Line 51:
Line 51:
M. Dynamite Swing - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:b.gif]] [[image:d.gif]]
M. Dynamite Swing - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:b.gif]] [[image:d.gif]]
=Quick Combo Reference=
= =Quick Combo Reference= =
{| border="1" align="center" style="font-size:90%"
{| border="1" align="center" style="font-size:90%"
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Lock Kick - close / +
Viktor Throw - close / +
Command Normals
Hammer Arch - +
Double Rolling - or +
Climbing Arrow - +
Special Moves
Straight Slicer - charge briefly then + / (*)
Crab Clutch ( Straight Slicer) + /
Stun Fang (EX Straight Slicer) + /
Vertical Arrow - + / (*)
M. Snatcher (Vertical Arrow) + /
Spin Fall - + / (*)
M. Spider - (Spin Fall) + /
Real Counter - + / (*)
Backdrop Real (Real Counter) - + /
M. Breaker - - + / (*)
Super Special Moves
M. Typhoon - + / (!)
M. Splash Rose - , + / (!)
Climax Super Special Move
M. Dynamite Swing - +
Quick Combo Reference
Quick Combo Reference
Notation
0 Meter
Low, Anywhere
Anywhere
Close, Anywhere
(cr. B (x2 to x3), Far B) = 85 to 110 dmg
(cr. B (x1 to x2), cr. A, b~f+B) = 107 to 131 dmg
(cl. C (1 hit), b+B (2 hits), b~f+D, qcf+B/D) = 216 dmg
1 Meter
Anywhere
Anywhere
(cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+A/C) = 259 to 275 dmg
(cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C) = 309 dmg
2 Meters
Anywhere
Anywhere
(cr. B (x2 to x3), Far B, qcf, hcb+AC) = 378 to 386 dmg
(cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+AC) = 441 dmg
Gameplay Overview
Health: 1000
Blue Mary is a very strong character in KOFXIV. She has many tools such as:
An invincible dodge that leads into a command grab.
A wide air CD that is good for pressure.
An invincible reversal, dp+K, that puts the opponent in a hard knockdown state.
She can make the opponent second guess their approach easily, with her invincible moves, while forcing her way in neutral.
Normals
Far Standing Normals
Far A
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
25
30
5
4
10
1
-1
Hitbox
-
Standard jab, which use to poke against hops.
Whiffs on some characters crouching.
Cant cancel into command normals.
Special cancel-able
Far B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
30
30
6
4
13
-2
-4
Hitbox
-
More range than st.A.
Great poke against standing opponents.
Hits crouches. Only super Cancel-able.
Far C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
78
80
14
7
18
-2
-4
Hitbox
-
Hits twice.
Only super cancelable.
Moves her hitbox forward.
Far D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
80
70
14
4
23
-6
-8
Hitbox
Low: 7 to 21 (15 Frames)
Great range, but slow.
Crushes slow lows or spamming cr. B (x2).
Not command/special/super cancel-able.
Cannot quick max cancel.
Close Standing Normals
Close A
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
25
30
4
3
8
4
2
Hitbox
-
Standard close jab.
Like Far A, cl. A is useful to stop hops if the opponent hops close towards Blue Mary.
Close B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
30
30
5
3
13
-1
-3
Hitbox
-
Standing low Attack.
Can cancel into itself.
Point blank cl.B, cl.B, cr.B or Far B works.
Can cancel, but will not combo into command normals.
Special/super cancel-able.
Close C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
78
80
6
2 (1) 2
20
-1
-3
Hitbox
-
Hits twice.
Command/special cancel-able.
Does not hit very high above her head.
Useful for grab/ close heavey OS against close empty hop/jump.
Close D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
80
70
5
4
23
2
0
Hitbox
-
Most damaging close heavy normal.
The second best heavy normal to start combos after cross-ups and quick max.
Has a lot of pushback that can make f+B whiff.
Crouching Normals
Crouch A
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
25
30
5
4
6
5
3
Hitbox
-
Hits mid.
Slightly less range than cr.B. command/special/super cancel-able.
Useful for mid-range into cr. D frame trap and can link into cl. D at point-blank range.
