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Created page with "Image:Fig_mary.png‎ Image:Bluemaryrbffs.gif‎ Image:Name_mary.png‎ ==Gameplay Overview== ===Gameplay Notes=== Blue Mary's gameplay style revolves around ..."
 
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[[Image:Fig_mary.png‎]] [[Image:Bluemaryrbffs.gif‎ ]] [[Image:Name_mary.png‎  ]]
[[File:RBFF2_Mary.jpg|300px|thumb|right]]
 


==Gameplay Overview==
==Gameplay Overview==
Line 6: Line 5:


===Gameplay Notes===
===Gameplay Notes===
Blue Mary's gameplay style revolves around high risk/high reward. She can pressure opponents well with her guessing games. Her Double Rolling is a great attack that can setup her damage and guessing games, the follow-up third hit to Double Rolling can be canceled into M.Snatcher, which deals pretty good damage, almost half a lifebar. She is also able to cancel the follow-up into Young Dive, which is here Mary's guessing games begin. From Young Dive you can perform M.Spider, an unblockable that only whiffs on crouching opponents and possesses some invulnerability frames, or she can perform the Reverse Kick, a simple turn-around jump kick, effectively allowing Mary to cross-up her opponent. The M.Spider can also be performed outside of the Young Dive, it can be executed very low to the ground by Tiger Knee'ing the command.
Blue Mary's gameplay style revolves around high risk/high reward. She can pressure opponents well with her guessing games. Her Double Rolling is a great attack that can setup her damage and guessing games, the follow-up third hit to Double Rolling can be canceled into M.Snatcher, which deals pretty good damage, almost half a lifebar. She is also able to cancel the follow-up into Young Dive, which is where Mary's guessing games begin. From Young Dive you can perform M.Spider, an unblockable that grabs standing opponent and possesses some invulnerability frames, or she can perform the Reverse Kick, a simple turn-around jump kick, effectively allowing Mary to cross-up her opponent. The M.Spider can also be performed outside of the Young Dive, it can be executed very low to the ground by Tiger Knee'ing the command. Her Desperation Move/S-Power, M.Typhoon, is an unblockable that travels a mid-screen distance with a bit of start-up time. This move occasionally works when thrown out when least expected, but one of it's most prominent uses is during an untechable knockdown and kara-canceled into from Mary's f + B overheard. If your opponent tries to block the f + B overhead and you kara into M.Typhoon, they will be the guarding state while you roll out with M.Typhoon.


Finally, using Mary's Super Desperation Move/P-Power, Escalation, she becomes a force to be reckon with by gaining several new attacks, Vertical Arrow (dp + A), Straight Slicer (Charge b, then f + A) and Spin Fall (qcf + C). Each chain into certain specials, for example -


===Pros===
Vertical Arrow chains into M.Snatcher, then you can perform Dynamite Swing. Iput dp + A (Vertical Arrow), followed by dp + B (M.Snatcher), and finish with d + C (Dynamite Swing).
+ Unblockable M.Spider That Can Be Tiger-Knee'ed or Performed During Young Dive, Setting Up Mary's Guessing Games
+ Escalation P-Power Buffs Mary's Offensive Arsenal Considerably, And Enables Her To Deal Alot Of Damage, Along With Some Powerful Breakshots That Become Available To He
+ Strong Mix-Up And Mind Games, Forcing Opponents To Guess
+ Kara M.Typhoon Gives Mary A Good Untechable Knockdown Option
+ Crab Clutch Is A Good Punishing Tool From Mid-Range, And Can Surprisingly Put A Stop To Many Attacks. Great Whiff Punishing Tool As Well.


