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The King of Fighters XV/Blue Mary: Difference between revisions

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Line 249: Line 249:
|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|hitboxCaptions= Hop Version, Jump Version
|description2=* Extremely important tool. Its long, downward angle and its great priority make it function as an effective pressure tool, and for poking your way in as well. Do it early for best results, as the startup is quite slow. You can't really use this for early air-to-airs, so you'll either have to use jC instead or stick with moves like Vertical Arrow or Real Counter.
|description2=* Extremely important tool. Its long, downward angle and its great priority make it function as an effective pressure tool, and for poking your way in as well. Do it early for best results, as the startup is quite slow. You can't really use this for early air-to-airs, so you'll either have to use jC instead or stick with moves like Vertical Arrow or Real Counter.
}}
}}
Line 283: Line 284:
|name=Hammer Arch  
|name=Hammer Arch  
|input=6A
|input=6A
|hitboxCaptions= Raw Version, Cancel Version
|description=* Long-ranged overhead. High profiles a bit during the startup, but it can be stuffed with 2Bs just before the hit. Super cancellable raw. When used in a cancel, such as after a close heavy normal, this is special cancelable.
|description=* Long-ranged overhead. High profiles a bit during the startup, but it can be stuffed with 2Bs just before the hit. Super cancellable raw. When used in a cancel, such as after a close heavy normal, this is special cancelable.
* When canceling from a normal it can be performed with a 4A input making it easy to cancel into [4]6B/D.
* When canceling from a normal it can be performed with a 4A input making it easy to cancel into [4]6B/D.
Line 292: Line 294:
|name=Double Rolling  
|name=Double Rolling  
|input=4B
|input=4B
|hitboxCaptions= Raw Version, , Cancel Version
|description=* Two hits: a sobat which goes over lows, then a low-hitting kick. Only the second hit is cancellable. This has fast enough startup to combo from lights and it gives you enough time to charge for any Straight Slicer, but on block there is 2-frame gap between the two hits which can be rolled through or stuffed by reversals. Its range isn't the best so if you cancel from 2A too far from the opponent then you will drop the combo.
|description=* Two hits: a sobat which goes over lows, then a low-hitting kick. Only the second hit is cancellable. This has fast enough startup to combo from lights and it gives you enough time to charge for any Straight Slicer, but on block there is 2-frame gap between the two hits which can be rolled through or stuffed by reversals. Its range isn't the best so if you cancel from 2A too far from the opponent then you will drop the combo.


