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Blue Mary

Started by desmond_kof, April 06, 2018, 07:21:58 AM

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desmond_kof

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Lock Kick - (close) ;bk/ ;fd + ;c
Viktor Throw - (close) ;bk/ ;fd + ;d

Command Normals
Hammer Arch  - ;fd;a
Double Rolling  -   ;bk or  ;fd;b
Climbing Arrow -  ;df;b

Special Moves
Straight Slicer - charge briefly   ;bk then   ;fd+   ;b /   ;d  (*)
   ∟Crab Clutch ( ;d Straight Slicer) ;qcf;b;d
   ∟Stun Fang (EX Straight Slicer) ;qcf;a;c
Vertical Arrow - ;dp + ;b / ;d (*)
   ∟M. Snatcher (Vertical Arrow) ;dp + ;b / ;d
Spin Fall - ;qcf;a;c
   ∟M. Spider - (Spin Fall) ;qcf;a;c
Real Counter - ;qcb;a;c
   ∟Backdrop Real (Real Counter) - ;qcf;a;c
M. Breaker - ;dp;a;c

Super Special Moves
M. Typhoon - ;hcb ;hcb + ;b/ ;d (!)
M. Splash Rose - ;qcf ;hcb + ;a/ ;c (!)

Climax Super Special Move
M. Dynamite Swing - ;qcf ;qcf + ;b ;d

Google doc wiki draft: https://docs.google.com/document/d/1O7iLNTBM9x9HsZi8-JomN2lS4vJcyJjwpFtsuayA1Hs/edit

Wiki page: http://www.dreamcancel.com/wiki/index.php?title=Blue_Mary_(XIV)
"Do not place so much importance on winning. The fight itself has value."

SummyG

st.A - mid. standard jab. whiffs on some characters crouching. slightly negative. cant cancel into cmd normals. special cancelable
cl.A - mid. plus on block.
f.A  - high. cmd normal. mid if canceled into. special/super cancelable if used in combo. great range. can start max mode combos after hit (not hit confirmable).
cr.A - mid. slightly less range than cr.B. cmd/special/super cancelable. plus on block.
j.A - high. good for air-to-air? cant cross up.

st.B - mid. more range than st.A. great poke. hits crouches. more negative than st.A on block. cant cancel into cmd normals. not special cancelable
cl.B - low. can cancel into itself. point blank cl.B,cl.B,cr.B works. can cancel into cmd normals (wont combo). special/super cancelable. Negative on block
f/b.B - mid,low. cmd normal. mostly used for combo filler. special cancelable. doesnt crush lows.
df.B - mid. cmd normal. special cancelable. great AA potential? (very slow to recover). launches opponent. can combo into super on trade. can combo into maxmode on hit.
cr.B - low. fast. lowers her crouching hitbox a lot! cant cmd/special cancel. standard maxmode starter.
j.B - high. little range. can cross up

cl.C - mid,mid. cmd/special cancelable. doesnt hit very high above her head (no AA potential?).
st.C - mid,mid.  only super cancelable. moves her hitbox forward.
cr.C - mid. lowers hitbox plus moves her forward a bit (can maybe make cross ups whiff?) maybe her best button to use after max mode confirm all thing considered***
j.C - high. maybe best air-to-air based off animation? cant cross up

cl.D - mid. zero on block. cmd/special/super cancelable. contender with cr.C on best button to use after maxmode confirm(does more damage than cr.C)
st.D - mid. great range. crushes the fuck outta lows. not cmd/special/super cancelable. CANNOT CANCEL INTO MAX MODE!
cr.D - low. fast. great range. very punishable on block so beware. can only cancel into maxmode
j.D - high. best jump in normal? can only cross up standing opponents? (maybe hitbox dependent)

st.CD - mid. can cancel ending frames into her cmd normals.
j.CD- mid. great hit box for jump in pressure.

***after max mode activation, cr.C seems to be the most consistent button seeing that it moves her hit box forward enough that f/b.B and f.A will pretty much always connect.