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{{ComboLegend-KOFXV}}
{{ComboLegend-KOFXV}}
{{CharNavbox_XV}}
{{CharNavbox_XV}}
==Combo Notation Guide==
{|class="wikitable"
! Notation !! Meaning
|-
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.
|-
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
|-
| ''',''' || Link the previous move into the following move.
|-
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.
|-
| '''~''' || Cancel the previous special into the following special.
|-
| '''cl.''' || Close to opponent.
|-
| '''f.''' || Far from opponent.
|-
| '''j.''' || Jumping move.
|-
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.
|-
| '''[X]''' || Hold input briefly.
|-
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).
|-
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".
|-
|}
==Starters==
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/>
The other starters in each table should also work in each case, but may not.
===Light Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''2B > 2B > 2A''' || 80 || Standard low light confirm. Blue Mary can get stronger conversions by cancelling her lights into 4B, but this only works at closer ranges.
|}
===Heavy Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''cl.D > 6A''' || 137 || Standard heavy starter consistent after jump ins. cl.C can be used too.
|-
| 2C > 6A || 127 || Used primary for long distance confirms.
|-
| 2B > 2A > 4B || 98 || Can let Blue Mary do heavy combos from lights, but only at closer ranges.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|-
| 3D || 60 || Causes a launch, particularly useful if used as an anti-air. 
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
==Combos==
===Rush Auto Combo===
===Rush Auto Combo===
'''Meterless:'''<br>
{|class="wikitable sortable"
'''1 Bar:'''<br>
! Combo!! Damage !! Meter cost !! notes
'''2 Bars:'''<br>
|-
'''3 Bars:'''<br>
|  cl.A > A > A > B || || 0 || Rush combo ending in a special move
|-
|  cl.A > A > A > C || || 1 || Rush combo ending in a super
|-
|  cl.A > A > A > D || || 2 || Rush combo ending in a Max super
|-
|  cl.A > A > A > A || || 3 || Rush combo ending in a Climax super
|}


===Meterless===
===Meterless===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
|-
| '''Light Starter''' > [4]6B ~ 623K || 180 || 190 || 35% || Anywhere ||
|-
| '''Heavy Starter''' > [4]6D ~ 236K || 245 || 170 || 30% || Anywhere || You have enough time during the animation of 6A to get a 4 charge. You have plenty of time if you're using 4B.
|-
| CD, [4]6D ~ 236K || 177 || 160 || 25% || Anywhere || If your back is to the corner, you can cancel CD into a whiffed 6A to gain the extra space needed for [4]6D to connect.
|-
|-
| 2B > 2/5A > 4B (charge) > 6B > 623B  || 198 || || 0 || || Anywhere ||
| CD > (6A), 623D ~ 623K || 186 || 200 || 30% || Corner || 6A is usually necessary to make sure you're close enough for the 623D.
|-
|-
| 2B > 2/5A > 4B (charge) > 6D > 623D || 200 || || 0 || || Anywhere ||
| CD, 3D > 236A, 623D ~ 623K || 287 || 320 || 50% || Corner || Must be point blank and directly in the corner. Technically possible, but the likelihood of landing a CD like this is slim.
|-
|-
| c.C(1) > 4B (charge) > 6B > 623B  || 188 || || 0 || || Anywhere ||
| 3D, [4]6B ~ 623K || 172 || 160 || 30% || Anywhere || It's possible to connect [4]6D if you connect the 3D high enough.
|}
 
