#KOF Coaching

1 messages · Page 8 of 1

raven ridge
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For things like, running up who beats who first, press early

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Not SUPER early but it's online anything favours the instigator always

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But the Jim jam things like 1f landing or sprint blocking, I don't even think about that stuff because the timing is so tight and no chance I'm leaving 1f options to rollback/online

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Idc if you're my neighbour and we have 30 ping

spring relic
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Example: Blocked j.CD is + AF right?

Why can my opponent run up 2B, but if I do it I get braked by 2B and don’t get the frame trap?

spring relic
raven ridge
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So that + advantage soon becomes like... +5 if you sleep a millisecond

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So I do hopCD into another hopCD instead of the run up. Even in server matches, very seldom can I get the timing right

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Whether that's a lack of XP on my end, timing, whatever it is. I have alternatives being another hop/jump/super jump into the cross up

spring relic
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Again, thank you for sharing your mindset

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It’s just annoying AF to have to respect my opponent’s advantage

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To quote @runic rain “don’t press so much”

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But the moment I get the advantage / + frames?

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May as well not exist cause I get interrupted on most things

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And that’s not accounting for the DP crazies

raven ridge
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🤙🏼 happy to help. Definitely! But you see a lot of shit online, annoying shit, but it's shit either way n all we can hope for is we learn to deal with it in that short set, try a room match, n bring that shit to the server

spring relic
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My main thing was confirming that I’m not insane

raven ridge
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You are not insane. 🫂

spring relic
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Respect

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Cause yeah, granted I don’t grind for hours

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But I clock my lab time

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And when I’m able to drill these situations consistently, only for it to fall apart online

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It leaves me with questions

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Again, referring back to landing lag when I read the empty jump.

raven ridge
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Best: you throw.
Worst: tech

spring relic
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Irony: the exact habit I’m trying to break for the sake of better punish & mix

raven ridge
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Cien makes you learn quick LOL I can't dash grab like he can but I do the dumb jump/throw mix if I'm feeling cheeky and I've conditioned enough 😭😂

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Feels good to put em in a throw blitz

spring relic
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I remember one KOF match I won by doing run-up throw 5x in a row

spring relic
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How To Play Ash Crimson:

sinful herald
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@rancid marlin @torpid quarry @mild parcel @snow beacon (anyone else that wants to chime in please feel free) something that’s been on my mind lately is: how are you guys timing your run up low/run up stop a pixel outside of throw range? The consistency is really nice and tbh I don’t see it much at all when I venture out into public rooms. What happens to me is either I come up laughably short or way overshoot into a throw. Any chance you guys can shed some light here?

sinful herald
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How is everyone developing mix, whether it be in match or lab?

mild parcel
mild parcel
rancid marlin
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Not sure I feel like online kinda lets you get away with certain shit

rancid marlin
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Or like Vanessa I’ll keep doing sweep and then weave

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And then go for some other shit

mild parcel
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Daru is explaining conditioning

sinful herald
sinful herald
rancid marlin
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I think you can “mix” them faster though, being a sneaky little mf. Overwhelming them with offense, and getting a knockdown and going for like empty low, or run up throw, something of this nature.

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Taking an off the wall gesture kinda early on

mild parcel
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Man, I CANT run up throw

rancid marlin
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I can

mild parcel
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Oh i know

rancid marlin
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Thanks for blocking

sinful herald
mild parcel
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This is +3. So there is no move you can do to stop the moves i throw out after.

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Thats why I said last time to stop pressing when I do these moves, because on your end without knowing it seems like I'm just throwing randoms stuff out

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And getting lucky

rancid marlin
# mild parcel Yes, I don't know your examples but usually its a close stand light

Yep. This why Kyo so nasty cause bro can run up and jab you plus asf, and then go for an immediate low 3D into rekka or whatever tf. You have Yuri though who can do this exact same thing though. It’s what I do with these kinds of chars. Like Yuri I’ll legit run in do like 2B, 5A, or maybe like 2B, 5B, 3D, whatever. And then maybe like jab them and go for her standing throw not the run one. Knockdown, go for cross up, low, etc. She can get overwhelming, but the cross ups make her even more crazy

sinful herald
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Which is why you can press a 6F move, like a 2C and win the exchange

sinful herald
rancid marlin
sinful herald
snow beacon
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+3. It’s the last move that matters

sinful herald
mild parcel
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(Theres no subtraction type of stuff going on BTW)

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I'll explain more when I get a chance

snow beacon
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Or are you asking if P1 presses 5f then P2 presses 4f after block 5f?

mild parcel
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Disregarding any hitboxes or other factors that come into play

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This is all on paper of course.

snow beacon
snow beacon
sinful herald
snow beacon
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Then that player is +3 on block. There is no accumulated frame advantage.

sinful herald
snow beacon
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That +1 ob is negligible unless you wanna talk about gaps

snow beacon
sinful herald
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And of course the inverse

snow beacon
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Not quite. There are such thing as extreme ones like +10 oB and -30 oB. Every move has a frame advantage (+ oB) or disadvantage (- oB) that are predetermined by the devs. These numbers do not fluctuate.

What, I assume, might be confusing you is the close, neutral exchanges with the smaller numbers. It really just depends on what move is thrown out, and what SNK assigned their properties.

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A simple exchange is blocking a dp, which is, let’s say, -30 oB. You have 30/60 frames (1/2 second) to punish it. If you try to punish it after that, the opponent has the ability to block your attempted punish. (I’m sure this is obvious to you, but I’m just explaining it this way in case a beginner reads it)

Inversely, Whip’s 63214B is +4 on block (because SNK). Now you have 4/60 frames to guess/read.

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@sinful herald sorry if I’m not on the right page, but I’ll keep trying lol

mild parcel
sinful herald
mild parcel
# mild parcel

First 1 to 9-10 frames is the startup. How long it takes for a move to gain an active hitbox. Active is how many frames a hitbox is active (in this case the red numbers.) Recovery is how many frames after the hitbox diminishes and the end of the animation. @sinful herald

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So the math that determines the + or - is the hit/block stun the opponent experiences that determins how much advantage you have over the them.

Advantage being who is actionable sooner.

sinful herald
mild parcel
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Nope

sinful herald
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Also I believe blockstun is universal in KOF 15, as in hop CD has the same blockstun across the cast or cl.C etc etc

mild parcel
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Youre still recovering from a move

snow beacon
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Lol you right. I was lazy to explain the basics and made assumptions.

Thanks for the help

sinful herald
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I understood startup and active already but the reminder is good so thank you

sinful herald
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What’s tripping me up is recovery and + or - on block

sinful herald
mild parcel
sinful herald
sinful herald
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From DC under the “Offense” section

mild parcel
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Recovery isnt what you look at to see if a move is + or - because thats just technical stuff that doesnt take into account hitstun. Just how many rames it takes to act out after. BUT that's not always the case because some moves dont need to finish their animations and can be interupted. So yeah just worry about the + or -

sinful herald
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Ok cool that makes things a lot easier

mild parcel
mild parcel
# sinful herald

Yes I think all games may be like this, but still doesn't count specials

snow beacon
mild parcel
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Either way its the moves AROUND the blockstun that determine the frame advantage

snow beacon
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If any of you find a video explaining frames. Post it here, and I’ll pin it

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I thought I did, but nope

sinful herald
mild parcel
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Many moves can be minus but are command or special cancel able

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As you can see there's so many variables

snow beacon
spring relic
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Also, friendly reminder:

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DP’s are the “fuck your + frames” button

sinful herald
sinful herald
torn drift
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I’m not a killer and I’m seeing this very late

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But my thing is have a focus and a goal

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Yesterday I played mac 2 ft3 and I threw them both 2-0 to 2-3

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But I finally learned to consistently use 1b 1a 4A with Vanessa

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Before I would 2a2a 4A which would make me weave and all mid

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If you’re focused on just improving or landing something specific, that becomes you’re goal

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When you try your very best and focus the hardest on just winning

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A loss becomes more tilting

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Also play some good feel good music or whatever helps you

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The OST can be great and I’m sure you all have favorite tracks but sometimes that’s too involved with the game. Playing music over it that you can relate/chill/get hyped too can help you out

spring relic
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Thanks for sharing your perspective @torn drift

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But I was looking more for MU perspective from the opponent’s side in order to figure out how to properly assess my sticking points

torn drift
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Umm I’m not sure exactly what you mean by that

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Wym by sticking points

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@spring relic you mean like what you should do when in match or something

spring relic
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What I mean is, trying to figure out if my opponent and I are assessing the situation the same way. And whether the answer is yes or no, what can I learn from that.

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Example:

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Situation 1 - I attempt run-in 2B, but get checked by the opponent’s 2B.

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Situation 2 - Opponent attempts run-in with 2B, I try to check the 2B with my own but get clipped OR maybe even tagged with a cl.Heavy.

