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|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Mary02_clD2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Mary02_clD2.png|center]] | ||
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|colspan="9" align="center"| '''Command Normals''' | |colspan="9" align="center"| '''Command Normals''' | ||
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! <br>f+[[image:snka.gif]]<br><br> | ! <br>b/f+[[image:snka.gif]]<br><br> | ||
|align="center"| 17/4/12 | |align="center"| 17/4/12 | ||
|align="center"| +4/+2 | |align="center"| +4/+2 | ||
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! f+[[image:snka.gif]]<br>(cancel) | ! b/f+[[image:snka.gif]]<br>(cancel) | ||
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! b+[[image: | ! b/f+[[image:snkb.gif]] | ||
|align="center"| 13/3+4/20 | |align="center"| 13/3+4/20 | ||
|align="center"| KD/-9 | |align="center"| KD/-9 | ||
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|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image: | |valign="bottom" style="border-right:0px;"| [[image:Mary02_fB1.png|center]] | ||
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Revision as of 09:33, 8 September 2013
General Info
Crouch height: Medium
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
Special Moves
1. Spin Fall - qcf+P
- Mary jumps into the air with a kick that does not knockdown
- he initial qcf+A makes her jump higher but less horizontally than qcf+C. It also has better recovery on block than qcf+C
- qcf+A is an overhead
- the followup qcf+P can be performed after this move connects. It will only come out only if the move hits and not if it's blocked or whiffs
- the followup is a hard knockdown
- free cancellable into
2. Vertical Arrow - dp+K
- Mary performs a very fast rising attack that knocks the opponent down
- initial dp+B(not dp+D) is supercancellable on the first hit, though you have to be close to the opponent for the first hit to connect
- free cancellable out of on the first hit
- free cancellable into
- can be followed up with another dp+K which will grab the opponent out of the air. This move only connects if the initial dp+K hit and was not blocked or whiffed
- the followup dp+K is a hard knockdown and the opponent gets up with their back turned
3. Straight Slicer - _b f+K
- Mary performs a sliding attack that goes fairly far
- D version goes full screen length while B version goes about 3/4 screen
- _b f+B is supercancellable
- both versions hit low but for the D version, the tip of her foot must connect in order for it to be a low attack
- free cancellable out of
- free cancellable into
- can be followed up by qcf+K, which grabs the opponent after the slide has connected. This move does not come out if the slide is blocked or whiffs
- the followup qcf+K is a hard knockdown
4. M. Reverse Facelock - qcb+B
- Mary goes into a counter stance. This move reverses jumping attacks and special moves that don't hit low
- the counter becomes active immediately, but has bad recovery time
- hard knockdown
- free cancellable into
5. M. Head Buster - qcb+D
- Mary goes into a counter stance. This move reverses midlevel attacks
- the opponent is thrown into the air behind her and can be juggled afterwards
- has bad recovery time, unsure if the counter becomes active immediately
- free cancellable into
6. Real Counter - qcb+P
- Mary goes into a stance where she is invincible to all attacks except throws. The invincibility lasts for about a second
- during the stance, Mary can cancel it into qcf+P, which is an instant unblockable throw
- the qcf+P followup is a hard knockdown
DMs
1. Splash Rose - qcf hcb+P
- Mary dashes forward. If she connects, she will perform a combo that does decent damage. If it whiffs or is blocked, she will not continue and can be punished
- qcf hcb+A goes about 3/4 screen length, while qcf hcb+C goes full screen
- this move has a tendency to switch sides on the opponent, after it has been blocked. This will throw off some opponents trying to combo punish the move
2. Dynamite Swing - A A f B C
- Mary performs a rising anti-air attack that comes out extremely fast (possibly on the first frame)
- if the move connects, Mary then grabs opponent and swings them around before throwing them across the screen behind her
- 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
SDMs
1. Dynamite Swing - A A b B C
- works exactly like her DM version but does more damage
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