#KOF Coaching
1 messages · Page 8 of 1
Not SUPER early but it's online anything favours the instigator always
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
Idc if you're my neighbour and we have 30 ping
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?
Best answer I’ve gotten so far. Thank you.
Hop CD n jCD apparently have different frame advantages. Idk how true this is but it's what I've heard.
Yeah the window is "generous" but to cover the distance, you still gotta be sharp af from the height you hit to the time you land
So that + advantage soon becomes like... +5 if you sleep a millisecond
So I do hopCD into another hopCD instead of the run up. Even in server matches, very seldom can I get the timing right
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
Again, thank you for sharing your mindset
It’s just annoying AF to have to respect my opponent’s advantage
To quote @runic rain “don’t press so much”
But the moment I get the advantage / + frames?
May as well not exist cause I get interrupted on most things
And that’s not accounting for the DP crazies
🤙🏼 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
My main thing was confirming that I’m not insane
You are not insane. 🫂
Respect
Cause yeah, granted I don’t grind for hours
But I clock my lab time
And when I’m able to drill these situations consistently, only for it to fall apart online
It leaves me with questions
Again, referring back to landing lag when I read the empty jump.
Go for the grab
Best: you throw.
Worst: tech
Irony: the exact habit I’m trying to break for the sake of better punish & mix
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 😭😂
Feels good to put em in a throw blitz
I remember one KOF match I won by doing run-up throw 5x in a row
big oof
@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?
How is everyone developing mix, whether it be in match or lab?
Yes just running up outside of throw range. 2b's aren't so short that you need to be a pixel out of throw range.
Coming from street fighter, utilizing plus frames is also one mixup
Depends on what character I have. I don’t spend much time repositioning my character either. If I get a hard knockdown, I’ll go for it with strong faith they will be trying to wake up throw. I’ll go for that 2B. Simply stepping back just a smidgen and it’s more of something I do right as they are wakeup
Not sure I feel like online kinda lets you get away with certain shit
As for the mix, cycle your options. I’m sure y’all seen me spam the slide with Kula as a troll? I’ll spam that shit and then literally hop. And mfs get hit Lol. Something as simple as this, condition them to expect something then do some other shit entirely
Or like Vanessa I’ll keep doing sweep and then weave
And then go for some other shit
Daru is explaining conditioning
Gotcha so does pressing a button stop the run? The 17 or whatever frames of “get nothing” is throwing me off
Interesting because it feels like it’s tougher to do online, especially with 1F invincible grabs
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.
Taking an off the wall gesture kinda early on
Man, I CANT run up throw
I can
Thanks for blocking
Yes you mentioned this the other night and it’s had me thinking and trying to find setups after I’m plus off a couple light normals
Yes, I don't know your examples but usually its a close stand light
This is +3. So there is no move you can do to stop the moves i throw out after.
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
And getting lucky
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
I’m still foggy on frame data and it’s holding me back so let me see if I understand here: if you’re +3 and I press a 4F normal does that mean it essentially takes 7F for my move to come out?
Which is why you can press a 6F move, like a 2C and win the exchange
Wait so do standing moves that whiff on crouchers, no longer whiff on crouchers if the first (low) hit is blocked? Thanks for the breakdown I’ve seen you do this a million times but couldn’t explain what I was seeing
I’m sure Yuri won’t have this issues, Kyo either they are not that tall. Both of their 5As should hit after a blocked 2B. Regardless it can also be 2A, whichever is your preference. It’s easier for me to do standing normals after a low for confirms
If I do a move that has 5F startup and is +1 on block and then immediately press a move with 4F startup that is +3 on block how plus am I overall?
+3. It’s the last move that matters
Man math is either really hard or really easy in fighting games
No the opposite. You are +3, you are 3 frames AHEAD of your opponent. So the gap is 1 frame.
(Theres no subtraction type of stuff going on BTW)
I'll explain more when I get a chance
I just wanna clarify your statement: are you just following up your 5f (+1ob) into 4f (+3ob), and wanna know how plus you after after this pressure?
Or are you asking if P1 presses 5f then P2 presses 4f after block 5f?
In this case, its a trade.
Disregarding any hitboxes or other factors that come into play
This is all on paper of course.
Yes, that +3ob is not even a factor in this situation.
I can see why you ask that, but during that +3 block stun you are in, you cannot press a button, but they can. Once you’re done blocking, you can press your 4f move, but it won’t be active until 4f later. By then your opponent can beat that 4f move of your’s with a move that is 4-6f startup. A 7f move of theirs may result in a trade.
Yes this one, edited the original post to clarify
Then that player is +3 on block. There is no accumulated frame advantage.
Ok thanks so it sounds like the most plus I (or the other player) can be is +3 at max?
That +1 ob is negligible unless you wanna talk about gaps
There is no “at max.” It is absolute. You ARE +3 when they block that move.
Right apologies for not being clearer. What I meant was there is no such thing as +4 (or 5, 6 etc) only 0, +1, +2 and +3
And of course the inverse
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.