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So question: why are these 2 situations not the same?

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And to elaborate before even getting into situation specifics is, does my opponent even recognize the same situation? Or are they reading something different entirely?

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And then if everything lines up, do I ultimately have to account for the difference in online delay?

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See: Dolores EX Teleport —> Heavy tagging me on the backdash but you check the lab and replay with input history and that should not have happened.

torn drift
spring relic
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Cause yeah, when it comes to playing the situation I wanna know if my strategy is even in the ballpark

torn drift
sinful herald
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Not a killer but are we talking Ranked or Room because each one seems to draw specific types of players

sinful herald
# torn drift But my thing is have a focus and a goal

This is me lately as well. Like right now I’ve been really trying to land low light confirms into my BNB’s (while still keeping a mix going of course). Sometimes I don’t hit one for several matches in a row but when I do I’m hitting the reward center of my brain and hopefully building that habit

Safe jumps were like this for a while too, now I’ll just watch a video and just try them in a match. But yeah overall having a goal helps a lot with the salt

sinful herald
# spring relic Situation 1 - I attempt run-in 2B, but get checked by the opponent’s 2B.

There are some situations we (very unfortunately) can’t lab and this is one. This is where I go back to RPS and try and notice what my opponent wants to do. If they’re very adverse to blocking a different approach is necessary than run up low (this works on people who respect your mix). So in this case, run up > stop short > short hop into your best overhead beats their mash. And if I somehow get DP’d on a hop idc too much because it’s 80 dmg or whatever. If I’m right tho I get a full punish

sinful herald
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Also can’t forget that sometimes we’re playing chess and they’re playing checkers. Also vice versa lol

sinful herald
torn drift
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Which isn’t a good thing

sinful herald
# torn drift I just need to lab them more, with trying to figure out new combos and new chara...

Hmm maybe we have different definitions of set play; I always assumed thought it was a series of preselected moves aka the blender. There’s this Iori I play on the FT10 server that just loops this one particular set of moves and it used to destroy me (still does sometimes lol) until I watched the replays and labbed where the gaps were because it was just this infinite knowledge check 😹 Safe jumps are basically meaties afaik

grizzled heart
sinful herald
torn drift
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Meaties safe jump or set play lol

sinful herald
# torn drift Meaties safe jump or set play lol

Like I mentioned set play is kinda stale imo, it’s just a knowledge check and if they know your antics you’re up shit creek without a paddle. Learning how to actually play has done me far more than learning sexy ass setups/resets with Shun etc

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Up to you how you want to play but meaties and safe jumps are instant level uppers imo

sinful herald
torn drift
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I meaty by feel lol

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Luong cl.d

sinful herald
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You and Trip sorta blew the back out on that one MayThisIsFine

torn drift
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We did what now

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Trip maybe

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I want no part of this

torn drift
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Jk maybe idk

sinful herald
# torn drift Trip maybe

You guys both use it a lot which is why I looked up wtf was happening lol. It’s fine that’s part of the game

spring relic
snow beacon
torn drift
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@snow beacon you seem the guy to help

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How do I clean up my inputs

snow beacon
snow beacon
torn drift
snow beacon
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For linking normals, just double tap with a quick flick of your middle then index.

For special and super cancels, do the hold buffer.

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Even with lights, do the double flick (idk if people call the plink or if that’s something else)

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If you mash those lights, you might miss your special cancel

snow beacon
torn drift
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But links/ chains whatever I do

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And ángel Sideswitch 8b id the tightest link for me and I can’t hold it idk if that’s a skill issue

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But idk maybe it’s timing

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(I know that’s not a “link”)

snow beacon
torn drift
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The special I don’t mash

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The 8b follow up I can’t land without mashing

snow beacon
torn drift
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However for this specific instance it’s 2b (low lunge kick) into Sideswitch up kick

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Which has to be executed instantly

plush delta
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This will make you a better player guaranteed

snow beacon
torn drift
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So the combo would be cl.d 6b 2b

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Into 426b 8b

snow beacon
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Understanding Angel’s Unchain Sequence

snow beacon
torn drift
weary schooner
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I think easy is meant to be each

snow beacon
spring relic
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@torn drift I assume you’ve watched HitBox’s own execution guides?

torn drift
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Ah

snow beacon
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Just try to make that 426B~8B one fluid motion

torn drift
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Yeah I’ve watched some execution guide and as eljay always says “exaggeration” really helps me with mashing in all other scenarios including connecting 41236b into 8b just in this very specific one I’m having issues, it’s either mash or drop and I don’t like that

snow beacon
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That seems difficult on stick

torn drift
runic rain
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@torn drift just use Pad like I do 🤣 Angel is very simple on Pad ☺️ JOIN US PAD USERS

tacit ether
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I tried Angel on stick last night.

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I was not a fan

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My muscle memory is dead

rancid marlin
torpid quarry
torn drift
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But I’m a pc gamer, keyboard is my shit. Hitbox feels the closest to that

runic rain
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Idk all I know is that DS4 is easier on my carpet tunnel 💀

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Stick, mixbox and keyboard tried them all and used them for years but no one told me HOW to handle to make sure Carp Tunnel doesn't develop

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Got CT at the age of 16 SOLKEKW

torn drift
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As for keyboard? I always played with my keyboard tilted 90 degrees

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Completely vertical

rancid marlin
torn drift
rancid marlin
torn drift
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That’s hype

meager portal
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Me and my pearl have become inseparable. I've used it to cross fizz and rait off my list.

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Its my weapon of choice😤

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I crossed off dunc while I was using analog stick jankSOLKEKW

rancid marlin
meager portal
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Once I got the controller, I went cold turkey on ps5 controller because I wanted the stick practice. I've gotten very comfortable with it

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All the motions feel natural and I can hit my inputs a lot better now

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I def think it's a preference thing, but I just like the feel and weight of it

sinful herald
torn drift
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No it’s an unchain special

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Well unchain move

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Her unchain specials are a different thing even though technically all unchain moves are a special move

sinful herald
torn drift
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But from what I can tell

small haven
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@tacit ether How long have you been using Ash?

tacit ether
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Two days

small haven
tacit ether
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I like him. His combo structure is neat and I like the Sans Culotte combos

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I just throw fireballs and zone in game though

plush delta
small haven
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They made Ashs zoning slightly better but i still think its weaker compared to the other fireball characters

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As far as combos go Ash doesnt have alot which makes it both easy and hard

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its hard to zone in this game regardless so, to get the most out of him the long routines have to be down

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Hes usable mid and can get good damage still but obviously more meter the better

tacit ether
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Yeah, I've been using him anchor. My team is Angel/Ramon/Ash currently

small haven
tacit ether
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Not in matches. I can't hitconfirm at all in this game

sinful herald
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@magic harness

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A few 4F and 5F safe jumps that Orochi Shermie can perform in the King of Fighters XV as of version 1.40. The time stamps for the video are found below.
I. Forward Throw: 00:00
II. Backwards Throw: 00:13
III. Heavy Yatanagi no Muchi in corner: 00:27
IV. Light Shajitsu no Odori: 00:38
V. Heavy Shajitsu no Odori: 00:49
VI. Light Raijin no Tsue in ...

▶ Play video
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A few 4F, 5F, and 6F safe jumps Billy Kane from team South Town can perform in KOF XV as of version 1.32. The time stamps for the safe jumps are found below.
I. Foward Throw: 00:00
II. Boutakatobi-Geri: 00:12
III. Kaen Sansetsu Kon Chuudan Uchi: 00:22
IV. EX Kyoushuu Hishou Kon: 00: 32
V. EX Senpuu Kon: 00:43
VI. Guren Sakkon: 00:56
VII. Chou Ka...

▶ Play video
unreal forge
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Angel has very interesting inputs

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I like

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@torn drift what are angel bnbs i need?

torn drift
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2b 2a 46b 2a 6b 236c is her low starter

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Cl.d 6b(1) 214c 2b 8a 6ab 66a 63214b is her main bnb

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Learn these tie first then you can learn more advance stuff or even extend them

unreal forge
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What is the (1)

torn drift
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So if you see (1) or (2) that usually means the move is multi hitting and can be canceled out off

unreal forge
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I did her trials they seemed like good combos

torn drift
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Ángels 6b hits twice

unreal forge
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Cool beans

torn drift
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And if you let both hits go through it won’t combo

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So I like to specify 6b(1)

unreal forge
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5d 6b 3b 2c 236c was one that i did

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Seemed good

torn drift
# unreal forge 5d 6b 3b 2c 236c was one that i did

That’s also great but 214a/c has a lot more advance routes you can do

Just for example if you chose to do cl.d 6b(1) 214ac that’s a gaurd break. Or you can quick cancel 214a before the move ever comes out to do an instant 2p or 6b and you can also switch between 6b 2p on gaurd for a 50/50

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But do what’s comfortable and don’t worry too much about the super advance stuff yet

unreal forge
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Sorry I’m still trying to remember notation for this game

torn drift
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Does not really matter whether you use 2a 2c tbh

unreal forge
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Oh i see

torn drift
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Certain things don’t matter

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Like 2p 8p but some do

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Like 46b 46d

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So when I give notations I do what I do like 46b 2a 6b 236c

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However 46b 2c 6b 236c works as well

unreal forge
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8p is a funky input

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So are the 46 inputs

lament mirage
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Doesn't Ryo have a 646 input?