===EX===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
|-
|-
| c.C(1) > 4B (charge) > 6D > 623D  || 190 || || 0 || || Anywhere ||
| '''Light Starter''' > [4]6BD ~ (delay) 236P, 3D, [4]6D ~ 236K || 299 || 210 || 30% || Anywhere || Remember these combos involving [4]6BD in case you ever land them in neutral as well. Delaying 236P isn't necessary always, but it ensures Mary is in range for 3D afterward. If you don't want to deal with that, go straight into 623D ~ 623K after the 236P.
|-
|-
| j.C > c.C(1) > 6A > 623D > 623D || 239 || || 0 || || Midscreen ||
| '''Heavy Starter''' > 236AC, 3D > 623D ~ 623K || 378 || 270 || 40% || Anywhere ||
|-
|-
| j.C > c.C(2) > 6A > 623D > 623D || 272 || || 0 || || Midscreen || Whiffs Easily
| '''Light Starter''' > [4]6BD ~ 236P, (delay) 3D > 236A, 623D ~ 623K || 340 || 310 || 50% || Corner || Delay the 3D to just before your opponent hits the ground.
|-
|-
| j.C > c.C(1) > 4B (charge) > 6B > 632B || 248 || || 0 || || Midscreen ||
| '''Heavy Starter''' > 236AC, 3D > 236A, 623D ~ 623K || 431 || 330 || 60% || Corner || No delay necessary.
|-
|-
| j.C > c.C(1) > 4B (charge) > 6D > 623D || 250 || || 0 || || Midscreen ||
| CD > (6A if necessary), [4]6BD ~ 236P, run, 623D ~ 623K || 269 || 200 || 30% || Anywhere || You can omit the run if you'd like, but you'll lose one hit of the 623D.
|-
|-
| j.D > 2C > 4B (no charge) > 623D > 623D || 263 || || 0 || || Corner ||
| CD > (6A if necessary), [4]6BD ~ 236P, (2B), [4]6D ~ 236K || 264 || 160 || 25% || Anywhere || This is a slightly less damaging alternate ender to a juggled [4]6BD but doesn't involve a run.
|-
|-
| j.D > 2C > 4B (charge) > 6B > 623B || 281 || || 0 || || Corner ||
| CD, [4]6BD ~ 236P, (delay) 3D > 236A, 623D ~ 623K || 335 || 320 || 45% || Corner || If [4]6BD ends up putting you close enough to the corner to land 3D, you can extend further.
|-
|-
| j.D > 2C > 4B (charge) > 6D > 623D || 283 || || 0 || || Corner ||
| CD, 236AC, 3D > 236A, 623D ~ 623K || 350 || 320 || 45% || Corner || Optimal CD combo.
|-
|-
| j.D > 5A > 3D > 236A/C > 623D > 623D || 319 || || 0 || || Corner ||
| 3D, [4]6BD ~ 236P, run, 623D ~ 623K || 282 || 160 || 25% || Anywhere || Reliable 3D combo.
|}
 
===EX===
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || ||  || Anywhere ||  
| 3D, [4]6BD ~ 236P, 236A, 623D ~ 623K || 331 || 220 || 40% || Anywhere || Extension if you end up in the corner.
|}
|}


===1 Bar===
===1 Bar===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || Anywhere ||  
| '''Light Starter''' > [4]6BD ~ 236P, 236AC, 3D > 623D ~ 623K || 346 || 250 || 1 || 40% || Anywhere ||
|-
| '''Heavy Starter''' > 236AC, 3D, [4]6BD ~ 236P, run, 623D ~ 623K || 444 || 270 || 1 || 45% || Anywhere || Remember you can opt for whiff 2B, [4]6D instead of running 623D if you prefer.
|-
| '''Light Starter''' > [4]6BD ~ 236P, 236AC, 3D > 236A, 623D ~ 623K || 375 || 310 || 1 || 50% || Corner ||
|-
| '''Heavy Starter''' > 236AC, 3D, [4]6BD ~ 236P, 236A, 623D ~ 623K || 477 || 330 || 1 || 60% || Corner ||
|-
| CD > (6A if necessary), [4]6BD ~ 236P, run, 236AC, 3D > 623D ~ 623K || 341 || 260 || 1 || 35% || Anywhere || You can input 236AC as 2369AC to prevent a 623AC. You can omit the run here, but you'll lose one hit of 623D.
|-
| CD > [4]6BD ~ 236P, 236AC, 3D > 236P, 623D ~ 623K || 370 || 320 || 1 || 45% || Corner || Your CD combos in the corner will be identical to your Heavy Starter corner combos from here on out.
|-
| '''Light Starter''' > [4]6BD ~ (delay) 236P, 3D, [4]6B > 236214P || 366 || 210 || 1.5 || 25% || Anywhere || Mary's damage efficiency for 1.5 bars overall is very poor. However, her oki is much better from her super than her typical enders.
|-
| '''Heavy Starter''' > 236AC, 3D, [4]6B > 236214P || 464 || 230 || 1.5 || 30% || Anywhere ||
|-
| '''Light Starter''' > [4]6BD ~ 236P, 236AC, 3D, [4]6BD ~ 236P, 236A, 623D ~ 623K || 390 || 310 || 1.5 || 50% || Corner || This combo is Mary's only efficient use of using two [4]6BDs in one combo.
|-
| '''Heavy Starter''' > 236AC, 3D > 236A, 623D > 236214P || 485 || 270 || 1.5 || 45% || Corner ||
|}
|}