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.
@sinful herald sorry if I’m not on the right page, but I’ll keep trying lol
Gotta start him with the basic.
Startup, active, recovery. The 3 things that make up a move.
Ah yeah that makes sense and I was totally omitting special moves and SNK being SNK lol. This makes sense
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
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.
Yeah I kinda got a better understanding of this in SF6 with the lab tools it has. Doesn’t recovery only really matter on whiff tho?
Nope
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
Youre still recovering from a move
Lol you right. I was lazy to explain the basics and made assumptions.
Thanks for the help
I understood startup and active already but the reminder is good so thank you

What’s tripping me up is recovery and + or - on block
I’ll see if I can find the chart
Recovery does matter more on whiff because there is no blockstun to take into account
Right this was my impression as well
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 -
Ok cool that makes things a lot easier
Yeah so worry about the moves startup and +/- frames
Yes I think all games may be like this, but still doesn't count specials
Yeah those are the numbers most people really look at and need.
Either way its the moves AROUND the blockstun that determine the frame advantage
If any of you find a video explaining frames. Post it here, and I’ll pin it
I thought I did, but nope
Right which is why Athena 2C > 214A feels like it has such stupid block stun compared to other stuff
Special cancelable
Many moves can be minus but are command or special cancel able
As you can see there's so many variables
More so in KOF than SF it seems
-
Depends on the opponent and what options they are showing.
-
Being conscious of options; you may be much more predictable than you think you are.
-
Pressure with lights to establish the math.
Also, friendly reminder:
DP’s are the “fuck your + frames” button
So far I’ve come up with:
-jump in
-empty jump low/throw
-Cross up
-run up low/throw
-walk up whiff punish mashing
I’m sure there are lots of others and lots of “sexy” tech out there but am mostly interested in developing off the basics, or foundational stuff for now. Interested in yours and everyone’s thoughts and opinions
Lol my point character has one and that’s it
I’m not a killer and I’m seeing this very late
But my thing is have a focus and a goal
Yesterday I played mac 2 ft3 and I threw them both 2-0 to 2-3
But I finally learned to consistently use 1b 1a 4A with Vanessa
Before I would 2a2a 4A which would make me weave and all mid
If you’re focused on just improving or landing something specific, that becomes you’re goal
When you try your very best and focus the hardest on just winning
A loss becomes more tilting
Also play some good feel good music or whatever helps you
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
Thanks for sharing your perspective @torn drift
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
Umm I’m not sure exactly what you mean by that
Wym by sticking points
@spring relic you mean like what you should do when in match or something
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.
Example:
Situation 1 - I attempt run-in 2B, but get checked by the opponent’s 2B.
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.
So question: why are these 2 situations not the same?
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?
And then if everything lines up, do I ultimately have to account for the difference in online delay?
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.
So you’re just wondering if others recognize similar or these situations in game and how they think about it?
Cause yeah, when it comes to playing the situation I wanna know if my strategy is even in the ballpark
Oh gotcha, tbh I’m not qualified to help you here. I don’t normally take this into consideration and blame everything on myself if what they just did to me doesn’t work for me I just assume it was my mistake and I understand that’s not what you’re looking for and this doesn’t help you. But yeah sorry I couldn’t be any help here
Not a killer but are we talking Ranked or Room because each one seems to draw specific types of players
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
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
Same as above, can’t lab this unfortunately. Could be lag, could be reaction times could be they had a superior read etc etc
Also can’t forget that sometimes we’re playing chess and they’re playing checkers. Also vice versa lol
I can’t safe jump

Would thinking of them as one of your setups help? Because that’s all they are
I just need to lab them more, with trying to figure out new combos and new characters set play kinda gets left behind
Which isn’t a good thing
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
Interesting… link me the preselected moves thank you very much
Next time I play him and get OCV’d I’ll send you the replay lol. Tbh it’s kind of a stale approach imo, pretty autopilot-y and once I shake him out of it all he does is try to fish for another chance to start it again. Same for his other 2 characters
Oh I guess yeah I don’t practice either sadly
Meaties safe jump or set play lol
Sounds like me 🤡
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
Up to you how you want to play but meaties and safe jumps are instant level uppers imo
I agree I’m slacking
Set play to me is just another way of saying, “I don’t want to think” 
I mean…lol that move is throw invul so your opponent has to block
You and Trip sorta blew the back out on that one 
She’s dropped don’t worry
Jk maybe idk
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
There's an art to fighting games! I get a lot of messages from you guys about how to get better at fighting games and I decided it would be a good time to finally make a video of what I personally think you need to do to level up! Let me know if you guys liked this video and I can make some more.
0:00 Intro
0:42 Execution
8:18 Neutral
15:00 Min...
Not a character guide obviously but it's a subject that I've seen lots of people ask about.
Match footage is from FredchuckDave's channel:
https://www.youtube.com/user/Fredchuckdave
Matches Used:
https://www.youtube.com/watch?v=fM9YLqFcs1s
https://www.youtube.com/watch?v=-qro7w2hSfg
https://www.youtube.com/watch?v=9d5ji4pvpD0
Timestamps:
0...