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I dunno how true that is

tacit ether
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@torn drift We playing tonight?

torn drift
tacit ether
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I dunno

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Maybe KoF, or maybe something fun like BBCF. I haven't decided quite yet

torn drift
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I have a girlfriend Cat_Blush

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Can’t be talking to me like that

unreal forge
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Mai doesn’t count as a gf

tacit ether
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I think I am done with Ash. The 2A link is too annoying

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Wait, nevermind. I'm cracked. My hitbox was reading my inputs wrong

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Oh my god. This whole time my hitbox was duplicating inputs

torn drift
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And gray hateeeeed kof smh

tacit ether
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I can do the climax combo pretty consistently now

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My hitbox was making this game so much harder SOLKEKW

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What the heck

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@plush delta I can't believe you call this a cheatbox smh

torn drift
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Gray forgot to turn off double hax and use only normal hax

tacit ether
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I didn't even know it had a mode to hold inputs

unreal forge
spring relic
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I think everyone here will benefit:

lament mirage
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Oh he made a yt

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Cool

torn drift
grizzled heart
unreal forge
torn drift
unreal forge
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Yeah cool i don’t cheat like that gray guy

tacit ether
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I have a Fightbox B1 and it has a toggleable turbo for some reason

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My Hori has one too actually. I'm not sure why

torn drift
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Gray was suffering from success

tacit ether
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The weird thing is, it was only enabled in KoF

unreal forge
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That is weird

torn drift
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That is weird

unreal forge
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Jinx

torn drift
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lol I meant it like yeah that is weird agreeing with you

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And my brain just realized we said the same thing

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I owe you a soda

unreal forge
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You shoulda capitalized the IS

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It would have made sense

torn drift
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That is weird

unreal forge
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Even better

torn drift
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You know what’s not weird and high key awesome

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Manon BridgetPray

torn drift
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This scares me lol, but we should take this channel back to coaching lol

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That’s my bad

magic harness
spring relic
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Be careful, I play on a stick and I accidentally had Turbo turned on one day (I blame my cat)

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Anyway, because of that I wasted an hour trying to figure out how I lost my input accuracy like how Spider-Man suddenly lost his powers

tacit ether
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Yeah that's what was happening to me. I lost all my sauce

lament mirage
brittle imp
magic harness
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SHERMIE WRITTEN GUIDE

For new players trying to learn her, and as reference for old players!
Please, bear in mind that I am no expert, and this is purely my view on the character and how I play her.

I'd say Shermie's whole gameplay is based on making your opponents scared of you, and afraid of doing what they usually do.
That is called conditioning

For example:

  • A good anti air dp (623K) into super (4123641236P or 2×HcfP) will cause around 35% of damage, and probably make them think twice about jumping.
  • If they spam fireballs, 214K (hcb K) goes through them. Do it enough times and they will try not to do it so much.
  • They like meaties? Wake up command grab 41236P. Soon you'll see them trying other options. If they neutral jump, you wake up dp (623K). If they try to shimmy and take some steps back, run grab (41236K).
  • They do something you think is punishable? 2B (Cr. Lk) into 214BD (Ex hcb K) into 623K (DP) will probably punish well and cause good damage.
  • Make them afraid to air to air with j. CD
  • After any command grabs, or bnbs that leave you close to your opponent, choose either DP HK (623D) or Run Grab HP (41236C). If they jump and you DP, you will hit them and cause a lot of damage. If they block and you Run Grab, same. If you guess wrong, you'll probably be punished, but it will still send a message. After you do the same once or twice, the third time they'll try to adapt and do the opposite. If you run grab 2 times, the third they will probably jump, and that's when you'll want to go for DP. So in the end of the match, after the climax or super, if you still need just a bit of damage to close the fight, this conditioning will be your salvation.
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BNBs:
0 bars - C or D, 6B(1), 41236P, 236K
HP or HK, Fr. Lk(1), Hcf P, Qcf K
Good damage, leaves you close to opponent, switch sides

0.5 bars - C or D, 6B(1), 214 BD, 623K, 236K
Hp or HK, Fr. Lk(1), Ex Qcb K, DP K, Qcf K
Excellent efficiency, will probably be your most used bnb, doesn't switch sides

1.5 bars - C or D, 6B(1), 214 BD, 623K, 4123641236P
HP or HK, Fr. Lk(1), Ex Qcb K, DP K, 2×Hcf P
Switches sides, leaves you very far from opponent, but big damage

2.5 bars - Same as above, but 4123641236PP
BIG damage, switches sides and leaves you close to opponent

3.5 bars - C or D, 6B(1), 214 BD, 214 A, 2141236CD
HP or HK, Fr. Lk(1), Ex Qcb K, Qcb LP, Qcb Hcf HPHK
Climax combo without QM, I wouldn't recommend using it, but in case of need, when you forget you have the bar for more optimal combos or such, it's good to know

Other useful combos:
0.5 bars - 2B, f. B(1), 214 BD, 623K, 236 K
Cr. Lk, St. Lk(1), Ex Qcb K, DP K, Qcf K
Low light confirm, good damage and meter efficient

0.5 bars - 2B, 214 BD, 623K, 236 K
Cr. Lk, Ex Qcb K, DP K, Qcf K
Almost the same as before, but without the f. B(1) or St. Lk(1)
This can't be used as a hit confirm, but it's an amazing punish to a lot of moves from the rest of the cast

1.5 bars (Corner) - C or D, 6B, 214 BD, 623 BD, 236 K, 214 AC, 236 K
HP or HK, Fr. Lk, Ex Qcb K, Ex DP K, Qcf K, EX Qcb P, Qcf K
Slightly more damage than the 1.5 bar bnb, and leaves you close to the opponent, but harder to do

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Quick Max Combos:
Most efficient way to start a QM combo would be C or D, 6B(2), QM
But can be activated with a low hit confirm 2B, f. B(2) easily too
Also from f. C as a punish or poke

2 bars - QM, C or D, 6B(1), 214 BD, 214 AC, 236 K
QM, Hp or Hk, Fr. Lk, Ex Qcb K, Ex Qcb P, Qcf K
Works on all positions
Wouldn't recommend using it, as it is very inefficient, but in case you activate QM on accident or you see you didn't have as much bar as you needed, it's good to know

3 bars - QM, C or D, 6B(1), 214A, 2141236CD
Works on Point
Slightly weaker than the Mid and Anchor one, but still GOOD damage

3 bars - QM, C or D, 6B(2), 4123641236P, 2141236CD
QM, HP or HK, Fr. Lk(2), 2×Hcf P, Qcb Hcf HPHK
Works in Mid and Anchor
Optimal Climax combo with 3 bars, easy to do, excellent damage and leaves you close to opponent

4 bars - Same as above, but 4123641236PP or 2×Hcf PP
Works in Mid and Anchor
Optimal, HUGE damage, leaves you close to opponent
You should go for this if you play Anchor Shermie, as it's the hugest damage she can get from a combo

Set Ups:

  • Sweep (2D or Cr. HK) into whiff (214D or Qcb HK) to appear behind them and then command grab (41236P or Hcf P). If they start backdashing or back rolling, run grab (41236B).

  • After hitting 214K or Qcb K, you can empty normal jump and command grab (41236P or Hcf P). If they backdash or back roll, run grab 41236B.

