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The King of Fighters 2002 UM/Blue Mary: Difference between revisions

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[[File:Bluemary.jpg|right|frame]]
<section begin="image"/>[[File:02UM Mary Profile.png|right|thumb|x370px]]<section end="image"/>[[File:02UM Mary 0.gif|right|x300px]]


==Movelist==
==Movelist==


[[File:Kof02ummovelistbluemary.png]]
'''Throws'''


==Normals==
Victory Nage - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
 
Head Throw - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
 
'''Command Moves'''
 
Hammer Punch - [[image:bk.gif]] / [[image:fd.gif]]+ [[image:a.gif]]
 
Double Rolling - [[image:bk.gif]] / [[image:fd.gif]]+ [[image:b.gif]]
 
'''Special Moves'''
 
Spin Fall - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]


'''Close'''
::M. Spider - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
*cl. A is chain-able to all A and B ground normals, plus on block
*cl. B hits low, chain-able to all A and B ground normals, if done as a meaty, can link into cl.C
*cl. C is a 2 hit normal, hits above her head. 1st hit is cancel-able into specials, supers, command normals. 2nd hit is cancel-able into specials and supers. Can also link into f.A or f.B. Good combo starter
*cl. D is an axe kick, hitbox starts above head, good for stopping jumps when used as a frame trap. 1st hit can cancel into BC mode or AAfBC super. 2nd hit is special, super, command normal cancel-able


'''Stand'''
Straight Slicer - charge [[image:bk.gif]] ~ [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]]
*St. A is quick jab, good vs short hop pressure
*St. B is a great poking normal, maybe her best one. Can cancel into specials, supers, command normals but doesn’t combo into anything though.
*St. C is a spinning back fist. Good range but very slow. 1st or 2nd hit can cancel into specials, supers, commaad normals
*St. D is a pretty slow Sobat kick that has lower body invincibility. It's possible to combo into AAfBC if opponent is in corner


'''Crouch'''
::Crab Clutch - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]


*Crouch A can cancel into special, supers and command normals
::Stun Fang - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
*Crouch B is fast, low, chains into itself. One of her best normals. Chain-able into all grounded A or B normals
*Crouch C is a fast shoulder tackle that has great range, is good combo starter and lowers her crouching hurtbox. It can combo into command normals, specials and supers
*Crouch D is a standard sweep, hits low and can whiff cancel into AAfBC super and is good for low profiling people hopping towards you


'''Jump'''
::::Spin Heel Attack - [[image:up.gif]] + [[image:d.gif]]
*Jump A is a quick punch, hits pretty low (not as low as j.d)
*Jump B is a jumping knee that hits in-front of her
*Jump C is a great jump-in starter. Best air normal.
*Neutral Jump C/D is a good air-to-air (nj.c hits higher and has a way better hitbox)
*Jump D is good for jump-ins, only real cross up option.


==Throws==
Vertical Arrow - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]
'''Victory Nage''' - b/f + C (close)


* Mary slams the opponent to the ground, then elbows them in the midscreen. The opponent lands a half screen distance away from Mary.
::M. Snatcher - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]


* Hard knockdown
M. Reverse Facelock - [[image:qcb.gif]] + [[image:b.gif]]


* Can be teched
M. Head Buster - [[image:qcb.gif]] + [[image:d.gif]]


'''Head Throw''' - b/f + D (close)
Real Counter - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]


* Mary throws the opponent towards the corner of the screen
::Real Backdrop - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]]


* Soft knockdown
'''Desperation Moves'''


* Can be teched
M. Dynamite Swing - [[image:a.gif]], [[image:a.gif]], [[image:fd.gif]], [[image:b.gif]], [[image:c.gif]]


==Command Moves==
M. Splash Rose - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]


'''Hammer Punch''' - (b/f + A)
M. Typhoon - [[image:hcb.gif]][[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]


* Overhead if done raw, and is a free cancel into supers.
'''Super Desperation Move'''


* Great combo filler (if done after cl.C, cr.C, cl.D)
M. Dynamite Swing - [[image:a.gif]], [[image:a.gif]], [[image:bk.gif]], [[image:b.gif]], [[image:c.gif]]


* Can combo into specials or supers.
'''Hidden Super Desperation Move'''


* Has lower body invincibility before it hits
M. Infinity Rose - charge [[image:bk.gif]] ~ [[image:fd.gif]][[image:bk.gif]][[image:fd.gif]] + [[image:b.gif]][[image:d.gif]]
'''
Double Rolling''' - (b/f + B)


* Second hit is low.
{| border="1" align="center" style="font-size:90%"
|+


* great combo filler (distance dependent)
== Quick Starter Combo Reference ==
'''[[The_King_of_Fighters_2002_UM/Controls|Notation]]'''
|-
| '''0 Bar'''
|
Low<br/>


* Special, super cancel-able.
Anywhere<br/>
<br>
|
cr.Bx1~3, st.B = 10%<br/>


==Special Moves==
(jump-in), cl.C(1), b+A, b~f+K > (qcf+K / qcf+P>u+D) = 26% / 28%<br/>
'''Spin Fall''' - qcf + A/C
''• Note: qcf+K has better oki and qcf+P>u+D does more damage and carry.''
|-


