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=Movelist=
==Movelist==


(*) = EX OK
(*) = EX OK
Line 37: Line 37:
:Backdrop Real (Real Counter) - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
:Backdrop Real (Real Counter) - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]


M. Breaker - - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)
M. Breaker - - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)




Line 51: Line 51:
M. Dynamite Swing  - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:b.gif]] [[image:d.gif]]
M. Dynamite Swing  - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:b.gif]] [[image:d.gif]]


=Quick Combo Reference=
==Quick Combo Reference==


{| border="1" align="center" style="font-size:90%"
{| border="1" align="center" style="font-size:90%"
Line 64: Line 64:
Close, Anywhere<br/>
Close, Anywhere<br/>
|
|
(combo here) = xxx dmg<br/>
(cr. B (x2 to x3), Far B) = 85 to 110 dmg<br/>
(combo here) = xxx dmg<br/>
(cr. B (x1 to x2), cr. A, b~f+B) = 107 to 131 dmg<br/>
(combo here) = xxx dmg<br/>
(cl. C (1 hit), b+B (2 hits), b~f+D, qcf+B/D) = 216 dmg<br/>
|-
|-
| '''1 Meter'''
| '''1 Meter'''
Line 73: Line 73:
Anywhere<br/>
Anywhere<br/>
|
|
(combo here) = xxx dmg<br/>
(cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+A/C) = 259 to 275 dmg<br/>
(combo here) = xxx dmg<br/>
(cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C) = 309 dmg<br/>
|-
|-
| '''2 Meters'''
| '''2 Meters'''
Line 81: Line 81:
Anywhere<br/>
Anywhere<br/>
|
|
(combo here) = xxx dmg <br/>
(cr. B (x2 to x3), Far B, qcf, hcb+AC) = 378 to 386  dmg <br/>
(combo here) = xxx dmg<br/>
(cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+AC) = 441 dmg<br/>
|-
|-
|}
|}


==Gameplay Overview==


=Gameplay Overview=
'''Health: 1000'''


'''Health: 950'''
Blue Mary is a very strong character in KOFXIV. She has many tools such as:


* An invincible dodge that leads into a command grab.


=Normals=
* A wide air CD that is good for pressure.


'''Standing'''
* Plenty of easy mix-ups.


* st. A: Standard jab. Whiffs on some characters crouching. Slightly negative. Cant cancel into command normals. Special cancel-able
* An invincible reversal, dp+K, that puts the opponent in a hard knockdown state.


* st. B: More range than st.A. Great poke. Hits crouches. More negative than st.A on block. Cant cancel into command normals. Not special cancel-able
She can make the opponent second guess their approach easily, with her invincible moves, while forcing her way in neutral.


* st. C: Hits twice. Only super cancelable. Moves her hitbox forward.
==Normals==


* st. D: Great range. Crushes lows. Not command/special/super cancel-able. CANNOT CANCEL INTO MAX MODE!
<div class="toccolours mw-collapsible mw-collapsed">'''Far Standing Normals'''
<div class="mw-collapsible-content">
{{MoveData
|image=Blue_Mary_Far_A.jpg
|caption=
|name=Far A
|data=
{{AttackData-KOFXIV
|damage=25
|stun=30
|startup=5
|active=4
|recovery=10
|hitAdv=1
|blockAdv=-1
|hitbox=[https://drive.google.com/open?id=1SGhcRYqJuOMSJSz9cJ6V-b_wfHTv4KE0 Hitbox]
|invul=
|description= *Standard jab, which use to poke against hops.  
*Whiffs on some characters crouching.  
*Cant cancel into command normals.
*Special cancel-able
}}
}}




'''Close'''
{{MoveData
|image=Blue_Mary_Far_B.jpg
|caption=
|name=Far B
|data=
{{AttackData-KOFXIV
|damage=30
|stun=30
|startup=6
|active=4
|recovery=13
|hitAdv=-2
|blockAdv=-4
|hitbox=[https://drive.google.com/open?id=1RFIx42PZTKed1-VlHWTZul-P287Xe1_2 Hitbox]
|invul=
|description= *More range than st.A.
*Great poke against standing opponents.
*Hits crouches. Only super Cancel-able.
}}
}}


* cl. A: Plus on block.


* cl. B: Hits low. Can cancel into itself. Point blank cl.B, cl.B, cr.B works. Can cancel into command normals (wont combo). Special/super cancel-able. Negative on block
{{MoveData
|image=Blue_Mary_Far_C.jpg
|caption=
|name=Far C
|data=
{{AttackData-KOFXIV
|damage=78
|stun=80
|startup=14
|active=7
|recovery=18
|hitAdv=-2
|blockAdv=-4
|hitbox=[https://drive.google.com/open?id=1KZLOlg6ADQ-05YvM91ePBMs61OIo2i04 Hitbox]
|invul=
|description= *Hits twice.  
*Only super cancelable.  
*Moves her hitbox forward.
}}
}}


* cl. C: Hits twice. Command/special cancel-able. Doesnt hit very high above her head.


* cl. D: Zero on block. command/special/super cancelable. contender with cr.C on best button to use after maxmode confirm(does more damage than cr.C)
{{MoveData
|image=Blue_Mary_Far_D.jpg
|caption=
|name=Far D
|data=
{{AttackData-KOFXIV
|damage=80
|stun=70
|startup=14
|active=4
|recovery=23
|hitAdv=-6
|blockAdv=-8
|hitbox=[https://drive.google.com/open?id=1OGgbE2RnsdDE8WPDXNywi_dZi2pVhQBw Hitbox]
|invul= Low: 7 to 21 (15 Frames)
|description= *Great range, but slow.
*Crushes slow lows or spamming cr. B (x2).
*Not command/special/super cancel-able.
*Cannot quick max cancel.
}}
}}
</div>
</div>




'''Crouching'''
<div class="toccolours mw-collapsible mw-collapsed">'''Close Standing Normals'''
<div class="mw-collapsible-content">
{{MoveData
|image=Blue_Mary_Close_A.jpg
|caption=
|name=Close A
|data=
{{AttackData-KOFXIV
|damage=25
|stun=30
|startup=4
|active=3
|recovery=8
|hitAdv=4
|blockAdv=2
|hitbox=[https://drive.google.com/open?id=16FOxvmNfho1PdZ7BLxRwTgp07iUkbq61 Hitbox]
|invul=
|description= *Standard close jab.
*Like Far A, cl. A is useful to stop hops if the opponent hops close towards Blue Mary.
}}
}}


* cr. A: Hits mid. Slightly less range than cr.B. command/special/super cancel-able. plus on block.


* cr. B: Hits low and fast. Lowers her crouching hitbox a lot. Can't command/special cancel. Standard max-mode starter.  
{{MoveData
|image=Blue_Mary_Close_B.jpg
|caption=
|name=Close B
|data=
{{AttackData-KOFXIV
|damage=30
|stun=30
|startup=5
|active=3
|recovery=13
|hitAdv=-1
|blockAdv=-3
|hitbox=[https://drive.google.com/open?id=1T6UZP8VS_qg7iT0dHrSewD34WOEGfWPK Hitbox]
|invul=
|description= *Standing low Attack.
*Can cancel into itself.  
*Point blank cl.B, cl.B, cr.B or Far B works.  
*Can cancel, but will not combo into command normals.
*Special/super cancel-able.
}}
}}


* cr. C: Hits mid. Lowers hitbox plus moves her forward a bit maybe her best button to use after max mode confirm


* cr. D: Hits low and fast. Great range. Very punishable on block so beware. Can only cancel into maxmode
{{MoveData
|image=Blue_Mary_Close_C.jpg
|caption=
|name=Close C
|data=
{{AttackData-KOFXIV
|damage=78
|stun=80
|startup=6
|active=2 (1) 2
|recovery=20
|hitAdv=-1
|blockAdv=-3
|hitbox=[https://drive.google.com/open?id=1GaFpqPuUncYdULqHt-DNXOkr_Fp3dNfu Hitbox]
|invul=
|description= *Hits twice.
*Command/special cancel-able.  
*Does not hit very high above her head.  
*Useful for grab/ close heavey OS against close empty hop/jump.  
}}
}}




'''Jumping'''
{{MoveData
|image=Blue_Mary_Close_D.jpg
|caption=
|name=Close D
|data=
{{AttackData-KOFXIV
|damage=80
|stun=70
|startup=5
|active=4
|recovery=23
|hitAdv=2
|blockAdv=0
|hitbox=[https://drive.google.com/open?id=1PowNpwGQW5WpQUHAyNHIlp6ycY29bFRu Hitbox]
|invul=
|description= *Most damaging close heavy normal.
*The second best heavy normal to start combos after cross-ups and quick max.
*Has a lot of pushback that can make f+B whiff. 
}}
}}</div>
</div>


* j. A: Good for air-to-air. Can't cross up.


* j. B: Little range. Can cross up
<div class="toccolours mw-collapsible mw-collapsed">'''Crouching Normals'''
<div class="mw-collapsible-content">
{{MoveData
|image=Blue_Mary_Crouch_A.jpg
|caption=
|name=Crouch A
|data=
{{AttackData-KOFXIV
|damage=25
|stun=30
|startup=5
|active=4
|recovery=6
|hitAdv=5
|blockAdv=3
|hitbox=[https://drive.google.com/open?id=1trr-cYEme5tEfXL6UxKIBAWMEk8DUaZ2 Hitbox]
|invul=
|description= *Hits mid.
*Slightly less range than cr.B. command/special/super cancel-able.
*Useful for mid-range into cr. D frame trap and can link into cl. D at point-blank range.
}}
}}


* j. C: Best air-to-air based off animation. Can't cross up


* j. D: Best jump in normal. Can only cross up standing opponents. Hitbox dependent.
{{MoveData
|image=Blue_Mary_Crouch_B.jpg ‎
|caption=
|name=Crouch B
|data=
{{AttackData-KOFXIV
|damage=30
|stun=30
|startup=4
|active=4
|recovery=7
|hitAdv=4
|blockAdv=2
|hitbox=[https://drive.google.com/open?id=1w9syEjVkhdd9dV8HMnqn32FJCwZW9ZqN Hitbox]
|invul=
|description= *Hits low and fast.  
*Lowers her crouching hitbox a lot.  
*Can't command/special cancel.  
*Standard quick max starter.  
}}
}}




'''Blowback'''
{{MoveData
|image=Blue_Mary_Crouch_C.jpg
|caption=
|name=Crouch C
|data=
{{AttackData-KOFXIV
|damage=70
|stun=70
|startup=9
|active=4
|recovery=27
|hitAdv=-10
|blockAdv=-12
|hitbox=[https://drive.google.com/open?id=1wPHv_N8zjgytygyoUSVVl1M4JkOAZCXa Hitbox]
|invul=
|description= *Hits mid.
*Lowers hitbox plus moves her forward a bit.
*Her best heavy normal combo starter especially into f+B.
}}
}}


* st. CD: Can cancel ending frames into her command normals.