  • A blocked CD into 214D or Hcb Hk puts you behind them and can lead to either a bnb or run grab (41236B or Hcf Lk) depending if you think your opponent will block or not

#

I guess that's it on basic Shermie
In the end, Shermie is all about mind games
And guessing
You never know for sure what your opponent will do
Even if you scare them a lot, sometimes they will be bold and do it again
Shermie is REALLY punishable for any mistake
So sometimes it's better to be a bit more careful and play safe

She has good buttons in neutral
Her 2C or Cr. Hp was nerfed this patch, but is still good if you are doing it on reaction for both anti airs and checking dashes
And don't be predictable
Don't do one set up too many times without variables, or they will learn and punish you HARD
Thank Orochi her damage is GOOD
So you probably won't ever have to repeat strategies too many times
Two or three that go in, if you have the meter, will most probably kill
I play her in Anchor because of her ridiculous damage, but she does work VERY well in Point and Mid due to her efficiency in using bar
It's really up to you and the rest of your team
Hope I helped with Shermie!
And have fun!
🙂

#

@primal minnow @lament mirage @unreal forge @plush delta

unreal forge
#

Holy lord

#

Thanks for this

magic harness
#

Idk if you still want Shermie on your team
But I hope to help
🙂

unreal forge
#

I have pivoted back to shermie

magic harness
#

Take it slow, no need to memorize all that at once
Come back to check whenever you need
🙂

unreal forge
#

I screen shotted it

magic harness
#

You can always ask me if you have any questions
🙂

#

Wow
I use that emoji too much
I did it like 4 times in a row without even noticing

weary schooner
#

Thanks for this! I'll give this a proper look over later, but this is gonna be useful for me!

craggy gyro
#

is setting the training dummy to random block the best way to practice frame traps

torn drift
#

Record a reversal like mash 2a or something and as soon as the dummy can press it will

#

Same for dps to practice safe jumps

craggy gyro
#

gotcha

torn drift
sinful herald
#

Just make sure the “Reversal” notification pops so it comes out on the first frame possible

craggy gyro
#

thanks!!!

torn drift
#

Ooh @magic harness you said something about not knowing if you can use unchain Enders after back roll?

magic harness
#

Yeah, I thought the unchain back roll was some kind of ender

torn drift
#

You can do it after you have done an unchain mid or 2 but it does lead to ender

#

Think of your very basic bnb

Close HK FrLK(1) QCB HP D.LK U.LP (Fr. LP+LK or roll) into Fr.Fr.LP ender

#

The forward roll, the back roll, or roll in place all have the same properties and can only cancel out to an ender

#

You can do so many shenanigans with this

magic harness
#

For some reason, I thought Fr. LPLK could be used in combos, but Bk. LPLK couldn't

torn drift
#

I like doing in mid/full screen either command run or qcb hp into forward light kick unchain which does 2 things, can jump fireballs, or if close enough overhead an opponent or just get you closer, then you can roll back when they try to hit you, and you whiff punish with forward forward kick ender which is hard knockdown

#

Or even super unsafe but it works is command run, down kick (this alone travels Angel almost full screen and can low profile some projectiles) into forward roll qcf hp grab

#

It works more than you think opponents won’t expect it but it is superrrrrrr unsafe

magic harness
torn drift
#

Yeah! It’s super fun

magic harness
torn drift
#

Angels Twitter bio is just “ We do a little trolling”

#

You can also go crazy with it as the roll is invul, like blockstring into roll in place (your opponent will try to gc hphk or poke you or punish you) and you can cancel out of the roll point blank into forward forward light punch which is her launcher and gets your air combos going

#

You can also space yourself out to get a checks unblockable or whatver you want

magic harness
#

That is AWEASOME
I only used it to bait dps
Lol

torn drift
#

Ángel has no completely safe completely guaranteed tools so we freestyle out here

torn drift
magic harness
#

And the climax

torn drift
#

Sadly I’m a point angel

magic harness
#

Me too
Lmao

torn drift
#

It’s ok because we get luong clímax

#

Luong also mad fun with her space control and cross ups

magic harness
#

I haven't been able to figure out how to cross up with her yet
Lmao
My timing is shit

torn drift
#

You can do two things

Jump lp and have you opponent block, then you qcb hk

#

That’s her air flip kick and it’s slow af but after the block hit you cross up

#

That’s all it leads to though but it is frustrating for your opponent to successfully block a jump in (a bad one at that) and then get punished

#

Or you just try to jump over your opponent with full jumps or hyper jumps and qcb lk in the air that crosses up

#

Then you can follow up with qcb k ex in the ground for full combo

magic harness
torn drift
#

Yeah it took me a while because that jump lp block is soooooo good

#

But light doesn’t cross up after the block heavy does

#

So the muscle memory took a bit

#

Also you can actually use that as a mix up, if they block jump lp you can do light flip to hit same side and combo if they try to block the cross up

magic harness
#

That is cool!
I might try Luong in the near future

torn drift
#

Sadly they’re all using numpad notation but if you need me to write out any specific ones into sf notation I’m more than happy to!

magic harness
#

I'm actually learning numpad notation!
I used it to write Shermie's guide here
And I think I'm starting to get more used to it

magic harness
torn drift
#

Yeah no problem any questions or anything feel free to ping me

#

Not saying you’ll main her but ángel luong and Shermie will be a hassle to deal with lol

magic harness
#

Lol
O. Shermie has some big competition with me trying to learn so many chars

torn drift
#

I mean, oh yeah no for sure whatever is fun for you!

warped pine
#

So Blue Mary, once she gets started is there a way to stop her vortexing or do you just sit and take it?

spring relic
#

She is Blender Mary for a reason

#

If she wins neutral in some way, a good BM is gonna make you guess

plush delta
spring relic
#

But Blue Mary has to take risks, so if you can coerce her into doing something unsafe which I believe damn near all her specials are then you’re golden

warped pine
warped pine
spring relic
#

There is a reason it’s called a 50/50

#

It’s the right answer if you read the right option and call her out

#

If you don’t and she catches you, you were wrong

#

Most basic example: do you think she is gonna use M. Slicer?

plush delta
warped pine
#

Ok so the 50/50 time is before she gets started? Once she does it's over?

#

You know what I mean, when the EX moves are launched one after the other

#

I don't know of any gaps

spring relic
#

初中級者の方に向けて、KOF15(KOFXV) ver.1.63における「伸び悩んでいる方にお送りする”大切なこと”5選」を紹介・解説している動画です。
This video is introduction and guidance of "5 important tips to overcome slow growth" in KOFXV for beginners and mid-level players. This video contains English subtitles!
#KOF15 #KOFXV

KOF15(XV)解説動画の再生リストはこちら(KCE KOFXV playlist)
https://www.youtube.com/playlist?list...

▶ Play video
spring relic
#

That’s what you gotta guess / read based on opponent habits

warped pine
#

Once you guess wrong, is that it?

#

Is there another chance?

spring relic
#

Depends on position, bar, and your health

#

But that’s FG’s

warped pine
#

If i'm in the corner and she gets started with 5 bars it's over?

spring relic
#

You win neutral, get your combo into HKD, and now the opponent has to guess what you will do next.

warped pine
#

If that's the case, fine. I just want to know if that's the case

spring relic
#

That’s the whole point of an Anchor / 3rd position

#

You want them coming in with as much meter as possible so all they gotta do is 1 or 2-touch the opponent to delete them.

warped pine
#

I think I've been playing overly defensive with BM, thinking I can recover if I screw up in blocking

spring relic
#

Also, to be clear, BM “getting started” means she HIT you

#

If you block her, then you’ve created an opening and she has to take a risk to get back in

warped pine
spring relic
#

Or you punish her for doing something unsafe and risky

#

On a basic level, Clark is the same character with Argentine Backbreaker

warped pine
#

So it's basically a Clark situation, the way to 'beat' the situation is to never get into it

spring relic
#

On HKD you gotta guess if he is gonna go for that

#

If he does, and you neutral jump, he is screwed

#

But if you just sit there or try to roll or press a button you’re F’ed

spring relic
#

And that’s the game

#

You gotta accept that you are never gonna be right 100% of the time

#

Happens to everyone and sometimes you’re gonna get got. The goal is to minimize how often that happens.

warped pine
#

To me that means I ain't blocking her anymore. I'm emptying the bar and going out in a blaze of glory. 🤣🤣

plush delta
warped pine
#

but... I know I can try jumping, shatter striking etc

plush delta
#

And so do you

tacit ether
#

Vortex my beloved BridgetPray

warped pine
#

so back to my original question, are there any gaps to even try to guess when Blue Mary is EX grabbing and slicing in a loop?

#

not before - during

plush delta
#

I don’t know Mary as well but during the loop, are there any hkds?

#

Or is it one complete combo string? Cause she can do major damage with just one combo unlike Clark

plush delta
warped pine
#

I'm hop into ranked, I'm still in 16-20 so it shouldn't take long to find an example 🤣

plush delta
#

There may be reset situations and that is where you have a chance to guess

plush delta
rancid marlin
#

@warped pine I don't fully know what you were trying to ask cause I kinda just skimmed, but I see that you're having issues against Mary.

#

She is a finesser with a lot of tricky shenanigans, but a lot of her stuff can be called out

warped pine
#

and just to make it clear I'm not talking about Dyl's BM, his has gaps 🤣

warped pine
rancid marlin
#

What's your team?

rancid marlin
plush delta
rancid marlin
#

A lot of them will go for like her 2C into the leap grab, cause her 2C is whiff-cancellable.

