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The King of Fighters XV/Blue Mary: Difference between revisions
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| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
2B 2A 4B [4]6B<br/> | 2B > 2A > 4B > [4]6B<br/> | ||
cl.C > 4A > [4]6D > 236K<br/> | |||
| | | | ||
( = 151 dmg<br/> | ( = 151 dmg<br/> | ||
( = | ( = 235 dmg<br/> | ||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
2B > 2A > 4B > 236AC > [4]6BD > 236P > 623D > K<br/> | |||
cl.C > 4A > [4]6BD > 236P > 236AC > 623D > K<br/> | |||
| | | | ||
( = dmg<br/> | ( = 322 dmg<br/> | ||
( = dmg<br/> | ( = 391 dmg<br/> | ||
|- | |- | ||
| '''2 Meters''' | | '''2 Meters''' | ||
| | | | ||
cl.C > 4A > [4]6BD > 236P > 236AC > [4]6B > 2363214P<br/> | |||
| | | | ||
( = | ( = 454 dmg <br/> | ||
|- | |- | ||
|} | |} | ||
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|input=4B | |input=4B | ||
|hitboxCaptions= Raw Version, , Cancel Version | |hitboxCaptions= Raw Version, , Cancel Version | ||
|description=* Two hits: a sobat which goes over lows, then a low-hitting kick. Only the second hit is cancellable. This has fast enough startup to combo from lights and it gives you enough time to charge for any Straight Slicer, | |description=* Two hits: a sobat which goes over lows, then a low-hitting kick. Only the second hit is cancellable. This has fast enough startup to combo from lights and it gives you enough time to charge for any Straight Slicer, and on block ''cannot'' be interrupted between the two hits. Its range isn't the best so if you cancel from 2A too far from the opponent then you will drop the combo. | ||
* The 2nd hit of both Double Rolling versions can be whiff-canceled into any special if the 1st connects on hit or block. This allows Blue Mary to cancel into Real Counter to dodge 4-frame and up reversals. [https://youtu.be/Kt8inzg4bRY (Example)] | * The 2nd hit of both Double Rolling versions can be whiff-canceled into any special if the 1st connects on hit or block. This allows Blue Mary to cancel into Real Counter to dodge 4-frame and up reversals. [https://youtu.be/Kt8inzg4bRY (Example)] | ||
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|hitboxCaptions= A Version, , C Version, , EX Version | |hitboxCaptions= A Version, , C Version, , EX Version | ||
|description2=* This move is mainly used to extend pressure if your combo string was blocked. 236A is better for this because 236C is unsafe and has slower startup. This will easily catch opponents trying to jump out, but it's nowhere near as active as [[The King of Fighters XV/Terry Bogard|Terry]]'s Crack Shoot. This move can go over some ground-skimming fireballs, but it has slow startup and the recovery isn't good. Not an overhead despite appearances. | |description2=* This move is mainly used to extend pressure if your combo string was blocked. 236A is better for this because 236C is unsafe and has slower startup. This will easily catch opponents trying to jump out, but it's nowhere near as active as [[The King of Fighters XV/Terry Bogard|Terry]]'s Crack Shoot. This move can go over some ground-skimming fireballs, but it has slow startup and the recovery isn't good. Not an overhead despite appearances. | ||
* However, 236C and its followup can be used to end a juggle with a hard knockdown. | |||
|description3=* Combo glue. This and Stun Fang are your best combo extenders, although this is better to start off with because it deals way less hits, so damage scaling won't affect the rest of the combo as much. However, the juggle into Climbing Arrow afterwards is tighter than it is after Stun Fang, so juggling after this move optimally takes a little more skill. Still not an overhead. | |description3=* Combo glue. This and Stun Fang are your best combo extenders, although this is better to start off with because it deals way less hits, so damage scaling won't affect the rest of the combo as much. However, the juggle into Climbing Arrow afterwards is tighter than it is after Stun Fang, so juggling after this move optimally takes a little more skill. Still not an overhead. | ||
}} | }} | ||
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|name=M.Spider | |name=M.Spider | ||
|input=236C~236A/C | |input=236C~236A/C | ||
|description=* A hard knockdown | |description=* A hard knockdown followup to 236C that can be used on both grounded and airborne opponents. Handy for oki after an EX juggle. | ||
}} | }} | ||
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|input=623A/C | |input=623A/C | ||
|hitboxCaptions= A Version, C Version, EX Version | |hitboxCaptions= A Version, C Version, EX Version | ||
|description2=* A leaping command grab which looks identical to a hop. Strength determines the startup and how far it goes. Each strength can be ticked into from lights and heavies respectively; for instance, you can cancel cl.C 6A into 623C and it will catch them blocking or mashing a low button, whereas 623A starts up too quickly for the grab to work. | |description2=* A leaping command grab which looks identical to a hop. Strength determines the startup and how far it goes. Each strength can be ticked into from lights and heavies respectively; for instance, you can cancel cl.C 6A into 623C and it will catch them blocking or mashing a low button, whereas 623A starts up too quickly for the grab to work. This move beats advance strike. | ||
|description3=* The EX version travels further than 623C, is faster and goes through fireballs. This is particularly helpful against characters with ground-skimming fireballs, where Straight Slicer is of no help. | |description3=* The EX version travels further than 623C, is faster and goes through fireballs. This is particularly helpful against characters with ground-skimming fireballs, where Straight Slicer is of no help. | ||
}} | }} | ||
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|name=M.Splash Rose | |name=M.Splash Rose | ||
|input=2363214A/C | |input=2363214A/C | ||
|hitboxCaptions= A Version, C Version, , Max Version | |||
|description2=* Rush super. There are two cancel windows: as she leaves the ground for the final hit and as she is falling. A recent buff to her Advance Cancel into M.Typhoon means you'll want to cancel pretty much exclusively during the landing impact. | |description2=* Rush super. There are two cancel windows: as she leaves the ground for the final hit and as she is falling. A recent buff to her Advance Cancel into M.Typhoon means you'll want to cancel pretty much exclusively during the landing impact. | ||
|description3=* Much better invincibility and travels further. The ideal Climax Cancel window is on the very final hit as she lands, though be wary you'll be switching sides if you do so. | |description3=* Much better invincibility and travels further. The ideal Climax Cancel window is on the very final hit as she lands, though be wary you'll be switching sides if you do so. |
Latest revision as of 14:22, 14 January 2025
The King of Fighters XV | |

Blue Mary has a strong bond with Terry Bogard.
