent, hit the C button and she will do the Spiral. Of course the button must be hit while the control input is still recognized by the game system, but she can dash about half the screen before the input fades away. This can also be done with her DM. 2.2. Combos ----------- [jump D] -> standing C -> fwd + B [jump D] -> standing C -> ShErMiE sPiRaL [jump D] -> standing C -> Shermie Whip *[jump D] -> standing C -> Shermie Flash *[jump D] -> standing C -> Shermie Carnival [standing A/crouching A] -> standing B (one hit) -> ShErMiE sPiRaL P.S. 1. The move in the [bracket] can be ommited. 2. * indicates that this combo requires one stock. 3.Strategy ========== 3.1. General Strategy --------------------- OK, first talk about an Extra Mode Shermie. How to play her in Extra Mode? Just one tip: dodge -> throw. ;p OK, let's move on to advanced mode. The general strategy of Shermie is: be defensive. Don't always think that "Ah, I can just simply walk/jump near my opponent and grab him in order to win." This is a stupid strategy -- everyone knows that her grab has decent range, so who will let you to walk to him easily? Another point is that her normal moves are short ranged compared with other characters, so a close combat is not good for Shermie. So how to be defensive with her? My suggestion is to keep in range with your enemy. Just keep in a range of about two characters width and wait. Is this turtling? A bit. But since her moves are not good enough for offensing, just being defensive is a better idea. i. Facing non-fireball thrower ------------------------------ So, when you keep in range, an enemy without fireball will normally perform a jump-in combo. At this time, do crouching C (which is your best anti-air) to beat them away. If you can hit your enemy on the ground, that's great, just combo into ShErMiE sPiRaL or fw+b. If it hit the opponent away, then try to do one of these: 1. Hop and do a jump D -> (if hit)crouching C->ShErMiE sPiRaL / (if blocked) Shermie Shoot. 2. Hop and do the ShErMiE sPiRaL without attacking. 3. Shermie Shoot 4. run-in grab 5. Turtle -- just remain crouching there. The last choice is not recommanded (it will make you a real TURTLE!) if you still have a lot of time remaining. And for the first four choices, try to mix them up. Then your enemy has to guess: should they block your jump-in combo, do low As or Bs to counter your run-in grab/Shermie Shoot, or do an anti-air to prevent your jump-in throw? This will make your enemy confuse -- and thus a good chance for you. The above strategy is very effective, but what if your enemy doesn't jump to you? In such case, try to give some pressure to him. Poke them by a standing B or CD. If, after one or two time, your enemy try to roll or jump to you, repeat the above strategy. And If they tend to be defensive, you can suddenly do a run-in grab (dash forward -> command throw). Of course, don't use this oftenly -- or else they can easily counter you by low As or low Bs. Just use this for a surprise. ii. Facing fireball thrower --------------------------- In case if you are fighting with a fireball thrower, you should change the strategy 'cause they will throw a fb to you instead of jump to you. Keep in the ideal range -- Shermie can't do anything with a fb thrower from a full screen apart. If they keep throwing fireball, do the Axel Spin Kick to escape from the fireball and kick your enemy. Don't try to jump to them since most fb throwers have very good anti-air. Then what to do after the Axel Spin Kick? If you can knock down your enemy by this, that's great. But if not, try to do Shermie Shoot. You opponent will be grabbed if they can't anticipate this. From a close enough distance, you can also roll to your enemy if they throw a fb. Of course some fbs are not easy to roll through (e.g. Robert's hcf+p) 3.2. Mind Games --------------- As I've mentioned, mind game is essential for Shermie. By mixing up the Shermie Shoot, Shermie Whip and ShErMiE sPiRaL, you'll have your enemy trying to guess what you'll do. Especially when you knock down your enemy, the mind game is very useful. When you knock down your enemy, try to mix up the followings: 1. jump-in throw (ShErMiE sPiRaL / Shermie Flash / Shermie Carnival) (if you think your enemy will block) 2. poke by standing B or CD, and then do the Shermie Shoot or run-in grab 3. close standing C -> fw+B -> Shermie Shoot 4. get close to your opponent, and do the Shermie Whip (if your enemy try to do a wake-up move, they'll be grabbed) 5. a run-in grab (if you think your enemy will block) 6. nothing (just sit there and turtle :) ) (do this if you think your enemy will do a wake-up uppercut or other laggy wake-up move which could counter Shermie Whip) 3.3. Meter Arrangement ---------------------- (For Advanced Mode player only) Shermie can't charge up her power meter quickly. So normally you'll have only one stock in your meter. (The meter will be charged up faster if you often do the standing C -> fw+B combo.) Then how to use this stock? If you have a chance to DM grab your enemy, do it. Don't hesitate. But if you don't have the chance, save it for a counter is also a good idea. 4. Credits ========== 1. The KOF Mailing List Various of info about KOF there. 2. Reiness For providing some strategies of Shermie. 3. EX Andy For providing the strategy "hcf+P". :) In fact his Kim guide inspired me. The "KOF '97 Kim Kapwhan Player's Guide" can be found at: http://www.geocities.com/TimesSquare/Alley/4810/ 4. mOOnrun and Matt Hall For the combos of Shermie taken from their combo faq. "The Ultimate King of Fighters '97 Combo FAQ" can be found at: http://home.pacific.net.sg/~moonrun/index.html ftp://users.aol.com/kensou/97combo.txt 5. Tony W. For the corrections of some mistake in the first version. Also he provided some strategies. 6. Henry Moriarty (Howlin' Mad -H-) He provided the some notes on special moves. (See the "Notes on special moves" section.) 6. The King of Fighters'97 Graphical Manual 7. SNK Corp. For making such a exciting game. The King of Fighters'97, Robert, Athena, Benimaru, Iori, Yashiro, Shermie and Chris are trademarks of SNK Corporation, Copyright 1997. - Sie Kensou