Line 311: Line 314:
|name=Straight Slicer  
|name=Straight Slicer  
|input=[4]6B/D
|input=[4]6B/D
|hitboxCaptions= Normal Version, EX Version
|description=* A slide which only travels about half the screen, but its startup means it can be combo'd from 2A at max range (NB: you can't always do this with 4B). You can use this to go under high fireballs, but it requires timing because Mary hops a little before sliding. Unsafe but can be spaced to be made safe. Super cancellable. Soft knockdown.
|description=* A slide which only travels about half the screen, but its startup means it can be combo'd from 2A at max range (NB: you can't always do this with 4B). You can use this to go under high fireballs, but it requires timing because Mary hops a little before sliding. Unsafe but can be spaced to be made safe. Super cancellable. Soft knockdown.
*What isn't shown in the movelist is that this move can be followed up with by light Vertical Arrow, done with any 623K input. This cannot be EX enhanced, and either way you get a soft knockdown. Whether or not Vertical Arrow will actually connect instead of whiffing badly depends on the spacing. Either way, you're going to miss out on okizeme.
*What isn't shown in the movelist is that this move can be followed up with by light Vertical Arrow, done with any 623K input. This cannot be EX enhanced, and either way you get a soft knockdown. Whether or not Vertical Arrow will actually connect instead of whiffing badly depends on the spacing. Either way, you're going to miss out on okizeme.
Line 339: Line 343:
|name=Vertical Arrow  
|name=Vertical Arrow  
|input=623B/D
|input=623B/D
|hitboxCaptions= B Version, , D Version, , EX Version, , Anywhere Juggle Grab Box during EX Version
|description2=*An anti-air special. The light version is invincible to air attacks. The heavy and EX versions are fully invincible. The heavy version is your main reversal but it's kinda slow. Despite appearances this will often catch opponents jumping over you in the corner. Super cancellable.
|description2=*An anti-air special. The light version is invincible to air attacks. The heavy and EX versions are fully invincible. The heavy version is your main reversal but it's kinda slow. Despite appearances this will often catch opponents jumping over you in the corner. Super cancellable.
|description3=*The EX version deals more damage overall than 623D~623B/D. As 623D is a common combo ender from many of Mary's juggles, this can be used instead if the combo is going to kill. This move is also faster than 623D, making it less easy to safejump.
|description3=*The EX version deals more damage overall than 623D~623B/D. As 623D is a common combo ender from many of Mary's juggles, this can be used instead if the combo is going to kill. This move is also faster than 623D, making it less easy to safejump.
Line 357: Line 362:
|name=Spin Fall  
|name=Spin Fall  
|input=236A/C
|input=236A/C
|hitboxCaptions= A Version, , C Version, , EX Version
|description2=* This move is mainly used to extend pressure if your combo string was blocked. 236A is better for this because 236C is unsafe and has slower startup. This will easily catch opponents trying to jump out, but it's nowhere near as active as [[The King of Fighters XV/Terry Bogard|Terry]]'s Crack Shoot. This move can go over some ground-skimming fireballs, but it has slow startup and the recovery isn't good. Not an overhead despite appearances.
|description2=* This move is mainly used to extend pressure if your combo string was blocked. 236A is better for this because 236C is unsafe and has slower startup. This will easily catch opponents trying to jump out, but it's nowhere near as active as [[The King of Fighters XV/Terry Bogard|Terry]]'s Crack Shoot. This move can go over some ground-skimming fireballs, but it has slow startup and the recovery isn't good. Not an overhead despite appearances.
|description3=* Combo glue. This and Stun Fang are your best combo extenders, although this is better to start off with because it deals way less hits, so damage scaling won't affect the rest of the combo as much. However, the juggle into Climbing Arrow afterwards is tighter than it is after Stun Fang, so juggling after this move optimally takes a little more skill. Still not an overhead.
|description3=* Combo glue. This and Stun Fang are your best combo extenders, although this is better to start off with because it deals way less hits, so damage scaling won't affect the rest of the combo as much. However, the juggle into Climbing Arrow afterwards is tighter than it is after Stun Fang, so juggling after this move optimally takes a little more skill. Still not an overhead.
}}
}}
===M.Spider===
===M.Spider===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 373: Line 380:
|name=Real Counter
|name=Real Counter
|input=214A/C
|input=214A/C
|hitboxCaptions= Normal Version, EX Version
|description2=* Mary's spot dodge. Any strike will whiff through this move completely, but Mary can be grabbed out of this at any point. This version of the move has enough i-frames that you can realistically dodge moves with plenty of active frames such as [[The King of Fighters XV/Terry Bogard|Terry]]'s Burn Knuckle and then punish them with Backdrop Real. However, the invuln window quickly wears off after this and a well-spaced meaty will be able to punish it. This can work as an anti-air against direct jump-ins but will lose to empty jump throw, as there is no landing recovery for you to punish.
|description2=* Mary's spot dodge. Any strike will whiff through this move completely, but Mary can be grabbed out of this at any point. This version of the move has enough i-frames that you can realistically dodge moves with plenty of active frames such as [[The King of Fighters XV/Terry Bogard|Terry]]'s Burn Knuckle and then punish them with Backdrop Real. However, the invuln window quickly wears off after this and a well-spaced meaty will be able to punish it. This can work as an anti-air against direct jump-ins but will lose to empty jump throw, as there is no landing recovery for you to punish.
