Orochi Shermie/Move List

Overview
The antithesis to Benimaru Nikaido and one of the Eight Heavenly Kings of Orochi, Orochi Shermie is a Zoner character, focused on a more neutral-oriented gameplan that uses both her long-reaching normals and her trademark Mugetsu no Raiun projectile.



Similarly to other zoners like Ash or King, the bulk of Orochi Shermie's zoning is done with Yatanagi no Muchi, a fairly average projectile that only travels mid-screen in most of its appearances except XV, where it goes halfway across the screen instead. The version in XV, on the other hand, is a proper full-screen projectile; and one that can also out-zone other poorly timed projectiles since, if timed right, it can nullify incoming projectiles on the first hit.

The main bread and butter of Orochi Shermie's gameplan, as mentioned above, lies in Mugetsu no Raiun, a unique projectile that, similar to Ash's Genie, can hit anywhere on the screen; hitting right in front of Shermie, while  hits the opponent from across the screen at max range. In KOF XV, due to the addition of Moves, this move gained even more utility than it did in any of its prior appearances. The Punch version acts as a Sonic Boom-style projectile, where Orochi Shermie recovers fast enough that she can run behind it as a means of offense. The Kick version, on the other hand, advances behind the opponent, giving Orochi Shermie a deadly left/right mix-up anywhere on the screen.

Beyond her normals and zoning capabilities, however, there isn't much to write home about Orochi Shermie. Her other specials are little more than combo glue (although Raijin no Tsue does have some utility in going over some projectiles if you can perform it instantly via the "Tiger Knee" - - method), being very unsafe and easy to punish even before they hit. Her Super Special Moves, however, are fantastic in their own right. As expected, Ankoku Raikouken functions the same as Benimaru's version (albeit lacking an anti-air version) and Syukumei - Genei - Shinshi is an okay (at best) projectile callout that, again, is mainly just combo filler.

While Orochi Shermie's zoning is a little more technical than that of Ash or King, what you get is a much more mix-up heavy character that is able to infuriate more aggressive opponents into making mistakes that she can capitalize on with her very damaging (and easy) combos, especially if she has meter to spare (and she will need it, since she's far more meter-hungry than her normal counterpart or her cohort Yashiro). Because of this, Orochi Shermie is almost always best as an anchor, since she needs all the meter she can get to dish out the damage.

For her original counterpart's moveset, go here.