* Mary front flips towards the opponent, hitting them with her heel. Can be used to evade some low height projectiles.
| '''1 Bar'''
* A-version is an overhead.
|
Anywhere<br/>
|
(jump-in), cl.C(1), b/f+A, hcbx2+K / qcf,hcb+P = 37% / 34%<br/>
|-
| '''2 Bar'''
|
Anywhere<br/>
<br>
|
(jump-in), cl.C(1), f+A, BC walk, cl.C(1), f+A , b~f+D > qcf+P, (C) dp+B(1), (SC) qcf,hcb+C = 46%<br/>
''• Note: You can do b~f+D as b,f+D, no charge, and the SC as dp+B(1), (SC) hcb+C or f,qcf+B(1), (SC) qcb+C.''
|-
| '''3 Bar'''
|
Anywhere<br/>
<br>


┗'''M. Spider''' - (qcf + A/C)
:* If the Spin Fall hits, this follow-up will make Mary command grab the opponent for a hard knockdown


'''Straight Slicer''' - Charge (b~f + B/D)


* Mary baseball slides towards the opponent. Can evade high height projectiles. Comes out fast and is active for a while. The light kick (B) travels half screen distance and hits low, while the heavy kick (D) travels 3/4ths screen distance and only hits low near the end. Both versions can combo from her command normals b/f+A or b/f+B. Punishable if the opponent blocks the slide up-close.
Corner<br/>


┗'''Crab Clutch''' - qcf + B/D
|
: * Mary grabs and snaps the opponent's leg
(jump-in), cl.C(1), f+A, A,b,B,C = 45% <br/>
: * Hard knockdown
(jump-in), cl.C(1), f+A, BC walk, cl.C(1), f+A, b~f,b,f+BD = 56%<br/>
┗'''Stun Fang''' - qcf + A/C. /  
''• Note: You can only use b~f,b,f+BD when under 30% HP and you can do it as b,f,b,f+BD. Don't have to charge it.''<br>
: * Mary shocks the opponent. The opponent lands a half screen distance away.
: * Hard knockdown
::┗'''Spin Heel Attack''' - u + D
::* Mary performs the Spin Fall attack on the fallen opponent
::* Soft knockdown


(jump-in), cl.C(1), f+A, BC walk, cl.C(1), f+A , b~f+D > qcf+P, (C) dp+B(1), (SC) A,A,b,B,C = 57%<br/>
''• Note: You can shortcut the end as b~f+D > qcf+A, A, b, (C) dp+B(1), C.''
|-
|}


'''Vertical Arrow''' - (dp + B/D)
== Gameplay Overview ==
{{StrengthsAndWeaknesses
| description =Mary is a rushdown character with an element of risk/reward to her. She has solid air normals to chase with, mainly j.D but also j.C and j.CD for when the opponent is too high for the former to connect. She also has Straight Slicer to low profile through and hit low but it can be very unsafe, the light version is recommended for being very safe when spaced properly. Most of her special moves have hard knockdown followups, making it very easy for her to stick to her opponent. She has two meterless reversals: a standard DP and a dodge which features an instant grab followup (essential to her mixup game), but is vulnerable to throws itself. Her weaknesses include some of her ground pokes being laggy and her special moves being easily punishable for the most part, requiring her to commit heavily to her decisions.


* Mary rises up off the ground with a kick. Can be used as an anti-air and a reversal. The light kick version has a shorter height than the heavy kick version. Punishable if whiffed or blocked.
Mary's Maxmode combos are relatively easy to perform and to convert into, but she is also quite good at building meter herself. Mary can do well in any team position, but given her risky nature you might want to use a more dependable character as your anchor.}}


┗'''M. Snatcher''' - (dp + B/D)
==Normals==
: * This follow-up makes Mary perform a head scissors leg throw and causes them to land a half-screen distance away.
: * Hard and back-turned knockdown


'''Close'''
*cl.A is chainable to all A and B ground normals, plus on block.
*cl.B hits low and can chain to all A and B ground normals. Can link into cl.C when done as a meaty.
*cl.C is a two-hit normal which hits above her head. Both hits are special and super cancellable but only the first hit can be cancelled into command normals. Ideal combo starter.
*cl.D is a slow axe kick. Hitbox starts above her head, making it good for stopping jumps when used as a frame trap. First hit can cancel into M. Dynamite Swing. Second hit is cancellable.


'''M. Reverse Facelock''' - (qcb + B)
'''Stand'''
*st.A is a quick jab which is effective for checking hops.
*st.B is a great poking normal for its speed and range. Great for safe pressure and sometimes for mashing out. Cancellable but doesn’t combo into anything.
*st.C is a spinning back fist. Good range but very slow. Both hits are cancellable.
*st.D is a slow sobat with lower body invincibility. It's possible to combo into M. Dynamite Swing if the opponent is cornered.


* Counters jumping attacks only
'''Crouch'''
*cr.A/B/C are cancellable.
*cr.A/B are fast and have decent range. Two of her best normals. Chainable into themselves and other light normals.
*cr.C is a fast shoulder tackle that has great range, is good combo starter and lowers her crouching hurtbox.
*cr.D is a standard sweep, hits low and can whiff cancel into AAfBC super and is good for low profiling people hopping towards you.


* Hard and back-turned knockdown
'''Jump'''
*j.A is a quick punch, hits pretty low but not as low as j.D.
*j.B is a jumping knee that hits in front of her, notably active and fast.
*j.C is an effective jump-in and a solid air-to-air.
*j.D is great for jump-ins and rushdown due to its reach and is Mary's only crossup.
*nj.C/D are decent air-to-airs. nj.C hits higher and has a way better hitbox.