* j. CD: Great hit box for jump in pressure.
{{MoveData
|image=Blue_Mary_Crouch_D.jpg
|caption=
|name=Crouch D
|data=
{{AttackData-KOFXIV
|damage=80
|stun=70
|startup=6
|active=4
|recovery=25
|hitAdv=SKD
|blockAdv=-10
|hitbox=[https://drive.google.com/open?id=17QrGh7vpxDEctFxjX2F36DwFSvzf0mI1 Hitbox]
|invul=
|description= *Hits low and fast.
*Punishable if done at close range, but has a lot of pushback. So it's better to use at mid to the furthest range of cr. D. Especially useful as a frame trap at mid-screen from cr.B (x3) or cr. B(x2), cr. A.  
}}
}}</div>
</div>


=Throws=


'''Lock Kick''' -  (b/f+C) close
<div class="toccolours mw-collapsible mw-collapsed">'''Jump Normals'''
<div class="mw-collapsible-content">
{{MoveData
|image=Blue_Mary_Jump_A.jpg
|caption=
|name=Jump A
|data=
  {{AttackData-KOFXIV
|damage=45
|stun=30
|startup=4
|active=9
|recovery=(Landing)+1
|hitAdv=
|blockAdv=
|hitbox=[https://drive.google.com/open?id=1Ty_ZAeIKmn9sSONxqL1JXfJlB5bmJQ6g Hitbox]
|invul=
|description= *Has a good diagonal hitbox.
*It's useful as a jump-in confirmation and a quick poke in air-to-air situations.
}}
}}


* (description)
* Can be broken
* (soft or hard knockdown)


'''Viktor Throw''' - (b/f+D) close
{{MoveData
* (description)
|image=Blue_Mary_Jump_B.jpg
* Can be broken
|caption=
* (soft or hard knockdown)
|name=Jump B
|data=
{{AttackData-KOFXIV
|damage=45
|stun=30
|startup=6
|active=8
|recovery=(Landing)+1
|hitAdv=
|blockAdv=
|hitbox=[https://drive.google.com/open?id=1pKFKKoW7XtUFIm3XW3NRTbaLosJrJ78T Hitbox]
|invul=
|description= *A great cross-up tools during hops and jumps. 
}}
}}


=Command Moves=


'''Hammer Arch''' - (f+A)
{{MoveData
* Hits overhead. Hits mid if canceled into. Special/super cancel-able if used in combos. Great range. Can start max mode combos after hit (not hit confirm-able).  
|image=Blue_Mary_Jump_C.jpg
|caption=
|name=Jump C
|data=
{{AttackData-KOFXIV
|damage=70
|stun=70
|startup=7
|active=7
|recovery=(Landing)+1
|hitAdv=
|blockAdv=
|hitbox=[https://drive.google.com/open?id=1j6YmsjjIkyWZY3Ruxzwbl1hftHOVXjZG Hitbox]
|invul=
|description= *Useful for air-to-air situations.
}}
}}




'''Double Rolling ''' - (back or towards + B)
{{MoveData
|image=Blue_Mary_Jump_D.jpg
|caption=
|name=Jump D
|data=
{{AttackData-KOFXIV
|damage=70
|stun=70
|startup=8
|active=7
|recovery=(Landing)+1
|hitAdv=
|blockAdv=
|hitbox=[https://drive.google.com/open?id=1j6YmsjjIkyWZY3Ruxzwbl1hftHOVXjZG Hitbox]
|invul=
|description= *Useful jump-in normal.
*Can cross-up on standing and crouching opponents depending on spacing.
}}
}}</div>
</div>


* Hits mid then low. Mostly used for combo filler. Special cancel-able. Doesnt crush lows.


<div class="toccolours mw-collapsible mw-collapsed">'''Hop Normals'''
<div class="mw-collapsible-content">
{{MoveData
|image=Blue_Mary_Hop_A.jpg
|caption=
|name=Hop A
|data=
{{AttackData-KOFXIV
|damage=40
|stun=30
|startup=4
|active=7
|recovery=(Landing)+1
|hitAdv=
|blockAdv=
|hitbox=[https://drive.google.com/open?id=1lFgbAJqhant-RrRgLBTadWBIWIQbK7TM Hitbox]
|invul=
|description= *Nearly the same as jump A except less active frames and damage.
*Has a good diagonal hitbox.
*It's useful as a jump-in confirmation and a quick poke in air-to-air situations.
}}
}}


'''Climbing Arrow''' - (df + B)


* Hits mid. Special cancel-able. Great anti-air potential. Launches opponent. Can combo into super on trade. Can combo into max mode on hit.
{{MoveData
|image=Blue_Mary_Hop_B.jpg
|caption=
|name=Hop B
|data=
{{AttackData-KOFXIV
|damage=40
|stun=30
|startup=6
|active=6
|recovery=(Landing)+1
|hitAdv=
|blockAdv=
|hitbox=[https://drive.google.com/open?id=1mCA_zPC5bux4cnkXoFSZwZdJ_tvRKmsm Hitbox]
|invul=
|description= *Nearly the same as jump B except less active frames and damage.  
*A great cross-up tools during hops and jumps.
}}
}}


=Special Moves=


'''Straight Slicer ''' - (charge briefly back, then towards + B/D)
{{MoveData
|image=Blue_Mary_Hop_C.jpg
|caption=
|name=Hop C
|data=
{{AttackData-KOFXIV
|damage=70
|stun=70
|startup=7
|active=5
|recovery=(Landing)+1
|hitAdv=
|blockAdv=
|hitbox=[https://drive.google.com/open?id=18l4-UL6WKMCSAvJztfMDhJ6-EJoN0SjI Hitbox]
|invul=
|description= *Nearly the same as jump C except less active frames.
*Useful for air-to-air situations. 
}}
}}


* B version is a soft knockdown


* D version leaves the opponent standing for followup attacks (Crab Clutch or Stun Fang)
{{MoveData
|image=Blue_Mary_Hop_D.jpg
|caption=
|name=Hop D
|data=
{{AttackData-KOFXIV
|damage=70
|stun=70
|startup=8
|active=5
|recovery=(Landing)+1
|hitAdv=
|blockAdv=
|hitbox=[https://drive.google.com/open?id=1LvBKf0P0N0dSb0p3hYGAoO1J1leqoyxG Hitbox]
|invul=
|description= *Nearly the same as jump D except less active frames.
*Useful jump-in normal.
*Can cross-up on standing and crouching opponents depending on spacing.
}}
}}</div>
</div>


* (description here)


* (description here)
<div class="toccolours mw-collapsible mw-collapsed">'''Blowback'''
<div class="mw-collapsible-content">
{{MoveData
|image=Blue_Mary_Stand_CD.jpg
|caption=
|name=Stand CD
|data=
{{AttackData-KOFXIV
|damage=75
|stun=100
|startup=15
|active=5
|recovery=22
|hitAdv=HKD (Gnd)/ SKD (Air)
|blockAdv=-4
|hitbox=[https://drive.google.com/open?id=1O2CmsL4WKGZy2vv27TVS19d1uCfToTby Hitbox]
|invul=
|description= *Can cancel ending frames into her command normals.
}}
}}


'''EX:''' (description here)


::'''Crab Clutch ( D Straight Slicer)''' - (qcf + B/D)
{{MoveData
|image=Blue_Mary_Jump_CD.jpg
|caption=
|name=Jump CD
|data=
{{AttackData-KOFXIV
|damage=90
|stun=80
|startup=13
|active=7
|recovery=(Landing)+1
|hitAdv=SKD
|blockAdv=
|hitbox=[https://drive.google.com/open?id=1vO8fod0JCeywkJJ0buM2uvTLVH7gwnwD Hitbox]
|invul=
|description= *Great hit box for jump in pressure.
*Blue Mary can abuse her hop CD, which has a wide hitbox around her foot.
*It’s good as an air-to-ground normal.
*Only invincible moves can beat it clean, so be cautious of opponents that are good at anti-airing.
}}
}}


::* Mary follows up Straight Slicer with a leg breaker


::* Crab Clutch leaves Mary outside of her effective range on hit
{{MoveData
|image=Blue_Mary_Hop_CD.jpg
|caption=
|name=Hop CD
|data=
{{AttackData-KOFXIV
|damage=80
|stun=80
|startup=13
|active=5
|recovery=(Landing)+1
|hitAdv=SKD
|blockAdv=
|hitbox=[https://drive.google.com/open?id=1kTOVCe0IIHwSshedoD648Lm9QofyYiLb Hitbox]
|invul=
|description= *Nearly the same as jump CD except less active frames and damage.
*Great hitbox for jump-in pressure.
*Blue Mary can abuse her hop CD, which has a wide hitbox around her foot.
*It’s good as an air-to-ground normal.
*Only invincible moves can beat it clean, so be cautious of opponents that are good at anti-airing.
}}
}}</div>
</div>


::* Hard knockdown
==Throws==
<div class="toccolours mw-collapsible mw-collapsed">'''Normal Throws'''
<div class="mw-collapsible-content">
{{MoveData
|image=Blue_Mary_Forward_Throw.jpg
|caption=
|name=Lock Kick (close, ←/→ + C)
|data=
{{AttackData-KOFXIV
|damage=100
|stun=0
|startup=1
|active=1
|recovery=0
|hitAdv=SKD
|blockAdv=Unblockable
|hitbox=[https://drive.google.com/open?id=1ZR9eA4w2l4za8pXTruXndA5nNfkadrcR Hitbox]
|invul=
|description= *Forward throw.
}}
}}