|description3=* Much more dependable as a reversal. Not only is the strike invuln lengthened but the attack also starts with a couple frames of throw invuln as well. This also makes it more dependable as a mixup option, as it cannot be checked with wakeup throw.
|description3=* Much more dependable as a reversal. Not only is the strike invuln lengthened but the attack also starts with a couple frames of throw invuln as well. This also makes it more dependable as a mixup option, as it cannot be checked with wakeup throw.
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|name=Backdrop Real  
|name=Backdrop Real  
|input=214A/C/AC~236A/C
|input=214A/C/AC~236A/C
|hitboxCaptions= Normal Version, EX Version
|description=* An instant command grab which can only be performed within Real Counter. The caveat is that you must wait twelve frames before you can cancel Real Counter into Backdrop Real, meaning no instant command grabs from this. This can work as a mixup option, as the dodge will beat wakeup mashing and the minimum waiting time of twelve frames is not enough to react to reliably. However, this will lose to jumping or wakeup throws, and the range of the command grab itself, though decent, is something to keep in mind.
|description=* An instant command grab which can only be performed within Real Counter. The caveat is that you must wait twelve frames before you can cancel Real Counter into Backdrop Real, meaning no instant command grabs from this. This can work as a mixup option, as the dodge will beat wakeup mashing and the minimum waiting time of twelve frames is not enough to react to reliably. However, this will lose to jumping or wakeup throws, and the range of the command grab itself, though decent, is something to keep in mind.
|description2=* The cancel window starts instantly, so you can get it out as fast as possible. There are no input tricks to get this followup out instantly, however. This will leave the opponent behind you, which is great if you are cornered as that is where 214AC is most effective as a reversal (less chance of being crossed up out of it), but not so great if you're the one who is bullying in the corner.
|description2=* The cancel window starts instantly, so you can get it out as fast as possible. There are no input tricks to get this followup out instantly, however. This will leave the opponent behind you, which is great if you are cornered as that is where 214AC is most effective as a reversal (less chance of being crossed up out of it), but not so great if you're the one who is bullying in the corner.
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|name=M.Breaker
|name=M.Breaker
|input=623A/C
|input=623A/C
|description2=* A leaping command grab which looks identical to a hop. Strength determines the startup and how far it goes. Each strength can be ticked into from lights and heavies respectively; for instance, you can cancel cl.C 6A into 623C and it will catch them blocking or mashing a low button, whereas 623A starts up too quickly for the grab to work.
|hitboxCaptions= A Version, C Version, EX Version
|description2=* A leaping command grab which looks identical to a hop. Strength determines the startup and how far it goes. Each strength can be ticked into from lights and heavies respectively; for instance, you can cancel cl.C 6A into 623C and it will catch them blocking or mashing a low button, whereas 623A starts up too quickly for the grab to work.  This move beats advance strike.
|description3=* The EX version travels further than 623C, is faster and goes through fireballs. This is particularly helpful against characters with ground-skimming fireballs, where Straight Slicer is of no help.
|description3=* The EX version travels further than 623C, is faster and goes through fireballs. This is particularly helpful against characters with ground-skimming fireballs, where Straight Slicer is of no help.
}}
}}
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|name=M.Typhoon  
|name=M.Typhoon  
|input=6321463214B/D
|input=6321463214B/D
|hitboxCaptions= Normal Version, Max Version
|description2=* A fast command grab super. Deals more damage than M.Splash Rose but there's no Advanced or Climax cancel window anywhere.
|description2=* A fast command grab super. Deals more damage than M.Splash Rose but there's no Advanced or Climax cancel window anywhere.
|description3=* Instant. Still no Climax Cancel window.
|description3=* Instant. Still no Climax Cancel window.
Line 411: Line 422:
|name=M.Splash Rose  
|name=M.Splash Rose  
|input=2363214A/C
|input=2363214A/C
|hitboxCaptions= A Version, C Version, , Max Version
|description2=* Rush super. There are two cancel windows: as she leaves the ground for the final hit and as she is falling. A recent buff to her Advance Cancel into M.Typhoon means you'll want to cancel pretty much exclusively during the landing impact.
|description2=* Rush super. There are two cancel windows: as she leaves the ground for the final hit and as she is falling. A recent buff to her Advance Cancel into M.Typhoon means you'll want to cancel pretty much exclusively during the landing impact.
|description3=* Much better invincibility and travels further. The ideal Climax Cancel window is on the very final hit as she lands, though be wary you'll be switching sides if you do so.
|description3=* Much better invincibility and travels further. The ideal Climax Cancel window is on the very final hit as she lands, though be wary you'll be switching sides if you do so.

