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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:
Blue Mary is a very strong character in KOFXIV. She has many tools such as:
Line 95: Line 94:
* An invincible dodge that leads into a command grab.
* An invincible dodge that leads into a command grab.


* An insanely fast and wide air CD.  
* A wide air CD that is good for pressure.  


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


* An invincible reversal, dp+K, that puts the opponent in hard knockdown state.
* 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.
She can make the opponent second guess their approach easily, with her invincible moves, while forcing her way in neutral.


=Normals=
==Normals==
 
'''Standing'''
 
* st. A: Standard jab. Whiffs on some characters crouching. Slightly negative. Cant cancel into command normals. Special cancel-able
 
* 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


* st. C: Hits twice. Only super cancelable. Moves her hitbox forward.
<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
}}
}}


* st. D: Great range. Crushes lows. Not command/special/super cancel-able. CANNOT CANCEL INTO MAX MODE!


{{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.
}}
}}


'''Close'''


* cl. A: Plus 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. 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


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


* 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)


<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.
}}
}}


'''Crouching'''


* cr. A: Hits mid. Slightly less range than cr.B. command/special/super cancel-able. plus on block.
{{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. B: Hits low and fast. Lowers her crouching hitbox a lot. Can't command/special cancel. Standard max-mode starter.


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


* cr. D: Hits low and fast. Great range. Very punishable on block so beware. Can only cancel into maxmode


{{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>


'''Jumping'''


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


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


* j. D: Best jump in normal. Can only cross up standing opponents. Hitbox dependent.


{{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.
}}
}}


'''Blowback'''


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


* j. CD: Great hit box for jump in pressure.


=Throws=
<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.
}}
}}


'''Lock Kick''' -  (b/f+C) close


* (description)
{{MoveData
* Can be broken
|image=Blue_Mary_Jump_B.jpg
* (soft or hard knockdown)
|caption=
|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. 
}}
}}


'''Viktor Throw''' - (b/f+D) close
* (description)
* Can be broken
* (soft or hard knockdown)


=Command Moves=
{{MoveData
|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. 
}}
}}


'''Hammer Arch''' - (f+A)
* 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).


{{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>


'''Double Rolling ''' - (back or towards + B)


* 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)
{{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. 
}}
}}


* Hits mid. Special cancel-able. Great anti-air potential. Launches opponent. Can combo into super on trade. Can combo into max mode on hit.


=Special Moves=
{{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. 
}}
}}


'''Straight Slicer ''' - (charge briefly back, then towards + B/D)


* B version is a soft knockdown
{{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>


* D version leaves the opponent standing for followup attacks (Crab Clutch or Stun Fang)


* (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.
}}
}}


* (description here)


'''EX:''' (description here)
{{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.
}}
}}


::'''Crab Clutch ( D Straight Slicer)''' - (qcf + B/D)


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


::* Crab Clutch leaves Mary outside of her effective range on hit
==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.
}}
}}


::* Hard knockdown


     
{{MoveData
::'''Stun Fang (EX Straight Slicer)''' - (qcf + A/C)
|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>


::* (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).
}}
}}


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


{{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.
}}
}}


'''Vertical Arrow''' - (dp + B/D)


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


* (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.
}}
}}


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


::'''M. Snatcher (Vertical Arrow)''' - (dp + B/D)
{{MoveData
|image=Blue_Mary_EX_Straight_Slicer.jpg
|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.
}}
}}


::* (description here)
{{MoveData
     
|image=
'''EX:''' (description here)
|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)
{{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)


* (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.
}}
}}


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


::'''M. Spider (Spin Fall)''' - (qcf + A/C)
{{MoveData
|image=Blue_Mary_Spin_Fall.jpg
|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.
}}
}}


::* Switches sides with opponent when move connects. Hard knockdown.
{{MoveData
     
|image=
'''EX:''' (description here)
|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.
}}
}}




{{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.
}}
}}


'''Real Counter''' - (qcb + A/C)


* (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
}}
}}


* (description here)


'''EX:''' (description here)
{{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.
}}
}}


::'''Backdrop Real (Real Counter) ''' - (qcf + A/C)
{{MoveData
|image=Blue_Mary_EX_Backdrop.jpg
|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
}}
}}


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


{{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.
}}
}}


'''M. Breaker''' - (dp + A/C)


* (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.
}}


* (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.
}}
}}


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


=Super Special Moves=
{{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.
}}
}}


'''M. Typhoon ''' - (hcb, hcb + B/D)
{{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==


* (description here)
===Combo starter:===


'''Max:'''
* '''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.


'''M. Splash Rose''' - (qcf~hcb + A/C)
* (description here)
* (description here)
* (description here)
'''Max:'''
=Climax Super Special Moves=
'''M. Dynamite Swing''' - (qcf, qcf + B+D)
* (description here)
* (description here)
* (description here)
=Combos=
* (any special information about the character combos if needed)


[http://dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIV#Notation Notation]
[http://dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIV#Notation Notation]
Line 315: Line 1,295:
===Rush Auto Combo===
===Rush Auto Combo===


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


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


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


==0 meter==
==0 meter==
Line 345: Line 1,325:


'''1000 Max Mode and up/ All Positions/ Anywhere'''
'''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)
* cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+A/C = (259 to 275 dmg)
Line 353: Line 1,335:


* 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)
* 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==
==2 meters==


'''1000 Max Mode and up/ All Positions/ Anywhere'''
'''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)
* cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+AC = (400 to 407 dmg)
Line 364: Line 1,353:
* cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC = (471 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 = (475 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 '''


'''1250 Max Mode and up/ 2nd and 3rd Positions/ 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)


* cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, delay b~f+B (SC), qcf, hcb+AC = (483 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'''
'''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 db+B (1 hit, SC), qcf, hcb+AC = (497 dmg)
* 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)


==3 meters==


* (place combo here) = (place damage amount here)
'''1500 Max Mode and up/ 3rd Position/ Anywhere '''
(place combo description here)
 
* 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)
 
* 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'''


=Misc=
* 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.


==Frame Data==
 
'''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 407: 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]

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