===Cons===
Each of her new attacks chains into a different special and can be ended with the Dynamite Swing finisher for big damage. Also note that Vertical Arrow is an instant overhead, which you can cancel into from a cr.B, giving Mary an extremely difficult to block attack!
- Outside Of Escalation Mode, Mary Has No Good Reliable Breakshot Optons
- Likewise, Outside of Escalation Mode, Mary Has A Difficult Time On Defense
- Most Of Her Specials Are Easily Punishable
-


&==Normals==
Learn to abuse Mary's offensive mix-ups and mind games, she is great at harassing opponents that love to turtle or charge in recklessly.
This is the section for normals whether it's jump/stand/crouch
{|
|-style="text-align:left;"
! Pros !! Cons
|- style="vertical-align:top;text-align:left"
|
*Unblockable M.Spider That Can Be Tiger-Knee'ed or Performed During Young Dive, Setting Up Mary's Guessing Games.


===Standing===
*Escalation P-Power Buffs Mary's Offensive Arsenal Considerably, And Enables Her To Deal Alot Of Damage, Along With Some Powerful Breakshots That Become Available To Her.
===Jumping===
===Crouching===
===Blowback Attack===


*image(s) goes here*
*Strong Mix-Up And Mind Games, Forcing Opponents To Guess.


'''normal goes here, it's suggested that you abbreviate it but it's not required e.g. st.A:''', input goes here, description goes here, can it be used as an anti-air? does it chain with other moves? is it cancel-able? does it lack range? does it have a slow/fast start-up? note all of it here, this template goes all the normal sections (stand/crouch/jump)
*Kara M.Typhoon Gives Mary A Good Untechable Knockdown Option.


- Cancellable: info goes here, if it isn't cancel-able (Including kara/feint cancels) just erase this part
*Crab Clutch Is A Good Punishing Tool From Mid-Range, And Can Surprisingly Put A Stop To Many Attacks. Great Whiff Punishing Tool As Well.
|
*Outside Of Escalation Mode, Mary Has No Good Reliable Breakshot Options.


- Hit Detection: high/mid/low etc
*Likewise, Outside of Escalation Mode, Mary Has A Difficult Time On Defense.


- Damage: Yup that goes here too
*Most Of Her Specials Are Easily Punishable.


*Not Many Combo Options Outside Of Escalation Mode.
|-
|}


&==Throw==
==Normals==
*Image goes here*


'''*Move Name here* (*input here*)''' - **description here**
===Standing===
{{MoveData
|image=RBFF2_Mary_5a.jpg
|caption=
|name=5A
|data=
{{AttackData-RBFF2
|damage=6
|stun=
|startup=6
|active=2
|recovery=13
|hitAdv=+1
|blockAdv=-3
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_n5a.jpg
|caption=
|input=(within 48 px of opponent)
|name=n.5A
|data=
{{AttackData-RBFF2
|damage=6
|stun=
|startup=6
|active=2
|recovery=12
|hitAdv=+2
|blockAdv=-2
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_5b.jpg
|caption=
|name=5B
|data=
{{AttackData-RBFF2
|damage=8
|stun=
|startup=7
|active=3
|recovery=15
|hitAdv=-2
|blockAdv=-6
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_n5b.jpg
|caption=
|input=(within 51 px of opponent)
|name=n.5B
|data=
{{AttackData-RBFF2
|damage=8
|stun=
|startup=7
|active=3
|recovery=13
|hitAdv=0
|blockAdv=-4
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_5c.jpg
|caption=
|name=5C
|data=
{{AttackData-RBFF2
|damage=21
|stun=
|startup=11
|active=13
|recovery=16
|hitAdv=-3
|blockAdv=-9
|guard=HL
|cancel=N
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_n5c.jpg
|image2=RBFF2_Mary_n5c2.jpg
|caption=
|input=(within 58px of opponent)
|name=n.5C
|data=
{{AttackData-RBFF2
|damage=11,11
|stun=
|startup=9
|active=3,3
|recovery=27
|hitAdv=-4
|blockAdv=-10
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=
}}
}}
===Crouching===
{{MoveData
|image=RBFF2_Mary_2a.jpg
|caption=
|name=2A
|data=
{{AttackData-RBFF2
|damage=6
|stun=
|startup=7
|active=2
|recovery=16
|hitAdv=-2
|blockAdv=-6
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