Crouch B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
30
30
4
4
7
4
2
Hitbox
-
Hits low and fast.
Lowers her crouching hitbox a lot.
Can't command/special cancel.
Standard quick max starter.
Crouch C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
70
70
9
4
27
-10
-12
Hitbox
-
Hits mid.
Lowers hitbox plus moves her forward a bit.
Her best heavy normal combo starter especially into f+B.
Crouch D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
80
70
6
4
25
SKD
-10
Hitbox
-
Hits low and fast.
Punishable if done at close range, but has a lot of pushback. So it's better to use at mid to the furthest range of cr. D. Especially useful as a frame trap at mid-screen from cr.B (x3) or cr. B(x2), cr. A.
Jump Normals
Jump A
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
45
30
4
9
(Landing)+1
-
-
Hitbox
-
Has a good diagonal hitbox.
It's useful as a jump-in confirmation and a quick poke in air-to-air situations.
Jump B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
45
30
6
8
(Landing)+1
-
-
Hitbox
-
A great cross-up tools during hops and jumps.
Jump C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
70
70
7
7
(Landing)+1
-
-
Hitbox
-
Useful for air-to-air situations.
Jump D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
70
70
8
7
(Landing)+1
-
-
Hitbox
-
Useful jump-in normal.
Can cross-up on standing and crouching opponents depending on spacing.
Hop Normals
Hop A
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
40
30
4
7
(Landing)+1
-
-
Hitbox
-
Nearly the same as jump A except less active frames and damage.
Has a good diagonal hitbox.
It's useful as a jump-in confirmation and a quick poke in air-to-air situations.
Hop B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
40
30
6
6
(Landing)+1
-
-
Hitbox
-
Nearly the same as jump B except less active frames and damage.
A great cross-up tools during hops and jumps.
Hop C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
70
70
7
5
(Landing)+1
-
-
Hitbox
-
Nearly the same as jump C except less active frames.
Useful for air-to-air situations.
Hop D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
70
70
8
5
(Landing)+1
-
-
Hitbox
-
Nearly the same as jump D except less active frames.
Useful jump-in normal.
Can cross-up on standing and crouching opponents depending on spacing.
Blowback
Stand CD
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
75
100
15
5
22
HKD (Gnd)/ SKD (Air)
-4
Hitbox
-
Can cancel ending frames into her command normals.
Jump CD
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
90
80
13
7
(Landing)+1
SKD
-
Hitbox
-
Great hit box for jump in pressure.
Blue Mary can abuse her hop CD, which has a wide hitbox around her foot.
It’s good as an air-to-ground normal.
Only invincible moves can beat it clean, so be cautious of opponents that are good at anti-airing.
Hop CD
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
80
80
13
5
(Landing)+1
SKD
-
Hitbox
-
Nearly the same as jump CD except less active frames and damage.
Great hitbox for jump-in pressure.
Blue Mary can abuse her hop CD, which has a wide hitbox around her foot.
It’s good as an air-to-ground normal.
Only invincible moves can beat it clean, so be cautious of opponents that are good at anti-airing.
Throws
Normal Throws
Lock Kick (close, ←/→ + C)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
100
0
1
1
0
SKD
Unblockable
Hitbox
-
Viktor Throw (close, ←/→ + D)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
100
0
1
1
0
HKD
Unblockable
Hitbox
-
Command Moves
Command Moves
Hammer Arch - (→ + A)
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
Without Cancel
70
60
22
4
26
-9
-11
Hitbox
Low: 3 to 19 (17 Frames)
Overhead.
Special/super cancel-able.
Great range.
Can start max mode combos after hit (not hit confirm-able).
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
With Cancel
30
40
15
4
23
-6
-8
Hitbox
Low: 3 to 11 (9 Frames)
Hits mid.
Special/super cancel-able.
Great range.
Can start max mode combos after hit (not hit confirm-able).
Double Rolling - (←/→ + B)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
78
70
16
3 (17) 5
26
-10
-12
Hitbox
Low: 16 to 21 (6 Frames)
Hits mid then low. Mostly used for combo filler.
Special cancel-able.
Doesn't crush lows.