#

Or maybe like 2a 2a

#

then

warped pine
#

I found a replay... I'll post it soon

rancid marlin
#

yeah

spring relic
#

@warped pine If the BM you’re fighting is using multiple EX’s and you’re blocking, every blocked EX is a punishable gap you can exploit

#

So just sitting there and taking that is on you

warped pine
plush delta
torn drift
tacit ether
torn drift
#

I’m dying over here now

warped pine
#

I know I made mistakes leading up to it, but I'm asking about when my character's body is flopping in the air like a fish 😂

torn drift
#

You throw projectiles and ex projectiles almost point blank

#

Easy punished that BM did eat off of

#

You also gotta make sure you’re aware of their shenanigans

#

That bm jump grab shouldn’t be hitting you that much in neutral it’s too slow, you can block low against BM for the slicer toe check and 2c when she jumps at you or roll away

plush delta
torn drift
#

You also got scared of her, she beat you in the corner when you escaped instead of pressuring her, you ran away. She whiffed a huge dp and you were to far away

plush delta
#

There is only one true combo she did in the match which she did once against king and once against Elisabeth

torn drift
#

When you’re low on health you need to speed up the match. Attempting to play slow and zone or neutral will usually cause you to trade or get health chipped away. If you’re low go crazy, your character is more than likely dead as it is. Unless of course you’re both low than that’s a different situation

rancid marlin
plush delta
#

Time to get sweaty and actually learn neutral defense instead of pressing buttons and specials 😉

warped pine
#

I'm still learning Liz too, so throwing point blank projectiles is bad. Duly noted 😅

rancid marlin
#

Anti-air her Spin Fall as well

warped pine
sinful herald
plush delta
plush delta
rancid marlin
#

Nah I was wrong it was Kula I think not near PS rn

#

She can slicer under the Venom Strikes I believe

warped pine
rancid marlin
#

Regardless, she has to work to get in

plush delta
rancid marlin
rancid marlin
plush delta
warped pine
#

Ok and that's where the 50/50 also comes in, the common guessing game of what's next on wakeup

sinful herald
# warped pine https://www.youtube.com/watch?v=lMEUGtkNzTM Ok here it is. What did I do wrong? ...

Hard to say without inputs turned on but you either weren’t blocking on wake-up or you pressed on wake-up with both King and Liz. With Liz you really don’t want to be throwing projectiles in neutral unless they are far away, don’t have one of their own and you’re using the EX version so you can move the projectile around. Regular version is really good as a meaty for their wake-up because it has a lot of block stun and her recovery is fast

plush delta
sinful herald
#

Also Liz is a high damage character so it’s best to play neutral until you get the hit and then unload 2 or 3 bars into your opponent

#

You won’t win a fireball war or keep out game with her, or you can but you’re gonna work way harder than you should

plush delta
#

Yeah Liz isn’t a mash unga character so I’m surprised you picked her

warped pine
#

As you can tell, this will be my next point of emphasis. Thank you all

plush delta
warped pine
spring relic
#

Hey, if it helps @warped pine

warped pine
#

I don't mind taking losses for mashing, but I want to participate in the match 🤣

spring relic
plush delta
small haven
#

They know your scared of the CM grab but they cant do it immediately, use that knowledge to your advantage to predict when they will attempt it. And even then they may not, thats why its a mixup.

#

But unless you waking up Dp, just block first

#

Or back roll

#

Oh also backdash, backdash puts you in the air on frame 1 so its also a good defense for cm grabs, so if you get hit it’s only an air reset low risk

magic harness
#

@torn drift
I started the combo with
Cl. D, 6B, 214C, 2B, 8A, 6AB, 66A
46D, 8B, 66C, Cl. D, 41236B

magic harness
#

This resets and sideswitches
But also leaves you close enough and plus enough to go for Cl. D again

#

And restart the same combo

torn drift
#

But close d is blockable either low or high

#

I guess I just trust my opponent to block the Sideswitch every time

magic harness
#

It is
But you'd be surprised by how many people just don't
Oli included
Like 6 times in a row

torn drift
#

That’s wild

#

I guess I just always go into the mindset that my opponent is always better than me

#

So I try working harder and getting more complex

#

I wouldn’t have disrespect someone enough to just straight up cl.d lol

magic harness
torn drift
#

So I guess I never thought about it since it’s easily blocked

#

But I need to start doing it, then adapt to the 50/50 if they block instead of not using it at all

#

Like Daru has blocked the Sideswitch overhead into low into double low and the second overhead is what got him, so against him that close d would’ve gotten ate up

magic harness
magic harness
torn drift
#

Also angel 66c raw combos I never do because people here will never let me get away with them but that’s another thing that works extremely well with people not so familiar with the MU

#

But I like playing people who stop my stuff Soldge

torn drift
magic harness
torn drift
#

That corner loop does no damage

#

But boy is it fun lol

magic harness
magic harness
torn drift
torn drift
#

Especially when you not only mix up your high low, but also your timing

magic harness
#

LMFAO
You shouldn't
I laughed so hard when I rewatched

torn drift
#

When they block right, but you delayed it and they switch guard too fast is the funniest things

#

It looks frustrating to deal with

magic harness
torn drift
#

Condition them to guess where you’re going, if they don’t keep hitting them, if they do switch your timing. They have to be fast to stop it initially but then you can make them to fast to where they still get hit even after guessing right

magic harness
#

You are a demon

#

I'll try to do the same

#

Lmao

torn drift
magic harness
#

Nah, you are actually very good

torn drift
#

If it wasn’t for the cross ups and ángel shenanigans I wouldn’t hold a candle to oli, bubs, or Mac much less Daru

magic harness
#

That's the point
You really studied and know Angel
That is no small feat

#

Plus, your Luong and Mai are also strong

#

Not as much, but still enough

#

And I am also carried by Shermie
Lmao

magic harness
#

Are you just extremely unsafe?
I think we can try 6A overhead into the grab to continue the loop

torn drift
#

Or loop lows

magic harness
#

You could also go for back spin and 66C

magic harness
magic harness
#

Instead of Cl. D, low or overhead

#

Lmfao

torn drift
magic harness
torn drift
#

So you can always just use it for spacing or roll back 4AB

#

Into another command run

magic harness
#

Right...
Am practicing that loop rn on training mode with random guard

torn drift
#

As to answer your question

torn drift
#

I left safety when I was born

plush delta
magic harness
plush delta
#

Use it against howl

magic harness
plush delta
magic harness
#

Right!
I'll do my best!

plush delta
# magic harness Right! I'll do my best!

Btw I have been thinking. You don’t really do hops but then none of your main team really needs to use hops - angel and both shermies benefit from doing their crossups

magic harness
#

Idk how to hop consistently
I do it sometimes, but it's rare

#

Shermie does benefit from hopping
J. C is a huge hop pressure tool
Specially because it also crosses up, so also a mix up

plush delta
#

I think you need to hop with geese

magic harness
#

But I'm still a SF player at heart
There is only one true jump in my view

#

Lmfao

plush delta
#

Which is why I feel, at least for me, geese is the easiest matchup from the ones you play

#

Since there is no hop threat

magic harness
plush delta
magic harness
#

I play kinda defensive with him tbh
I try to parry too much

plush delta
magic harness
#

Same with Yamazaki
I do exactly the same

#

But with better damage
Because Yama

plush delta
#

Except yamazaki pressure tool is much stronger and much safer

plush delta
magic harness
#

But I should hop a lot with him too
And I just...
Don't

plush delta
#

Buffs made him safer too

magic harness
#

Idk how to consistently hop mostly because I put too much strength on my hands while playing

#

My controller suffers sometimes

plush delta
#

As I said, if you stick with your main team, you don’t need it as much. Billy doesn’t need it as much either since you zone with him

plush delta
magic harness
#

Yup
PS5

plush delta
#

I’m learning hops but I realized I don’t need it as much with Athena with how I play her plus it’s better to do the jB crossup

magic harness
#

A stick here in Brazil is just too expensive for me...

plush delta
#

But Clark and Meiten needs hops to start their combos

magic harness
plush delta
magic harness
#

A flight ticket to the US would probably cost my kidney

plush delta
magic harness
# torn drift Yes or 66D

The back spin also leaves you in range for a sweep that could be canceled into the run or even hcb Lp for pressure

magic harness
torn drift
#

@mild parcel

#

How do you play Leona in neutral

#

I just keep going for j.c but that ain’t it

mild parcel
torn drift
mild parcel
torn drift
#

Then what

mild parcel
#

Its even on block to you cam do sweep or bait a whiff punish with cd

torn drift
#

Ah gotcha

mild parcel
torn drift
mild parcel
torn drift
torn drift
mild parcel
#

"Quit" kof but still playing ranked

#

And not playing us? Very disrespectful.

torn drift
mild parcel
torn drift
raven ridge
#

😎

sinful herald
#

And smooooooke

#

Right?

spring relic
#

Just wanted to share the answer I got to a typical KOF problem:

#

Andy elbow is -5

#

But because muh pushback it isn’t punishable

#

The lesson? Raw frame data doesn’t tell the whole story

meager portal
#

As far as I'm concerned, Andy elbows are safe 80% of the time SOLKEKW

warped pine
sinful herald
spring relic
#

Hah! Thanks for the clarification

#

So to add to my previous point

#

Why it’s also important to know your numbers haha

#

KOF be weird like that, where answers can be somewhat indirect

sinful herald
#

It’s kinda crazy how many knowledge checks like that are in this game. I hate it when I don’t have the answer mid match but it feels so so SO good when I do

spring relic
#

It’s the ironic flip side to “KOF is a system game”

#

Cause yeah, “just play KOF bro”

#

But not knowing character specifics will get ya smoked

magic harness
#

OROCHI SHERMIE WRITTEN GUIDE

For new players trying to learn her, and old players trying to beat her
Please, bear in mind that I am no expert, and this is purely my view on the character and how I play her.