Hitbox?
What are you messing up? Links or cancels?
I’m actually kinda decent at execution but I press my inputs too much like mash them
For linking normals, just double tap with a quick flick of your middle then index.
For special and super cancels, do the hold buffer.
Even with lights, do the double flick (idk if people call the plink or if that’s something else)
If you mash those lights, you might miss your special cancel
By now, you should know the timing and animation of your characters that you can flick those buttons with more precision.
I normally do ok with specials and don’t mash them
But links/ chains whatever I do
And ángel Sideswitch 8b id the tightest link for me and I can’t hold it idk if that’s a skill issue
But idk maybe it’s timing
(I know that’s not a “link”)
Does that side switch require a dash?
No it’s her hcf special
The special I don’t mash
The 8b follow up I can’t land without mashing
Can you execute this anytime during the HCF animation or is there a specific time?
Normally angel does 2b (low lunge kick) into 66a (uppercut launcher) into Sideswitch up kick the timing isn’t generous per-say but it is fair and I don’t match that
However for this specific instance it’s 2b (low lunge kick) into Sideswitch up kick
Which has to be executed instantly
@primal minnow @grizzled heart @meager portal please watch and rewatch this video
This will make you a better player guaranteed
Okay
Is it possible to 412B 236X for the 2B into side switch then immediate 8B or 698B (doing a 720)?
Side switch is 426b
So the combo would be cl.d 6b 2b
Into 426b 8b
Understanding Angel’s Unchain Sequence
I’d imagine this to be executed easiest on the hitbox. If you haven’t done drills in training already, I would. 8 and B on the hitbox are adjacent to each other (by default), yes?
I don’t understand that last sentence
I think easy is meant to be each
Yup haha. I need my coffee.
@torn drift I assume you’ve watched HitBox’s own execution guides?
Ah
Idk, as soon as you hit 6B, let go of all the buttons immediately and slam that 8B. That’s the best advice I can give you really
Just try to make that 426B~8B one fluid motion
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
That seems difficult on stick
He stole my word
I have never thought of it like that. Maybe I need to consciously “slam” my 2b, lift off exaggerate my hcf b lift off an repeat for 8b
@torn drift just use Pad like I do 🤣 Angel is very simple on Pad ☺️ JOIN US PAD USERS
Id rather retire lol
No don’t
Fax bro over there hatin on pad using a ||hack|| machine
Exactly bruh!
Stick is the most fun of the 3
But I’m a pc gamer, keyboard is my shit. Hitbox feels the closest to that
Idk all I know is that DS4 is easier on my carpet tunnel 💀
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
Got CT at the age of 16 
Damn that sucks. Yeah stick specifically your have to make sure you hold it properly or you can be seriously injured
As for keyboard? I always played with my keyboard tilted 90 degrees
Completely vertical
That is still a WIP for me I’ve made lotta progress tho
I’ve seen! You’re fertile my way between
Yeah I use it once in a while imma use it all the way on SF6 that’s what I decided to help learn
That’s hype
Me and my pearl have become inseparable. I've used it to cross fizz and rait off my list.
Its my weapon of choice😤
I crossed off dunc while I was using analog stick jank
How comfortable do you feel with it in general ? I’ve been using controllers my whole life so idk feel weird using that
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
All the motions feel natural and I can hit my inputs a lot better now
I def think it's a preference thing, but I just like the feel and weight of it
Is 8B a command normal? If so the button hold trick will work
No it’s an unchain special
Well unchain move
Her unchain specials are a different thing even though technically all unchain moves are a special move
Gotcha. So the button hold won’t work on them?
But from what I can tell
@tacit ether How long have you been using Ash?
Two days
How does he feel to you?
I like him. His combo structure is neat and I like the Sans Culotte combos
I just throw fireballs and zone in game though
Nothing wrong with that. That’s how I play Meiten for like 6 months before learning his combos
They made Ashs zoning slightly better but i still think its weaker compared to the other fireball characters
As far as combos go Ash doesnt have alot which makes it both easy and hard
its hard to zone in this game regardless so, to get the most out of him the long routines have to be down
Hes usable mid and can get good damage still but obviously more meter the better
Yeah, I've been using him anchor. My team is Angel/Ramon/Ash currently
Can you do the sans routines
Not in matches. I can't hitconfirm at all in this game
In this video we define safe jumps in the King of Fighters XV. The time stamps for the video are found below.
- Definition: 00:00
- Definition Information: 00:13
Music: The King of Fighters XV - Liberty (Team Krohnen Theme)
#kof #kofxv #kingoffighters
@magic harness
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 ...
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...