===2 Bars===
===2 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || Anywhere ||  
| '''Light Starter''' > [4]6BD ~ 236P, 236AC, 3D, [4]6B > 236214P || 415 || 210 || 2 || 25% || Anywhere ||
|-
| '''Heavy Starter''' > 236AC, 3D, [4]6BD ~ 236P, (2B), [4]6D > 236214P || 500 || 230 || 2 || 30% || Anywhere ||
|-
| '''Light Starter''' > [4]6BD ~ 236P, 236AC, 3D > 236A, 623D > 236214P || 431 || 250 || 2 || 40% || Corner ||
|-
| '''Heavy Starter''' > 236AC, 3D, [4]6BD ~ 236P, 236A, 623D > 236214P || 528 || 270 || 2 || 45% || Corner ||
|-
| ''(QM)'' '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 236AC, 3D, [4]6B > 236214P || 412/488 || 320 || 2 || 10% || Anywhere || Max Guage combo. The damage is not that much worse than your regular combos. Mary does not have an efficient 1500 Guage variant due to how long the animation for [4]6BD ~ 236P is.
|-
| ''(QM)'' '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 236AC, 3D > 236A, 623D > 236214P || 430/508 || 360 || 2 || 10% || Anywhere || 1250 and 1500 Max Guage corner combo.
|-
| '''Light Starter''' > [4]6BD ~ (delay) 236P, 3D, [4]6B > 236214AC || 463 || 210 || 2.5 || 5% || Anywhere || Now that Mary is using her level 2 super, her meter dump becomes much better.
|-
| '''Heavy Starter''' > 236AC, 3D, [4]6B > 236214AC || 573 || 230 || 2.5 || 30% || Anywhere ||
|-
| '''Light Starter''' > [4]6BD ~ 236P, (delay) 3D > 236A, 623D > 236214AC || 483 || 250 || 2.5 || 40% || Corner ||
|-
| '''Heavy Starter''' > 236AC, 3D > 236A, 623D > 236214P || 584 || 270 || 1.5 || 45% || Corner ||
|}
|}