O. Shermie is a very well rounded character that can be played in various different ways. She can be a zoner, she can be rushdown, she can be a setup character, and she can be a powerhouse anchor that will 2 touch with enough meter to spend.
The biggest problem with having all that, is that she doesn't actually excel in any of it.

She can be out zoned by Athena, King and other true zoners, as her projectiles don't hit full screen. Her rushdown is good and mostly safe, but relies on lighting kicks (214K) that are minus on block. Her setups are good and can provide lots of 50/50s but they aren't nearly as elaborated and hard to react as Angel for example. And even though she can 2 touch with enough bar, actually getting in to do so is harder with O. Shermie than regular Shermie.

The secret to playing her well is to know your options and mix them up depending on your opponents. If you're playing against Terry, don't try to get in and fight him from close distance. If you're fighting Athena, don't try to zone.
Pay attention to your opponent, and see what he struggles the most against. Some people don't do well against pressure, some people can't react to setups, and so on.

#

Another super important thing is a bit of mind games. Not as heavy on it as regular Shermie, but make sure to scare your opponents.
Athena and King can out zone O. Shermie for sure
But if you start using 214C to nullify their projectiles and throw yours, they tend to stop zoning, thinking you have the tools to actually beat them in it.
Her pressure can be easily interrupted, but if you do one or two frame traps or bait a DP with her dive kick, they tend to stop doing it and make your pressure safer.
As I said, O. Shermie doesn't excel at anything. But make your opponent believe you do, and they'll actually switch to a gameplay O. Shermie can deal with well.

BNBs:
0 bars - Cl. C or D, 6B(1), 214B
Good damage, good corner carry, kinda safe on block. Not actually safe, but I can count on one hand's fingers the number of times I was punished for it. You can jump or hop after it to continue pressure. Or just run low. Or jump and dive kick (236D) to confuse opponents

0 bars - Cl. C or D, 6B(1), 214C
Same damage as above, but completely safe on block. The problem with this is that it pushes back so much that you cannot continue pressure after it

0.5 bar - Cl. C or D, 6A, 236BD, 214D
Good damage, hard knockdown, allows for setups, but unsafe on block

0.5 bar - Cl. C or D, 6B(1), 214BD, 214C
Good damage, leaves the opponent very far from you. Good for when you want to zone.

1 bar - Cl. C or D, 6B(1), 214BD, 214AC, 214D
Amazing damage, hard knockdown, allows for setups and relatively safe on block. This is my go to bnb when I don't want to spend too much due to the cost effectiveness.

1.5 bar - Cl. C or D, 6B(1), 214BD, 214C, 236236P
Very good damage, easy to confirm, but kinda tricky to pull off

2 bar - Cl. C or D, 6B(1), 214BD, 214AC, 214B, 236236K
Good damage, easy to confirm and cost effective

3 bar - Cl. C or D, 6A, 236B, 236236B, (sideswitch), 236236AC
Not very cost effective, but deals a lot of damage nonetheless and is easy to confirm.

#

QUICK MAX COMBOS

Quick Max Combos:
Most efficient way to start a QM combo would be Cl. C or D, 6B(2), QM
But can be activated with a low hit confirm 2B, St. B(2) easily too
Also from f. C as a punish or poke

2 bars - QM, Cl. C or D, 6A, 236BD, 214B, 236236P
Works in all positions, I don't recommend doing it, but it's good to know in case you do QM by mistake or regret it and don't want to spend too much bar

3 bars - QM, Cl. C or D, 6A, 236BD, 214B, 2141236CD
Works in all positions, this is her climax QM combo in point position.

3 bars - QM, Cl. C or D, 6A, 236B, 236236K, (sideswitch), 2141236CD
Works in mid and anchor, this is her main Climax QM combo with 3 bars

4 bars - QM, Cl. C or D, 6B(2), 236236AC, 2141236CD
Works in mid and anchor, and this is the big girl damage she can get off of a QM midcreen. Super easy to do and very useful if you want her to spend a lot.

OTHER USEFUL COMBOS
0.5 bar - 2B, St. B(1), 214BD, 214C
Your go to light low confirm, very easy to do and confirm, but she needs to spend bar on it. You can also combo supers and even climax from it if you want a fast kill

0.5 bar - 2B, 214BD, 214C
I use this as a punish for moves I know 2B punishes. Not hit confirmable, but an amazing punish for some specific moves

1 bar - CD, whiff 214D, 236236K
Your main CD combo, specially useful for meaties and pressure

1.5 bar (corner) - Cl. C or D, 6A, 236BD, 214AC, 214B, 214BD, 214C
This is her most optimal corner combo, deals A LOT of damage with only 1.5 bars, and most importantly, is a reset that allows you to two touch opponents if they fall for it

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SET UPS:

  • After a hard knockdown, usually 214D or j. 236D:
    236A to put the orb directly above your opponent. If they press buttons, they will be hit by it and you can combo.
    If they block, which they probably will, you have some options:
  1. Hop C into Bnb, which is basically an instant overhead that lets you get BIG damage
  2. Run a bit, like 2 or 3 steps, and low bnb
    Lower damage, but people don't expect a low if you've done overhead other times
  3. Run a bit, just one or two steps and jump crossup C. People also don't expect crossups if you've done the hop route before because of how similar the setups are
  4. Run a bit and 6B into QM. This causes low damage and spends a lot of bar, but people don't expect a standing overhead if they see you haven't jumped or hopped. Specially if you've gone for low before
  5. Just block. This setup loses to DPs on all offensive options, so if they start DPing too much or you feel like they will rn, just walk back. Even if they don't DP, the orb will hit on block and you will be plus, letting you start pressure again.
  • After a hard knockdown, usually 214D or j. 236D:
    236BD to make the orb appear behind your opponent and pull them closer to you. This leads to some HUGE damage, but you actually only have three options, and this setup loses to DPs and wake up buttons:
  1. Run close and 2B into St. B(2), Orb hits, Cl. D Bnb
  2. Hop C, Cl. C, 6A, Orb hits, Cl. D Bnb
  3. Just block. You won't get anything from it, but it's better than being hit with a DP or hit confirm into big combo.
  • After 1.5 bar corner combo, you can combo 2C after the final hit of 214C and then:
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  1. Instantly hop C to catch them off guard with a basically instant overhead that will lead to a big combo, probably just do the same 1.5 bar corner combo again which will most likely kill. So 2 touch with 3 bars on corner.
  2. 6B into QM, standing overhead, but low damage and spends too much. Still a good option if you're sure it's gonna kill
  3. Instantly empty hop and low bnb. Will catch them off guard for sure if you have hopped C already
  4. Just block. If you feel like your opponent might DP after a reset, just block and punish it accordingly.
  • After Anti Air 2C, 236A to place the orb right under them while they reset. This will force them to block, and you can use the same options that I wrote for hard knockdowns

  • After Climax, 236B
    You don't get anything from it besides a bit chip damage, but leaves you very plus, so you can use it to try to start pressuring again or backdash and zone.
    And it's free, there is no reason not to do it

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ZONING
That is pretty much very straightforward.
214C is your go to projectile. Very fast, knocksdown, keeps your opponent away and makes them jump.
236 A, B, C or D are your orbs, and each button gets the orb further. Mix them with the projectiles to catch opponents off guard. Always put the orb a bit closer to you than the opponent actually is, as they tend to roll or jump when they see the kiss animation. If they roll and land on an orb, they will be pushed back and you can continue zoning
If they jump and land on it, you can combo into 236BD, which will cause a good damage and leave them super close to you, where you'll decide if you wanna try to push them back again and keep zoning or if you want to start pressure

Some tips I can give is that the close orb will serve as your anti air. People in jump range will try to jump in on you if they see a projectile or kiss animation.
So do the close orb, because they will land on it and you can go back to zoning.
If they jump and you don't have time to get a close orb, 2C is your AA
It's one of the best buttons in the game, hits backwards, super fast and long reach. You can use the AA 2C into 236A set up I wrote up there.
If you want to gamble BIG, or if you are sure your opponent will jump, you can cancel 214C projectile into Raw Climax. Her climax serves as an anti air, and it's super easy to shortcut into it from 214C, so this is a strat that deals massive damage for anti air, but costs 3 bars, and you'll just lose them if your opponent doesn't jump.