     
::'''Stun Fang (EX Straight Slicer)''' - (qcf + A/C)


::* (description here)
{{MoveData
|image=Blue_Mary_Back_Throw.jpg
|caption=
|name=Viktor Throw (close, ←/→ + D)
|data=
{{AttackData-KOFXIV
|damage=100
|stun=0
|startup=1
|active=1
|recovery=0
|hitAdv=HKD
|blockAdv=Unblockable
|hitbox=[https://drive.google.com/open?id=1l-uesZGCpjqODdAZovCdafZB-tUJI1Ur Hitbox]
|invul=
|description= *Back throw.
}}
}}</div>
</div>


'''EX:''' (description here)
==Command Moves==
<div class="toccolours mw-collapsible mw-collapsed">'''Command Moves'''
<div class="mw-collapsible-content">
{{MoveData
|image=Blue_Mary_f+A.jpg
|caption=
|name=Hammer Arch - (→ + A)
|data=
{{AttackData-KOFXIV
|version=Without Cancel
|damage=70
|stun=60
|startup=22
|active=4
|recovery=26
|hitAdv=-9
|blockAdv=-11
|hitbox=[https://drive.google.com/open?id=1NNCMjQHaRV8PQEZzHNFomqOqS3qA_Bww Hitbox]
|invul= Low: 3 to 19 (17 Frames)
|description= *Overhead.
*Special/super cancel-able.
*Great range.
*Can start max mode combos after hit (not hit confirm-able).
}}
{{AttackData-KOFXIV
|version=With Cancel
|damage=30
|stun=40
|startup=15
|active=4
|recovery=23
|hitAdv=-6
|blockAdv=-8
|hitbox=[https://drive.google.com/open?id=12woRLQ-xVkdD4Qgggt5sozHyGmzu22OQ Hitbox]
|invul= Low: 3 to 11 (9 Frames)
|description= *Hits mid.
*Special/super cancel-able.
*Great range.
*Can start max mode combos after hit (not hit confirm-able).
}}
}}




'''Vertical Arrow''' - (dp + B/D)
{{MoveData
|image=Blue_Mary_b_or_f+B.jpg
|caption=
|name=Double Rolling - (←/→ + B)
|data=
{{AttackData-KOFXIV
|damage=78
|stun=70
|startup=16
|active=3 (17) 5
|recovery=26
|hitAdv=-10
|blockAdv=-12
|hitbox=[https://drive.google.com/open?id=19NeGOih-e2e9OQQF9qW3MkreZDfwX_oJ Hitbox]
|invul= Low: 16 to 21 (6 Frames)
|description= *Hits mid then low. Mostly used for combo filler.
*Special cancel-able.
*Doesn't crush lows.
*If 1st hit connects on hit or guard, 2nd hit can whiff cancel and empty quickmax.
}}
}}


* Both versions are two hits, D version does more damage


* (description here)
{{MoveData
|image=Blue_Mary_df+B.jpg
|caption=
|name=Climbing Arrow - (↘ +B)
|data=
{{AttackData-KOFXIV
|damage=60
|stun=60
|startup=14
|active=5
|recovery=29
|hitAdv=SKD
|blockAdv=-15
|hitbox=[https://drive.google.com/open?id=1dB6tWOiLWi1GfNn51ChHqPP8Ig-Fii7E Hitbox]
|invul=
|description= * Hits mid. Special cancel-able.
*Launches opponent. Can combo into super on trade.
*Can combo into max mode on hit.
*Best used during quick max combos.
}}
}}</div>
</div>


* (description here)
==Special Moves==
<div class="toccolours mw-collapsible mw-collapsed"> '''Special Moves'''
<div class="mw-collapsible-content">
{{MoveData
|image=Blue_Mary_Straight_Slicer.jpg
|caption=
|name=Straight Slicer - (← charge → + B/D)
|data=
{{AttackData-KOFXIV
|version=B
|damage=60
|stun=60
|startup=14
|active=8
|recovery=18
|hitAdv=SKD
|blockAdv=-7
|hitbox=[https://drive.google.com/open?id=1WxPxfeW13zX0ng0od4JPgVSwPpQkhm2h Hitbox]
|invul=Low: 7 to 9  (3 Frames)
|description= *Main special in Blue Mary's bnb from a light normal attack.
*Hits low.
}}
{{AttackData-KOFXIV
|version=D
|damage=60
|stun=60
|startup=18
|active=11
|recovery=22
|hitAdv=-12
|blockAdv=-14
|hitbox=[https://drive.google.com/open?id=1CFjT1uOsDwwLH5KOigUUxMHc1jLT8F-L Hitbox]
|invul=Low: 7 to 11  (5 Frames)
|description= *Main special in Blue Mary's bnb from a heavy normal attack.
*Hits low.
*Can cancel into Crab Clutch, qcf+B/D. Requires more charge than light Straight Slicer.
}}
}}


'''EX:''' (description here)
{{MoveData
|image=
|caption=
|name=↳ Crab Clutch (↓↘→ + B/D)
|data=
{{AttackData-KOFXIV
|damage=60
|stun=0
|startup=
|active=
|recovery=
|hitAdv= HKD
|blockAdv=
|hitbox=
|invul=
|description= Gives Blue Mary enough time to do meaty jump attack.
}}
}}


::'''M. Snatcher (Vertical Arrow)''' - (dp + B/D)


::* (description here)
{{MoveData
     
|image=Blue_Mary_EX_Straight_Slicer.jpg
'''EX:''' (description here)
|caption=
|name=EX Straight Slicer - (← charge → + BD)
|data=
{{AttackData-KOFXIV
|damage=80
|stun=0
|startup=14
|active=9
|recovery=22
|hitAdv=-10
|blockAdv=-12
|hitbox=[https://drive.google.com/open?id=1qLBpB8-UoV7aKbbF82Lo6J2L_hH1V2eY Hitbox]
|invul=Full: 1 to 11 (11 Frames)
|description= Main special in Blue Mary's bnb in quick max combos. Hits low. Cancels only into Stung Fang, qcf+A/C.
}}
}}


{{MoveData
|image=
|caption=
|name=↳ Stun Fang (↓↘→ + A/C)
|data=
{{AttackData-KOFXIV
|damage=60
|stun=0
|startup=
|active=
|recovery=
|hitAdv=SKD
|blockAdv=-6
|hitbox=
|invul=
|description= Stuns the opponent in place. Can hit once in the ground and once in the air in the same combo.
}}
}}


'''Spin Fall ''' - (qcf + A/C)


* (description here)
{{MoveData
|image=Blue_Mary_Dp.jpg
|caption=
|name=Vertical Arrow - (→↓↘ + B/D)
|data=
{{AttackData-KOFXIV
|version= B
|damage=78
|stun=40 + 40
|startup=6
|active=11
|recovery=38
|hitAdv=SKD
|blockAdv=-28
|hitbox=[https://drive.google.com/open?id=1fwSsS3fZMGrYziAOCFzkvQfc7tNQycyj Hitbox]
|invul=Full: 1 to 6 (6 Frames)
|description= *Blue Mary's fastest meterless reversal.
*Can cancel into M. Snatcher (→↓↘ + B/D) on hit.
*Best ender for quick max combos.
}}
{{AttackData-KOFXIV
|version= D
|damage=97
|stun=40 + 60
|startup=8
|active=17
|recovery=45
|hitAdv=SKD
|blockAdv=-41
|hitbox=[https://drive.google.com/open?id=13p7aeGB7inDWvbGRUzQsirgAhkT7_NVP Hitbox]
|invul=Full: 1 to 12 (12 Frames)
|description= *Blue Mary's reversal.
*Can cancel into M. Snatcher (→↓↘ + B/D) on hit.
*Best ender for quick max combos
}}
}}


* (description here)
{{MoveData
|image=
|caption=
|name=↳ M. Snatcher (→↓↘ + B/D)
|data=
{{AttackData-KOFXIV
|damage=63
|stun=0
|startup=
|active=
|recovery=
|hitAdv=HKD
|blockAdv=
|hitbox=
|invul=
|description= *A follow-up that makes B/D Vertical Arrow a strong reversal since it's a hkd knockdown.
*Gives Blue Mary enough to do a meaty jump D attack that is difficult for many characters to counter.
}}
}}


* (description here)


'''EX:''' (description here)
{{MoveData
|image=Blue_Mary_EX_DP.jpg
|caption=
|name=EX Vertical Arrow - (→↓↘ + BD)
|data=
{{AttackData-KOFXIV
|damage=176
|stun=0
|startup=4
|active=5 (3) 2 (3) 2 (3) 2 (3) 3
|recovery=43
|hitAdv=SKD
|blockAdv=-48
|hitbox=[https://drive.google.com/open?id=1zOzPeAmU9e011r0QPqPtAa7YnrMGnN7l Hitbox]
|invul=Full: 1 to 8 (8 Frames)
|description= *Blue Mary's fastest antiair reversal in max mode.
*Not really useful in combos over regular Vertical Arrow unless you are guarantee to win the round or match.
}}
}}


::'''M. Spider (Spin Fall)''' - (qcf + A/C)


::* Switches sides with opponent when move connects. Hard knockdown.
{{MoveData
     
|image=Blue_Mary_Spin_Fall.jpg
'''EX:''' (description here)
|caption=
|name=Spin Fall (↓↘→ + A/C)
|data=
{{AttackData-KOFXIV
|version=A
|damage=60
|stun=60
|startup=25
|active=3
|recovery=23
|hitAdv=-5
|blockAdv=-7
|hitbox=[https://drive.google.com/open?id=1IxlH0zKmAOHDloNv8FVzykltccy--NQP Hitbox]
|invul=Low: 7 to 28  (22 Frames)
|description= *An overhead attack that allows Blue Mary to move forward.
*The move is airborne.
*Can cancel into M. Spider (↓↘→ + A/C).
}}
{{AttackData-KOFXIV
|version=C
|damage=60
|stun=60
|startup=24
|active=3
|recovery=26
|hitAdv=-8
|blockAdv=-10
|hitbox=[https://drive.google.com/open?id=12ozIBDZhRgV02SXjbhDuSx9budxYTvt3 Hitbox]
|invul=Low: 8 to 27  (20 Frames)
|description= *An overhead attack that allows Blue Mary to move forward.
*Further than light Spin Fall.
*The move is airborne.
*Can cancel into M. Spider (↓↘→ + A/C) on hit.
}}
}}