===3 Bars===
===3 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || Anywhere ||  
| '''Light Starter''' > [4]6BD ~ 236P, 236AC, 3D, [4]6B > 236214AC || 512 || 210 || 3 || 25% || Anywhere ||  
|-
| '''Heavy Starter''' > 236AC, 3D, [4]6BD ~ 236P, (2B), [4]6D > 236214AC || 597 || 230 || 3 || 30% || Anywhere ||
|-
| '''Light Starter''' > [4]6BD ~ 236P, 236AC, 3D > 236A, 623D > 236214AC || 528 || 250 || 3 || 40% || Corner ||
|-
| '''Heavy Starter''' > 236AC, 3D, [4]6BD ~ 236P, 236A, 623D > 236214AC || 625 || 270 || 3 || 45% || Corner ||
|-
| ''(QM)'' '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 236AC, 3D, [4]6B > 214236CD || 579/655 || 320 || 3 || 10% || Anywhere || 1000 Max Guage combo. Very efficient, generally Mary will want to go for Max Mode combos at 3 bars.
|-
| ''(QM)'' '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > [4]6B > 236214P > 214236CD || 602/690 || 260 || 3 || 10% || Anywhere || 1250 and 1500 Max Guage combo. You can do 2C > [4]6B if you don't want to deal with charging from 6A.
|-
| '''Light Starter''' > [4]6BD ~ (delay) 236P, 3D > BC, [4]6B > 236214P > 214236CD || 613 || 210 || 3.5 || 20% || Anywhere || By using Quick Max mid juggle Mary can get slightly more damage than her Quick Max combos with 3.5 bars, but not by much.
|-
| '''Heavy Starter''' > 236AC, 3D > BC, [4]6B > 236214P > 214236CD || 701 || 230 || 3.5 || 20% || Anywhere ||
|-
| '''Light Starter''' > [4]6BD ~ (delay) 236P, 3D > BC, 236A, 623K > 236214P > 214236CD || 629 || 250 || 3.5 || 20% || Corner ||
|-
| '''Heavy Starter''' > 236AC, 3D > BC, 236A, 623K > 236214P > 214236CD || 710 || 270 || 3.5 || 20% || Corner ||
|-
|}
|}


===4 Bars===
===4 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || Anywhere ||  
| ''(QM)'' ... > BC, cl.D > 6A > [4]6B > 236214AC > 214236CD || 705/789 || 260 || 4 || 10% || Anywhere || 1250 and 1500 Max Guage combo. Absolutely Mary's best way to spend 4 bars. Mary switches sides when she cancels into her Climax, but you don't need to reverse the input if you don't want to; the game accepts both directions.
|}
|}


===5 Bars===
===5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || Anywhere ||  
| '''Light'''/'''Heavy Starter''' > [4]6BD ~ 236P, 236AC, 3D > BC, (delay) [4]6B > 236214AC > 214236CD || 759/837 || 210 || 5 || 15% || Anywhere ||  
|-
| '''Light'''/'''Heavy Starter''' > [4]6BD ~ 236P, 236AC, 3D > BC, 236A, 623D > 236214AC > 214236CD || 771/851 || 250 || 5 || 15% || Corner ||
|-
|}
|}



Latest revision as of 07:16, 13 May 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
X Starter Use the corresponding starter(s) from the 'Starters' section of this page.
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
(X) A move in brackets must whiff (not hit).
Can also mean the move must be Kara Canceled.
~ Cancel the previous special into the following special.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
X/Y Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Starters

Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.

Light Starters

Combo Damage Notes
2B > 2B > 2A 80 Standard low light confirm. Blue Mary can get stronger conversions by cancelling her lights into 4B, but this only works at closer ranges.

Heavy Starters

Combo Damage Notes
cl.D > 6A 137 Standard heavy starter consistent after jump ins. cl.C can be used too.
2C > 6A 127 Used primary for long distance confirms.
2B > 2A > 4B 98 Can let Blue Mary do heavy combos from lights, but only at closer ranges.

Other Starters

Combo Damage Notes
CD 75
3D 60 Causes a launch, particularly useful if used as an anti-air.

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 0 Rush combo ending in a special move
cl.A > A > A > C 1 Rush combo ending in a super
cl.A > A > A > D 2 Rush combo ending in a Max super
cl.A > A > A > A 3 Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > [4]6B ~ 623K 180 190 35% Anywhere
Heavy Starter > [4]6D ~ 236K 245 170 30% Anywhere You have enough time during the animation of 6A to get a 4 charge. You have plenty of time if you're using 4B.
CD, [4]6D ~ 236K 177 160 25% Anywhere If your back is to the corner, you can cancel CD into a whiffed 6A to gain the extra space needed for [4]6D to connect.
CD > (6A), 623D ~ 623K 186 200 30% Corner 6A is usually necessary to make sure you're close enough for the 623D.
CD, 3D > 236A, 623D ~ 623K 287 320 50% Corner Must be point blank and directly in the corner. Technically possible, but the likelihood of landing a CD like this is slim.
3D, [4]6B ~ 623K 172 160 30% Anywhere It's possible to connect [4]6D if you connect the 3D high enough.