You’re really only need 2 main ones a close starter that you’ll probably need to land on whiff punish or a jump in. Angels j.c is a phenomenal cross up or her j.d and youlll need a low starter
2b 2a 46b 2a 6b 236c is her low starter
Cl.d 6b(1) 214c 2b 8a 6ab 66a 63214b is her main bnb
Learn these tie first then you can learn more advance stuff or even extend them
What is the (1)
So if you see (1) or (2) that usually means the move is multi hitting and can be canceled out off
I did her trials they seemed like good combos
Ángels 6b hits twice
Cool beans
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
But do what’s comfortable and don’t worry too much about the super advance stuff yet
When u say 2p do you mean 2a?
Sorry I’m still trying to remember notation for this game
Does not really matter whether you use 2a 2c tbh
Oh i see
Certain things don’t matter
Like 2p 8p but some do
Like 46b 46d
So when I give notations I do what I do like 46b 2a 6b 236c
However 46b 2c 6b 236c works as well
@torn drift We playing tonight?
I’m editing rn but what game were you trying to play
Mai doesn’t count as a gf
I think I am done with Ash. The 2A link is too annoying
Wait, nevermind. I'm cracked. My hitbox was reading my inputs wrong
Oh my god. This whole time my hitbox was duplicating inputs
And gray hateeeeed kof smh
I can do the climax combo pretty consistently now
My hitbox was making this game so much harder 
What the heck
@plush delta I can't believe you call this a cheatbox smh
Gray forgot to turn off double hax and use only normal hax
I didn't even know it had a mode to hold inputs
Yo what i hope my hitbox doesn’t have this mode
Do you have a normal hitbox? I doubt it
The thumbnail is making me lose my mind LMFAO
I do have a normal hitbox
Yeah I don’t think it has one
I have a Fightbox B1 and it has a toggleable turbo for some reason
My Hori has one too actually. I'm not sure why
Gray was suffering from success
The weird thing is, it was only enabled in KoF
That is weird
That is weird
Jinx
lol I meant it like yeah that is weird agreeing with you
And my brain just realized we said the same thing
I owe you a soda
That is weird
Even better
So now does kof feel better
This scares me lol, but we should take this channel back to coaching lol
That’s my bad
Marisa
Be careful, I play on a stick and I accidentally had Turbo turned on one day (I blame my cat)
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
Yeah that's what was happening to me. I lost all my sauce
@brittle imp
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.
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
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
Idk if you still want Shermie on your team
But I hope to help
🙂
I have pivoted back to shermie
Take it slow, no need to memorize all that at once
Come back to check whenever you need
🙂
I screen shotted it
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
Thanks for this! I'll give this a proper look over later, but this is gonna be useful for me!
is setting the training dummy to random block the best way to practice frame traps
@sinful herald may have the best answer but I think you just set the dummy to reversal
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
gotcha
I hope that helps
What Howl said. Any 4F (non invincible) reversal will do the trick. Have the dummy set to random guard and reversal all as that will trigger the mashing (or whatever) on block and hit. Also a good way to find out if your pressure is real or not
Just make sure the “Reversal” notification pops so it comes out on the first frame possible
thanks!!!
Ooh @magic harness you said something about not knowing if you can use unchain Enders after back roll?
Yeah, I thought the unchain back roll was some kind of ender
No it’s an unchain special
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
For some reason, I thought Fr. LPLK could be used in combos, but Bk. LPLK couldn't
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
That's what I saw you doing yesterday!
I will be sure to lab that
Yeah! It’s super fun
That's cool!
Never thought of that
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
That is AWEASOME
I only used it to bait dps
Lol
Ángel has no completely safe completely guaranteed tools so we freestyle out here
That works lol
That's actually the most fun about her
And the climax
Me too
Lmao
It’s ok because we get luong clímax
Luong also mad fun with her space control and cross ups
I haven't been able to figure out how to cross up with her yet
Lmao
My timing is shit
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
That's what I haven't been able to do it!
I was trying with Hk not Lk
Hk doesn’t lead to full combos
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
That is cool!
I might try Luong in the near future
Under #1021188052032421959 there’s a pinned combo with almost every ángel luong and Vanessa you’ll need. Just click the people icon top right and there should be a pin icon
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!
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
But thank you!
Will take a look
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
Lol
O. Shermie has some big competition with me trying to learn so many chars
good the less shermies the better

I mean, oh yeah no for sure whatever is fun for you!
So Blue Mary, once she gets started is there a way to stop her vortexing or do you just sit and take it?
She is Blender Mary for a reason
If she wins neutral in some way, a good BM is gonna make you guess
Raitguy starting to get sweaty I see haha
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
not being able to move for an entire round does something to me 😂
That's my question, guessing what? Is there a correct answer?
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?
The correct answer is you don’t want your opponent to control the pace and spacing. Make her play your game and not the other way around. This goes for a lot of characters
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
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...
Typically, special moves are considered “Enders” after normals. So you wanna look for what BM likes to do after pressing Normal buttons. Does she go for Slicer? Breaker? A hop-in?
That’s what you gotta guess / read based on opponent habits
If i'm in the corner and she gets started with 5 bars it's over?
You win neutral, get your combo into HKD, and now the opponent has to guess what you will do next.
If that's the case, fine. I just want to know if that's the case
💯
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.