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RUSHDOWN AND PRESSURE
Also very straightforward, but she has a lot of tricks to help her, specially on air
Shermie j. C is one of the best crossups in the game, so you can use it for big damage
Her j. CD has one of the best hit boxes, amazing corner carry, and people struggle a lot anti airing it with normals
Use and abuse her heavy dive kick too, 236D. It's safe on block, and lets you bait DPs. Causes hard knockdown, so amazing for the setups. But your opponent can simply walk under it and punish you HARD if you do it too much, so be careful.

Her sweep, 2D, has an amazing reach and can be canceled into 214D even on block, making it safe and causing A LOT of chip damage.
It's silly af, but if you hit your 2D and cancel into 214D, you can simply 2D again and it will meaty, so you can loop people doing 2D, 214D, 2D, 214D, 2D... and so on.
In my experience, usually hits up to two or three times before they learn to block it.

CD is a good button if your opponent is coming at you. Serves as dash check and anti air, and can be canceled into 214D for excellent chip damage, corner carry and safe on block. Also good for meaties if you time it right, then again, good for corner carry.

SYNERGY WITH REGULAR SHERMIE
They are very different characters that can do very different things. But probably because they share the same normals, you can start conditioning people with O. Shermie, so when Regular Shermie comes, a bit of her work is already done. Or the other way around.
If you anti air a lot with O. Shermie's 2C, people will afraid to jump in on Shermie, even tho her 2C is actually much worse now
If you run up low or crossup too much with one of them, people will still be careful with those when the other comes.
Also, O. Shermie and Shermie are two characters that can go very well in any position, so that leaves your third spot very free for you to choose anyone without worrying about positions.

#

Welp...
I guess that's it on O. Shermie
In the end, O. Shermie is all about mixing up your options and searching for a way to catch your opponents off guard
She is very well rounded and can do a lot of stuff, but isn't super great at any
She has good buttons in neutral
Her 2C is VERY good if you are doing it on reaction for both anti airs and checking dashes
And don't be predictable
Don't do one set up too many times without variables, or they will learn and punish you HARD
Thank Orochi her damage is GOOD
So you probably won't ever have to repeat strategies too many times
Two or three that go in, if you have the meter, will most probably kill
I play her in Mid most of the times because I feel like regular Shermie is a better anchor for me, mostly because of the easier time getting in, but she does work VERY well in Point and due to her efficiency in using bar and setups, and Anchor for her huge damage with bar.
It's really up to you and the rest of your team
Hope I helped with O. Shermie!
And have fun!
🙂

magic harness
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Idk if anyone else wants to learn O. Shermie or struggles fighting mine, but I hope this helps!

sinful herald
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Nice thanks for the detailed write up @magic harness !!

magic harness
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Happy to help!

lament mirage
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Much appreciate the ping

plush delta
magic harness
#

What is dreamcancel?

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Is it that site?

lament mirage
#

Yes

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Holds all frame data

magic harness
#

Idk if it's technical or well written enough tbh

plush delta
magic harness
#

Plus, it's just my view on the chars, not exactly unbiased

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Based on pure experience

plush delta
#

The Leona section is quite sad

magic harness
#

Right...
Welp, I might just do it!

meager portal
#

Yo, @plush delta I know we didn't get many sets in today, but do ya think I'm getting closer to beating you anytime soon?😅

plush delta
meager portal
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Yeah I need to get the timing down for bms light confirm

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Its super easy, but I'm just super bad

plush delta
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The Andy is very solid

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I don’t think Terry or Mary changed much. You do have that new non QM combo for Mary

meager portal
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Idk, feel my andy kinda stayed the same

plush delta
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You got the main BnB combo with the ex elbow

meager portal
#

I've found myself fireball spamming for meter more often though

meager portal
plush delta
#

But yeah tbh, not a big change from when I last played you

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You did well against galtera though

meager portal
#

Normally I don't like to fireball spam because that's the kind of stuff that would get me punched if I tried that against anyone I knew

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But oh well, "play lame, win game" or so they say

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And its good for dealing with Geese players

plush delta
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No one cares about style 😉

meager portal
#

In the time it takes for them to do a double reppuken, I've already jumped over it and started heavy combo'ing them to hellSOLKEKW

meager portal
raven ridge
#

Andy elbow is definitely safe. Idk what instance it is, but if for whatever reason the pushback is close enough for a light (I think it's the corner highkey cuz you stop at the wall) then you can punish

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Although I can't confirm this with certainty.

raven ridge
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Im a lil under the weather n I think I got most things I have to do today complete so

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Definitely will give her some time, see if I like her routes 🙂

spring relic
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Miss matches with ya @raven ridge

raven ridge
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me too me too 😭 play me soon

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I need more Billy MUxp

spring relic
#

Just waiting for my Internet to come back

spring relic
raven ridge
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good good 🔥 can't wait

spring relic
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It’s funny, I can tell online when people don’t expect my Billy to have real combos

raven ridge
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LOL i think 95% of the active base doesn't even know Billy has some sauce now

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Just a matter of time till we see him in pro scene and people don't know what to expect & people start labbing him

spring relic
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It’s cause it isn’t top tier spice

raven ridge
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Then you can @ the whole KOFxv server that you'rea pioneer looool

magic harness
spring relic
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Thing is if Billy gets the read with some bar he will F ya up

magic harness
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I get away with SO MUCH I shouldn't

spring relic
#

He also got Chad energy with that pinstripe suit

raven ridge
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which i think is v rewarding if you make the right call.

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Suit/civvy Billy goes hard

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I need suit Rock ASAP

spring relic
#

Makes him worth playing

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Losing 10 matches, for me, is worth that one where I get it right

magic harness
#

Agree!
Lol

spring relic
raven ridge
spring relic
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My entire KOF gameplan centers on opponent illiteracy

magic harness
magic harness
plush delta
magic harness
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Won my first ranked match 2-0!

magic harness
warped pine
magic harness
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Yay!

plush delta
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I think you can make rank 16 comfortably

magic harness
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I'll try to! I think I promoted to 14 off of my first opponent

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Road to Champion rank!

magic harness
warped pine
sinful herald
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There’s a few moves that do this

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It’s not punishable “conventionally” but all it takes is one of these for the opponent to think twice

magic harness
# magic harness Don't be afraid to DM if you want some particular training or something 🙂

Thank you! Really good guide. In conjunction with the dreamcancel guides (that I discovered yesterday after our game btw, dk how I didn't find it earlier) I feel like I have a solid grasp of what the character is about. Some stuff in the guide seem to have been patched out. There's mention of a 2B>6B chain that seems to not exist anymore. Just a few little things. Maybe that's just it btw

sinful herald
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The rabbit hole goes deep eh @magic harness ??

magic harness
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In my mind right now, KOF is the king of 2D

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It doesn't go in pure bloating territory like blazblue does, but it's really really deep

sinful herald
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It’s crazy that for all the “system similarities” KOF characters have, there’s a remarkable amount of unique traits and properties

plush delta
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KoF has always been renowned for its gameplay

magic harness
magic harness
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She was also safe on DP and run grab on Season 1

magic harness
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O. Shermie's normals are still the same tho

magic harness
magic harness
magic harness
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IYKYK but don't look it up on Google!

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LMFAO

magic harness
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I thought only his DP

magic harness
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I never played him, so Idk

sinful herald
magic harness
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Some streamer, maybe ChrisG, said that O.Yashiro kept the powerful normals of regular Yashiro

magic harness
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He can crossup in the corner? I hate Yashiro already. Maybe I'll look him up though...

sinful herald
#

I kid you not it happened to me last night and I was shook

magic harness
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xD

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I really like CYS, but I just don't like Yash and Chris gameplay

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S h o o k

sinful herald
#

Like wtf am I supposed to do lol

magic harness
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Yes
Happened to me too quite a lot
I was just...
Flabbergasted

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Yeah this isn't SF normally you don't have to wiggle the stick from one side to another in the corner 😦 i'm already at a disadvantage, let me have that!

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F l a b b e r g a s t e d

sinful herald
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Where’s the Terry “That’s KOF baby” jpg when you need it?

