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The King of Fighters XV/Blue Mary/Combos: Difference between revisions
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===Meterless=== | ===Meterless=== | ||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun | ! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| '''Light Starter''' > [4]6B ~ 623K || 180 || 190 || 35% || Anywhere || | | '''Light Starter''' > [4]6B ~ 623K || 180 || 190 || 35% || Anywhere || | ||
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! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| '''Light Starter''' > [4]6BD ~ 236P, | | '''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 || | | '''Heavy Starter''' > 236AC, 3D > 623D ~ 623K || 378 || 270 || 40% || Anywhere || | ||
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| 3D, [4]6BD ~ 236P, run, 623D ~ 623K || 282 || 160 || 25% || Anywhere || Reliable 3D 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 | | 3D, [4]6BD ~ 236P, 236A, 623D ~ 623K || 331 || 220 || 40% || Anywhere || Extension if you end up in the corner. | ||
|} | |} | ||
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| 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. | | 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 ~ 236P, | | '''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 || | | '''Heavy Starter''' > 236AC, 3D, [4]6B > 236214P || 464 || 230 || 1.5 || 30% || Anywhere || | ||
|- | |- | ||
| '''Light Starter''' > [4]6BD ~ 236P, | | '''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 || | | '''Heavy Starter''' > 236AC, 3D > 236A, 623D > 236214P || 485 || 270 || 1.5 || 45% || Corner || | ||
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| ''(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. | | ''(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 ~ 236P, | | '''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 || | | '''Heavy Starter''' > 236AC, 3D, [4]6B > 236214AC || 573 || 230 || 2.5 || 30% || Anywhere || | ||
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|- | |- | ||
| ''(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. | | ''(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 || | |||
|- | |- | ||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! 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. | ||
| | |||
| | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! 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 || | |||
|- | |||
|} | |} | ||
Latest revision as of 07:16, 13 May 2022
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 |