- Can be broken, regular throws can be broken so this will always go here, Air throws also go in this section, they also cannot be broken so be sure to note that
{{MoveData
|image=RBFF2_Mary_2b.jpg
|caption=
|name=2B
|data=
{{AttackData-RBFF2
|damage=8
|stun=
|startup=6
|active=8
|recovery=13
|hitAdv=-5
|blockAdv=-9
|guard=L
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


- Hit Detection: Close, throws are always close range
{{MoveData
|image=RBFF2_Mary_2c.jpg
|caption=
|name=2C
|data=
{{AttackData-RBFF2
|damage=21
|stun=
|startup=7
|active=7
|recovery=18
|hitAdv=KD
|blockAdv=-5
|guard=L
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


- Damage:
===Command===
{{MoveData
|image=RBFF2_Mary_4b.jpg
|image2=RBFF2_Mary_4b2.jpg
|caption=
|input=4B
|name=Step Roller
|data=
{{AttackData-RBFF2
|damage=4,20
|stun=
|startup=13
|active=3(8)6
|recovery=20
|hitAdv=-1
|blockAdv=-6
|guard=HL,L
|cancel=N
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_6b.jpg
|image2=RBFF2_Mary_6b2.jpg
|caption=
|input=6B
|name=Heel Fall
|data=
{{AttackData-RBFF2
|damage=19
|stun=
|startup=19
|active=2,4
|recovery=20
|hitAdv=+2
|blockAdv=0
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_pursuit.jpg
|caption=
|input=2B next to a downed opponent
|name=Leg Press
|data=
{{AttackData-RBFF2
|damage=11
|stun=
|startup=12
|active=7
|recovery=13
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_pursuit2.jpg
|caption=
|input=During Escalation Mode, 2C next to a downed opponent
|name=Dynamite Swing
|data=
{{AttackData-RBFF2
|damage=32
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_ab.jpg
|image2=RBFF2_Mary_ab2.jpg
|caption2=High Avoid Attack
|input=5AB
|name=Straight Elbow
|data=
{{AttackData-RBFF2
|damage=14
|stun=
|startup=7
|active=11
|recovery=15
|hitAdv=0
|blockAdv=-6
|guard=HL
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


&==Command Moves==
===Jumping===
*picture goes here*
{{MoveData
 
|image=RBFF2_Mary_ja.jpg
'''*Move Name here* (*input here*)''' - **description here**
|image2=RBFF2_Mary_ja.jpg
 
|caption=Neutral Hop/Jump
- Since it's a command normal be sure to describe what the character does when they use it, do they use their arm or leg? is it fast? is it slow? is it kara cancel-able or is it feint cancel-able? does it hit high/Mid/Low? how many hits does it do? which hit is cancel-able? do it combo well from lights (A/B) or strong attacks (C)? does it do a lot of hit-stun? does it have really bad recovery? is it safe or not, once again be descriptive
|caption2=Diagonal Hop/Jump
 
|name=j.A
- *Cancellable specific information goes here*
|data=
{{AttackData-RBFF2
|version=Neutral Hop
|damage=6
|stun=
|startup=4
|active=till landing
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Hop
|header=no
|damage=6
|stun=
|startup=4
|active=till landing
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Neutral Jump
|header=no
|damage=6
|stun=
|startup=4
|active=6
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=Y
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Jump
|header=no
|damage=6
|stun=
|startup=4
|active=9
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


- Hit Detection:
{{MoveData
|image=RBFF2_Mary_jb.jpg
|name=j.B
|data=
{{AttackData-RBFF2
|version=Neutral Hop
|damage=8
|stun=
|startup=7
|active=till landing
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Hop
|header=no
|damage=8
|stun=
|startup=7
|active=tlll landing
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Neutral Jump
|header=no
|damage=8
|stun=
|startup=7
|active=7
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=Y
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Jump
|header=no
|damage=8
|stun=
|startup=7
|active=8
|recovery=6
|hitAdv=+8
|blockAdv=+4
|guard=H
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