EX

Combo Damage Stun Meter Gain Location notes
Light Starter > [4]6BD ~ (delay) 236P, 3D, [4]6D ~ 236K 299 210 30% Anywhere Remember these combos involving [4]6BD in case you ever land them in neutral as well. Delaying 236P isn't necessary always, but it ensures Mary is in range for 3D afterward. If you don't want to deal with that, go straight into 623D ~ 623K after the 236P.
Heavy Starter > 236AC, 3D > 623D ~ 623K 378 270 40% Anywhere
Light Starter > [4]6BD ~ 236P, (delay) 3D > 236A, 623D ~ 623K 340 310 50% Corner Delay the 3D to just before your opponent hits the ground.
Heavy Starter > 236AC, 3D > 236A, 623D ~ 623K 431 330 60% Corner No delay necessary.
CD > (6A if necessary), [4]6BD ~ 236P, run, 623D ~ 623K 269 200 30% Anywhere You can omit the run if you'd like, but you'll lose one hit of the 623D.
CD > (6A if necessary), [4]6BD ~ 236P, (2B), [4]6D ~ 236K 264 160 25% Anywhere This is a slightly less damaging alternate ender to a juggled [4]6BD but doesn't involve a run.
CD, [4]6BD ~ 236P, (delay) 3D > 236A, 623D ~ 623K 335 320 45% Corner If [4]6BD ends up putting you close enough to the corner to land 3D, you can extend further.
CD, 236AC, 3D > 236A, 623D ~ 623K 350 320 45% Corner Optimal CD combo.
3D, [4]6BD ~ 236P, run, 623D ~ 623K 282 160 25% Anywhere Reliable 3D combo.
3D, [4]6BD ~ 236P, 236A, 623D ~ 623K 331 220 40% Anywhere Extension if you end up in the corner.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6BD ~ 236P, 236AC, 3D > 623D ~ 623K 346 250 1 40% Anywhere
Heavy Starter > 236AC, 3D, [4]6BD ~ 236P, run, 623D ~ 623K 444 270 1 45% Anywhere Remember you can opt for whiff 2B, [4]6D instead of running 623D if you prefer.
Light Starter > [4]6BD ~ 236P, 236AC, 3D > 236A, 623D ~ 623K 375 310 1 50% Corner
Heavy Starter > 236AC, 3D, [4]6BD ~ 236P, 236A, 623D ~ 623K 477 330 1 60% Corner
CD > (6A if necessary), [4]6BD ~ 236P, run, 236AC, 3D > 623D ~ 623K 341 260 1 35% Anywhere You can input 236AC as 2369AC to prevent a 623AC. You can omit the run here, but you'll lose one hit of 623D.
CD > [4]6BD ~ 236P, 236AC, 3D > 236P, 623D ~ 623K 370 320 1 45% Corner Your CD combos in the corner will be identical to your Heavy Starter corner combos from here on out.
Light Starter > [4]6BD ~ (delay) 236P, 3D, [4]6B > 236214P 366 210 1.5 25% Anywhere Mary's damage efficiency for 1.5 bars overall is very poor. However, her oki is much better from her super than her typical enders.
Heavy Starter > 236AC, 3D, [4]6B > 236214P 464 230 1.5 30% Anywhere
Light Starter > [4]6BD ~ 236P, 236AC, 3D, [4]6BD ~ 236P, 236A, 623D ~ 623K 390 310 1.5 50% Corner This combo is Mary's only efficient use of using two [4]6BDs in one combo.
Heavy Starter > 236AC, 3D > 236A, 623D > 236214P 485 270 1.5 45% Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6BD ~ 236P, 236AC, 3D, [4]6B > 236214P 415 210 2 25% Anywhere
Heavy Starter > 236AC, 3D, [4]6BD ~ 236P, (2B), [4]6D > 236214P 500 230 2 30% Anywhere
Light Starter > [4]6BD ~ 236P, 236AC, 3D > 236A, 623D > 236214P 431 250 2 40% Corner
Heavy Starter > 236AC, 3D, [4]6BD ~ 236P, 236A, 623D > 236214P 528 270 2 45% Corner
(QM) Light/Heavy Starter > BC, cl.D > 6A > 236AC, 3D, [4]6B > 236214P 412/488 320 2 10% Anywhere Max Guage combo. The damage is not that much worse than your regular combos. Mary does not have an efficient 1500 Guage variant due to how long the animation for [4]6BD ~ 236P is.
(QM) Light/Heavy Starter > BC, cl.D > 6A > 236AC, 3D > 236A, 623D > 236214P 430/508 360 2 10% Anywhere 1250 and 1500 Max Guage corner combo.
Light Starter > [4]6BD ~ (delay) 236P, 3D, [4]6B > 236214AC 463 210 2.5 5% Anywhere Now that Mary is using her level 2 super, her meter dump becomes much better.
Heavy Starter > 236AC, 3D, [4]6B > 236214AC 573 230 2.5 30% Anywhere
Light Starter > [4]6BD ~ 236P, (delay) 3D > 236A, 623D > 236214AC 483 250 2.5 40% Corner
Heavy Starter > 236AC, 3D > 236A, 623D > 236214P 584 270 1.5 45% Corner

