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|align="center"| | |align="center"| (5[全身M], 4[胸から上M], 0, 14, 15+16) | ||
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|align="center"| | |align="center"| (8[全身M], 4[腰から上M], 0, 19, 19+14) | ||
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|align="center"| | |align="center"| (4, 33[全身M], 4) | ||
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|align="center"| | |align="center"| (4, 33[全身M], 4) | ||
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! <br>qcf,hcb+[[image:snka.gif]]<br><br> | ! <br>qcf,hcb+[[image:snka.gif]]<br><br> | ||
| | | ( {1 + 28[暗転] + 10}[全身M], 16[脛下M], 36) | ||
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! qcf,hcb+[[image:snkc.gif]] | ! qcf,hcb+[[image:snkc.gif]] | ||
| | | ( {1 + 28[暗転] + 10}[全身M], 24[脛下M], 38) | ||
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! [[image:snka.gif]],[[image:snka.gif]], f,[[image:snkb.gif]],[[image:snkc.gif]] | ! [[image:snka.gif]],[[image:snka.gif]], f,[[image:snkb.gif]],[[image:snkc.gif]] | ||
| | | ( {1 + 28[暗転] + 1, 19}[全身M], 19+21) | ||
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! [[image:snka.gif]],[[image:snka.gif]], b,[[image:snkb.gif]],[[image:snkc.gif]] | ! [[image:snka.gif]],[[image:snka.gif]], b,[[image:snkb.gif]],[[image:snkc.gif]] | ||
| | | ( {1 + 28[暗転] + 1, 19}[全身M], 19+21) | ||
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! db,qcf,uf,u,d+[[image:snkb.gif]]+[[image:snkd.gif]] | ! db,qcf,uf,u,d+[[image:snkb.gif]]+[[image:snkd.gif]] | ||
| | | (0, 1 + 28[暗転] + 1 + 27 + 10) | ||
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Revision as of 10:37, 23 May 2017
General Info
Crouch height: Medium
Jump: 4/34/1
Hop: 4/25/1
Dash: 3/10~∞/3
Backdash: 3/17/4
Wakeup: 21 frames
Recovery roll: 31 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Throws
1. Victor Nage - b/f+C
- Mary knocks the opponent to the ground and elbows them, knocking them in the direction opposite the one she was facing
- hard knockdown
- very useful throw that has many possible crossup setups afterwards. Discussed in strategy section
2. Head Throw - b/f+D
- Mary grabs the opponent and throws them over her head in the direction opposite the one she was facing
- the opponent will get up with their back turned
Command Normals
1. Hammer Arch - b/f+A
- Mary hops forward slightly and performs a two-handed hammerfist that doesn't knockdown on impact unless it hits an airborn opponent(in which case, it is a hard knockdown)
- Mary is considered airborn throughout most of this move but the when the contact is made, she is considered grounded
- this move is very useful in combos but is punishable by some things even on hit, if it isn't cancelled
- overhead
- cancellable only to DMs if not cancelled into
- cancellable if cancelled into
2. Double Rolling - b/f+B
- Mary performs a two hit kicking move that does very good damage
- hits low on the second hit
- cancellable on the second hit
- great move to use in combos for the damage adn cancellability, but can be guard rolled and punished if blocked
Notes
- cancellable normals are close A, crouch A, far A, close B, crouch B, far B, close C, crouch C, far C, close D(2)
- CD is cancellable to special moves and DMs
- close B is a low attack
Combos
0 stock
- Close C (1 hit)/D, f+A, dp + B/D,dp + B/D - 35%
- charge b, f + B/D, qcf + B/D - 35%
1 stock
- Crouch B,Crouch A,A,f,B,C - 35%
- Close C (1 hit)/D, f+A, qcf, hcb + A/C - 40%
- A,A,f,B,C - 45%
2 stock
- Close C (1 hit)/D, f+A,charge b, f+B, SC qcf,hcb + A/C - 55%
- Close C (1 hit)/D, f+A,charge b, f+B, SC A,A,f,B,C - 55%
- Close C (1 hit)/D, f + B, then db, qcf, uf, u, d + BD - 60%
3 stock
- Close C (1 hit),f+A BC Close C (1 hit),f+A, A,A,b,B,C - 70%
Max Mode
- cl.C, b/f+A, BC run cl.C, b/f+B, b~f+K~qcf+P,dp+K, , A~A~b+B~C - 75%
- (Corner) j.C/D, cr.C, b/f+A, (BC run cr.C, b/f+A, b~f+K, dp+K, qcf hcb+C - 80%