If 1st hit connects on hit or guard, 2nd hit can whiff cancel and empty quickmax.
Climbing Arrow - (↘ +B)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
60
60
14
5
29
SKD
-15
Hitbox
-
Hits mid. Special cancel-able.
Launches opponent. Can combo into super on trade.
Can combo into max mode on hit.
Best used during quick max combos.
Special Moves
Special Moves
Straight Slicer - (← charge → + B/D)
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
B
60
60
14
8
18
SKD
-7
Hitbox
Low: 7 to 9 (3 Frames)
Main special in Blue Mary's bnb from a light normal attack.
Hits low.
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
D
60
60
18
11
22
-12
-14
Hitbox
Low: 7 to 11 (5 Frames)
Main special in Blue Mary's bnb from a heavy normal attack.
Hits low.
Can cancel into Crab Clutch, qcf+B/D. Requires more charge than light Straight Slicer.
↳ Crab Clutch (↓↘→ + B/D)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
60
0
-
-
-
HKD
-
-
-
Gives Blue Mary enough time to do meaty jump attack.
EX Straight Slicer - (← charge → + BD)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
80
0
14
9
22
-10
-12
Hitbox
Full: 1 to 11 (11 Frames)
Main special in Blue Mary's bnb in quick max combos. Hits low. Cancels only into Stung Fang, qcf+A/C.
↳ Stun Fang (↓↘→ + A/C)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
60
0
-
-
-
SKD
-6
-
-
Stuns the opponent in place. Can hit once in the ground and once in the air in the same combo.
Vertical Arrow - (→↓↘ + B/D)
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
B
78
40 + 40
6
11
38
SKD
-28
Hitbox
Full: 1 to 6 (6 Frames)
Blue Mary's fastest meterless reversal.
Can cancel into M. Snatcher (→↓↘ + B/D) on hit.
Best ender for quick max combos.
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
D
97
40 + 60
8
17
45
SKD
-41
Hitbox
Full: 1 to 12 (12 Frames)
Blue Mary's reversal.
Can cancel into M. Snatcher (→↓↘ + B/D) on hit.
Best ender for quick max combos
↳ M. Snatcher (→↓↘ + B/D)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
63
0
-
-
-
HKD
-
-
-
A follow-up that makes B/D Vertical Arrow a strong reversal since it's a hkd knockdown.
Gives Blue Mary enough to do a meaty jump D attack that is difficult for many characters to counter.
EX Vertical Arrow - (→↓↘ + BD)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
176
0
4
5 (3) 2 (3) 2 (3) 2 (3) 3
43
SKD
-48
Hitbox
Full: 1 to 8 (8 Frames)
Blue Mary's fastest antiair reversal in max mode.
Not really useful in combos over regular Vertical Arrow unless you are guarantee to win the round or match.
Spin Fall (↓↘→ + A/C)
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
A
60
60
25
3
23
-5
-7
Hitbox
Low: 7 to 28 (22 Frames)
An overhead attack that allows Blue Mary to move forward.
The move is airborne.
Can cancel into M. Spider (↓↘→ + A/C).
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
C
60
60
24
3
26
-8
-10
Hitbox
Low: 8 to 27 (20 Frames)
An overhead attack that allows Blue Mary to move forward.
Further than light Spin Fall.
The move is airborne.
Can cancel into M. Spider (↓↘→ + A/C) on hit.
↳ M. Spider (↓↘→ + A/C)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
57
0
-
-
-
-
-
-
-
Switches sides with opponent when move connects.
EX Spin Fall (↓↘→ + AC)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
107
0
15 / Hits crouching opponent at 18
6
18
HKD
-3
Hitbox
Low: 1 to 22 (22 Frames)
An overhead attack that has no follow-up since it will ground bound the opponent.
The first hit will whiff on crouching opponents which will greatly cut this move's damage in half.
It's a useful move for quick max combos after Stun Fang.
Real Counter (↓↙← + A/C)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
0
0
12 (To Cancel Window)
12 to 31 (Cancel Windows 20 Frames)
19
-
-
Hitbox
Full: 1 to 20 (20 Frames)
Can be considered a dodge that cancels into a command grab.
