(→DMs) |
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* it is possible for the the initial hit to connect but the final grab (which results in the majority of damage) to not connect | * it is possible for the the initial hit to connect but the final grab (which results in the majority of damage) to not connect | ||
* this move can be cancelled after any normal on hit or whiff, including non-cancellable ones and even her CD counter | * this move can be cancelled after any normal on hit or whiff, including non-cancellable ones and even her CD counter | ||
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|colspan="9" align="center"| '''SDM''' | |||
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! [[image:snka.gif]],[[image:snka.gif]], b,[[image:snkb.gif]],[[image:snkc.gif]] | |||
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|align="center"| HL | |||
|colspan="3" | [[image:Mary02_SDM.png|center]] | |||
| '''Dynamite Swing - A A b B C''' | |||
* works exactly like her DM version but does more damage | |||
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|colspan="9" align="center"| '''HSDM''' | |||
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! db,qcf,uf,u,d+[[image:snkb.gif]]+[[image:snkd.gif]] | |||
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|align="center"| HL | |||
|colspan="3" | [[image:Mary02_HSDM.png|center]] | |||
| '''Typhoon - db qcf uf u d+BD''' | |||
* this is an instant one frame grab that does very good damage | |||
* hard knockdown | |||
* an easier way to execute this move is to do 270 degree motion starting from back and going to up | |||
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* cancellable 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 | * great move to use in combos for the damage adn cancellability, but can be guard rolled and punished if blocked | ||
=== HSDMs === | === HSDMs === |
Revision as of 14:10, 13 September 2013
General Info
Crouch height: Medium
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
HSDMs
1. Typhoon - db qcf uf u d+BD
- this is an instant one frame grab that does very good damage
- hard knockdown
- an easier way to execute this move is to do 270 degree motion starting from back and going to up
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