|
Frames
|
Advantage
|
Cancel
|
Block
|
Hitbox
|
Notes
|
Standing Close
|
|
2/4/5
|
+3/+1
|
R,C,S,Su
|
HL
|
|
|
|
3/2+2+2/4
|
+2/0
|
R,C,S,Su
|
L
|
|
|
|
|
|
3/2*2+2/23
|
-7/-9
|
C,S,Su
|
HL
|
|
|
|
|
|
11/3*5/19
|
-4/-6
|
C,S,Su
|
HL
|
|
|
|
Standing Far
|
|
3/4/6
|
+2/0
|
R,C,S,Su
|
HL
|
|
|
|
5/7/9
|
-4/-6
|
C,S,Su
|
HL
|
|
|
|
15/2*2+7/29
|
-18/-20
|
C,S,Su
|
HL
|
|
|
|
|
|
11/4/25
|
-9/-11
|
|
HL
|
|
|
+
|
15/4+4/20
|
KD/-13
|
S,Su
|
HL
|
|
|
|
Crouching
|
|
3/6/7
|
-1/-3
|
R,C,S,Su
|
HL
|
|
|
|
3/5/8
|
-1/-3
|
R,C,S,Su
|
L
|
|
|
|
6/2/28
|
-10/-12
|
C,S,Su
|
HL
|
|
|
|
11/7/20
|
KD/-9
|
|
L
|
|
|
Jump
|
|
2/13/-
|
-/-
|
|
H
|
|
|
|
4/10/-
|
-/-
|
|
H
|
|
|
|
7/5+7/-
|
-/-
|
|
H
|
|
|
|
|
8/5/-
|
-/-
|
|
H
|
|
|
+
|
12/3+3/-
|
KD/-
|
|
HL
|
|
|
|
Neutral Jump
|
|
2/13/-
|
-/-
|
|
H
|
|
|
|
4/6/-
|
-/-
|
|
H
|
|
|
|
6/3/-
|
-/-
|
|
H
|
|
|
|
5/5/-
|
-/-
|
|
H
|
|
|
Hop
|
|
5/11/-
|
-/-
|
|
H
|
|
|
|
4/10/-
|
-/-
|
|
H
|
|
|
|
7/12/-
|
-/-
|
|
H
|
|
|
|
8/10/-
|
-/-
|
|
H
|
|
|
+
|
12/6/-
|
KD/-
|
|
HL
|
|
|
Command Normals
|
b/f+
|
18/4/33
|
-17/-19
|
|
H
|
|
|
b/f+ (cancel)
|
18/4/33
|
-17/-19
|
S, Su
|
HL
|
b/f+
|
16/3(14)3/24
|
KD/-7
|
S, Su
|
HL, L
|
|
|
|
Special Moves
|
qcf+
|
|
|
|
H
|
|
Spin Fall - qcf+P
- Mary jumps into the air with a kick that does not knockdown
- the 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
|
qcf+
|
|
|
|
HL
|
|
dp+
|
|
|
|
|
|
|
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
|
dp+
|
|
|
|
|
|
|
_b,f+
|
|
|
|
|
|
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
|
_b,f+
|
|
|
|
|
|
|
qcb+
|
|
|
|
|
|
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
|
qcb+
|
|
|
|
|
|
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
|
qcb+
|
|
|
|
|
|
|
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
|
qcb+
|
|
|
|
|
DMs
|
qcf,hcb+
|
|
|
|
HL
|
|
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
|
qcf,hcb+
|
|
|
|
HL
|
, , f, ,
|
|
|
|
HL
|
|
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
|
SDM
|
, , b, ,
|
|
|
|
HL
|
|
Dynamite Swing - A A b B C
- works exactly like her DM version but does more damage
|
HSDM
|
db,qcf,uf,u,d+ +
|
|
|
|
HL
|
|
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
|