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I went and scrolled the leaderboard after our sets were finished and they were just shy of top 100…on a smurf account

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😭😭😭

magic harness
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😭😭😭

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Damn

sinful herald
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Yeah. They had like 5 games total in their list each with under 10 hours played. And then like 300 hours of 15

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Not buying it lool

magic harness
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Yeah, I doubt it

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That's a smurf!

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100 100

sinful herald
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💯

magic harness
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H u n n a

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Dinner time!

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maybe I'll play some games right after. If not I'm gonna spam games tomorrow

sinful herald
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Bon appetite

magic harness
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Bon appétit* but I appreciate it, merci beaucoup !

sinful herald
#

exposed

magic harness
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Lololol

magic harness
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I have a question regarding QMs, in some instances (like with Clark), I can do a lvl1 or lvl2 while in QM and I'm still in QM so I can do Climax after super for 1 more bar (extremely worth QM).

However with Rock, his 236×2+P super removes my QM state and I can't do Climax for 1 bar. Is that normal? Do some supers "consume" your whole QM/MM bar?

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236×2+K also removes me from QM state

raven ridge
magic harness
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With Rock

raven ridge
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With Rock, do heavy, cmd normal, light elbow, lvl 1, lvl 2/climax

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You won't have enough time/meter to connect multiple specials, let alone hard elbow

magic harness
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Yeah Rock can't chain supers into higher lvl like that. His QMs are removed instantly

magic harness
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So it's only a matter of time?

raven ridge
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Usually, yes. It's not worth doing EXs with QM unless you QM with a point character

magic harness
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I see

raven ridge
#

Point characters you follow the same route but jump straight into a climax

magic harness
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Right. Cuz you only have 3 bars max so you want to go for the lvl3(climax). Got it! Thanks for the tip!

magic harness
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Depending on how much damage you need to kill, sometimes it's better to go for his install climax

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I don't play him, but they say it's very strong

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Damn I just learned you get a free command grab after EX 623P with Clark. Really good 1.5 bar light confirm with that

magic harness
magic harness
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Yes, very good

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You should ask Tiago and Oli about him
They are our Clark experts

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Yup!

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Tiago even has Clark as his pfp! heh

#

Lol
Yes!
His Clark is amazing
Scary af

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😮

#

I need to learn from him

magic harness
small haven
#

Its average damage id say

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But solid

plush delta
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Clark damage is sad

magic harness
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Ah you meant on the C to 6B starter, right? Yeah you don't need to EX 623P here it's not worth to spend the extra 0.5. I meant using it only on lights

plush delta
magic harness
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Yeah

plush delta
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I would do close C 6B 426BD 214A 426AC 22D for damage, 22C for oki

magic harness
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I can't confirm that lol

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Yeah that's the combo I do too, I didn't get what you meant exactly at that moment

plush delta
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If you want to do optimal QM, you should do close C 6B QM close C 6B 623 C 426x2 BD Climax

magic harness
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Doing 623 is easier than a whole 426

#

Just drop Clark and join the Shermie army

#

Lmfao

#

Jk
Clark is cool af

plush delta
#

Shermie will make your life easier

magic harness
raven ridge
#

Anchor Rock, you definitely want to try for a QM or bypass QM and go straight into install as early into the match as you can

raven ridge
#

Damage, properties, Rock gets really buffed

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His elbow becomes very safe too

magic harness
magic harness
magic harness
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I mean, for the round
I know it doesn't carry between rounds

raven ridge
magic harness
#

Yes, I've seen some Rocks using it
And like 20s after, they had 3 bars again
Lmfao

raven ridge
#

It's pretty juiced

magic harness
#

I want to buy him...
Lmao

raven ridge
#

It refunds .5 meter so it's -2.5 net usage

magic harness
#

But it kinda hurts to pay 16 dollars only for Rock
I couldn't care less about Gato and Jenet

raven ridge
#

Nerfed the damage but all the more reason to use. His fireball is essentially a free EX, neutralizes EXs too without using meter yourself

raven ridge
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Or really commit to the one character to justify the price (it doesnt) and look at the other two as freebies 😂

magic harness
#

Samsho too
I only wanted Haohmaru

small haven
#

Labbing against them in training mode has its benefits

magic harness
small haven
#

If you needed to figure something out

raven ridge
#

He's like, the perfect point/mid character

magic harness
#

How come I never see him online?
He seems so cool!

raven ridge
#

His setups with 66 623 does ridiculous damage

magic harness
#

And doesn't seem weak

raven ridge
#

It's like a juiced up DP but man, that damage gets nutty

raven ridge
#

He's very much a mid tier character but his damage makes up for it

magic harness
#

Like Billy
But...
Probably works better

small haven
#

He does have Stand A of the gods

raven ridge
#

^ I think this is the one, but yeah it's like a v fast, long poke.

#

I like Haoh, I'd pick him up

magic harness
#

Me too
But then again, I couldn't care less for Nako and Darli, so...
Eh

#

I'll wait for sales
Lol

#

Specially with Kim, Sylvie and Najd coming up
I need to save some money

magic harness
#

Does install Rock get "only" a substantial damage buff or does he get anything more I don't know about? @raven ridge

raven ridge
magic harness
#

Damn

raven ridge
#

Elbow is faster, but it's not updated on DC.

magic harness
#

Oh yeah very safe elbow you said too

raven ridge
#

Like terry, he has a light elbow-light dp connection

#

But it's install exclusive

magic harness
#

C elbow is safe now? Damn

raven ridge
#

-8 but if you do it after some hits, you can block for sure. Maybe they'll whiff depending on the character

magic harness
magic harness
#

Last question before I fall asleep. For Kyo players out there. I don't see you guys going for j.2C nearly as often in this game while when I watch KOF 98 or KOF XIII matches it's like their go to. People seem to go for j.B or j.CD. why is that?

rancid marlin
#

compared to his other buttons

magic harness
#

Did it get nerfed in this game in some way? Or did the other buttons get buffed or are better options now due to system changes or something?

rancid marlin
#

I believe it's a mix of all of this. I don't know the specifics of old kyo, but using that vs any other button is like why

magic harness
#

Okay! Maybe a Kyo veteran will be able to go into the specifics. But yeah I noticed I never saw any Kyo use j.2C when it's so common in old KOF for Kyo. Thanks @rancid marlin

raven ridge
#

I've also heard it's whack this game, and I'm just learning kyo now so I believe it LOL. As a cross up, his jB is superior so 🤷🏽‍♂️ @magic harness

grizzled heart
#

In the older games you get a more free window to combo off of in this one it’s tight af

#

Frames r prolly better in old games too

#

Ima start using that tho that’s a cool animation

small haven
#

Not that this is different than older games but yeah he just has other buttons

#

Maybe the hitbox is tricky or not very active

sinful herald
sinful herald
# small haven It’s primarily used as a backdash cancel. Which in turn makes it a good wake-up ...

Yeah what jalen said here @magic harness . You mostly see it used this way when Kyo is cornered because the backdash beats command grab/sweep and he gets a hitbox out in front of him. And like daru said j.B is superior (arguably one of the best cross up buttons in the game) and j.CD has a HUGE hitbox, comes out super fast and is nearly impossible to AA cleanly. It’ll almost always result in a trade (in Kyo’s favor lol)

sinful herald
plush delta
blissful sand
#

Thanks

meager portal
magic harness
magic harness
#

I think tomorrow I will lab a bit and try to switch out Rock for Krohnen. I love Rock and I will def keep playing him but I want to learn Krohnen

#

Anyone got tips on learning Kroh? (I might read the advice tomorrow. I will fall asleep soon)

plush delta
#

Tons of pros play krohnen so it’s easy enough to find tourney videos on him

magic harness
#

Yes absolutely

#

Just the basics though. What buttons are good in neutral ? (I know his neutral is meh) Mistakes/bad habits to avoid when starting him out?

plush delta
#

2A is really good and leads to his combos

#

6A round start

#

Midscreen combo into his ex projectile to stagger

magic harness
#

I think he will be a good fit in 3 as I use primarily EX moves with Geese and Clark and often have 4 bars for anchor round start

#

Yeah that's what I'm talking about!

plush delta
#

I think both 2A and 2B lead to 3D which you can combo into specials

magic harness
#

6A leads into the midscreen combo?

plush delta
#

No

#

Just a poke

magic harness
#

Ok! I thought that was weird when I read that lol

#

Yeah 3D into the EX "air slash" special for a combo

plush delta
#

Watch both Xiaohai and leshar videos

magic harness
#

Leshar

#

Yeah

#

Yeah they're godlike Krohnen players. I think M' plays him too? No?

plush delta
#

Abuse hop CD

magic harness
#

Tons of top players play Krohnen

plush delta
#

It allows you to hit his DP after

magic harness
#

Yeah! I saw madkof playing Clark against M' Krohnen and he couldnt find an answer to hop/hop back CD

#

He had very low life though maybe that's why he was so reluctant to get in