- Damage:
{{MoveData
|image=RBFF2_Mary_jc.jpg
|image2=RBFF2_Mary_jc2.jpg
|caption=Neutral/Diagonal Hop
|caption2=Neutral/Diagonal Jump
|name=j.C
|data=
{{AttackData-RBFF2
|version=Neutral Hop
|damage=18
|stun=
|startup=9
|active=8
|recovery=6
|hitAdv=+15
|blockAdv=+9
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Hop
|header=no
|damage=18
|stun=
|startup=9
|active=8
|recovery=6
|hitAdv=+15
|blockAdv=+9
|guard=H
|cancel=N
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Neutral Jump
|header=no
|damage=18
|stun=
|startup=9
|active=6
|recovery=6
|hitAdv=+15
|blockAdv=+9
|guard=H
|cancel=Y
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Diagonal Jump
|header=no
|damage=18
|stun=
|startup=9
|active=8
|recovery=6
|hitAdv=+15
|blockAdv=+9
|guard=H
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


==Oversway Actions==
{{MoveData
|image=RBFF2_Mary_5d.jpg
|caption=
|input=(opponent in oversway)
|name=5D
|data=
{{AttackData-RBFF2
|damage=21
|stun=
|startup=7
|active=8
|recovery=15
|hitAdv=+1
|blockAdv=-2
|guard=H
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


&==Special Moves==
{{MoveData
*picture goes here*
|image=RBFF2_Mary_2d.jpg
|caption=
|input=(opponent in oversway)
|name=2D
|data=
{{AttackData-RBFF2
|damage=21
|stun=
|startup=12
|active=3
|recovery=11
|hitAdv=KD
|blockAdv=7
|guard=L
|cancel=Y
|bs=
|juggle=
|description=
}}
}}


'''*Move Name here* (*input here*)''' - **description here**
{{MoveData
|image=RBFF2_Mary_SA.jpg
|caption=
|input=(from oversway)
|name=A
|data=
{{AttackData-RBFF2
|damage=8
|stun=
|startup=25
|active=2
|recovery=12
|hitAdv=+2
|blockAdv=0
|guard=H
|cancel=
|bs=
|juggle=
|description=
}}
}}


- If there is a difference between the weak & strong version be sure to describe it, once again be as descriptive as possible
{{MoveData
|image=RBFF2_Mary_SB.jpg
|caption=
|input=(from oversway)
|name=B
|data=
{{AttackData-RBFF2
|damage=8
|stun=
|startup=23
|active=4
|recovery=12
|hitAdv=-1
|blockAdv=-1
|guard=L
|cancel=
|bs=
|juggle=
|description=
}}
}}


- *Cancellable specific information goes here*
{{MoveData
|image=RBFF2_Mary_SC.jpg
|caption=
|input=(from oversway)
|name=C
|data=
{{AttackData-RBFF2
|damage=16
|stun=
|startup=24
|active=4
|recovery=10
|hitAdv=10
|blockAdv=-3
|guard=HL
|cancel=
|bs=
|juggle=
|description=
}}
}}


- Hit Detection:
==Throw==
{{MoveData
|image=RBFF2_Mary_throw.jpg
|caption=
|input=4/6C
|name=Head Throw
|data=
{{AttackData-RBFF2
|damage=26
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_throw2.jpg
|caption=
|input=632C after Head Throw
|name=Achilles Hold
|data=
{{AttackData-RBFF2
|damage=32
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
==Feints==
{{MoveData
|image=RBFF2_Mary_4ac.jpg
|caption=
|input=4AC
|name=Feint Mary Snatcher
|data=
{{AttackData-RBFF2
|damage=
|stun=
|startup=
|active=
|recovery=41
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}


- Damage:
==Special Moves==
===Normal Mode===
{{MoveData
|image=RBFF2_Mary_46b.jpg
|image2=RBFF2_Mary_46b2.jpg
|caption=
|input=[4]6B
|name=Crab Clutch
|data=
{{AttackData-RBFF2
|damage=28
|stun=
|startup=18
|active=12
|recovery=34
|hitAdv=KD
|blockAdv=-24
|guard=L
|cancel=
|bs=N
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_28c.jpg
|image2=RBFF2_Mary_28c2.jpg
|image3=RBFF2_Mary_28c3.jpg
|caption3=Reverse Kick
|input=[2]8C(-4B)
|name=Young Dive
|data=
{{AttackData-RBFF2
|version=[2]8C
|damage=15
|stun=
|startup=29
|active=14
|recovery=28
|hitAdv=-9
|blockAdv=-15
|guard=H
|cancel=
|bs=N
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=-4B
|damage=18
|stun=
|startup=9
|active=5
|recovery=20
|hitAdv=+3
|blockAdv=-3
|guard=HL
|cancel=
|bs=N
|juggle=
|description=
}}
}}