{{MoveData
|image=
|caption=
|name=↳ M. Spider (↓↘→ + A/C)
|data=
{{AttackData-KOFXIV
|damage=57
|stun=0
|startup=
|active=
|recovery=
|hitAdv=-
|blockAdv=
|hitbox=
|invul=
|description= *Switches sides with opponent when move connects.
}}
}}




'''Real Counter''' - (qcb + A/C)
{{MoveData
|image=Blue_Mary_EX_Spin_Fall.jpg
|caption=
|name=EX Spin Fall (↓↘→ + AC)
|data=
{{AttackData-KOFXIV
|damage=107
|stun=0
|startup=15 / Hits crouching opponent at 18
|active=6
|recovery=18
|hitAdv=HKD
|blockAdv=-3
|hitbox=[https://drive.google.com/open?id=1b6Y_4ei6N3KCVq1o3MAkifL8SE_KqYPp Hitbox]
|invul= Low: 1 to 22 (22 Frames)
|description= *An overhead attack that has no follow-up since it will ground bound the opponent.
*The first hit will whiff on crouching opponents which will greatly cut this move's damage in half.
*It's a useful move for quick max combos after Stun Fang.
}}
}}


* (description here)


* (description here)
{{MoveData
|image=Blue_Mary_Real_Counter.jpg
|caption=
|name=Real Counter (↓↙← + A/C)
|data=
{{AttackData-KOFXIV
|damage=0
|stun=0
|startup=12 (To Cancel Window)
|active= 12 to 31 (Cancel Windows 20 Frames)
|recovery=19
|hitAdv=
|blockAdv=
|hitbox=[https://drive.google.com/open?id=1o02HjfO626stWIC5rZQYI6607R7-umpK Hitbox]
|invul= Full: 1 to 20 (20 Frames)
|description= * Can be considered a dodge that cancels into a command grab.
}}
}}


* (description here)
{{MoveData
|image=Blue_Mary_Backdrop.jpg
|caption=
|name=↳ Backdrop Real (In close, ↓↘→ + A/C)
|data=
{{AttackData-KOFXIV
|damage=140
|stun=0
|startup=1
|active= 1
|recovery=30
|hitAdv=HKD
|blockAdv=Unblockable
|hitbox=[https://drive.google.com/open?id=16L6Z4bt4DBLFmzun3aOcMelY91c2T1v0 Hitbox]
|invul= Full: 1 (1 Frame)
|description= * Blue Mary does one german suplex.
* Command Grab
}}
}}


'''EX:''' (description here)


::'''Backdrop Real (Real Counter) ''' - (qcf + A/C)
{{MoveData
|image=Blue_Mary_EX_RC.jpg
|caption=
|name=EX Real Counter (↓↙← + AC)
|data=
{{AttackData-KOFXIV
|damage=0
|stun=0
|startup=1 (To Cancel Window)
|active= 1 to 31 (Cancel Windows 20 Frames)
|recovery=19
|hitAdv=
|blockAdv=
|hitbox=[https://drive.google.com/open?id=1mD_xZfSu_fso53CODkIUzmjq2b3oHc58 Hitbox]
|invul= Full: 1 to 31 (31 Frames)
|description= * Just like normal Real Counter, EX Real Counter can be considered a dodge that cancels into a command grab.
* It can immediately cancel into a command grab.
}}
}}


::* (description here)
{{MoveData
     
|image=Blue_Mary_EX_Backdrop.jpg
'''EX:''' (description here)
|caption=
|name=↳ EX Backdrop Real (In close, ↓↘→ + A/C)
|data=
{{AttackData-KOFXIV
|damage=160
|stun=0
|startup=1
|active= 2
|recovery=27
|hitAdv=HKD
|blockAdv=Unblockable
|hitbox=[https://drive.google.com/open?id=1WzScXrUoSwf6DkD0pa9lUx3-b-yn14YH Hitbox]
|invul= Full: 1 (1 Frame)
|description= * Blue Mary does two german suplexes.
* Command Grab
}}
}}




'''M. Breaker''' - (dp + A/C)
{{MoveData
|image=Blue_Mary_M_Breaker.jpg
|caption=
|name=M. Breaker (→↓↘ + A/C)
|data=
{{AttackData-KOFXIV
|version=A
|damage=120
|stun=0
|startup=23
|active=4
|recovery=29
|hitAdv=HKD
|blockAdv=Unblockable
|hitbox=[https://drive.google.com/open?id=1Lfu4yjXVFX7nxBgpz7gizmVrGOMeB31K Hitbox]
|invul=
|description= *Blue Mary lunges forward with this command grab.
* It is useful as a tick throw after a light block strings.
* It is not an air grab.
* Blue Mary can perform a 4 frame safe jump anywhere on the screen after this move: [https://www.youtube.com/watch?v=YMg7Max6RgI&feature=youtu.be Video Link]
}}
{{AttackData-KOFXIV
|version= C
|damage=120
|stun=0
|startup=25
|active=6
|recovery=27
|hitAdv=HKD
|blockAdv=Unblockable
|hitbox=[https://drive.google.com/open?id=1w8fMU4D1SeshUaER0vWASt9AwkC74ka0 Hitbox]
|invul=
|description= *Blue Mary lunges forward with this command grab.
* This version lunges a bit further than the light version.
* It is useful as a tick throw after a light block strings.
* It is not an air grab.
* Blue Mary can perform a 4 frame safe jump anywhere on the screen after this move: [https://www.youtube.com/watch?v=YMg7Max6RgI&feature=youtu.be Video Link]
* Immediately jump to do a 4-frame safe jump.
}}
}}


* (description here)


* (description here)
{{MoveData
|image=Blue_Mary_ex_M_Breaker.jpg
|caption=
|name=EX M. Breaker (→↓↘ + AC)
|data=
{{AttackData-KOFXIV
|damage=150
|stun=0
|startup=20
|active=8
|recovery=27
|hitAdv=HKD
|blockAdv=Unblockable
|hitbox=[https://drive.google.com/open?id=1u-s8dV6zIfvFkYpUGMOvs4RVc1ygN7gp Hitbox]
|invul=Full: 1 to 10 (10 Frames)/ Low: 11 to 30 (20 Frames)
|description= *Blue Mary lunges forward with this command grab.
* It is useful as a tick throw after a light block strings.
* It is not an air grab.
* Blue Mary can perform a 4-frame safe jump anywhere on the screen after this move: [https://www.youtube.com/watch?v=5Z1BXIHRUZE&feature=youtu.be Video Link]
* Immediately hyperjump to do a 4-frame safe jump.
}}
}}</div>
</div>


* (description here)
==Super Special Moves==
<div class="toccolours mw-collapsible mw-collapsed">'''Super Special Moves'''
<div class="mw-collapsible-content">
{{MoveData
|image=Blue_Mary_M_Typhoon.jpg
|caption=
|name=M. Typhoon (In close, →↘↓↙←→↘↓↙← + B/D)
|data=
{{AttackData-KOFXIV
|damage=180
|stun=0
|startup=1
|active=2
|recovery=60
|hitAdv=HKD
|blockAdv=Unblockable
|hitbox=[https://drive.google.com/open?id=1WhUTiVINvPZVPmoL6wWuDn-G9xWC17WN Hitbox]
|invul=Full: 1 to 2 (2 Frames)
|description= *1-frame command grab.
* Useful for punished close -1 moves.
* Cannot Advance or Climax Cancel.
}}


'''EX:''' (description here)
}}
{{MoveData
|image=Blue_Mary_Max_M_Typhoon.jpg
|caption=
|name=Max M. Typhoon (In close, →↘↓↙←→↘↓↙← + BD)
|data=
{{AttackData-KOFXIV
|damage=320
|stun=0
|startup=1
|active=2
|recovery=49
|hitAdv=HKD
|blockAdv=Unblockable
|hitbox=[https://drive.google.com/open?id=1pt4Q2wlK1OZc7e4oCfeeqkNeg6II_6oP Hitbox]
|invul=Full: 1 to 2 (2 Frames)
|description= *1-frame command grab.
* Useful for punished close -1 moves.
* Cannot Climax Cancel.
}}
}}


=Super Special Moves=


'''M. Typhoon ''' - (hcb, hcb + B/D)
{{MoveData
|image=Blue_Mary_M_Splash.jpg
|caption=
|name=M. Splash Rose (↓↘→↘↓↙← + A/C)
|data=
{{AttackData-KOFXIV
|damage=184
|stun=0
|startup=11
|active=11
|recovery=34
|hitAdv=HKD
|blockAdv=-13
|hitbox=[https://drive.google.com/open?id=1aRkFQsEbzoFFfx_K2RR4aZ2j48b2_6eh Hitbox]
|invul=Full: 1 to 6 (6 Frames)/ Low: 7 to 25 (19 Frames)
|description= *Blue Mary's Ranbu super.
* Can Advance Cancel into Max M. Typhoon (In close, →↘↓↙←→↘↓↙← + BD). It's best to cancel after Blue Mary kicks the opponent.
* Can Climax Cancel in M. Dynamite Swing (↓↘→↓↘→ + BD) at the end of the super after Blue Mary lands on the ground.
* This is the best version to climax cancel for the maximum amount of damage in quick max combos.
}}
}}