I think I've been playing overly defensive with BM, thinking I can recover if I screw up in blocking
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
No I mean hearing the EX sound and you being frozen for the 5th time in a row 😂😂
Or you punish her for doing something unsafe and risky
On a basic level, Clark is the same character with Argentine Backbreaker
So it's basically a Clark situation, the way to 'beat' the situation is to never get into it
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
Or you read the right move based on the opponent’s habits
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.
To me that means I ain't blocking her anymore. I'm emptying the bar and going out in a blaze of glory. 🤣🤣
Clark can’t kill you though with 5 bars
I think once the blender has started, he doesn't even need 5 bars
but... I know I can try jumping, shatter striking etc
He needs to guess numerous times
And so do you
Vortex my beloved 
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
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
That is my question
Post the video
I'm hop into ranked, I'm still in 16-20 so it shouldn't take long to find an example 🤣
That looks like just one combo to me. I know trip has done that to me numerous times
There may be reset situations and that is where you have a chance to guess
You should have a replay saved in the replay section
@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
and just to make it clear I'm not talking about Dyl's BM, his has gaps 🤣
They all do lowkey
That's what I'm asking for
What's your team?
Cause both her special grabs, the stand counter and the leap grab you can vertical hop or jump them and blow her up
If you are blocking and she does 4/6B there is a gap between the 2 hits
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
I found a replay... I'll post it soon
yeah
@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
I knowwww! That's what I'm trying to fix 😅
When did you start blocking anyways? Lol
You got me sick 

I’m dying over here now
https://www.youtube.com/watch?v=lMEUGtkNzTM
Ok here it is. What did I do wrong? Especially with Liz
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 😂
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
You have multiple chances to take your turns in the match
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
There is only one true combo she did in the match which she did once against king and once against Elisabeth
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
You did not block on wakeup a lot of the time she ran up cl.C. Also when BM knocked you down she would often go for leap grab, this is common grappler tactics, they will try to grab you on wakeup cause you will (maybe) sit still and block. You can wakeup vertical jump/hop this and punish. At the end with Elizabeth you escaped the grab with roll, but got punished for close up projectile.
You also got caught pressing buttons when she did CD and when she meatied you
Time to get sweaty and actually learn neutral defense instead of pressing buttons and specials 😉
I'm still learning Liz too, so throwing point blank projectiles is bad. Duly noted 😅
With King, zone her to death, but space accordingly
Anti-air her Spin Fall as well
I wouldn't go that far Oli 😅
Great video thanks!
This goes for all characters unless you are catching them on wakeup and even then there are other options
She cannot go under venom strike? I did not know this
Nah I was wrong it was Kula I think not near PS rn
She can slicer under the Venom Strikes I believe
You're right I wasn't blocking. I was going down the list trying stuff:
Shatter strike? No
Guard cancel? No
light punch/kick? No
The right thing to do is keep blocking
Regardless, she has to work to get in
Yeah it wouldn’t make sense for her to not be able to slicer under venom strike haha
I was playing Kula and couldn't slide under I got confused
Depends though, cause she got grabs. It's really gamble for you both
She was doing a meaty on your wakeup. You can try doing wakeup throw but if they’re doing the meaty correctly then you’re getting hit. You can learn the wakeup throw OS though
Ok and that's where the 50/50 also comes in, the common guessing game of what's next on wakeup
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
Well your opponent has an obvious tell here. If they ran up next to you, they were doing the meaty. If they stayed at hop distance, they were doing the hop grab
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
Yeah Liz isn’t a mash unga character so I’m surprised you picked her
I'll give anyone an audition... except HIM 🤣
As you can tell, this will be my next point of emphasis. Thank you all
What is? That you won’t unga?
vs Blue Mary
Hey, if it helps @warped pine
I don't mind taking losses for mashing, but I want to participate in the match 🤣
@meager portal you should try to pattern your Blue Mary neutral similarly to rait’s opponent here. It’s not the best but it’s a good start for you to learn her pressure tools
Besides not blocking on wakeup its good knowledge that you cannot be thrown for a certain amount of time on wakeup (5 frames i think) or more. They would have to do something first to kill frames (pass time) before they actually can grab you. So usually its like : Button (or whiffed button), button, Grab.