{{MoveData
|image=RBFF2_Mary_623b.jpg
|image2=RBFF2_Mary_623b2.jpg
|image3=RBFF2_Mary_623b3.jpg
|caption=
|input=623B
|name=Mary Snatcher
|data=
{{AttackData-RBFF2
|version=A
|damage=8,31(35)
|stun=
|startup=7
|active=2(4)3
|recovery=49
|hitAdv=KD
|blockAdv=-36
|guard=HL
|cancel=
|bs=Y
|juggle=Y
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_214a.jpg
|caption=
|input=214A
|name=Real Counter
|data=
{{AttackData-RBFF2
|damage=
|stun=
|startup=
|active=
|recovery=29 total
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=N
|juggle=
|description=Upper body invul during 5-16f
}}
}}


&==S-Power==
{{MoveData
*picture goes here*
|image=RBFF2_Mary_214aa.jpg
|image2=RBFF2_Mary_214ab.jpg
|image3=RBFF2_Mary_214ac.jpg
|caption=Good Night Backbreaker
|caption2=Face Lock
|caption3=German Suplex
|input=214A-A/B/C
|name=Real Counter Follow-ups
|data=
{{AttackData-RBFF2
|version=A
|damage=35
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=B
|damage=35
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=C
|damage=35
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_j236c.jpg
|image2=RBFF2_Mary_j236c2.jpg
|caption=
|input=Jump toward the opponent then j.236C
|name=Mary Spider
|data=
{{AttackData-RBFF2
|version=Hop
|damage=28
|stun=
|startup=19
|active=till landing
|recovery=14
|hitAdv=KD
|blockAdv=-14
|guard=
|cancel=
|bs=N
|juggle=
|description=
}}
{{AttackData-RBFF2
|version=Jump
|damage=28
|stun=
|startup=7
|active=till landing
|recovery=14
|hitAdv=KD
|blockAdv=-14
|guard=
|cancel=
|bs=N
|juggle=
|description=
}}
}}
===Escalation Mode===
*In addition to her other special moves, after entering her install, Blue Mary gets access to these new special moves
{{MoveData
|image=RBFF2_Mary_623a.jpg
|image2=RBFF2_Mary_623a2.jpg
|image3=RBFF2_Mary_623a3.jpg
|image4=RBFF2_Mary_623a4.jpg
|image5=RBFF2_Mary_623a5.jpg
|caption5=Double Snatcher
|input=623A(-623B)
|name=Vertical Arrow
|data=
{{AttackData-RBFF2
|version=623A
|damage=13,13,13(33)
|stun=
|startup=9
|active=4,3,12
|recovery=38
|hitAdv=KD
|blockAdv=-31
|guard=H
|cancel=
|bs=Y
|juggle=Y
|description=
}}
{{AttackData-RBFF2
|version=-623B
|damage=31
|stun=
|startup=
|active=
|recovery=
|hitAdv=KD
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_46a.jpg
|image2=RBFF2_Mary_46a2.jpg
|image3=RBFF2_Mary_46a3.jpg
|caption3=Double Clutch
|input=[4]6A(-46B)
|name=Straight Slice
|data=
{{AttackData-RBFF2
|version=[4]6A
|damage=32
|stun=
|startup=16
|active=12
|recovery=34
|hitAdv=KD
|blockAdv=-24
|guard=L
|cancel=
|bs=Y
|juggle=Y
|description=
}}
{{AttackData-RBFF2
|version=-46B
|damage=27
|stun=
|startup=
|active=
|recovery=
|hitAdv=KD
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
{{MoveData
|image=RBFF2_Mary_236c.jpg
|image2=RBFF2_Mary_236c2.jpg
|image3=RBFF2_Mary_236c3.jpg
|image4=RBFF2_Mary_236c4.jpg
|image5=RBFF2_Mary_236c5.jpg
|caption5=Double Spider
|input=236C(-236C)
|name=Spin Fall
|data=
{{AttackData-RBFF2
|version=236c
|damage=9,9,9(22)
|stun=
|startup=14
|active=4,4,16
|recovery=14
|hitAdv=-2
|blockAdv=-3
|guard=HL
|cancel=
|bs=Y
|juggle=Y
|description=
}}
{{AttackData-RBFF2
|version=-236C
|damage=28
|stun=
|startup=
|active=
|recovery=
|hitAdv=KD
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}