* (description here)
{{MoveData
|image=Blue_Mary_Max_M_Splash.jpg
|caption=
|name=Max M. Splash Rose (↓↘→↘↓↙← + AC)
|data=
{{AttackData-KOFXIV
|damage=349
|stun=0
|startup=6
|active=13
|recovery=45
|hitAdv=HKD
|blockAdv=-18
|hitbox=[https://drive.google.com/open?id=1IeSh5qkOPPsv-aX02_-0PXPAXKwdaqBc Hitbox]
|invul=Full: 1 to 7 (7 Frames)
|description= *Blue Mary's Max Ranbu super.
* Can Climax Cancel in M. Dynamite Swing (↓↘→↓↘→ + BD). It's best to climax cancel during the first two hits of Blue Mary's final launch into the air.
* If done in the corner, Blue Mary will be there instead of the opponent, but she has enough time to perform a meaty setup or cross-up.
}}
}}</div>
</div>


* (description here)
==Climax Super Special Moves==
<div class="toccolours mw-collapsible mw-collapsed">'''Climax Super Special Moves'''
<div class="mw-collapsible-content">
{{MoveData
|image=Blue_Mary_Climax.jpg
|caption=
|name=M. Dynamite Swing (↓↘→↓↘→ + BD)
|data=
{{AttackData-KOFXIV
|damage=460
|stun=0
|startup=6
|active=9
|recovery=61
|hitAdv=HKD
|blockAdv=-51
|hitbox=[https://drive.google.com/open?id=1BniHWVr7kK9iHMMGYGwx4S2jOYXLW2cU Hitbox]
|invul=Full: 1 to 15 (15 Frames)
|description= *Best to use to win the match.
* There's not enough time to do anything after this moves hit.
* Can cancel from both versions of M. Splash Rose.
}}
}}</div>
</div>


* (description here)
==Combos==


'''Max:'''
===Combo starter:===


'''M. Splash Rose''' - (qcf~hcb + A/C)
* '''cr. B (x1 or x2), cr. A''' – The stable combo starter that connects only to b~f+B, the light slide kick.
* '''cl. C (1 hit), b+B''' – Cl. (1 hit) is one of two heavy normals that connects to f+B consistently, without f+B whiffing, at most ranges. After doing b+B, hold back to charge for the slide kick, b~f+B/D.
* '''cr. C, b+B''' – cr. C connects to f+B consistently without f+B whiffing all ranges. It can be considered the best combo to do after quick max to connect to ex slide kick, b~f+BD.
* '''cl. D, f+A''' – This is a combo to do after quick max in the anchor position. It leads to her most damaging mid-screen 2-meter anchor combo without spending any additional meter. It’s possible to do slide kick after this combo by immediately holding back during f+A. Delay f+K after f+A by a couple of frames to connect to slide kick.
* '''cl. D, b+B''' – Her most damaging combo starter, but requires cl. D to hit deep to connect f+B. It’s best to do this combo after a cross-up j. B or cross-up j. D. Also, it’s is useful after quick max for 1-meter max mode combos.


* (description here)


* (description here)
[http://dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIV#Notation Notation]
 
===Rush Auto Combo===
 
'''Meterless:''' Rush combo, b~f+D, qcfB/D = 172 dmg


* (description here)
'''1 Meter:''' Rush combo, qcf, hcb+A/C = 222 dmg


'''Max:'''
'''EX:''' Rush combo, qcf, hcb+AC = 363 dmg


=Climax Super Special Moves=
==0 meter==


'''M. Dynamite Swing''' - (qcf, qcf + B+D)
'''Anywhere'''
* cr. B (x2 to x3), Far B = (85 to 110 dmg)


* (description here)
* cr. B (x1 to x2), cr. A, b~f+B = (107 to 131 dmg)
(Main bread and butter combo. It's best to hold db while at the start of the combo to charge for b~f+B.)


* (description here)
* cl. C (1 hit), f+A, dp+B (x2) = (194 dmg)


* (description here)
* cl. D, f+A, b~f+D, qcf+B/D = (216 dmg)


=Combos=
* cl. D f+A, dp+B, dp+B (x2) = (234 dmg)
(cl. D has to hit very close against the opponent in order for b+B not to whiff. It's easier to do this combo after cross-up j. B or j. D.)


* (any special information about the character combos if needed)
* cr. C, b+B (2 hits), b~f+D, qcf+B/D = (246 dmg)
(Along with cl. C (1 hit), cr. C seems to connect to b+B more consistently at any range.)


[http://dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIV#Notation Notation]
* cl. D b+B (2 hits), b~f+D, qcf+B/D = (256 dmg)
(cl. D has to hit very close against the opponent in order for b+B not to whiff. It's easier to do this combo after cross-up j. B or j. D.)
 
==1 meter==
 
'''1000 Max Mode and up/ All Positions/ Anywhere'''


===Rush Auto Combo===
* cr. B (x2 to x3), Far B, qcf, hcb+A/C = (237 to 254 dmg)


'''Meterless:''' description here
* cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+A/C = (259 to 275 dmg)


'''1 Meter:''' description here
* cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C = (309 dmg)


'''EX:''' description here
* cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+A/C = (339 dmg)


==0 meter==
* cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf+AC (2 hits), dp+D (x2) = (355 dmg)


* (place combo here) = (place damage amount here)
(place combo description here)


==1 meter==
'''1500 Max Mode/ 3rd Position/ Corner '''


* (place combo here) = (place damage amount here)
* cr. B, cr. B, (BC), cr. C, b+B (2 hits), qcf+AC, df+B, qcf+AC, dp+BD = (360 to 372 dmg)
(place combo description here)


==2 meters==
==2 meters==


* (place combo here) = (place damage amount here)
'''1000 Max Mode and up/ All Positions/ Anywhere'''
(place combo description here)
 
* cr. B (x2 to x3), Far B, qcf, hcb+AC = (378 to 386 dmg)
 
* cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+AC = (400 to 407 dmg)
 
* cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+AC = (441 dmg)
 
* cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC = (471 dmg)
 
* cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf, hcb+AC = (483 dmg)
 
 
'''1250 Max Mode and up/ 2nd and 3rd Positions/ Corner'''
 
* cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, delay dp+B (1 hit, SC), qcf, hcb+AC = (497 dmg)
 
 
'''1500 Max Mode and up/ 3rd Position/ Anywhere '''
 
* cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), df+B, qcf, hcb+AC = (506 dmg)
 
 
'''1500 Max Mode and up/ 3rd Position/ Corner'''
 
* cr. B, cr. B, (BC), cl. D, b+B, b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC), qcf, hcb+AC = (505 dmg)


==3 meters==
==3 meters==


* (place combo here) = (place damage amount here)
'''1000 Max Mode and up/ All Positions/ Anywhere'''
(place combo description here)
 
* cr. B (x2 to x3), Far B, qcf, hcb+A/C(AC), hcb(x2)+BD = (404 to 407 dmg)
 
* cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+AC(AC), hcb(x2)+BD = (426 to 428 dmg)
 
* cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C(AC), hcb(x2)+BD = (462 dmg)
 
* cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC(AC), hcb(x2)+BD = (492 dmg)
 
* cr. B (x1-x2), cr. A, b~f+B(SC), qcf(x2)+BD = (494 to 493 dmg)
 
* cr. C, b+B (2 hits), b~f+B(SC), qcf(x2)+BD = (557 dmg)
 
* cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, qcf+A/C, df+B, qcf(x2)+BD = (528 dmg)
 
* cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf+AC (2 hits), dp+B/D (1 hit, SC), qcf, hcb+AC = (529 dmg)
 
 
'''1250 Max Mode and up/ 2nd and 3rd Positions/ Corner'''
 
* cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, delay dp+B (1 hit, SC), qcf(x2)+BD = (542 dmg)
 
 
'''1500 Max Mode and up/ 3rd Position/ Anywhere '''
 
* cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), df+B, qcf(x2)+BD = (551 dmg)


==4 meters==
==4 meters==


* (place combo here) = (place damage amount here)
'''1250 Max Mode and up/ 2nd and 3rd Positions/ Anywhere'''
(place combo description here)
 
* cr. B (x2 to x3), Far B, qcf, hcb+A/C(AC), hcb(x2)+BD = (526 to 518 dmg)
 
* cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+AC(AC), hcb(x2)+BD = (548 to 539 dmg)
 
* cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C(AC), hcb(x2)+BD = (573 dmg)
 
* cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC(AC), hcb(x2)+BD = (603 dmg)
 
* cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf+AC (2 hits), dp+B/D (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (549 dmg)
 
* cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), delay b~f+BD, qcf+A/C, dash dp+B (1 hit, SC) qcf(x2)+BD = (580 dmg)
 
 
'''1250 Max Mode and up/ 2nd and 3rd Positions/ Corner'''
 
* cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, qcf+AC (2 hits), df+B, delay dp+B (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (548 dmg)
 
 
'''1500 Max Mode and up/ 3rd Position/ Anywhere '''
 
* cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), delay b~f+BD, qcf+A/C, dash dp+B (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (555 dmg)
 
 
'''1500 Max Mode and up/ 3rd Position/ Corner '''
 
* cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (567 dmg)
 
* cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC) qcf(x2)+BD = (592 dmg)


==5 meters==
==5 meters==


* (place combo here) = (place damage amount here)
'''1500 Max Mode and up/ 3rd Position/ Anywhere'''
(place combo description here)
 
* cr. B (x2 to x3), Far B, qcf, hcb+AC(CC), qcf(x2)+BD = (609 to 601 dmg)
 
* cr. B (x1-x2), cr. A, b~f+B(SC), qcf, hcb+AC(CC), qcf(x2)+BD = (631 to 622 dmg)
 
* cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+AC(CC), qcf(x2)+B = (656 dmg)


=Misc=
* cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC(CC), qcf(x2)+B = (686 dmg)


* cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf, hcb+AC(CC), qcf(x2)+B = (638 dmg)


* cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, delay qcf+A/C, df+B, qcf, hcb+AC(CC), qcf(x2)+B = (656 dmg)


* cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), delay b~f+BD, qcf+A/C, dash dp+B (1 hit, SC) qcf, hcb+A/C(CC), qcf(x2)+B = (681 dmg)




'''1500 Max Mode and up/ 3rd Position/ Corner'''


* cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC) qcf, hcb+A/C(CC), qcf(x2)+B = (693 dmg)


==Frame Data==
==Misc==
 
===Meaty Jump Attack Set-ups:===
 
Color Legend:
 
* Blue (Safe Jump Set-up): None of the opponent’s non-super reversals are fast enough to punish the offensive character’s jump attack on wake-up.
 