↳ Backdrop Real (In close, ↓↘→ + A/C)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
140
0
1
1
30
HKD
Unblockable
Hitbox
Full: 1 (1 Frame)
Blue Mary does one german suplex.
Command Grab
EX Real Counter (↓↙← + AC)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
0
0
1 (To Cancel Window)
1 to 31 (Cancel Windows 20 Frames)
19
-
-
Hitbox
Full: 1 to 31 (31 Frames)
Just like normal Real Counter, EX Real Counter can be considered a dodge that cancels into a command grab.
It can immediately cancel into a command grab.
↳ EX Backdrop Real (In close, ↓↘→ + A/C)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
160
0
1
2
27
HKD
Unblockable
Hitbox
Full: 1 (1 Frame)
Blue Mary does two german suplexes.
Command Grab
M. Breaker (→↓↘ + A/C)
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
A
120
0
23
4
29
HKD
Unblockable
Hitbox
-
Blue Mary lunges forward with this command grab.
It is useful as a tick throw after a light block strings.
It is not an air grab.
Blue Mary can perform a 4 frame safe jump anywhere on the screen after this move: Video Link
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
C
120
0
25
6
27
HKD
Unblockable
Hitbox
-
Blue Mary lunges forward with this command grab.
This version lunges a bit further than the light version.
It is useful as a tick throw after a light block strings.
It is not an air grab.
Blue Mary can perform a 4 frame safe jump anywhere on the screen after this move: Video Link
Immediately jump to do a 4-frame safe jump.
EX M. Breaker (→↓↘ + AC)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
150
0
20
8
27
HKD
Unblockable
Hitbox
Full: 1 to 10 (10 Frames)/ Low: 11 to 30 (20 Frames)
Blue Mary lunges forward with this command grab.
It is useful as a tick throw after a light block strings.
It is not an air grab.
Blue Mary can perform a 4-frame safe jump anywhere on the screen after this move: Video Link
Immediately hyperjump to do a 4-frame safe jump.
Super Special Moves
Climax Super Special Moves
Climax Super Special Moves
M. Dynamite Swing (↓↘→↓↘→ + BD)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
460
0
6
9
61
HKD
-51
Hitbox
Full: 1 to 15 (15 Frames)
Best to use to win the match.
There's not enough time to do anything after this moves hit.
Can cancel from both versions of M. Splash Rose.
Combos
Combo starter:
cr. B (x1 or x2), cr. A – The stable combo starter that connects only to b~f+B, the light slide kick.
cl. C (1 hit), b+B – Cl. (1 hit) is one of two heavy normals that connects to f+B consistently, without f+B whiffing, at most ranges. After doing b+B, hold back to charge for the slide kick, b~f+B/D.
cr. C, b+B – cr. C connects to f+B consistently without f+B whiffing all ranges. It can be considered the best combo to do after quick max to connect to ex slide kick, b~f+BD.
cl. D, f+A – This is a combo to do after quick max in the anchor position. It leads to her most damaging mid-screen 2-meter anchor combo without spending any additional meter. It’s possible to do slide kick after this combo by immediately holding back during f+A. Delay f+K after f+A by a couple of frames to connect to slide kick.
cl. D, b+B – Her most damaging combo starter, but requires cl. D to hit deep to connect f+B. It’s best to do this combo after a cross-up j. B or cross-up j. D. Also, it’s is useful after quick max for 1-meter max mode combos.
Notation
Rush Auto Combo
Meterless: Rush combo, b~f+D, qcfB/D = 172 dmg
1 Meter: Rush combo, qcf, hcb+A/C = 222 dmg
EX: Rush combo, qcf, hcb+AC = 363 dmg
0 meter
Anywhere
cr. B (x2 to x3), Far B = (85 to 110 dmg)
cr. B (x1 to x2), cr. A, b~f+B = (107 to 131 dmg)
(Main bread and butter combo. It's best to hold db while at the start of the combo to charge for b~f+B.)
cl. C (1 hit), f+A, dp+B (x2) = (194 dmg)
cl. D, f+A, b~f+D, qcf+B/D = (216 dmg)
cl. D f+A, dp+B, dp+B (x2) = (234 dmg)
(cl. D has to hit very close against the opponent in order for b+B not to whiff. It's easier to do this combo after cross-up j. B or j. D.)
cr. C, b+B (2 hits), b~f+D, qcf+B/D = (246 dmg)
(Along with cl. C (1 hit), cr. C seems to connect to b+B more consistently at any range.)
cl. D b+B (2 hits), b~f+D, qcf+B/D = (256 dmg)
(cl. D has to hit very close against the opponent in order for b+B not to whiff. It's easier to do this combo after cross-up j. B or j. D.)
