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** DM qcf hcb + P {40%} | ** DM qcf hcb + P {40%} | ||
** DM A A f B C {45%} | ** DM A A f B C {45%} | ||
* b \ f + A > | |||
** DM qcf hcb + P {40%} | |||
** DM A A f B C {45%} | |||
===2 stock=== | ===2 stock=== |
Revision as of 22:54, 13 March 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 |
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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
Short Movelist
- b / f + A (Overhead if not cancelled into.)
- b / f + B (Low (2).)
- qcf + P (A: Overhead.)
- qcf + P (Only on hit.)
- qcb + P (Dodge.)
- qcf + P (Throw.)
- dp + K (B: SC (1).)
- dp + K (Only on hit.)
- (b) f + K (B: Low. SC.) (D: Low when hit from distance.)
- qcf + K (Only on hit.)
- qcb + B (Counter: air normals + non-low specials. Throw on trigger.)
- qcb + D (Counter: ground normals + low specials. Throw on trigger.)
- DM qcf hcb + P
- DM A A f B C
- SDM A A b B C
- HSDM db qcf uf u d + B D (Throw. 0 frame startup.)
Notes
- Cancellable normals are:
- Close: A, B, C (1-2;2 cannot be cancelled on command attacks.), D (2)
- Far: A, B, C (1-2)
- 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.
- C throw switch sides.
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%}
- 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 >>
- b / f + A >> BC, DM qcf hcb + P / DM A A f B C
Buffer as: b / f + A >> qcf hcb + BC / A A f B BC
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