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Information for "The King of Fighters 2002 UM/Blue Mary"
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Basic information
Display title | The King of Fighters 2002 UM/Blue Mary |
Default sort key | The King of Fighters 2002 UM/Blue Mary |
Page length (in bytes) | 16,938 |
Namespace ID | 0 |
Page ID | 385 |
Page content language | en - English |
Page content model | wikitext |
Indexing by robots | Allowed |
Number of redirects to this page | 1 |
Counted as a content page | Yes |
Number of subpages of this page | 0 (0 redirects; 0 non-redirects) |
Page image |
Page protection
Edit | Allow all users (infinite) |
Move | Allow all users (infinite) |
Edit history
Page creator | Nilcam (talk | contribs) |
Date of page creation | 15:13, 28 October 2010 |
Latest editor | Franck Frost (talk | contribs) |
Date of latest edit | 20:10, 10 September 2022 |
Total number of edits | 89 |
Total number of distinct authors | 7 |
Recent number of edits (within past 90 days) | 0 |
Recent number of distinct authors | 0 |
Page properties
Transcluded templates (4) | Templates used on this page: |
Page transcluded on (1) | Template used on this page: |
SEO properties
Description | Content |
Article description: (description )This attribute controls the content of the description and og:description elements. | Mary is a rushdown character with an element of risk/reward to her. She has solid air normals to chase with, mainly j.D but also j.C and j.CD for when the opponent is too high for the former to connect. She also has Straight Slicer to low profile through and hit low but it can be very unsafe, the light version is recommended for being very safe when spaced properly. Most of her special moves have hard knockdown followups, making it very easy for her to stick to her opponent. She has two meterless reversals: a standard DP and a dodge which features an instant grab followup (essential to her mixup game), but is vulnerable to throws itself. Her weaknesses include some of her ground pokes being laggy and her special moves being easily punishable for the most part, requiring her to commit heavily to her decisions. Mary's Maxmode combos are relatively easy to perform and to convert into, but she is also quite good at building meter herself. Mary can do well in any team position, but given her risky nature you might want to use a more dependable character as your anchor. |
Article image: (image )This attribute controls the content of the og:image element. This image is mostly displayed as a thumbnail on social media. |