'''M. Head Buster''' - (qcb + D)
'''Blowback'''
*st.CD is an elbow attack. Faster than st.C but has slightly shorter range.
*j.CD is a stubby air-to-air with decent priority, but a high hitbox. Outranged by j.C but higher reward on airborne opponents and better blockstun.


* Counters only attacks that aim at Mary's mid-section, either highs or lows
==Throws==
'''Victory Nage''' - b/f + C (close)
*Mary slams the opponent to the ground, then elbows them. The opponent lands half a screen's length behind Mary and takes a while to recover, making it ideal for okizeme.
*Hard, back-turned knockdown.
*Can be teched.


'''Real Counter''' - (qcb + A/C)
'''Head Throw''' - b/f + D (close)
*Mary throws the opponent towards the corner of the screen. Both throws leave the opponent behind her, and given the soft knockdown property of this throw it is decisively inferior.
*Soft knockdown.
*Can be teched.


* Mary is completely invincible during this stance. But she does have a brief recovery period when the invincibility is over.
==Command Moves==


'''Backdrop Real''' - (qcf + A/C) close
'''Hammer Punch''' - (b/f + A)
:* This is the command throw follow up during the counter stance. You can use the '''Real Counter''' as an anti-air, reversal or as a counter move, then use this command throw to punish the opponent.
*Very nice range for an overhead and also for extending combos, but its spacing is predictable and Mary doesn't have any real low threat if she has just ran in.
*Super cancellable when done raw.
*Cancellable into specials as well when combo'd into.
*High profiles a bit before it hits.


==Desperation Moves==
'''Double Rolling''' - (b/f + B)
'''M. Dynamite Swing''' - (A, A, f + B, C)
*Second hit is low.
*Combo filler which nets higher damage than Hammer Punch and gives you plenty of time to charge Straight Slicer as a combo ender, but has much worse range.
*Cancellable.


* Can be used as an anti-air or reversal because of its fast start-up and an enormous invincibility window. You can hide the inputs during the recovery of many of her normals and special moves as it will cancel freely from otherwise uncancelable normals.
==Special Moves==
'''Spin Fall''' - (qcf + A/C)
*Mary flips towards the opponent, hitting them with her heel. Can be used to evade some low height projectiles. Ideally used to continue pressure, but can be mashed out of quite easily.
*A version is an overhead which is somewhat safe on block.
*C version is a mid which is unsafe on block, but its range is ideal for calling out back rolls.
:┗'''M. Spider''' - (qcf + A/C)
:*If the Spin Fall hits, this followup will make Mary clutch the opponent for a hard knockdown


'''M. Splash Rose''' - (qcf hcb + A/C)
'''Straight Slicer''' - Charge (b~f + B/D)
*Mary slides towards the opponent. Can evade high projectiles with its low profile, but be mindful of how Mary leaps up a bit before sliding. Comes out fast and is active for a while, but very punishable unless spaced perfectly. Both versions can be combo'd into from her command normals provided you have the charge.
*B version travels half the screen, is super cancellable and always hits low.
*D version reaches just short of fullscreen and only hits low near the end.
:┗'''Crab Clutch''' - (qcf + B/D)
:*Mary grabs and snaps the opponent's leg
:*Hard knockdown. Gives better frame advantage than the alternate followup.
:┗'''Stun Fang''' - (qcf + A/C)
:*Mary shocks the opponent. The opponent lands a half screen distance away. This is better at catching opponents at the tip of Straight Slicer's reach than Crab Clutch and provides better corner carry, but isn't as good at catching opponents falling from a jump.
:*Hard knockdown.
::┗'''Spin Heel Attack''' - (u + D)
::*Mary pursuits with a heel attack.
::*Soft knockdown but plenty of corner carry afterwards.


* This is a ranbu Desperation Move that can be combo after her command normals and heavy attack normals. It does have a small amount of invincibility when it starts.
'''Vertical Arrow''' - (dp + B/D)
*Mary rises up diagonally off the ground. Can be used as an anti-air and a reversal, but is quite sluggish and easily safejumped. The light kick version has a shorter height than the heavy kick version. Punishable if whiffed or blocked.
*Super cancellable.
:┗'''M. Snatcher''' - (dp + B/D)
:*This followup makes Mary perform a head scissors leg throw and causes them to land half the screen away.
:*Hard, back-turned knockdown.


'''M. Typhoon''' - (hcb x 2 + B/D) close
'''M. Reverse Facelock''' - (qcb + B)
*Counters airborne attacks and special moves.
*Hard, back-turned knockdown


* This is a 1-frame command throw that can combo from her command normals and heavy attack normals.
'''M. Head Buster''' - (qcb + D)
*Counters normals aimed at Mary's mid-section, either highs or lows.