'''*Move Name here* (*input here*)''' - **description here**
==S-Power==
{{MoveData
|image=RBFF2_Mary_641236bc.jpg
|caption=
|input=641236BC
|name=Mary Typhoon
|data=
{{AttackData-RBFF2
|damage=76
|stun=
|startup=25
|active=1
|recovery=24
|hitAdv=KD
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
==P-Power==
===Normal Mode===
{{MoveData
|image=RBFF2_Mary_641236c.jpg
|image2=RBFF2_Mary_641236c2.jpg
|caption=
|input=641236C
|name=Escalation Mode
|data=
{{AttackData-RBFF2
|damage=
|stun=
|startup=1+6
|active=
|recovery=12 total
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
===Escalation Mode===
{{MoveData
|image=RBFF2_Mary_2ce.jpg
|image2=RBFF2_Mary_2ce2.jpg
|image3=RBFF2_Mary_2ce3.jpg
|image4=RBFF2_Mary_2ce4.jpg
|image5=RBFF2_Mary_2ce5.jpg
|caption=After Double Snatcher
|caption2=After Double Clutch
|caption3=After Double Spider
|input=2C after certain attacks
|name=Triple Ecstasy
|data=
{{AttackData-RBFF2
|damage=85
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|bs=
|juggle=
|description=
}}
}}
==Chain Attacks==


- *Cancellable specific information goes here*
==Combos==
====Meterless====


- Hit Detection:
====Metered====
 
- Damage:
 
If there is another variation of the move simply put the information below the regular version of the move, e.g. Joe's P-Power (D Version)
 
'''*Move Name here* (*input here*)''' - **description here**
 
- *Cancellable specific information goes here*
 
- Hit Detection:
 
- Damage:
 
 
&==P-Power==
*picture goes here*
 
'''*Move Name here* (*input here*)''' - **description here**
 
- Hit Detection:
 
- Damage:
 
&==Combos==
 
(FC) - Feint Cancel
 
(KC) - Kara Cancel
 
DMG - Damage
 
Some templates you may end up using
 
'''No Meter'''
 
 
'''S-Power'''
 
 
'''S-Power/Yellow Life'''
 
 
'''S-Power/Red Life'''
 
 
'''P-Power'''
 
 
'''FC Combos'''
 
 
==Tips==
- Info about tricks and stuff go here, e.g. To do Geese's f+B kara cancel into pursuit etc.
 
&==Miscellaneous==
- Character sprite will go here, along with colors
 
&==Notes==
 
&==Frame Specifics==
*Frame data will go here*
 
===Other===
- other pictures and junk will go here


==Strategy==
==Links & References==
==Links & References==
- You can link Tournament videos here if you want to
'''Training Mode Videos'''


'''Training Mode Videos'''
{{Navbox RBFF2}}
- Training modes of course will go here


[[Category: Real Bout Fatal Fury 2]] this goes at the absolute end of the page
[[Category:Real Bout Fatal Fury 2: The Newcomers]]
[[Category:Blue Mary]]

