m (Scanman moved page Blue Mary 02 to The King of Fighters 2002/Blue Mary: moving 2002 Blue Mary page to be a subpage) |
m (→Short Movelist) |
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* HSDM db qcf uf u d + | * HSDM db qcf uf u d + BD (Throw. 0 frame startup.) | ||
== Notes == | == Notes == |
Latest revision as of 22:12, 24 October 2021
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 & opponent in the ground.)
- qcb + P (Dodge.)
- qcf + P (Throw.)
- dp + K
- dp + K (Only on hit.)
- (b) f + K (B: Low.) (D: Low when hit from distance.)
- qcf + K (Only on hit & opponent in the ground.)
- 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 + BD (Throw. 0 frame startup.)
Notes
Cancellable moves
- 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.
Super cancellable moves
- (b) f + B
- dp + B (1)
- dp + K > dp + K (Only into DM A A f B C or SDM A A b B C, but super will whiff...)
Free cancellable into moves
- qcf + P
- dp + K
- (b) f + K
- qcb + B
- qcb + D
- qcb + P
Free cancellable out-of moves
- b / f + A
- b / f + B (1)
- dp + K (1)
- (b) f + K
Moves with Invincibility
??
Moves with autoguard
(none)
Other Notes
- cl.B is a low attack.
- C throw switch sides.
Combos
Basic Combos
- cl.C (1) >
- (b / f + A) / (b / f + B (2))
- dp + D > dp + K (Only after b / f + A.) {35%}
- (b) f + K > qcf + K {35%}
- (b) f + B >>
- DM qcf hcb + P {55%} {2 stocks}
- DM A A f B C (Corner.) {55%} {2 stocks}
- SDM A A b B C (Corner.) {Max Mode + 2 stocks}
- DM qcf hcb + P {45%} {1 stock}
- DM A A f B C (Only after b / f + A.){45%} {1 stock}
- SDM A A b B C (Only after b / f + A.) {Max Mode + 1 stock}
- HSDM db qcf uf u d + BD {60%} {Max Mode + 1 stock}
- (b / f + A) / (b / f + B (2))
Damage above is based on cl.C (1) > b / f + A as starter.
About (b / f + A) / (b / f + B (2)): b / f + B deals more damage (~+??) than b / f + A, and, actually, b / f + B alone deals more damage (~+??) than cl.C (1) > b / f + A, but b / f + B will only combos from very close cl.C (1), while b / f + A combos even from a far st.C (2).
- cr.B, cr.B / cr.A >
- dp + B > dp + K
- DM A A f B C {35%} {1 stock}
- SDM A A b B C {Max Mode + 1 stock}
- HSDM db qcf uf u d + BD {Max Mode + 1 stock}
- cr.B x 1-3, st.B
- b / f + A >
- DM qcf hcb + P {40%} {1 stock}
- DM A A f B C {40%} {1 stock}
- SDM A A b B C {Max Mode + 1 stock}
- HSDM db qcf uf u d + BD {Max Mode + 1 stock}
Max Mode
- cl.C (1) > b / f + A >> BC, run, cl.C (1) > b / f + A > SDM A A b B C {70%}
- 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