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6BD ~ 236P, 236AC, 3D, [4]6B > 236214AC 512 210 3 25% Anywhere
Heavy Starter > 236AC, 3D, [4]6BD ~ 236P, (2B), [4]6D > 236214AC 597 230 3 30% Anywhere
Light Starter > [4]6BD ~ 236P, 236AC, 3D > 236A, 623D > 236214AC 528 250 3 40% Corner
Heavy Starter > 236AC, 3D, [4]6BD ~ 236P, 236A, 623D > 236214AC 625 270 3 45% Corner
(QM) Light/Heavy Starter > BC, cl.D > 6A > 236AC, 3D, [4]6B > 214236CD 579/655 320 3 10% Anywhere 1000 Max Guage combo. Very efficient, generally Mary will want to go for Max Mode combos at 3 bars.
(QM) Light/Heavy Starter > BC, cl.D > 6A > [4]6B > 236214P > 214236CD 602/690 260 3 10% Anywhere 1250 and 1500 Max Guage combo. You can do 2C > [4]6B if you don't want to deal with charging from 6A.
Light Starter > [4]6BD ~ (delay) 236P, 3D > BC, [4]6B > 236214P > 214236CD 613 210 3.5 20% Anywhere By using Quick Max mid juggle Mary can get slightly more damage than her Quick Max combos with 3.5 bars, but not by much.
Heavy Starter > 236AC, 3D > BC, [4]6B > 236214P > 214236CD 701 230 3.5 20% Anywhere
Light Starter > [4]6BD ~ (delay) 236P, 3D > BC, 236A, 623K > 236214P > 214236CD 629 250 3.5 20% Corner
Heavy Starter > 236AC, 3D > BC, 236A, 623K > 236214P > 214236CD 710 270 3.5 20% Corner

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
(QM) ... > BC, cl.D > 6A > [4]6B > 236214AC > 214236CD 705/789 260 4 10% Anywhere 1250 and 1500 Max Guage combo. Absolutely Mary's best way to spend 4 bars. Mary switches sides when she cancels into her Climax, but you don't need to reverse the input if you don't want to; the game accepts both directions.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > [4]6BD ~ 236P, 236AC, 3D > BC, (delay) [4]6B > 236214AC > 214236CD 759/837 210 5 15% Anywhere
Light/Heavy Starter > [4]6BD ~ 236P, 236AC, 3D > BC, 236A, 623D > 236214AC > 214236CD 771/851 250 5 15% Corner

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