Latest revision as of 20:16, 9 May 2021

Gameplay Overview

Gameplay Notes

Blue Mary's gameplay style revolves around high risk/high reward. She can pressure opponents well with her guessing games. Her Double Rolling is a great attack that can setup her damage and guessing games, the follow-up third hit to Double Rolling can be canceled into M.Snatcher, which deals pretty good damage, almost half a lifebar. She is also able to cancel the follow-up into Young Dive, which is where Mary's guessing games begin. From Young Dive you can perform M.Spider, an unblockable that grabs standing opponent and possesses some invulnerability frames, or she can perform the Reverse Kick, a simple turn-around jump kick, effectively allowing Mary to cross-up her opponent. The M.Spider can also be performed outside of the Young Dive, it can be executed very low to the ground by Tiger Knee'ing the command. Her Desperation Move/S-Power, M.Typhoon, is an unblockable that travels a mid-screen distance with a bit of start-up time. This move occasionally works when thrown out when least expected, but one of it's most prominent uses is during an untechable knockdown and kara-canceled into from Mary's f + B overheard. If your opponent tries to block the f + B overhead and you kara into M.Typhoon, they will be the guarding state while you roll out with M.Typhoon.

Finally, using Mary's Super Desperation Move/P-Power, Escalation, she becomes a force to be reckon with by gaining several new attacks, Vertical Arrow (dp + A), Straight Slicer (Charge b, then f + A) and Spin Fall (qcf + C). Each chain into certain specials, for example -

Vertical Arrow chains into M.Snatcher, then you can perform Dynamite Swing. Iput dp + A (Vertical Arrow), followed by dp + B (M.Snatcher), and finish with d + C (Dynamite Swing).

Each of her new attacks chains into a different special and can be ended with the Dynamite Swing finisher for big damage. Also note that Vertical Arrow is an instant overhead, which you can cancel into from a cr.B, giving Mary an extremely difficult to block attack!

Learn to abuse Mary's offensive mix-ups and mind games, she is great at harassing opponents that love to turtle or charge in recklessly.

Pros Cons
  • Unblockable M.Spider That Can Be Tiger-Knee'ed or Performed During Young Dive, Setting Up Mary's Guessing Games.
  • Escalation P-Power Buffs Mary's Offensive Arsenal Considerably, And Enables Her To Deal Alot Of Damage, Along With Some Powerful Breakshots That Become Available To Her.
  • Strong Mix-Up And Mind Games, Forcing Opponents To Guess.
  • Kara M.Typhoon Gives Mary A Good Untechable Knockdown Option.
  • Crab Clutch Is A Good Punishing Tool From Mid-Range, And Can Surprisingly Put A Stop To Many Attacks. Great Whiff Punishing Tool As Well.
  • Outside Of Escalation Mode, Mary Has No Good Reliable Breakshot Options.
  • Likewise, Outside of Escalation Mode, Mary Has A Difficult Time On Defense.
  • Most Of Her Specials Are Easily Punishable.
  • Not Many Combo Options Outside Of Escalation Mode.

Normals

Standing

5A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 - 6 2 13 +1 -3 HL Y - -
n.5A
(within 48 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 - 6 2 12 +2 -2 HL Y - -
5B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 7 3 15 -2 -6 HL Y - -
n.5B
(within 51 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 7 3 13 0 -4 HL Y - -
5C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21 - 11 13 16 -3 -9 HL N - -
n.5C
(within 58px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11,11 - 9 3,3 27 -4 -10 HL Y - -

Crouching

2A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 - 7 2 16 -2 -6 HL Y - -
2B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 6 8 13 -5 -9 L Y - -
2C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21 - 7 7 18 KD -5 L Y - -

Command

Step Roller
4B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
4,20 - 13 3(8)6 20 -1 -6 HL,L N - -
Heel Fall
6B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 19 2,4 20 +2 0 H N - -
Leg Press
2B next to a downed opponent
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11 - 12 7 13 - - - - - -
Dynamite Swing
During Escalation Mode, 2C next to a downed opponent
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
32 - - - - - - - - - -
Straight Elbow
5AB
High Avoid Attack
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14 - 7 11 15 0 -6 HL Y - -