==Super Desperation Moves==
'''Real Counter''' - (qcb + A/C)
'''M. Dynamite Swing''' - (A, A, b + B, C)
*Mary is instantly invincible to strikes during this stance. However, she has a brief recovery period when the invincibility is over, and she can be thrown throughout.
:┗'''Backdrop Real''' - (hcf + A/C) close
:*This is the 1f command throw follow up during the counter stance. You can use the '''Real Counter''' as an anti-air, reversal or as a counter move, then use this command throw to punish the opponent. This will not autocorrect to catch opponents behind her.
:*Even at inhuman speed, Real Counter > Backdrop Real would be a 3f grab at best, which means just doing it fast is enough to combo into it. However, inputting it as just '''b,qcb,f,P''', '''qcb,hcf,P''' or '''qcbx2,f+P''' makes Real Counter and its followup come out instantly, giving Mary an actual 1f grab to use in neutral as well. '''f,P''' means you need a standalone P at the end but while b,qcb,f+P,P works qcb,hcf+P,P doesn't since Spin Fall is in the way. '''b,qcb,f,P''' seems to be the most reliable way of doing it, and since it still counts as an actual special you can hold P to both use the button hold trick and make sure you get the standalone P.
:* '''Possible explanation by [[User:Franck Frost|Franck Frost]]''': The only motion out of b,qcb,f,P that makes sense for Mary as far as the game knows is qcb+P (Real counter) so it does that but as it's doing so it also sees '''b''','''d''',db,b,'''f''','''P''' -> b,d,f,P -> hcf,P (Backdrop Real) and I assume that's how you can trick the game into doing the follow-up instantly. A similar explanation works for the other two inputs.


* A much damaging version of her regular DM, M. Dynamite Swing
==Desperation Moves==
'''M. Dynamite Swing''' - (A, A, f, B, C)
*Can be used as an anti-air or reversal because of its fast startup and enormous invincibility window. You can hide the inputs during the recovery of many of her normals and special moves as it will cancel freely from otherwise uncancellable normals. Can be also done as A,f+A,B,C and A,A,f+B,C.


==Hidden Super Desperation Move==
'''M. Splash Rose''' - (qcf hcb + A/C)
'''M. Infinity Rose''' - Charge (b~f, b, f + BD)
*This is a ranbu that can be combo after her command normals and heavy normals. It has a small amount of invincibility when it starts.


* Mary uses her Straight Slicer slide to perform multiple submission holds to finish into her M. Splash Rose DM into her M. Snatcher.
'''M. Typhoon''' - (hcb x 2 + B/D) close
*This is a 1-frame command throw that can combo from her command normals and heavy normals.


* Can combo easily from her heavy cancel-able and command normals
==Super Desperation Move==
'''M. Dynamite Swing''' - (A, A, b + B, C)
*A much more damaging version of her regular DM, M. Dynamite Swing. Can be also done as A,b+A,B,C and A,A,b+B,C.


* Has a small amount of invincibility before she slides towards the opponent
==Hidden Super Desperation Move==
'''M. Infinity Rose''' - Charge (b~f, b, f + BD)
*Mary slides a short distance, even shorter than B Straight Slicer. If it hits, the opponent is treated to an assortment of her clutches.
*Has a small amount of invincibility before she slides towards the opponent.
*Hits low.
*Can easily be combo'd into if you have the charge.
*Ideally one should only use this if it will kill, as Mary taking a moment to shrug and her placement after the HSDM is over deprives her of any mixup potential afterwards.


==Combos==
==Combos==
Line 152: Line 240:
* Doing real counter and its follow-up as just '''b,qcb,f,P''' makes it an actual 1f grab you can use in neutral and combos. You '''need''' a standalone P, whether you do f+P,P or clean f,P. Just hold P to make sure.
* Doing real counter and its follow-up as just '''b,qcb,f,P''' makes it an actual 1f grab you can use in neutral and combos. You '''need''' a standalone P, whether you do f+P,P or clean f,P. Just hold P to make sure.
:* Rapidly doing qcb+P,qcf+P or qcb+P,hcf+P is enough for combos if you don't feel comfortable with b,qcb,f,P. More on it in [[#Special Moves]]
:* Rapidly doing qcb+P,qcf+P or qcb+P,hcf+P is enough for combos if you don't feel comfortable with b,qcb,f,P. More on it in [[#Special Moves]]
:* Whichever way you're doing it, if the input is correct but you get real counter, do it faster.
:* Whichever way you're doing it, if the input is correct but you get real counter, your timing is off.
:* It'll be written as '''1f grab''' down below.
:* It'll be written as '''1f grab''' down below.


===0 stock===
===0 stock===
''Anywhere''
* cr.B, cr.B/cl.B, dp+B > dp+K
* cr.B, cr.B/cl.B, dp+B > dp+K
( Getting the second light and still combo is fairly tight. )
: Getting the second light and still combo is fairly tight.
 
* cr.Bx1~2, '''1f grab'''
* cr.Bx1~2, '''1f grab'''
( Much more comfortable, your best low confirm into plenty of oki. )
: A bit more comfortable, your best low confirm into plenty of oki.
* cl.C(1), b/f+A/B, b~f+K > (qcf+K / qcf+P>u+D)
 
( qcf+K is hard knockdown and give better oki while qcf+P>u+D is soft knockdown so worse oki but better damage. Use b+A to start charging b~f+K early. Default to this combo when meterless. )
&nbsp;★ '''cr.Bx1~4, st.B'''
: No knockdown but your easiest and safest route from low.
 
&nbsp;★ '''cl.C(1), b/f+<u>A</u>/B, b~f+K > (qcf+K / qcf+P>u+D)'''
: qcf+K is hard knockdown and give better oki while qcf+P>u+D is soft knockdown so worse oki but better damage. Use b+A to start charging b~f+K early. Default to this combo when meterless.
 
* cl.C(1), b/f+A/B, '''1f grab'''
* cl.C(1), b/f+A/B, '''1f grab'''
( 1f grab gives slightly better oki and the same damage as b~f+K > qcf+K. )
: 1f grab gives slightly better oki and the same damage as b~f+K > qcf+K.
 