* Green (Pseudo Safe Jump Set-up): A set-up that can beat the defending characters’ fastest non-super reversal on wake-up. It is a safe jump against slower reversals.
 
* Red (Won’t work): The opponent has a non-super reversal that can beat the offensive character’s jump attack on wake-up.
 
 
'''1.''' [https://youtu.be/iiXYnWMpg_g b~f+B at the corner- forward or neutral hop j. B:] Only useful if the opponent does recovery rolls in the corner.
 
{| class="wikitable" style="text-align: Left;"
|- style="color: Blue;"
!Safe Jump Set-up:
|Xanadu, Joe, Kensou, Blue Mary
|- style="color: Green;"
!Pseudo Safe Jump Set-up:
|Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Meitenkun, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Yuri, Antonov, Rock, Heidern 
|- style="color: Red;"
!Won’t work:
|Choi, K', Kula, Ryo
|}
 
 
'''2.''' [https://youtu.be/pv8DbSNSmuQ dp+B/D, dp+K at the corner- forward jump j. B or j. D:]
 
{| class="wikitable" style="text-align: Left;"
|- style="color: Blue;"
!Safe Jump Set-up:
|Xanadu, Joe, Kensou, Blue Mary
|- style="color: Green;"
!Pseudo Safe Jump Set-up:
|Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Meitenkun, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Antonov, Heidern 
|- style="color: Red;"
!Won’t work:
|Choi, K', Kula, Ryo, Yuri, Rock
|}
 
 
'''3.''' [https://youtu.be/xGKt6ubZdOA dp+B/D, dp+K anywhere on screen - forward hyper jump j. D:]
 
{| class="wikitable" style="text-align: Left;"
|- style="color: Blue;"
!Safe Jump Set-up:
|Xanadu, Joe, Kensou, Blue Mary
|- style="color: Green;"
!Pseudo Safe Jump Set-up:
|Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Antonov, Heidern 
|- style="color: Red;"
!Won’t work:
|Choi, Meitenkun, K', Kula, Ryo, Yuri, Rock
|}
 
 
'''4.''' [https://youtu.be/2NMg-cJyorI qcf+A/C(x2) anywhere on screen -  forward hyper jump j. B or j. D:]
 
{| class="wikitable" style="text-align: Left;"
|- style="color: Blue;"
!Safe Jump Set-up:
|Xanadu, Joe, Kensou, Blue Mary
|- style="color: Green;"
!Pseudo Safe Jump Set-up:
|Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Antonov, Heidern 
|- style="color: Red;"
!Won’t work:
|Choi, Meitenkun, K', Kula, Ryo, Yuri, Rock
|}
 
==Frame Data and Hitbox==


[https://docs.google.com/spreadsheets/d/1v1Iy2d7Bc2YwwTqW34InN2X2TvegowxVh9G8Rn6l4vA/edit#gid=32263301 Blue Mary KOFXIV Frama Data Link]
[https://docs.google.com/spreadsheets/d/1v1Iy2d7Bc2YwwTqW34InN2X2TvegowxVh9G8Rn6l4vA/edit#gid=32263301 Blue Mary KOFXIV Frama Data Link]
[https://drive.google.com/drive/folders/1rOFFv0NDzTXVxZ84zf5ct6za2TqH220b Blue Mary KOFXIV Hitbox Gallery]


=Videos=
=Videos=
Line 356: Line 1,538:
{{#ev:youtube|ZyXzI6e2OG4}}
{{#ev:youtube|ZyXzI6e2OG4}}


=Contributors=
==Contributors==


=External Links=
Amedo310


Help improve this wiki by adding suggestions and comments to this google doc:
==External Links==
https://docs.google.com/document/d/1O7iLNTBM9x9HsZi8-JomN2lS4vJcyJjwpFtsuayA1Hs/edit


Twitter feed:
Twitter feed:
https://docs.google.com/spreadsheets/d/13__zMttExHJYETA4eCtObFypvZZJr1TDRsZZZHWjZIo/edit#gid=189594355
https://docs.google.com/spreadsheets/d/13__zMttExHJYETA4eCtObFypvZZJr1TDRsZZZHWjZIo/edit#gid=189594355


=Discussion Threads=
==Discussion Threads==


Discuss at [add character section link here Dream Cancel]
Discuss at [add character section link here Dream Cancel]


{{Navbox XIV}}
{{Navbox XIV}}
[[Category:The King of Fighters XIV]]
[[Category:The King of Fighters XIV]]
[[Category:Blue Mary]]

Latest revision as of 01:23, 27 May 2021


Movelist

(*) = EX OK

(!) = MAX OK

Throws

Lock Kick - close / +

Viktor Throw - close / +

Command Normals

Hammer Arch - +

Double Rolling - or +

Climbing Arrow - +

Special Moves

Straight Slicer - charge briefly then + / (*)

Crab Clutch ( Straight Slicer) + /
Stun Fang (EX Straight Slicer) + /

Vertical Arrow - + / (*)

M. Snatcher (Vertical Arrow) + /

Spin Fall - + / (*)

M. Spider - (Spin Fall) + /

Real Counter - + / (*)

Backdrop Real (Real Counter) - + /

M. Breaker - - + / (*)


Super Special Moves

M. Typhoon - + / (!)

M. Splash Rose - , + / (!)


Climax Super Special Move

M. Dynamite Swing - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Low, Anywhere
Anywhere
Close, Anywhere

(cr. B (x2 to x3), Far B) = 85 to 110 dmg
(cr. B (x1 to x2), cr. A, b~f+B) = 107 to 131 dmg
(cl. C (1 hit), b+B (2 hits), b~f+D, qcf+B/D) = 216 dmg

1 Meter

Anywhere
Anywhere

(cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+A/C) = 259 to 275 dmg
(cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C) = 309 dmg

2 Meters

Anywhere
Anywhere

(cr. B (x2 to x3), Far B, qcf, hcb+AC) = 378 to 386 dmg
(cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+AC) = 441 dmg

Gameplay Overview

Health: 1000

Blue Mary is a very strong character in KOFXIV. She has many tools such as:

  • An invincible dodge that leads into a command grab.
  • A wide air CD that is good for pressure.
  • Plenty of easy mix-ups.
  • An invincible reversal, dp+K, that puts the opponent in a hard knockdown state.

She can make the opponent second guess their approach easily, with her invincible moves, while forcing her way in neutral.

Normals

Far Standing Normals
Far A
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
25 30 5 4 10 1 -1 Hitbox -
  • Standard jab, which use to poke against hops.
  • Whiffs on some characters crouching.
  • Cant cancel into command normals.
  • Special cancel-able


Far B
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
30 30 6 4 13 -2 -4 Hitbox -
  • More range than st.A.
  • Great poke against standing opponents.
  • Hits crouches. Only super Cancel-able.


Far C
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
78 80 14 7 18 -2 -4 Hitbox -
  • Hits twice.
  • Only super cancelable.
  • Moves her hitbox forward.


Far D
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
80 70 14 4 23 -6 -8 Hitbox Low: 7 to 21 (15 Frames)
  • Great range, but slow.
  • Crushes slow lows or spamming cr. B (x2).
  • Not command/special/super cancel-able.
  • Cannot quick max cancel.


Close Standing Normals
Close A
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
25 30 4 3 8 4 2 Hitbox -
  • Standard close jab.
  • Like Far A, cl. A is useful to stop hops if the opponent hops close towards Blue Mary.


Close B
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
30 30 5 3 13 -1 -3 Hitbox -
  • Standing low Attack.
  • Can cancel into itself.
  • Point blank cl.B, cl.B, cr.B or Far B works.
  • Can cancel, but will not combo into command normals.
  • Special/super cancel-able.


Close C
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
78 80 6 2 (1) 2 20 -1 -3 Hitbox -
  • Hits twice.
  • Command/special cancel-able.
  • Does not hit very high above her head.
  • Useful for grab/ close heavey OS against close empty hop/jump.


Close D
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
80 70 5 4 23 2 0 Hitbox -
  • Most damaging close heavy normal.
  • The second best heavy normal to start combos after cross-ups and quick max.
  • Has a lot of pushback that can make f+B whiff.


Crouching Normals
Crouch A
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
25 30 5 4 6 5 3 Hitbox -
  • Hits mid.
  • Slightly less range than cr.B. command/special/super cancel-able.
  • Useful for mid-range into cr. D frame trap and can link into cl. D at point-blank range.


Crouch B
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
30 30 4 4 7 4 2 Hitbox -
  • Hits low and fast.
  • Lowers her crouching hitbox a lot.
  • Can't command/special cancel.
  • Standard quick max starter.


Crouch C
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
70 70 9 4 27 -10 -12 Hitbox -
  • Hits mid.
  • Lowers hitbox plus moves her forward a bit.
  • Her best heavy normal combo starter especially into f+B.


Crouch D
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
80 70 6 4 25 SKD -10 Hitbox -
  • Hits low and fast.
  • Punishable if done at close range, but has a lot of pushback. So it's better to use at mid to the furthest range of cr. D. Especially useful as a frame trap at mid-screen from cr.B (x3) or cr. B(x2), cr. A.


Jump Normals
Jump A
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
45 30 4 9 (Landing)+1 - - Hitbox -
  • Has a good diagonal hitbox.
  • It's useful as a jump-in confirmation and a quick poke in air-to-air situations.


Jump B
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
45 30 6 8 (Landing)+1 - - Hitbox -
  • A great cross-up tools during hops and jumps.


Jump C
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
70 70 7 7 (Landing)+1 - - Hitbox -
  • Useful for air-to-air situations.


Jump D
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
70 70 8 7 (Landing)+1 - - Hitbox -
  • Useful jump-in normal.
  • Can cross-up on standing and crouching opponents depending on spacing.


Hop Normals
Hop A
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
40 30 4 7 (Landing)+1 - - Hitbox -
  • Nearly the same as jump A except less active frames and damage.
  • Has a good diagonal hitbox.
  • It's useful as a jump-in confirmation and a quick poke in air-to-air situations.