Latest revision as of 00:54, 14 September 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

She currently works as a freelance special agent. Born from a long line of famous fighters, Blue Mary excels in all fighting styles, and more particularly, in Sambo Commando, a martial art that uses striking and grappling techniques.
Blue Mary has a strong bond with Terry Bogard.
Jump: 42f
Hop: 33f
Backdash: 23f
Run Speed Ranking: 5

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Lock Kick - (close) / +

Viktor Throw - (close) / +

Command Normals

Hammer Arch - +

Double Rolling - +

Climbing Arrow - +

Special Moves

Straight Slicer - ~ + / (*)

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

Vertical Arrow - + / (*)

M.Snatcher (After Vertical Arrow) - + /

Spin Fall - + / (*)

M.Spider (After Spin Fall) - + /

Real Counter - + / (*)

Backdrop Real - + /

M.Breaker - + / (*)

Super Special Moves

M.Typhoon - + / (!)

M.Splash Rose - + / (!)

Climax Super Special Moves

M.Dynamite Swing - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

2B 2A 4B [4]6B
Placeholder

( = 151 dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Mary is a vortex character with quick but risky ways to win neutral, with her low, far-travelling set of jumps in the air and her runs and Straight Slicer on the ground. Additionally, she has EX M. Breaker (623AC) to go through fireballs of any height. Once she's in, Mary has a myriad of mixup options to pick from - in addition to strong hop normals such as j.D and j.CD and her reliable low hit confirms (2B 2A 4B), Mary has access to a dodge and command grab in one move (214P~236P), a leaping command grab for use in strings (623P) and an overhead (6A) which can be super cancelled. All of these can lead to hard knockdowns. However, Mary has to take serious risks in neutral, with Straight Slicer in particular being punishable. If she finds herself defending, she has access to two different reversals: a dragon punch (623K) and her dodge. These lead to hard knockdowns as well - not only is she tricky to pin down because of this, but her vortex is easy to resume as well. However, not only can both options be covered with a well-spaced safejump, but, like the rest of Mary's kit, they are both very unsafe. Mary is a strong character who can be used in any team slot, given her ability to meter dump and her constant hard knockdowns either way, but it is precisely this element of risk which keeps her in check.

Blue Mary is a rushdown character who can preserve momentum well using mixups and reversals which all result in hard knockdowns, but who requires very good reads before she can start.
Pros Cons
  • Fast and Agile: Mary has a fairly quick run speed, great shorthops, and the screen-crossing Straight Slicer to keep her opponents on their toes.
  • Big Damage With Meter: Highly-damaging, meter-efficient combos which give Mary flexibility in how she chooses to meterdump.
  • Mixup Queen: Strong mixup potential, with great hop normals, strong low combos, an overhead and various grabs. Mary's high damage with meter makes her mixup game a huge threat.
  • Good Neutral: Mary's low short hops make her excellent at contesting space, especially when backed up by her great air-to-air normals.
  • Rushdown Blender: Mary gets hard knockdown from many things, allowing her to continually put the pressure on after most of her rewards.
  • Great Defense: A DP, a spotdodge which chains into a command grab, and great abare potential give Mary lots of ways to disrespect her opponents pressure.
  • Grounded Normals: While Mary's air-to-air normals are great, her grounded normals are often too short to reliably poke with.
  • Risky: For all of her strengths and everything she can do, Mary always has to take serious risks. She's very punishable on all of her tools, and all of her options for callouts are extremely committal or have universal counters. For example, Real Counter is strike invulnerable, but Mary can be easily grabbed out of it on reaction.


Normals

Far Standing Normals

Far A

far A
A
A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid special 5 4 10 +1 -1 - 30 60
  • Hop check.

Far B

far B
B
B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid super 6 4 10 +1 -1 - 30 60
  • The fact Double Rolling's input got changed means you can now walk forward and do this, making it much easier to use in pressure. Generally you use this poke at the end of a 2B blockstring as a safe check.

Far C

far C
C
C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (35+35) Mid special 10 7 18 -2 -4 - 70 (35+35) 120 (60+60)
  • This poke is slow, and given Mary is either trying to get in or mixing you up this move rarely sees use unless you miss the proxy window for a punish. This move is cancellable, though, and you have two hits to confirm it.

Far D

far D
D
D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 12 4 20 -3 -5 Low Physical Attack: 9 to 15 (7 Frames) 70 120
  • A sobat which goes over lows. This doesn't typically hit hops. If it hits you can confirm into super.

Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 6 +6 +4 - 30 60
  • Hop check. You can start Rush Combos with this, but you shouldn't do that because her other light combos are way better. Links into cl. C.

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 5 3 9 3 1 - 30 60
  • Standing low.

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (35+35) Mid command 4 2 (1) 2 20 -1 -3 - 70 (35+35) 120 (60+60)
  • Mary's safest bet for hit confirms. Can also be used in frame traps.