* cl.C(1), b/f+A, dp+D > dp+K
* cl.C(1), b/f+A, dp+D > dp+K
( Only use this if you can't do the previous two. dp+D will whiff on crouching Bao and if you don't do it fast enough can also whiff on crouching Vice and Mature. )
: Only use this if you can't do the previous two. dp+D will whiff on crouching Bao and if you don't do it fast enough can also whiff on crouching Vice and Mature.




===1 stock===
===1 stock===
''Anywhere''
* cr.B, cl.A/cr.A, A,A,f,B,C / hcbx2+K
* cr.B, cl.A/cr.A, A,A,f,B,C / hcbx2+K
( hcbx2+K does more damage but will be harder to input off a light )
: hcbx2+K does more damage but is harder to land. Shortcut the cancel into hcbx2+K as cr.B, hcb, cl.A/cr.A, hcb+K. Using cr.A is preferred.
* cl.C(1), b/f+A/B, qcf,hcb+P / hcbx2+K
 
( If you add a jump-in and use b/f+B, A,A,f,B,C will whiff out of corner. Just use qcf,hcb+P or hcbx2+K. )
&nbsp;★ '''cl.C(1), b/f+A/B, <u>hcbx2+K</u> / qcf,hcb+P'''
: hcbx2+K does more.
 


===2 stocks===
===2 stocks===
* '''Starter''' = cl.C(1), b/f+A/B, BC run, cl.C(1), b/f+A/B
'''Starter''' =  
:* If you're doing ''cl.C(1), b/f+A, BC, cl.C(1), b/f+A'', you can just walk, no need to run.
:┗ cl.C(1), b/f+A/B, BC run, cl.C(1), b/f+A/B
:* After a jump-in the run to get ''cl.C(1), b/f+B, BC run, cl.C(1), b/f+B'' is '''very''' tight.
::* If you're doing ''cl.C(1), b/f+A, BC, cl.C(1), b/f+A'', you can just BC walk, no need to run.
* b~f+K > qcf+P, (C) dp+B(1), (SC) A,A,f,B,C can be done as '''b~f+K > qcf+A, A, (C)dp+B(1), C''' and '''b~f+K > qcf+A, A, (C)dp+B(1), b,B,C''' for the SDM<br>
::* After a jump-in the run to get ''cl.C(1), b/f+B, BC run, cl.C(1), b/f+B'' is '''very''' tight.
<br>
::* You can replace cl.C(1) by cr.C for a bit more damage and range.
* cr.B, dp+B(1), (SC) qcf hcb+P / A,A,f,B,C
:┗ cr.Bx1~2, BC, cr.C, b/f+A
 
 
''Anywhere''
 
* cr.B, dp+B(1), (SC) qcf hcb+P
: More awkward than it looks. You can do the SC as f,qcf+B(1), qcb+P
 
* cl.C(1), b/f+A/B, b~f+B, (SC) any DM
* cl.C(1), b/f+A/B, b~f+B, (SC) any DM
* '''Starter''' , b~f+K > qcf+P, (C) dp+B(1), qcf,hcb+C
 
*(Corner) '''Starter''', b~f+K > qcf+P, (C) dp+B(1), (SC) A,A,f,B,C
&nbsp;★'''''Starter'' , b~f+D > qcf+P, (C) dp+B(1), (SC) qcf,hcb+C'''
: Nice and easy max conversion for okay damage. Default to it midscreen. Do the SC as dp+B(1), (SC) hcb+C or f,qcf+B(1), (SC) qcb+C.
 
''Corner''
 
&nbsp;★ '''''Starter'', b~f+D > qcf+P, (C) dp+B(1), (SC) A,A,f,B,C'''
: You can shortcut the end as b~f+D > qcf+A, A, (C)dp+B(1), C. Not much more damage than the anywhere route so you can stick to that one if you have issues with this.
 


===3 stocks===
===3 stocks===
''Anywhere''
* cr.B, cl.A/cr.A, A,A,b,B,C
* cr.B, cl.A/cr.A, A,A,b,B,C
* cl.C(1), b/f+A/B, (A,A,b,B,C / b~f,b,f+BD)
* cl.C(1), b/f+A/B, (A,A,b,B,C / b~f,b,f+BD)
( You need the corner if you use b/f+B and A,A,b,B,C )
: You need the corner if you use b/f+B into A,A,b,B,C. f+A can count as the first A for the sdm.
* '''Starter''', (A,A,b,B,C / b~f,b,f+BD)
 
*(Corner) '''Starter''', b~f+K > qcf+P, (C) dp+B(1), (SC) A,A,b,B,C
&nbsp;★ '''''Starter'', (A,A,b,B,C / <u>b~f,b,f+BD</u>)'''
: Don't use this unless it kills and you're scared of missing the 2 bars max.
 
