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* has bad recovery time, unsure if the counter becomes active immediately | * has bad recovery time, unsure if the counter becomes active immediately | ||
* free cancellable into | * free cancellable into | ||
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! qcb+[[image:snka.gif]] | |||
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|rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Mary02_qcbP.png|center]] | |||
|rowspan="2" colspan="2" valign="bottom" style="border-left:0px;"| [[image:Mary02_qcbPqcbP.png|center]] | |||
|rowspan="2"| '''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 | |||
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! qcb+[[image:snkc.gif]] | |||
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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 | ||
=== DMs === | === DMs === |
Revision as of 13:55, 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
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