Hop: 33f
Backdash: 23f
Run Speed Ranking: 5
Contents
- 1 Movelist
- 2 Quick Combo Reference
- 3 Gameplay Overview
- 4 Normals
- 5 Rush Moves
- 6 Throws
- 7 Command Moves
- 8 Special Moves
- 9 Super Special Moves
- 10 Climax Super Special Moves
- 11 Misc
- 12 Alternate Colors
- 13 Videos
- 14 Navigation
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2B > 2A > 4B > [4]6B |
( = 151 dmg |
1 Meter |
2B > 2A > 4B > 236AC > [4]6BD > 236P > 623D > K |
( = 322 dmg |
2 Meters |
cl.C > 4A > [4]6BD > 236P > 236AC > [4]6B > 2363214P |
( = 454 dmg |
Gameplay Overview
Mary is a vortex character with quick but risky ways to win neutral, with her low, far-travelling set of jumps in the air and her runs and Straight Slicer on the ground. Additionally, she has EX M. Breaker (623AC) to go through fireballs of any height. Once she's in, Mary has a myriad of mixup options to pick from - in addition to strong hop normals such as j.D and j.CD and her reliable low hit confirms (2B 2A 4B), Mary has access to a dodge and command grab in one move (214P~236P), a leaping command grab for use in strings (623P) and an overhead (6A) which can be super cancelled. All of these can lead to hard knockdowns. However, Mary has to take serious risks in neutral, with Straight Slicer in particular being punishable. If she finds herself defending, she has access to two different reversals: a dragon punch (623K) and her dodge. These lead to hard knockdowns as well - not only is she tricky to pin down because of this, but her vortex is easy to resume as well. However, not only can both options be covered with a well-spaced safejump, but, like the rest of Mary's kit, they are both very unsafe. Mary is a strong character who can be used in any team slot, given her ability to meter dump and her constant hard knockdowns either way, but it is precisely this element of risk which keeps her in check.
Blue Mary is a rushdown character who can preserve momentum well using mixups and reversals which all result in hard knockdowns, but who requires very good reads before she can start. | |
Pros | Cons |
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Normals
Far Standing Normals
Far A
far A
A
A |
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Far B
far B
B
B |
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Far C
far C
C
C |
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Far D
far D
D
D |
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Close Standing Normals
Close A
close A
cl.A
cl.A |
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Close B
close B
cl.B
cl.B |
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Close C
close C
cl.C
cl.C |
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Close D
close D
cl.D
cl.D |
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Crouch Normals
Crouch A
crouch A
2A
2A |
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Crouch B
crouch B
2B
2B |
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Crouch C
crouch C
2C
2C |
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Crouch D
crouch D
2D
2D |
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Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
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Blowback
Blowback
Blowback
CD
CD |
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Shatter Strike
Shatterstrike
236CD
236CD |
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AdvanceStrike
AdvanceStrike
214CD
214CD |
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jump CD
jump CD
j.CD
j.CD |
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Rush Moves
rush
c.AA/c.AAX
c.AA/c.AAX |
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Throws
Lock Kick
Lock Kick
(close) 4/6C
(close) 4/6C |
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Viktor Throw
Viktor Throw
(close) 4/6D
(close) 4/6D |
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Command Moves
Hammer Arch
Hammer Arch
6A
6A |
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Double Rolling
Double Rolling
4B
4B |
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Climbing Arrow
Climbing Arrow
3D
3D |
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Special Moves
Straight Slicer
Straight Slicer
[4]6B/D
[4]6B/D |
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Crab Clutch
Crab Clutch
[4]6D~236B/D
[4]6D~236B/D |
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Stun Fang
Stun Fang
[4]6BD~236A/C
[4]6BD~236A/C |
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Vertical Arrow
Vertical Arrow
623B/D
623B/D |
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M.Snatcher
M.Snatcher
623D~B/D or 623BD~B/D
623D~B/D or 623BD~B/D |
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Spin Fall
Spin Fall
236A/C
236A/C |
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M.Spider
M.Spider
236C~236A/C
236C~236A/C |
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Real Counter
Real Counter
214A/C
214A/C |
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Backdrop Real
Backdrop Real
214A/C/AC~236A/C
214A/C/AC~236A/C |
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M.Breaker
M.Breaker
623A/C
623A/C |
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Super Special Moves
M.Typhoon
M.Typhoon
6321463214B/D
6321463214B/D |
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M.Splash Rose
M.Splash Rose
2363214A/C
2363214A/C |
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Climax Super Special Moves
M.Dynamite Swing
M.Dynamite Swing
2141236CD
2141236CD |
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Misc
Alternate Colors
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Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
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