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 5 4 15 +2 0 - 70 120
  • Deals more damage than cl.C and it's concentrated in one hit as opposed to two, but there's more pushback and less time to hit confirm. An advantage over close C is it recovers faster so you won't get punished if someone neutral jumps your throw attempt.

Crouch Normals

Crouch A

crouch A
2A
2A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 4 6 +5 +3 - 30 60
  • Being plus on block while not leading into a Rush Combo unlike close A makes this normal great for pressure.

Crouch B

crouch B
2B
2B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low super 4 4 10 +1 -1 - 15 30
  • Decent range for a low. If you're too far out then you won't be able to combo into Double Rolling. You will have to combo into Straight Slicer from 2A instead.

Crouch C

crouch C
2C
2C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 9 4 27 -10 (Close) to -7 (Max Range) -12 (Close) to -9 (Max Range) - 70 120
  • Rushes Mary forward a fair bit. Optimal combo glue after you pop Quickmode. Has decent priority and is surprisingly fast but it's not very safe. This is useful for some punishes.

Crouch D

crouch D
2D
2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low special 8 4 25 SKD (20: Tech / 47: Non-tech) -10 - 70 120
  • This sweep has decent range and it's quick.

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 4 7 1 on ground - - - 30 50

jump jump

45 High - 4 9 1 on ground - - - 30 60
  • Angled downward for jump-ins but not used much.

Jump B

jump B
j.B
j.B

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 6 1 on ground - - - 30 50

jump jump

45 High - 6 8 1 on ground - - - 30 60
  • Fast, hits deep and leads to ambiguous crossups. Important hop normal for when Mary is up close.

Jump C

jump C
j.C
j.C

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 7 7 1 on ground - - - 70 100

jump jump

70 High - 7 9 1 on ground - - - 70 120
  • This is Mary's best air-to-air, angled a bit above her head. This has similar range to j.D but the two normals cover the space above and below her respectively, perfectly complementing each other but forcing you to make a split-second decision as to where the opponent is going to be.

Jump D

jump D
j.D
j.D

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 8 7 1 on ground - - - 70 100

jump jump

70 High - 8 9 1 on ground - - - 70 120
  • This move's decent range and downward angle combines with Mary's low, far-travelling jumps to be an effective chase tool. This is a very effective jump-in but it has very limited crossup potential.

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid command 15 5 22 Wall Splat - HKD (gnd) (73 to 89) -4 - 100 160
  • Has very decent range but doesn't move Mary forward at all, limiting its use in pressure. This does hit hops. Can be cancelled into command normals.

Shatter Strike

Shatterstrike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple - HKD (93) -10 Armor: 4 to 14 (11 frames) 0 200
  • Go for pickups with Straight Slicer. You get EX Straight Slicer for free if you want to use that.

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as her CD.

jump CD

jump CD
j.CD
j.CD

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid - 17 5 1 on ground SKD - - 80 120

jump jump

90 Mid - 17 7 1 on ground SKD - - 80 140
  • Extremely important tool. Its long, downward angle and its great priority make it function as an effective pressure tool, and for poking your way in as well. Do it early for best results, as the startup is quite slow. You can't really use this for early air-to-airs, so you'll either have to use jC instead or stick with moves like Vertical Arrow or Real Counter.

Rush Moves

rush
c.AA/c.AAX
c.AA/c.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

c.AA c.AA

48 (25+25) Mid Rush 5 - - 0 -2 - 30 120 (60+60)

c.AAX c.AAX

70 (25+25+25) Mid Rush 10 - - -11 -13 - 30 180 (60+60+60)
  • c.AAABB ends in her heavy Straight Slicer to Crab Clutch.

Throws

Lock Kick

Lock Kick
(close) 4/6C
(close) 4/6C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (44) Unblockable - 0 0
  • Forward throw. Hard knockdown.

Viktor Throw

Viktor Throw
(close) 4/6D
(close) 4/6D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (33) Unblockable - 0 0
  • Back throw. Hard knockdown.

Command Moves

Hammer Arch

Hammer Arch
6A
6A

Raw Version
Cancel Version

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 [60] High [Mid] super [special] 22 [15] 4 19 [23] -2 [-6] -4 [-8] - 60 [40] 80 [60]
  • Long-ranged overhead. High profiles a bit during the startup, but it can be stuffed with 2Bs just before the hit. Super cancellable raw. When used in a cancel, such as after a close heavy normal, this is special cancelable.
  • When canceling from a normal it can be performed with a 4A input making it easy to cancel into [4]6B/D.

Double Rolling

Double Rolling
4B
4B

Raw Version
Cancel Version

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
90 (40+50) [50 (20+30)] Mid, Low [ Mid ] special (2) 14 3 (17) 5 26 -10 -12 - 70 (30+40) 80 (40+40)
  • Two hits: a sobat which goes over lows, then a low-hitting kick. Only the second hit is cancellable. This has fast enough startup to combo from lights and it gives you enough time to charge for any Straight Slicer, but on block there is 2-frame gap between the two hits which can be rolled through or stuffed by reversals. Its range isn't the best so if you cancel from 2A too far from the opponent then you will drop the combo.
  • The 2nd hit of both Double Rolling versions can be whiff-canceled into any special if the 1st connects on hit or block. This allows Blue Mary to cancel into Real Counter to dodge 4-frame and up reversals. (Example)

Climbing Arrow

Climbing Arrow
3D
3D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 Mid special 14 5 19 SKD (43: Tech / 70: Non-tech) -5 - 60 80
  • An anti-air with very decent upper body invulnerability, but slow startup and a weird hitbox. Given the existence of Straight Slicer, quickly switching from 1 to 3 to anti-air can cause [4]6D to come out instead. Mainly used in juggles, as it is always special cancellable and it's a launcher.

Special Moves

Straight Slicer

Straight Slicer
[4]6B/D
[4]6B/D

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

80 Low super 14 10 16 SKD (29: Tech / 56: Non-tech) - Close -7 (Close) to 2 (Max Range) - 60 80
  • A slide which only travels about half the screen, but its startup means it can be combo'd from 2A at max range (NB: you can't always do this with 4B). You can use this to go under high fireballs, but it requires timing because Mary hops a little before sliding. Unsafe but can be spaced to be made safe. Super cancellable. Soft knockdown.
  • What isn't shown in the movelist is that this move can be followed up with by light Vertical Arrow, done with any 623K input. This cannot be EX enhanced, and either way you get a soft knockdown. Whether or not Vertical Arrow will actually connect instead of whiffing badly depends on the spacing. Either way, you're going to miss out on okizeme.

D D

60 Low super 18 12 21 -12 (Close) to -3 (Max Range) -14 (Close) to -4 (Max Range) - 60 80
  • A near-fullscreen slide, with the keyword being near-fullscreen. In addition to being easily baited at fullscreen, it can also be sniped by deep-hitting jump-ins if the opponent is hopping in place (this can still trip some moves, however). This is an important tool against high fireballs, but it requires a very good read considering how good the recovery on those tools tend to be, and how bad this move is on block.
  • Super cancellable. This is Mary's only special move you can actually cancel into M.Typhoon, as it keeps the opponent on their feet if not followed up with Crab Clutch.

BD BD

80 Low - 14 9 32 -20 (Close) to -12 (Max Range) -20 (Close) to -12 (Max Range) - 0 100
  • Pretty much [4]6D but it travels way faster, making it a much better anti-fireball tool and even more effective for surprise attacks. Its follow-up is also much more rewarding on hit. This is also bad on block, even with its follow-up.

Crab Clutch

Crab Clutch
[4]6D~236B/D
[4]6D~236B/D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 N/A - - - - HKD (28) - - 0 0
  • A hard knockdown from your anti-fireball tool.

Stun Fang

Stun Fang
[4]6BD~236A/C
[4]6BD~236A/C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
64 (8*8+10) Mid - 11 - - SKD (66: Tech / 110: Non-tech) -12 - 0 <60
  • One of two crumple EX moves in Mary's arsenal. This move make Mary's ability to low profile a massive threat, as she can potentially get big combos from this move. However, as a neutral skip, EX Straight Slicer can be baited easily. This move appears to be safe at first, but the blockstun is shorter than it may seem and Mary is capable of being fully punished almost no matter the spacing. she cannot delay it to create a frame trap either.

Vertical Arrow

Vertical Arrow
623B/D
623B/D

B Version
D Version
EX Version
Anywhere Juggle Grab Box during EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

78 (40+40) Mid super (1) 6 11 38 (12 on ground) SKD (11: Tech / 51: Non-tech) -28 Full body against non-projectile air moves: 1 to 7 (7 frames) 80 (40+40) 120 (60+60)

D D

78 (40+40) Mid super (1) 8 18 44 (19 on ground) SKD (-2: Tech / 38: Non-tech) -41 Full Body: 1 to 11 (11 Frames) 100 (40+60) 120 (60+60)
  • An anti-air special. The light version is invincible to air attacks. The heavy and EX versions are fully invincible. The heavy version is your main reversal but it's kinda slow. Despite appearances this will often catch opponents jumping over you in the corner. Super cancellable.

BD BD

176 (45+25*4+50) Mid - 4 5 (3) 2 (3) 2 (3) 2 (3) 3 43 (16 on ground) SKD (27: Tech / 67: Non-tech) -48 Full Body: 1 to 8 (8 Frames) 0 120 (80+20+20)
  • The EX version deals more damage overall than 623D~623B/D. As 623D is a common combo ender from many of Mary's juggles, this can be used instead if the combo is going to kill. This move is also faster than 623D, making it less easy to safejump.

M.Snatcher

M.Snatcher
623D~B/D or 623BD~B/D
623D~B/D or 623BD~B/D
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

D D

20+40 N/A - - - - HKD (27) - - 0 0

BD BD

20+70 N/A - - - - HKD (27) - - 0 0
  • Can only be used after heavy and EX Vertical Arrow. This follow-up grants you a hard knockdown and some time to chase up to the opponent and go for something.
  • EX version is anywhere juggle.

Spin Fall

Spin Fall
236A/C
236A/C

A Version
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

80 Mid - 25 3 19 +1~+3 -3 (Close) to -1 (Max Range) - 60 80

C C

80 Mid - 24 4 23 -3 (Close) to -1 (Max Range) -7 (Close) to -5 (Max Range) - 60 80
  • This move is mainly used to extend pressure if your combo string was blocked. 236A is better for this because 236C is unsafe and has slower startup. This will easily catch opponents trying to jump out, but it's nowhere near as active as Terry's Crack Shoot. This move can go over some ground-skimming fireballs, but it has slow startup and the recovery isn't good. Not an overhead despite appearances.

AC AC

107 (60+50) Mid - 15 6 22 Ground Bounce - HKD (68) -9 (Close) to -6 (Max Range) Low Feet/Ankle Strike: 1 to 22 ( 22 Frames) 0 120 (60+60)
  • Combo glue. This and Stun Fang are your best combo extenders, although this is better to start off with because it deals way less hits, so damage scaling won't affect the rest of the combo as much. However, the juggle into Climbing Arrow afterwards is tighter than it is after Stun Fang, so juggling after this move optimally takes a little more skill. Still not an overhead.

M.Spider

M.Spider
236C~236A/C
236C~236A/C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 N/A - - - - HKD (38) - - 0 0
  • A hard knockdown if you somehow managed to land heavy Spin Fall on a grounded opponent. If you land Spin Fall it's usually because you caught the opponent jumping in your pressure. As such, opportunities to land this move are few and far between.

Real Counter

Real Counter
214A/C
214A/C

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

0 N/A - - - 46 (Total Frames) - - Full Body: 1 to 3 (3 Frames) / Full Strike: 4 to 17 (14 Frames) 0 0

C C

0 N/A - - - 46 (Total Frames) - - Full Body: 1 to 3 (3 Frames) / Full Strike: 4 to 17 (14 Frames) 0 0
  • Mary's spot dodge. Any strike will whiff through this move completely, but Mary can be grabbed out of this at any point. This version of the move has enough i-frames that you can realistically dodge moves with plenty of active frames such as Terry's Burn Knuckle and then punish them with Backdrop Real. However, the invuln window quickly wears off after this and a well-spaced meaty will be able to punish it. This can work as an anti-air against direct jump-ins but will lose to empty jump throw, as there is no landing recovery for you to punish.

AC AC

0 N/A - - - 46 (Total Frames) - - Full Body: 1 to 10 (10 Frames) / Full Strike: 11 to 30 (20 Frames) 0 0
  • Much more dependable as a reversal. Not only is the strike invuln lengthened but the attack also starts with a couple frames of throw invuln as well. This also makes it more dependable as a mixup option, as it cannot be checked with wakeup throw.