''Corner''
 
&nbsp;★ '''''Starter'', b~f+D > qcf+P, (C) dp+B(1), (SC) A,A,b,B,C'''
: You can shortcut the end as ''b~f+D > qcf+A, A, (C)dp+B(1), b,B,C'' or ''b~f+D > qcf+A, A, b, (C) dp+B(1), C''


==Videos==
==Videos==
[https://www.youtube.com/watch?v=rLpewIz2J3g Mary -Max- combos] by Franck Frost
{{#ev:youtube|rLpewIz2J3g|||'''Mary -Max- combos''' by [https://www.twitter.com/FranckFrost Franck Frost]|frame}}
{{#ev:youtube|Fq673toZvC4|||'''마리 플레이 모음(Blue Mary Best Rounds) -[TW]Guantou (관두)'''|frame}}
{{#ev:youtube|1z2NIPPRKuM|||'''Zer0-Cool Blue Mary Best Rounds'''|frame}}
 
==External Links==
Check [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit#gid=1270021318 {{SUBPAGENAME}}'s frame data]


==Discussion Threads==
Discuss at [https://discord.gg/8JNXHxf 02UM Discord server]
Discuss at [https://discord.gg/8JNXHxf 02UM Discord server]


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{{Navbox 2002UM}}
{{Navbox 2002UM}}
[[Category:The King of Fighters 2k2UM]]
[[Category:The King of Fighters 2k2UM]]
[[Category:Blue Mary]]

Latest revision as of 20:10, 10 September 2022

Movelist

Throws

Victory Nage - close, / +

Head Throw - close, / +

Command Moves

Hammer Punch - / +

Double Rolling - / +

Special Moves

Spin Fall - + /

M. Spider - + /

Straight Slicer - charge ~ + /

Crab Clutch - + /
Stun Fang - + /
Spin Heel Attack - +

Vertical Arrow - + /

M. Snatcher - + /

M. Reverse Facelock - +

M. Head Buster - +

Real Counter - + /

Real Backdrop - + /

Desperation Moves

M. Dynamite Swing - , , , ,

M. Splash Rose - + /

M. Typhoon - + /

Super Desperation Move

M. Dynamite Swing - , , , ,

Hidden Super Desperation Move

M. Infinity Rose - charge ~ +

Quick Starter Combo Reference

Notation

0 Bar

Low

Anywhere

cr.Bx1~3, st.B = 10%

(jump-in), cl.C(1), b+A, b~f+K > (qcf+K / qcf+P>u+D) = 26% / 28%
• Note: qcf+K has better oki and qcf+P>u+D does more damage and carry.

1 Bar

Anywhere

(jump-in), cl.C(1), b/f+A, hcbx2+K / qcf,hcb+P = 37% / 34%

2 Bar

Anywhere

(jump-in), cl.C(1), f+A, BC walk, cl.C(1), f+A , b~f+D > qcf+P, (C) dp+B(1), (SC) qcf,hcb+C = 46%
• Note: You can do b~f+D as b,f+D, no charge, and the SC as dp+B(1), (SC) hcb+C or f,qcf+B(1), (SC) qcb+C.

3 Bar

Anywhere


Corner

(jump-in), cl.C(1), f+A, A,b,B,C = 45%
(jump-in), cl.C(1), f+A, BC walk, cl.C(1), f+A, b~f,b,f+BD = 56%
• Note: You can only use b~f,b,f+BD when under 30% HP and you can do it as b,f,b,f+BD. Don't have to charge it.

(jump-in), cl.C(1), f+A, BC walk, cl.C(1), f+A , b~f+D > qcf+P, (C) dp+B(1), (SC) A,A,b,B,C = 57%
• Note: You can shortcut the end as b~f+D > qcf+A, A, b, (C) dp+B(1), C.

Gameplay Overview

Mary is a rushdown character with an element of risk/reward to her. She has solid air normals to chase with, mainly j.D but also j.C and j.CD for when the opponent is too high for the former to connect. She also has Straight Slicer to low profile through and hit low but it can be very unsafe, the light version is recommended for being very safe when spaced properly. Most of her special moves have hard knockdown followups, making it very easy for her to stick to her opponent. She has two meterless reversals: a standard DP and a dodge which features an instant grab followup (essential to her mixup game), but is vulnerable to throws itself. Her weaknesses include some of her ground pokes being laggy and her special moves being easily punishable for the most part, requiring her to commit heavily to her decisions.

Mary's Maxmode combos are relatively easy to perform and to convert into, but she is also quite good at building meter herself. Mary can do well in any team position, but given her risky nature you might want to use a more dependable character as your anchor.

Normals

Close

  • cl.A is chainable to all A and B ground normals, plus on block.
  • cl.B hits low and can chain to all A and B ground normals. Can link into cl.C when done as a meaty.
  • cl.C is a two-hit normal which hits above her head. Both hits are special and super cancellable but only the first hit can be cancelled into command normals. Ideal combo starter.
  • cl.D is a slow axe kick. Hitbox starts above her head, making it good for stopping jumps when used as a frame trap. First hit can cancel into M. Dynamite Swing. Second hit is cancellable.

Stand

  • st.A is a quick jab which is effective for checking hops.
  • st.B is a great poking normal for its speed and range. Great for safe pressure and sometimes for mashing out. Cancellable but doesn’t combo into anything.
  • st.C is a spinning back fist. Good range but very slow. Both hits are cancellable.
  • st.D is a slow sobat with lower body invincibility. It's possible to combo into M. Dynamite Swing if the opponent is cornered.

Crouch

  • cr.A/B/C are cancellable.
  • cr.A/B are fast and have decent range. Two of her best normals. Chainable into themselves and other light normals.
  • cr.C is a fast shoulder tackle that has great range, is good combo starter and lowers her crouching hurtbox.
  • cr.D is a standard sweep, hits low and can whiff cancel into AAfBC super and is good for low profiling people hopping towards you.

Jump

  • j.A is a quick punch, hits pretty low but not as low as j.D.
  • j.B is a jumping knee that hits in front of her, notably active and fast.
  • j.C is an effective jump-in and a solid air-to-air.
  • j.D is great for jump-ins and rushdown due to its reach and is Mary's only crossup.
  • nj.C/D are decent air-to-airs. nj.C hits higher and has a way better hitbox.