Hop B
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
40 30 6 6 (Landing)+1 - - Hitbox -
  • Nearly the same as jump B except less active frames and damage.
  • A great cross-up tools during hops and jumps.


Hop C
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
70 70 7 5 (Landing)+1 - - Hitbox -
  • Nearly the same as jump C except less active frames.
  • Useful for air-to-air situations.


Hop D
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
70 70 8 5 (Landing)+1 - - Hitbox -
  • Nearly the same as jump D except less active frames.
  • Useful jump-in normal.
  • Can cross-up on standing and crouching opponents depending on spacing.


Blowback
Stand CD
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
75 100 15 5 22 HKD (Gnd)/ SKD (Air) -4 Hitbox -
  • Can cancel ending frames into her command normals.


Jump CD
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
90 80 13 7 (Landing)+1 SKD - Hitbox -
  • Great hit box for jump in pressure.
  • Blue Mary can abuse her hop CD, which has a wide hitbox around her foot.
  • It’s good as an air-to-ground normal.
  • Only invincible moves can beat it clean, so be cautious of opponents that are good at anti-airing.


Hop CD
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
80 80 13 5 (Landing)+1 SKD - Hitbox -
  • Nearly the same as jump CD except less active frames and damage.
  • Great hitbox for jump-in pressure.
  • Blue Mary can abuse her hop CD, which has a wide hitbox around her foot.
  • It’s good as an air-to-ground normal.
  • Only invincible moves can beat it clean, so be cautious of opponents that are good at anti-airing.

Throws

Normal Throws
Lock Kick (close, ←/→ + C)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
100 0 1 1 0 SKD Unblockable Hitbox -
  • Forward throw.


Viktor Throw (close, ←/→ + D)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
100 0 1 1 0 HKD Unblockable Hitbox -
  • Back throw.

Command Moves

Command Moves
Hammer Arch - (→ + A)
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
Without Cancel 70 60 22 4 26 -9 -11 Hitbox Low: 3 to 19 (17 Frames)
  • Overhead.
  • Special/super cancel-able.
  • Great range.
  • Can start max mode combos after hit (not hit confirm-able).
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
With Cancel 30 40 15 4 23 -6 -8 Hitbox Low: 3 to 11 (9 Frames)
  • Hits mid.
  • Special/super cancel-able.
  • Great range.
  • Can start max mode combos after hit (not hit confirm-able).


Double Rolling - (←/→ + B)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
78 70 16 3 (17) 5 26 -10 -12 Hitbox Low: 16 to 21 (6 Frames)
  • Hits mid then low. Mostly used for combo filler.
  • Special cancel-able.
  • Doesn't crush lows.
  • If 1st hit connects on hit or guard, 2nd hit can whiff cancel and empty quickmax.


Climbing Arrow - (↘ +B)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
60 60 14 5 29 SKD -15 Hitbox -
  • Hits mid. Special cancel-able.
  • Launches opponent. Can combo into super on trade.
  • Can combo into max mode on hit.
  • Best used during quick max combos.

Special Moves

Special Moves
Straight Slicer - (← charge → + B/D)
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
B 60 60 14 8 18 SKD -7 Hitbox Low: 7 to 9 (3 Frames)
  • Main special in Blue Mary's bnb from a light normal attack.
  • Hits low.
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
D 60 60 18 11 22 -12 -14 Hitbox Low: 7 to 11 (5 Frames)
  • Main special in Blue Mary's bnb from a heavy normal attack.
  • Hits low.
  • Can cancel into Crab Clutch, qcf+B/D. Requires more charge than light Straight Slicer.
↳ Crab Clutch (↓↘→ + B/D)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
60 0 - - - HKD - - -

Gives Blue Mary enough time to do meaty jump attack.


EX Straight Slicer - (← charge → + BD)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
80 0 14 9 22 -10 -12 Hitbox Full: 1 to 11 (11 Frames)

Main special in Blue Mary's bnb in quick max combos. Hits low. Cancels only into Stung Fang, qcf+A/C.

↳ Stun Fang (↓↘→ + A/C)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
60 0 - - - SKD -6 - -

Stuns the opponent in place. Can hit once in the ground and once in the air in the same combo.


Vertical Arrow - (→↓↘ + B/D)
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
B 78 40 + 40 6 11 38 SKD -28 Hitbox Full: 1 to 6 (6 Frames)
  • Blue Mary's fastest meterless reversal.
  • Can cancel into M. Snatcher (→↓↘ + B/D) on hit.
  • Best ender for quick max combos.
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
D 97 40 + 60 8 17 45 SKD -41 Hitbox Full: 1 to 12 (12 Frames)
  • Blue Mary's reversal.
  • Can cancel into M. Snatcher (→↓↘ + B/D) on hit.
  • Best ender for quick max combos
↳ M. Snatcher (→↓↘ + B/D)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
63 0 - - - HKD - - -
  • A follow-up that makes B/D Vertical Arrow a strong reversal since it's a hkd knockdown.
  • Gives Blue Mary enough to do a meaty jump D attack that is difficult for many characters to counter.


EX Vertical Arrow - (→↓↘ + BD)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
176 0 4 5 (3) 2 (3) 2 (3) 2 (3) 3 43 SKD -48 Hitbox Full: 1 to 8 (8 Frames)
  • Blue Mary's fastest antiair reversal in max mode.
  • Not really useful in combos over regular Vertical Arrow unless you are guarantee to win the round or match.


Spin Fall (↓↘→ + A/C)
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
A 60 60 25 3 23 -5 -7 Hitbox Low: 7 to 28 (22 Frames)
  • An overhead attack that allows Blue Mary to move forward.
  • The move is airborne.
  • Can cancel into M. Spider (↓↘→ + A/C).
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
C 60 60 24 3 26 -8 -10 Hitbox Low: 8 to 27 (20 Frames)
  • An overhead attack that allows Blue Mary to move forward.
  • Further than light Spin Fall.
  • The move is airborne.
  • Can cancel into M. Spider (↓↘→ + A/C) on hit.
↳ M. Spider (↓↘→ + A/C)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
57 0 - - - - - - -
  • Switches sides with opponent when move connects.


EX Spin Fall (↓↘→ + AC)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
107 0 15 / Hits crouching opponent at 18 6 18 HKD -3 Hitbox Low: 1 to 22 (22 Frames)
  • An overhead attack that has no follow-up since it will ground bound the opponent.
  • The first hit will whiff on crouching opponents which will greatly cut this move's damage in half.
  • It's a useful move for quick max combos after Stun Fang.


Real Counter (↓↙← + A/C)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
0 0 12 (To Cancel Window) 12 to 31 (Cancel Windows 20 Frames) 19 - - Hitbox Full: 1 to 20 (20 Frames)
  • Can be considered a dodge that cancels into a command grab.
↳ Backdrop Real (In close, ↓↘→ + A/C)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
140 0 1 1 30 HKD Unblockable Hitbox Full: 1 (1 Frame)
  • Blue Mary does one german suplex.
  • Command Grab


EX Real Counter (↓↙← + AC)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
0 0 1 (To Cancel Window) 1 to 31 (Cancel Windows 20 Frames) 19 - - Hitbox Full: 1 to 31 (31 Frames)
  • Just like normal Real Counter, EX Real Counter can be considered a dodge that cancels into a command grab.
  • It can immediately cancel into a command grab.
↳ EX Backdrop Real (In close, ↓↘→ + A/C)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
160 0 1 2 27 HKD Unblockable Hitbox Full: 1 (1 Frame)
  • Blue Mary does two german suplexes.
  • Command Grab


M. Breaker (→↓↘ + A/C)
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
A 120 0 23 4 29 HKD Unblockable Hitbox -
  • Blue Mary lunges forward with this command grab.
  • It is useful as a tick throw after a light block strings.
  • It is not an air grab.
  • Blue Mary can perform a 4 frame safe jump anywhere on the screen after this move: Video Link
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
C 120 0 25 6 27 HKD Unblockable Hitbox -
  • Blue Mary lunges forward with this command grab.
  • This version lunges a bit further than the light version.
  • It is useful as a tick throw after a light block strings.
  • It is not an air grab.
  • Blue Mary can perform a 4 frame safe jump anywhere on the screen after this move: Video Link
  • Immediately jump to do a 4-frame safe jump.


EX M. Breaker (→↓↘ + AC)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
150 0 20 8 27 HKD Unblockable Hitbox Full: 1 to 10 (10 Frames)/ Low: 11 to 30 (20 Frames)
  • Blue Mary lunges forward with this command grab.
  • It is useful as a tick throw after a light block strings.
  • It is not an air grab.
  • Blue Mary can perform a 4-frame safe jump anywhere on the screen after this move: Video Link
  • Immediately hyperjump to do a 4-frame safe jump.

Super Special Moves

Super Special Moves
M. Typhoon (In close, →↘↓↙←→↘↓↙← + B/D)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
180 0 1 2 60 HKD Unblockable Hitbox Full: 1 to 2 (2 Frames)
  • 1-frame command grab.
  • Useful for punished close -1 moves.
  • Cannot Advance or Climax Cancel.
Max M. Typhoon (In close, →↘↓↙←→↘↓↙← + BD)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
320 0 1 2 49 HKD Unblockable Hitbox Full: 1 to 2 (2 Frames)
  • 1-frame command grab.
  • Useful for punished close -1 moves.
  • Cannot Climax Cancel.


M. Splash Rose (↓↘→↘↓↙← + A/C)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
184 0 11 11 34 HKD -13 Hitbox Full: 1 to 6 (6 Frames)/ Low: 7 to 25 (19 Frames)
  • Blue Mary's Ranbu super.
  • Can Advance Cancel into Max M. Typhoon (In close, →↘↓↙←→↘↓↙← + BD). It's best to cancel after Blue Mary kicks the opponent.
  • Can Climax Cancel in M. Dynamite Swing (↓↘→↓↘→ + BD) at the end of the super after Blue Mary lands on the ground.
  • This is the best version to climax cancel for the maximum amount of damage in quick max combos.
Max M. Splash Rose (↓↘→↘↓↙← + AC)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
349 0 6 13 45 HKD -18 Hitbox Full: 1 to 7 (7 Frames)
  • Blue Mary's Max Ranbu super.
  • Can Climax Cancel in M. Dynamite Swing (↓↘→↓↘→ + BD). It's best to climax cancel during the first two hits of Blue Mary's final launch into the air.
  • If done in the corner, Blue Mary will be there instead of the opponent, but she has enough time to perform a meaty setup or cross-up.