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
@torn drift
I started the combo with
Cl. D, 6B, 214C, 2B, 8A, 6AB, 66A
46D, 8B, 66C, Cl. D, 41236B
Yeah that’s the combo
This resets and sideswitches
But also leaves you close enough and plus enough to go for Cl. D again
And restart the same combo
But close d is blockable either low or high
I guess I just trust my opponent to block the Sideswitch every time
It is
But you'd be surprised by how many people just don't
Oli included
Like 6 times in a row
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
I think you did low on me
But I thought you knew you could just restart the same combo again and again
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
Yeah, his reaction time is unreal
I need to actually adapt instead of always going for the Cl. D
It's safe, so even if the opponent blocks, I just keep pressure on the corner
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 
You can Sideswitch 6b overhead into throw then simply do the corner loop I did against you lol
Yeah, I don't think anyone has ever not punished me for that
And it works SO MUCH in ranked
I don't even know wtf even happened there
It did to two of my chars
Lmfao
Lol you can reversal it, dp it, roll away or jump but only against the low starter if you jump and she 6bs she gets combo
Landing it after seeing people try to adapt is so funny but I feel so bad
Especially when you not only mix up your high low, but also your timing
LMFAO
You shouldn't
I laughed so hard when I rewatched
When they block right, but you delayed it and they switch guard too fast is the funniest things
It looks frustrating to deal with
It is
But that's the best part
Lmao
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
Lol nah people are just so much better than me so I overcompensate with gimmicks and smokescreens
Nah, you are actually very good
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
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
Hey @torn drift
Trying to do the corner loop you did on me
What if I had just miraculously guessed and blocked both the low and the overhead?
Are you just extremely unsafe?
I think we can try 6A overhead into the grab to continue the loop
I can spin in place and hit an ender or grab you
Or loop lows
You could also go for back spin and 66C
Probably good for catching DPs?
HEY
This same combo
You can also just command grab
Instead of Cl. D, low or overhead
Lmfao
Yes or 66D
But that's blockable and not an overhead anymore, right?
Yes it blockable now but relatively safe I think now
So you can always just use it for spacing or roll back 4AB
Into another command run
Right...
Am practicing that loop rn on training mode with random guard
Hope it helps you!
As to answer your question
Yes I’m always extremely unsafe
I left safety when I was born
You’re gonna be as bad (good) as howl with your angel 
It sure is fun to pull of
Lmfao
Use it against howl
I'll think of a setup he still doesn't know with Angel and catch him off guard
I’m sure howl has tried to think of all the possible angel setups already but he’s distracted with sf now so might be a good time to catch him off guard
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
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
I think you need to hop with geese
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
She’s already better
Yup
My pressure with him consists in his safe specials, and low or overhead finishers
It’s funny cause both you and howl don’t hop consistently. The other top guys like Daru and Mac and smoke and bubbles all do and that’s part of what makes them so good. While you and howl rely on mixups and setups and frametraps
I play kinda defensive with him tbh
I try to parry too much
Yeah I learned to just block instead of challenging the specials after the first match against him
Except yamazaki pressure tool is much stronger and much safer
Yep. He’s super strong with continued pressure
But I should hop a lot with him too
And I just...
Don't
Buffs made him safer too
Idk how to consistently hop mostly because I put too much strength on my hands while playing
My controller suffers sometimes
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
You use pad?
Yup
PS5
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
A stick here in Brazil is just too expensive for me...
But Clark and Meiten needs hops to start their combos
Hitbox even more expensive for some reason
I'd probably have to import it
Come to evo and buy one there
A flight ticket to the US would probably cost my kidney
That’s easy, just win your regional tourney and have them sponsor you
The back spin also leaves you in range for a sweep that could be canceled into the run or even hcb Lp for pressure
You're right!
Should be easy enough!
Lol
Exactly
@mild parcel
How do you play Leona in neutral
I just keep going for j.c but that ain’t it
F.A, CD
Far A?
Yup
Then what
Ah gotcha
Wait, i thought you quit
Yeah
I’m playing for Leona tbh, but only ranked 

"Playing for Leona"

:ignored:
"Quit" kof but still playing ranked
And not playing us? Very disrespectful.
I’ll play Daru 
Why him only? 
And Mac because they’re the homies
😎
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
As far as I'm concerned, Andy elbows are safe 80% of the time 
Andy elbow spam is fun af, I may borrow your character more often 😅
It is, just not by much but can definitely be punished by 4F specials/supers that move the character forward
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
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
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
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
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:
- Hop C into Bnb, which is basically an instant overhead that lets you get BIG damage
- 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 - 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
- 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
- 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:
- Run close and 2B into St. B(2), Orb hits, Cl. D Bnb
- Hop C, Cl. C, 6A, Orb hits, Cl. D Bnb
- 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:
- 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.
- 6B into QM, standing overhead, but low damage and spends too much. Still a good option if you're sure it's gonna kill
- Instantly empty hop and low bnb. Will catch them off guard for sure if you have hopped C already
- 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
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.
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!
🙂
@plush delta, @runic rain, @lament mirage, @meager portal, @wet briar, @zenith hollow, @sinful herald, @snow beacon, @magic harness
Idk if anyone else wants to learn O. Shermie or struggles fighting mine, but I hope this helps!
Nice thanks for the detailed write up @magic harness !!
Happy to help!
Much appreciate the ping
@magic harness
You should put this in the dreamcancel. The Shermie guide too
Idk if it's technical or well written enough tbh
Yes there is a strategy section you can put this in
Plus, it's just my view on the chars, not exactly unbiased
Based on pure experience
It is plus it’s a collab site so there will be editors to help you
The Leona section is quite sad
Right...
Welp, I might just do it!