Blowback

  • st.CD is an elbow attack. Faster than st.C but has slightly shorter range.
  • j.CD is a stubby air-to-air with decent priority, but a high hitbox. Outranged by j.C but higher reward on airborne opponents and better blockstun.

Throws

Victory Nage - b/f + C (close)

  • Mary slams the opponent to the ground, then elbows them. The opponent lands half a screen's length behind Mary and takes a while to recover, making it ideal for okizeme.
  • Hard, back-turned knockdown.
  • Can be teched.

Head Throw - b/f + D (close)

  • Mary throws the opponent towards the corner of the screen. Both throws leave the opponent behind her, and given the soft knockdown property of this throw it is decisively inferior.
  • Soft knockdown.
  • Can be teched.

Command Moves

Hammer Punch - (b/f + A)

  • Very nice range for an overhead and also for extending combos, but its spacing is predictable and Mary doesn't have any real low threat if she has just ran in.
  • Super cancellable when done raw.
  • Cancellable into specials as well when combo'd into.
  • High profiles a bit before it hits.

Double Rolling - (b/f + B)

  • Second hit is low.
  • Combo filler which nets higher damage than Hammer Punch and gives you plenty of time to charge Straight Slicer as a combo ender, but has much worse range.
  • Cancellable.

Special Moves

Spin Fall - (qcf + A/C)

  • Mary flips towards the opponent, hitting them with her heel. Can be used to evade some low height projectiles. Ideally used to continue pressure, but can be mashed out of quite easily.
  • A version is an overhead which is somewhat safe on block.
  • C version is a mid which is unsafe on block, but its range is ideal for calling out back rolls.
M. Spider - (qcf + A/C)
  • If the Spin Fall hits, this followup will make Mary clutch the opponent for a hard knockdown

Straight Slicer - Charge (b~f + B/D)

  • Mary slides towards the opponent. Can evade high projectiles with its low profile, but be mindful of how Mary leaps up a bit before sliding. Comes out fast and is active for a while, but very punishable unless spaced perfectly. Both versions can be combo'd into from her command normals provided you have the charge.
  • B version travels half the screen, is super cancellable and always hits low.
  • D version reaches just short of fullscreen and only hits low near the end.
Crab Clutch - (qcf + B/D)
  • Mary grabs and snaps the opponent's leg
  • Hard knockdown. Gives better frame advantage than the alternate followup.
Stun Fang - (qcf + A/C)
  • Mary shocks the opponent. The opponent lands a half screen distance away. This is better at catching opponents at the tip of Straight Slicer's reach than Crab Clutch and provides better corner carry, but isn't as good at catching opponents falling from a jump.
  • Hard knockdown.
Spin Heel Attack - (u + D)
  • Mary pursuits with a heel attack.
  • Soft knockdown but plenty of corner carry afterwards.

Vertical Arrow - (dp + B/D)

  • Mary rises up diagonally off the ground. Can be used as an anti-air and a reversal, but is quite sluggish and easily safejumped. The light kick version has a shorter height than the heavy kick version. Punishable if whiffed or blocked.
  • Super cancellable.
M. Snatcher - (dp + B/D)
  • This followup makes Mary perform a head scissors leg throw and causes them to land half the screen away.
  • Hard, back-turned knockdown.

M. Reverse Facelock - (qcb + B)

  • Counters airborne attacks and special moves.
  • Hard, back-turned knockdown

M. Head Buster - (qcb + D)

  • Counters normals aimed at Mary's mid-section, either highs or lows.

Real Counter - (qcb + A/C)

  • Mary is instantly invincible to strikes during this stance. However, she has a brief recovery period when the invincibility is over, and she can be thrown throughout.
Backdrop Real - (hcf + A/C) close
  • This is the 1f command throw follow up during the counter stance. You can use the Real Counter as an anti-air, reversal or as a counter move, then use this command throw to punish the opponent. This will not autocorrect to catch opponents behind her.
  • Even at inhuman speed, Real Counter > Backdrop Real would be a 3f grab at best, which means just doing it fast is enough to combo into it. However, inputting it as just b,qcb,f,P, qcb,hcf,P or qcbx2,f+P makes Real Counter and its followup come out instantly, giving Mary an actual 1f grab to use in neutral as well. f,P means you need a standalone P at the end but while b,qcb,f+P,P works qcb,hcf+P,P doesn't since Spin Fall is in the way. b,qcb,f,P seems to be the most reliable way of doing it, and since it still counts as an actual special you can hold P to both use the button hold trick and make sure you get the standalone P.
  • Possible explanation by Franck Frost: The only motion out of b,qcb,f,P that makes sense for Mary as far as the game knows is qcb+P (Real counter) so it does that but as it's doing so it also sees b,d,db,b,f,P -> b,d,f,P -> hcf,P (Backdrop Real) and I assume that's how you can trick the game into doing the follow-up instantly. A similar explanation works for the other two inputs.

Desperation Moves

M. Dynamite Swing - (A, A, f, B, C)

  • Can be used as an anti-air or reversal because of its fast startup and enormous invincibility window. You can hide the inputs during the recovery of many of her normals and special moves as it will cancel freely from otherwise uncancellable normals. Can be also done as A,f+A,B,C and A,A,f+B,C.