Climax Super Special Moves

Climax Super Special Moves
M. Dynamite Swing (↓↘→↓↘→ + BD)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
460 0 6 9 61 HKD -51 Hitbox Full: 1 to 15 (15 Frames)
  • Best to use to win the match.
  • There's not enough time to do anything after this moves hit.
  • Can cancel from both versions of M. Splash Rose.

Combos

Combo starter:

  • cr. B (x1 or x2), cr. A – The stable combo starter that connects only to b~f+B, the light slide kick.
  • cl. C (1 hit), b+B – Cl. (1 hit) is one of two heavy normals that connects to f+B consistently, without f+B whiffing, at most ranges. After doing b+B, hold back to charge for the slide kick, b~f+B/D.
  • cr. C, b+B – cr. C connects to f+B consistently without f+B whiffing all ranges. It can be considered the best combo to do after quick max to connect to ex slide kick, b~f+BD.
  • cl. D, f+A – This is a combo to do after quick max in the anchor position. It leads to her most damaging mid-screen 2-meter anchor combo without spending any additional meter. It’s possible to do slide kick after this combo by immediately holding back during f+A. Delay f+K after f+A by a couple of frames to connect to slide kick.
  • cl. D, b+B – Her most damaging combo starter, but requires cl. D to hit deep to connect f+B. It’s best to do this combo after a cross-up j. B or cross-up j. D. Also, it’s is useful after quick max for 1-meter max mode combos.


Notation

Rush Auto Combo

Meterless: Rush combo, b~f+D, qcfB/D = 172 dmg

1 Meter: Rush combo, qcf, hcb+A/C = 222 dmg

EX: Rush combo, qcf, hcb+AC = 363 dmg

0 meter

Anywhere

  • cr. B (x2 to x3), Far B = (85 to 110 dmg)
  • cr. B (x1 to x2), cr. A, b~f+B = (107 to 131 dmg)

(Main bread and butter combo. It's best to hold db while at the start of the combo to charge for b~f+B.)

  • cl. C (1 hit), f+A, dp+B (x2) = (194 dmg)
  • cl. D, f+A, b~f+D, qcf+B/D = (216 dmg)
  • cl. D f+A, dp+B, dp+B (x2) = (234 dmg)

(cl. D has to hit very close against the opponent in order for b+B not to whiff. It's easier to do this combo after cross-up j. B or j. D.)

  • cr. C, b+B (2 hits), b~f+D, qcf+B/D = (246 dmg)

(Along with cl. C (1 hit), cr. C seems to connect to b+B more consistently at any range.)

  • cl. D b+B (2 hits), b~f+D, qcf+B/D = (256 dmg)

(cl. D has to hit very close against the opponent in order for b+B not to whiff. It's easier to do this combo after cross-up j. B or j. D.)

1 meter

1000 Max Mode and up/ All Positions/ Anywhere

  • cr. B (x2 to x3), Far B, qcf, hcb+A/C = (237 to 254 dmg)
  • cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+A/C = (259 to 275 dmg)
  • cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C = (309 dmg)
  • cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+A/C = (339 dmg)
  • cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf+AC (2 hits), dp+D (x2) = (355 dmg)


1500 Max Mode/ 3rd Position/ Corner

  • cr. B, cr. B, (BC), cr. C, b+B (2 hits), qcf+AC, df+B, qcf+AC, dp+BD = (360 to 372 dmg)

2 meters

1000 Max Mode and up/ All Positions/ Anywhere

  • cr. B (x2 to x3), Far B, qcf, hcb+AC = (378 to 386 dmg)
  • cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+AC = (400 to 407 dmg)
  • cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+AC = (441 dmg)
  • cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC = (471 dmg)
  • cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf, hcb+AC = (483 dmg)


1250 Max Mode and up/ 2nd and 3rd Positions/ Corner

  • cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, delay dp+B (1 hit, SC), qcf, hcb+AC = (497 dmg)


1500 Max Mode and up/ 3rd Position/ Anywhere

  • cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), df+B, qcf, hcb+AC = (506 dmg)


1500 Max Mode and up/ 3rd Position/ Corner

  • cr. B, cr. B, (BC), cl. D, b+B, b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC), qcf, hcb+AC = (505 dmg)

3 meters

1000 Max Mode and up/ All Positions/ Anywhere

  • cr. B (x2 to x3), Far B, qcf, hcb+A/C(AC), hcb(x2)+BD = (404 to 407 dmg)
  • cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+AC(AC), hcb(x2)+BD = (426 to 428 dmg)
  • cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C(AC), hcb(x2)+BD = (462 dmg)
  • cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC(AC), hcb(x2)+BD = (492 dmg)
  • cr. B (x1-x2), cr. A, b~f+B(SC), qcf(x2)+BD = (494 to 493 dmg)
  • cr. C, b+B (2 hits), b~f+B(SC), qcf(x2)+BD = (557 dmg)
  • cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, qcf+A/C, df+B, qcf(x2)+BD = (528 dmg)
  • cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf+AC (2 hits), dp+B/D (1 hit, SC), qcf, hcb+AC = (529 dmg)


1250 Max Mode and up/ 2nd and 3rd Positions/ Corner

  • cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, delay dp+B (1 hit, SC), qcf(x2)+BD = (542 dmg)


1500 Max Mode and up/ 3rd Position/ Anywhere

  • cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), df+B, qcf(x2)+BD = (551 dmg)

4 meters

1250 Max Mode and up/ 2nd and 3rd Positions/ Anywhere

  • cr. B (x2 to x3), Far B, qcf, hcb+A/C(AC), hcb(x2)+BD = (526 to 518 dmg)
  • cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+AC(AC), hcb(x2)+BD = (548 to 539 dmg)
  • cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C(AC), hcb(x2)+BD = (573 dmg)
  • cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC(AC), hcb(x2)+BD = (603 dmg)
  • cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf+AC (2 hits), dp+B/D (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (549 dmg)
  • cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), delay b~f+BD, qcf+A/C, dash dp+B (1 hit, SC) qcf(x2)+BD = (580 dmg)


1250 Max Mode and up/ 2nd and 3rd Positions/ Corner

  • cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, qcf+AC (2 hits), df+B, delay dp+B (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (548 dmg)


1500 Max Mode and up/ 3rd Position/ Anywhere

  • cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), delay b~f+BD, qcf+A/C, dash dp+B (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (555 dmg)


1500 Max Mode and up/ 3rd Position/ Corner

  • cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (567 dmg)
  • cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC) qcf(x2)+BD = (592 dmg)

5 meters

1500 Max Mode and up/ 3rd Position/ Anywhere

  • cr. B (x2 to x3), Far B, qcf, hcb+AC(CC), qcf(x2)+BD = (609 to 601 dmg)
  • cr. B (x1-x2), cr. A, b~f+B(SC), qcf, hcb+AC(CC), qcf(x2)+BD = (631 to 622 dmg)
  • cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+AC(CC), qcf(x2)+B = (656 dmg)
  • cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC(CC), qcf(x2)+B = (686 dmg)
  • cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf, hcb+AC(CC), qcf(x2)+B = (638 dmg)
  • cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, delay qcf+A/C, df+B, qcf, hcb+AC(CC), qcf(x2)+B = (656 dmg)
  • cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), delay b~f+BD, qcf+A/C, dash dp+B (1 hit, SC) qcf, hcb+A/C(CC), qcf(x2)+B = (681 dmg)


1500 Max Mode and up/ 3rd Position/ Corner

  • cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC) qcf, hcb+A/C(CC), qcf(x2)+B = (693 dmg)

Misc

Meaty Jump Attack Set-ups:

Color Legend:

  • Blue (Safe Jump Set-up): None of the opponent’s non-super reversals are fast enough to punish the offensive character’s jump attack on wake-up.
  • Green (Pseudo Safe Jump Set-up): A set-up that can beat the defending characters’ fastest non-super reversal on wake-up. It is a safe jump against slower reversals.
  • Red (Won’t work): The opponent has a non-super reversal that can beat the offensive character’s jump attack on wake-up.


1. b~f+B at the corner- forward or neutral hop j. B: Only useful if the opponent does recovery rolls in the corner.

Safe Jump Set-up: Xanadu, Joe, Kensou, Blue Mary
Pseudo Safe Jump Set-up: Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Meitenkun, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Yuri, Antonov, Rock, Heidern
Won’t work: Choi, K', Kula, Ryo


2. dp+B/D, dp+K at the corner- forward jump j. B or j. D:

Safe Jump Set-up: Xanadu, Joe, Kensou, Blue Mary
Pseudo Safe Jump Set-up: Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Meitenkun, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Antonov, Heidern
Won’t work: Choi, K', Kula, Ryo, Yuri, Rock


3. dp+B/D, dp+K anywhere on screen - forward hyper jump j. D:

Safe Jump Set-up: Xanadu, Joe, Kensou, Blue Mary
Pseudo Safe Jump Set-up: Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Antonov, Heidern
Won’t work: Choi, Meitenkun, K', Kula, Ryo, Yuri, Rock


4. qcf+A/C(x2) anywhere on screen - forward hyper jump j. B or j. D:

Safe Jump Set-up: Xanadu, Joe, Kensou, Blue Mary
Pseudo Safe Jump Set-up: Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Antonov, Heidern
Won’t work: Choi, Meitenkun, K', Kula, Ryo, Yuri, Rock

Frame Data and Hitbox

Blue Mary KOFXIV Frama Data Link

Blue Mary KOFXIV Hitbox Gallery

Videos

Mary Combos ver.3.1 ➤ KOF14

Contributors

Amedo310

External Links

Twitter feed: https://docs.google.com/spreadsheets/d/13__zMttExHJYETA4eCtObFypvZZJr1TDRsZZZHWjZIo/edit#gid=189594355

Discussion Threads

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The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina