m (→Notes) |
m (→Combos) |
||
Line 531: | Line 531: | ||
===0 stock=== | |||
*Close C (1 hit)/D, f+A, dp + B/D,dp + B/D - 35% | *Close C (1 hit)/D, f+A, dp + B/D,dp + B/D - 35% | ||
** charge b, f + B/D, qcf + B/D - 35% | ** charge b, f + B/D, qcf + B/D - 35% | ||
===1 stock=== | |||
* Crouch B,Crouch A,A,f,B,C - 35% | * Crouch B,Crouch A,A,f,B,C - 35% | ||
*Close C (1 hit)/D, f+A, qcf, hcb + A/C - 40% | *Close C (1 hit)/D, f+A, qcf, hcb + A/C - 40% | ||
** A,A,f,B,C - 45% | ** 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 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+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% | *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% | *Close C (1 hit),f+A BC Close C (1 hit),f+A, A,A,b,B,C - 70% | ||
Revision as of 21:11, 3 February 2020
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 |
---|---|---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() |
Colors
![]() |
![]() |
![]() |
![]() |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
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, B, C (1), D(2)
- Far: A, B, C (2)
- Crouch: A, B, C
- CD is cancellable to special moves and DMs
- b / f + B (2) is cancellable.
- b / f + A is cancellable only when you cancel into it.
- 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%