M. Splash Rose - (qcf hcb + A/C)

  • This is a ranbu that can be combo after her command normals and heavy normals. It has a small amount of invincibility when it starts.

M. Typhoon - (hcb x 2 + B/D) close

  • This is a 1-frame command throw that can combo from her command normals and heavy normals.

Super Desperation Move

M. Dynamite Swing - (A, A, b + B, C)

  • A much more damaging version of her regular DM, M. Dynamite Swing. Can be also done as A,b+A,B,C and A,A,b+B,C.

Hidden Super Desperation Move

M. Infinity Rose - Charge (b~f, b, f + BD)

  • Mary slides a short distance, even shorter than B Straight Slicer. If it hits, the opponent is treated to an assortment of her clutches.
  • Has a small amount of invincibility before she slides towards the opponent.
  • Hits low.
  • Can easily be combo'd into if you have the charge.
  • Ideally one should only use this if it will kill, as Mary taking a moment to shrug and her placement after the HSDM is over deprives her of any mixup potential afterwards.

Combos

  • You can add a jump-in to every combo that doesn't start with a low but you need a very deep jump-in or a cross-up to combo into b/f+B.
  • You can do A,A,f,B,C as A,f+A,B,C or A,A,f+B,C. Same deal with A,A,b,B,C.
  • Doing real counter and its follow-up as just b,qcb,f,P makes it an actual 1f grab you can use in neutral and combos. You need a standalone P, whether you do f+P,P or clean f,P. Just hold P to make sure.
  • Rapidly doing qcb+P,qcf+P or qcb+P,hcf+P is enough for combos if you don't feel comfortable with b,qcb,f,P. More on it in #Special Moves
  • Whichever way you're doing it, if the input is correct but you get real counter, your timing is off.
  • It'll be written as 1f grab down below.


0 stock

Anywhere

  • cr.B, cr.B/cl.B, dp+B > dp+K
Getting the second light and still combo is fairly tight.
  • cr.Bx1~2, 1f grab
A bit more comfortable, your best low confirm into plenty of oki.

 ★ cr.Bx1~4, st.B

No knockdown but your easiest and safest route from low.

 ★ cl.C(1), b/f+A/B, b~f+K > (qcf+K / qcf+P>u+D)

qcf+K is hard knockdown and give better oki while qcf+P>u+D is soft knockdown so worse oki but better damage. Use b+A to start charging b~f+K early. Default to this combo when meterless.
  • cl.C(1), b/f+A/B, 1f grab
1f grab gives slightly better oki and the same damage as b~f+K > qcf+K.
  • cl.C(1), b/f+A, dp+D > dp+K
Only use this if you can't do the previous two. dp+D will whiff on crouching Bao and if you don't do it fast enough can also whiff on crouching Vice and Mature.


1 stock

Anywhere

  • cr.B, cl.A/cr.A, A,A,f,B,C / hcbx2+K
hcbx2+K does more damage but is harder to land. Shortcut the cancel into hcbx2+K as cr.B, hcb, cl.A/cr.A, hcb+K. Using cr.A is preferred.

 ★ cl.C(1), b/f+A/B, hcbx2+K / qcf,hcb+P

hcbx2+K does more.


2 stocks

Starter =

┗ cl.C(1), b/f+A/B, BC run, cl.C(1), b/f+A/B
  • If you're doing cl.C(1), b/f+A, BC, cl.C(1), b/f+A, you can just BC walk, no need to run.
  • After a jump-in the run to get cl.C(1), b/f+B, BC run, cl.C(1), b/f+B is very tight.
  • You can replace cl.C(1) by cr.C for a bit more damage and range.
┗ cr.Bx1~2, BC, cr.C, b/f+A


Anywhere

  • cr.B, dp+B(1), (SC) qcf hcb+P
More awkward than it looks. You can do the SC as f,qcf+B(1), qcb+P
  • cl.C(1), b/f+A/B, b~f+B, (SC) any DM

 ★Starter , b~f+D > qcf+P, (C) dp+B(1), (SC) qcf,hcb+C

Nice and easy max conversion for okay damage. Default to it midscreen. Do the SC as dp+B(1), (SC) hcb+C or f,qcf+B(1), (SC) qcb+C.

Corner

 ★ Starter, b~f+D > qcf+P, (C) dp+B(1), (SC) A,A,f,B,C

You can shortcut the end as b~f+D > qcf+A, A, (C)dp+B(1), C. Not much more damage than the anywhere route so you can stick to that one if you have issues with this.


3 stocks

Anywhere

  • cr.B, cl.A/cr.A, A,A,b,B,C
  • cl.C(1), b/f+A/B, (A,A,b,B,C / b~f,b,f+BD)
You need the corner if you use b/f+B into A,A,b,B,C. f+A can count as the first A for the sdm.

 ★ Starter, (A,A,b,B,C / b~f,b,f+BD)

Don't use this unless it kills and you're scared of missing the 2 bars max.

Corner

 ★ Starter, b~f+D > qcf+P, (C) dp+B(1), (SC) A,A,b,B,C

You can shortcut the end as b~f+D > qcf+A, A, (C)dp+B(1), b,B,C or b~f+D > qcf+A, A, b, (C) dp+B(1), C

Videos

Mary -Max- combos by Franck Frost
마리 플레이 모음(Blue Mary Best Rounds) -[TW]Guantou (관두)
Zer0-Cool Blue Mary Best Rounds

External Links

Check Blue Mary's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

Discuss at Orochinagi

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