mNo edit summary |
m (→Notes) |
||
Line 509: | Line 509: | ||
== Notes == | |||
* Cancellable normals are: | * Cancellable normals are: | ||
Line 526: | Line 526: | ||
* | * cl.B is a low attack | ||
== Combos == | == Combos == |
Revision as of 05:45, 21 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.
- cl.B is a low attack
Combos
0 stock
- cl.C (1) >
- b / f + A >
- dp + D > dp + K {35%}
- (b) f + K > qcf + K {35%}
- b / f + B (2) > (Point blank)
- (b) f + K > qcf + K {35%}
- b / f + A >
- cr.B, cr.B / cr.A > dp + B > dp + K
- cr.B x 1-3, st.B
1 stock
- cr.B, cr.A > DM A A f B C {35%}
- cl.C (1) > b \ f + A >
- DM qcf hcb + P {40%}
- DM A A f B C {45%}
2 stock
- cl.C (1) > (b / f + A) / (b / f + B (2))
- (b) f + B >>
- DM qcf hcb + P {55%}
- DM A A f B C {55%}
- SDM A A b B C (Already on Max Mode. Only after b / f + A)
- HSDM db qcf uf u d + BD (Already on Max Mode) {60%}
- (b) f + B >>
3 stock
- cl.C (1) > b / f + A >> BC, run, cl.C (1) > b / f + A > SDM A A b B C {70%}
Max Mode
- cl.C (1) > b / f + A >> BC, run, cl.C (1) > b / f + B > (b) f + B >> dp + K (1) >>
- SDM A A b B C {75%}
- DM A A f B C
- DM qcf hcb + C