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?😅
It’s definitely possibly. All you need is get those combos in
Yeah I need to get the timing down for bms light confirm
Its super easy, but I'm just super bad
The Andy is very solid
I don’t think Terry or Mary changed much. You do have that new non QM combo for Mary
Idk, feel my andy kinda stayed the same
You got the main BnB combo with the ex elbow
I've found myself fireball spamming for meter more often though
Yeah, that one took a bit to get down
But yeah tbh, not a big change from when I last played you
You did well against galtera though
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
But oh well, "play lame, win game" or so they say
And its good for dealing with Geese players
No one cares about style 😉
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 hell
I do.
That's the entire reason I lab combos lol😅
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
Although I can't confirm this with certainty.
@storm garden @raven ridge
@raven ridge
sank you, i'll give it a read and lab her at some point today
Im a lil under the weather n I think I got most things I have to do today complete so
Definitely will give her some time, see if I like her routes 🙂
Miss matches with ya @raven ridge
Just waiting for my Internet to come back
Can’t lie, he is improving
good good 🔥 can't wait
It’s funny, I can tell online when people don’t expect my Billy to have real combos
LOL i think 95% of the active base doesn't even know Billy has some sauce now
Just a matter of time till we see him in pro scene and people don't know what to expect & people start labbing him
It’s cause it isn’t top tier spice
Then you can @ the whole KOFxv server that you'rea pioneer looool
It's fun af!
People getting desperate against Billy
Thing is if Billy gets the read with some bar he will F ya up
I get away with SO MUCH I shouldn't
He also got Chad energy with that pinstripe suit
which i think is v rewarding if you make the right call.
Suit/civvy Billy goes hard
I need suit Rock ASAP
Makes him worth playing
Losing 10 matches, for me, is worth that one where I get it right
Agree!
Lol
|| Players respect blocked 426C > 236A/C more than they should ||
jokes on you, you censored it, but i still can't read
My entire KOF gameplan centers on opponent illiteracy
Thank you! I'm about to hit the lab and will check Shermie out
Tell me what you think!
And you can ask me if you have any questions
Be sure to message me the rankings when you find the time!
Won my first ranked match 2-0!
Done it already
Sure will!
Let's goooo!
Yay!
I think you can make rank 16 comfortably
I'll try to! I think I promoted to 14 off of my first opponent
Road to Champion rank!
Don't be afraid to DM if you want some particular training or something
🙂
You're starting off with a lot of skills already
Go in the lab and use Iori level 2 maiden masher after blocking Andy A elbow to see what I mean
There’s a few moves that do this
It’s not punishable “conventionally” but all it takes is one of these for the opponent to think twice
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
The rabbit hole goes deep eh @magic harness ??
It does! I didn't expect to find such depth in single characters in a 3v3 game (even though its not quickswap and assists like Marvel)
In my mind right now, KOF is the king of 2D
It doesn't go in pure bloating territory like blazblue does, but it's really really deep
It’s crazy that for all the “system similarities” KOF characters have, there’s a remarkable amount of unique traits and properties
KoF has always been renowned for its gameplay
So true!
Shermie's normals have been nerfed a lot through the patches
Lmao
I understand why now
She was also safe on DP and run grab on Season 1
Aww poor mommy 😦
O. Shermie's normals are still the same tho
Ok maybe that was a little too much but the normals
Yeah I see like O.Yashiro
SNK just couldn't let her be and let her live the || shota || dream with her little Chris... 😦
IYKYK but don't look it up on Google!
LMFAO
Have Yashiro's normals also been nerfed?
I thought only his DP
I've heard about it. Normal Yashiro
I never played him, so Idk
It’s tough to say really. Like his j.C will still hit you in the back of the head while completely cornered
Some streamer, maybe ChrisG, said that O.Yashiro kept the powerful normals of regular Yashiro
Yes...
That shit is dumb
He can crossup in the corner? I hate Yashiro already. Maybe I'll look him up though...
I kid you not it happened to me last night and I was shook
Like wtf am I supposed to do lol
Yes
Happened to me too quite a lot
I was just...
Flabbergasted
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!
F l a b b e r g a s t e d
Where’s the Terry “That’s KOF baby” jpg when you need it?
I went and scrolled the leaderboard after our sets were finished and they were just shy of top 100…on a smurf account
😭😭😭
Yeah. They had like 5 games total in their list each with under 10 hours played. And then like 300 hours of 15
Not buying it lool
💯
H u n n a
Dinner time!
maybe I'll play some games right after. If not I'm gonna spam games tomorrow
Bon appetite
Bon appétit* but I appreciate it, merci beaucoup !
exposed
Lololol
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?
236×2+K also removes me from QM state
Generally, QM routes go like this
Hit . qm . Heavy . Cmd normal . Special . Lvl 1 . Lvl 2/climax
With Rock
With Rock, do heavy, cmd normal, light elbow, lvl 1, lvl 2/climax
You won't have enough time/meter to connect multiple specials, let alone hard elbow
Yeah Rock can't chain supers into higher lvl like that. His QMs are removed instantly
Thanks!