Backdrop Real

Backdrop Real
214A/C/AC~236A/C
214A/C/AC~236A/C

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

140 N/A - 1 1 35 HKD (35) Unblockable Full Body: 1 (1 Frame) 0 0
  • An instant command grab which can only be performed within Real Counter. The caveat is that you must wait twelve frames before you can cancel Real Counter into Backdrop Real, meaning no instant command grabs from this. This can work as a mixup option, as the dodge will beat wakeup mashing and the minimum waiting time of twelve frames is not enough to react to reliably. However, this will lose to jumping or wakeup throws, and the range of the command grab itself, though decent, is something to keep in mind.

AC AC

160 (80+80) N/A - 1 2 27 HKD (+40) Unblockable Full Body: 1 to 2 (2 Frames) 0 0
  • The cancel window starts instantly, so you can get it out as fast as possible. There are no input tricks to get this followup out instantly, however. This will leave the opponent behind you, which is great if you are cornered as that is where 214AC is most effective as a reversal (less chance of being crossed up out of it), but not so great if you're the one who is bullying in the corner.
  • Can be comboed into from pretty much any of your cancelable normals for a saucy side switch.

M.Breaker

M.Breaker
623A/C
623A/C

A Version
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

120 (40+80) N/A - 25 4 29 HKD (39) Unblockable - 0 0

C C

120 (40+80) N/A - 27 6 29 HKD (39) Unblockable - 0 0
  • A leaping command grab which looks identical to a hop. Strength determines the startup and how far it goes. Each strength can be ticked into from lights and heavies respectively; for instance, you can cancel cl.C 6A into 623C and it will catch them blocking or mashing a low button, whereas 623A starts up too quickly for the grab to work. This move beats advance strike.

AC AC

150 (50+100) N/A - 20 8 27 HKD (39) Unblockable Projectile Invincibility: 1 to 30 (30 Frames) 0 0
  • The EX version travels further than 623C, is faster and goes through fireballs. This is particularly helpful against characters with ground-skimming fireballs, where Straight Slicer is of no help.

Super Special Moves

M.Typhoon

M.Typhoon
6321463214B/D
6321463214B/D

Normal Version
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

200 N/A - 3 2 60 HKD (20) Unblockable Full Body: 1 to 4 (4 Frames) 0 0

D D

200 N/A - 3 2 60 HKD (20) Unblockable Full Body: 1 to 4 (4 Frames) 0 0
  • A fast command grab super. Deals more damage than M.Splash Rose but there's no Advanced or Climax cancel window anywhere.

BD BD

340 N/A - 1 2 49 HKD (32) Unblockable Full Body: 1 to 3 (3 Frames) 0 0
  • Instant. Still no Climax Cancel window.

M.Splash Rose

M.Splash Rose
2363214A/C
2363214A/C

A Version
C Version
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

181 (0+20*3+35+17*3+35) Mid advanced, climax 11 11 34 HKD (34) -13 Full Body: 1 to 3 (3 Frames) / Full Strike: 4 to 6 (3 Frames) - -

C C

181 (0+20*3+35+17*3+35) Mid advanced, climax 11 11 34 HKD (34) -13 Full Body: 1 to 14 (14 Frames) - -
  • Rush super. There are two cancel windows: as she leaves the ground for the final hit and as she is falling. A recent buff to her Advance Cancel into M.Typhoon means you'll want to cancel pretty much exclusively during the landing impact.

AC AC

335 (0+15+30+15+25+15+30+15+30+10*6+100) Min: 185 Mid climax 6 13 45 HKD (45) -18 Full Body: 1 to 7 (7 Frames) Projectile Invincibility: 8 to 11 (4 Frames) 0 0
  • Much better invincibility and travels further. The ideal Climax Cancel window is on the very final hit as she lands, though be wary you'll be switching sides if you do so.
  • Even though the final hit switches sides, you don't need to mirror your input for your Climax Cancel — perform it as if you were still on the side you started on.

Climax Super Special Moves

M.Dynamite Swing

M.Dynamite Swing
2141236CD
2141236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
440 (100+142+18*3+144) Min: 255 Mid - 6 10 60 (33 on ground) HKD (22) -51 Full Body: 1 to 7 (7 Frames) / Full Strike: 8 to 14 (7 Frames) - -
  • Has a bigger hitbox than the animation would have you believe.

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

Blue Mary Reveal Trailer
The King of Fighters XV

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The King of Fighters XV
System

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Characters