Jumping

j.A
Neutral Hop/Jump
Diagonal Hop/Jump
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 6 - 4 till landing 6 +8 +4 H N - -
Diagonal Hop 6 - 4 till landing 6 +8 +4 H N - -
Neutral Jump 6 - 4 6 6 +8 +4 H Y - -
Diagonal Jump 6 - 4 9 6 +8 +4 H Y - -
j.B
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 8 - 7 till landing 6 +8 +4 H N - -
Diagonal Hop 8 - 7 tlll landing 6 +8 +4 H N - -
Neutral Jump 8 - 7 7 6 +8 +4 H Y - -
Diagonal Jump 8 - 7 8 6 +8 +4 H Y - -
j.C
Neutral/Diagonal Hop
Neutral/Diagonal Jump
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 18 - 9 8 6 +15 +9 H N - -
Diagonal Hop 18 - 9 8 6 +15 +9 H N - -
Neutral Jump 18 - 9 6 6 +15 +9 H Y - -
Diagonal Jump 18 - 9 8 6 +15 +9 H Y - -

Oversway Actions

5D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21 - 7 8 15 +1 -2 H Y - -
2D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21 - 12 3 11 KD 7 L Y - -
A
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 25 2 12 +2 0 H - - -
B
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 23 4 12 -1 -1 L - - -
C
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
16 - 24 4 10 10 -3 HL - - -

Throw

Head Throw
4/6C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -
Achilles Hold
632C after Head Throw
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
32 - - - - - - - - - -

Feints

Feint Mary Snatcher
4AC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 41 - - - - - -

Special Moves

Normal Mode

Crab Clutch
[4]6B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
28 - 18 12 34 KD -24 L - N -
Young Dive
[2]8C(-4B)
Reverse Kick
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
[2]8C 15 - 29 14 28 -9 -15 H - N -
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
-4B 18 - 9 5 20 +3 -3 HL - N -
Mary Snatcher
623B
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
A 8,31(35) - 7 2(4)3 49 KD -36 HL - Y Y
Real Counter
214A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 29 total - - - - N -

Upper body invul during 5-16f

Real Counter Follow-ups
214A-A/B/C
Good Night Backbreaker
Face Lock
German Suplex
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
A 35 - - - - - - - - - -
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
B 35 - - - - - - - - - -
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
C 35 - - - - - - - - - -
Mary Spider
Jump toward the opponent then j.236C
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Hop 28 - 19 till landing 14 KD -14 - - N -
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Jump 28 - 7 till landing 14 KD -14 - - N -

Escalation Mode

  • In addition to her other special moves, after entering her install, Blue Mary gets access to these new special moves
Vertical Arrow
623A(-623B)
Double Snatcher
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
623A 13,13,13(33) - 9 4,3,12 38 KD -31 H - Y Y
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
-623B 31 - - - - KD - - - - -
Straight Slice
[4]6A(-46B)
Double Clutch
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
[4]6A 32 - 16 12 34 KD -24 L - Y Y
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
-46B 27 - - - - KD - - - - -
Spin Fall
236C(-236C)
Double Spider
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
236c 9,9,9(22) - 14 4,4,16 14 -2 -3 HL - Y Y
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
-236C 28 - - - - KD - - - - -

S-Power

Mary Typhoon
641236BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
76 - 25 1 24 KD - - - - -

P-Power

Normal Mode

Escalation Mode
641236C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - 1+6 - 12 total - - - - - -

Escalation Mode

Triple Ecstasy
2C after certain attacks
After Double Snatcher
After Double Clutch
After Double Spider
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
85 - - - - - - - - - -

Chain Attacks

Combos

Meterless

Metered

Strategy

Links & References

Training Mode Videos

Real Bout Fatal Fury 2
General

ControlsFAQSystem

Characters

Andy BogardBilly KaneBlue MaryBob WilsonCheng SinzanDuck KingFranco BashGeese HowardHon FuJin ChonreiJin ChonshuJoe HigashiKim KaphwanLaurence BloodLi XiangfeiMai ShiranuiRick StrowdRyuji YamazakiSokaku MochizukiTerry BogardTung Fu RueWolfgang Krauser