So it's only a matter of time?
Usually, yes. It's not worth doing EXs with QM unless you QM with a point character
I see
Point characters you follow the same route but jump straight into a climax
Right. Cuz you only have 3 bars max so you want to go for the lvl3(climax). Got it! Thanks for the tip!
Rock is your anchor, right?
Yes he is!
Depending on how much damage you need to kill, sometimes it's better to go for his install climax
I don't play him, but they say it's very strong
Damn I just learned you get a free command grab after EX 623P with Clark. Really good 1.5 bar light confirm with that
Yeah I still need to try that. I don't use it yet
Almost 400 damage from 2B for 1.5 bar is good, no?
Yes, very good
You should ask Tiago and Oli about him
They are our Clark experts
Yup!
Tiago even has Clark as his pfp! heh
Lol
Yes!
His Clark is amazing
Scary af
😮
I need to learn from him
Or 350 with good oki (safejump options)
It’s okay. Imo you don’t need it unless to kill. You only get 50 extra damage with it.
Clark damage is sad
What would be your variation of the combo?
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
Even on lights you don’t need to
Ah you mean you could go straight to cmd grab
Yeah
I would do close C 6B 426BD 214A 426AC 22D for damage, 22C for oki
I can't confirm that lol
Yeah that's the combo I do too, I didn't get what you meant exactly at that moment
If you want to do optimal QM, you should do close C 6B QM close C 6B 623 C 426x2 BD Climax
Doing 623 is easier than a whole 426
Just drop Clark and join the Shermie army
Lmfao
Jk
Clark is cool af
Shermie will make your life easier
That's the combo I would try to go for yes, madkof does it all the time with his Clark. Btw I should absolutely do 623A everytime I get a C->6B on block. Meter build.
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
623A is his block string ender
I'm still labbing her for now!
Is it permanent?
Damn I'll try him out now
I mean, for the round
I know it doesn't carry between rounds
Match only but you can really make a comeback/get back the meter you spent
Yes, I've seen some Rocks using it
And like 20s after, they had 3 bars again
Lmfao
It's pretty juiced
I want to buy him...
Lmao
It refunds .5 meter so it's -2.5 net usage
But it kinda hurts to pay 16 dollars only for Rock
I couldn't care less about Gato and Jenet
Nerfed the damage but all the more reason to use. His fireball is essentially a free EX, neutralizes EXs too without using meter yourself
Yeah, buy teams on sale of you really only plan on playing 1 character lol
Or really commit to the one character to justify the price (it doesnt) and look at the other two as freebies 😂
Samsho too
I only wanted Haohmaru
Labbing against them in training mode has its benefits
O. Shermie
Lmfao
Completely worth the whole 16 to me
If you needed to figure something out
Haohmaru is actually disgusting
He's like, the perfect point/mid character
How come I never see him online?
He seems so cool!
His setups with 66 623 does ridiculous damage
And doesn't seem weak
It's like a juiced up DP but man, that damage gets nutty
His normals are mid and his combo structure is pretty weak so it's touch n go, reset
He's very much a mid tier character but his damage makes up for it
Like Billy
But...
Probably works better
He does have Stand A of the gods
^ I think this is the one, but yeah it's like a v fast, long poke.
I like Haoh, I'd pick him up
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
Nako is very cute when she says "maha-ha-ha". That justifies the buy imho
Does install Rock get "only" a substantial damage buff or does he get anything more I don't know about? @raven ridge
Fireball can OTG and it's a free ex, like it melts other fireballs
Damn
Elbow is faster, but it's not updated on DC.
Oh yeah very safe elbow you said too
I'd play her just for her story mode secret ending with Shermie and Yash
C elbow is safe now? Damn
She's so cute 🥰
-8 but if you do it after some hits, you can block for sure. Maybe they'll whiff depending on the character
Alright!
Okok!
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?
that move is not that efficient as a jump in
compared to his other buttons
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?
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
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
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
Yeah it’s not as good in this game
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
It’s primarily used as a backdash cancel. Which in turn makes it a good wake-up option on defense against say a grappler or someone going low.
Not that this is different than older games but yeah he just has other buttons
Maybe the hitbox is tricky or not very active
Imo it’s not great. This is for Clark right? If so he is way better off spending meter on EX tackle and EX turn punch
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)
Clark low tier. Buff Clark
@blissful sand I found the Shermie guide
Thanks
Feel free to Ping me or DM me if you have any questions!
Kyo da goat
@weary schooner
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)
Tons of pros play krohnen so it’s easy enough to find tourney videos on him
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?
2A is really good and leads to his combos
6A round start
Midscreen combo into his ex projectile to stagger
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!
I think both 2A and 2B lead to 3D which you can combo into specials
6A leads into the midscreen combo?
Ok! I thought that was weird when I read that lol
Yeah 3D into the EX "air slash" special for a combo
Watch both Xiaohai and leshar videos
Abuse hop CD
Tons of top players play Krohnen
It allows you to hit his DP after