1 meter
1000 Max Mode and up/ All Positions/ Anywhere
cr. B (x2 to x3), Far B, qcf, hcb+A/C = (237 to 254 dmg)
cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+A/C = (259 to 275 dmg)
cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C = (309 dmg)
cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+A/C = (339 dmg)
cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf+AC (2 hits), dp+D (x2) = (355 dmg)
1500 Max Mode/ 3rd Position/ Corner
cr. B, cr. B, (BC), cr. C, b+B (2 hits), qcf+AC, df+B, qcf+AC, dp+BD = (360 to 372 dmg)
2 meters
1000 Max Mode and up/ All Positions/ Anywhere
cr. B (x2 to x3), Far B, qcf, hcb+AC = (378 to 386 dmg)
cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+AC = (400 to 407 dmg)
cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+AC = (441 dmg)
cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC = (471 dmg)
cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf, hcb+AC = (483 dmg)
1250 Max Mode and up/ 2nd and 3rd Positions/ Corner
cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, delay dp+B (1 hit, SC), qcf, hcb+AC = (497 dmg)
1500 Max Mode and up/ 3rd Position/ Anywhere
cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), df+B, qcf, hcb+AC = (506 dmg)
1500 Max Mode and up/ 3rd Position/ Corner
cr. B, cr. B, (BC), cl. D, b+B, b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC), qcf, hcb+AC = (505 dmg)
3 meters
1000 Max Mode and up/ All Positions/ Anywhere
cr. B (x2 to x3), Far B, qcf, hcb+A/C(AC), hcb(x2)+BD = (404 to 407 dmg)
cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+AC(AC), hcb(x2)+BD = (426 to 428 dmg)
cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C(AC), hcb(x2)+BD = (462 dmg)
cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC(AC), hcb(x2)+BD = (492 dmg)
cr. B (x1-x2), cr. A, b~f+B(SC), qcf(x2)+BD = (494 to 493 dmg)
cr. C, b+B (2 hits), b~f+B(SC), qcf(x2)+BD = (557 dmg)
cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, qcf+A/C, df+B, qcf(x2)+BD = (528 dmg)
cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf+AC (2 hits), dp+B/D (1 hit, SC), qcf, hcb+AC = (529 dmg)
1250 Max Mode and up/ 2nd and 3rd Positions/ Corner
cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, delay dp+B (1 hit, SC), qcf(x2)+BD = (542 dmg)
1500 Max Mode and up/ 3rd Position/ Anywhere
cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), df+B, qcf(x2)+BD = (551 dmg)
4 meters
1250 Max Mode and up/ 2nd and 3rd Positions/ Anywhere
cr. B (x2 to x3), Far B, qcf, hcb+A/C(AC), hcb(x2)+BD = (526 to 518 dmg)
cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+AC(AC), hcb(x2)+BD = (548 to 539 dmg)
cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C(AC), hcb(x2)+BD = (573 dmg)
cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC(AC), hcb(x2)+BD = (603 dmg)
cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf+AC (2 hits), dp+B/D (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (549 dmg)
cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), delay b~f+BD, qcf+A/C, dash dp+B (1 hit, SC) qcf(x2)+BD = (580 dmg)
1250 Max Mode and up/ 2nd and 3rd Positions/ Corner
cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, qcf+AC (2 hits), df+B, delay dp+B (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (548 dmg)
1500 Max Mode and up/ 3rd Position/ Anywhere
cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), delay b~f+BD, qcf+A/C, dash dp+B (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (555 dmg)
1500 Max Mode and up/ 3rd Position/ Corner
cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (567 dmg)
cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC) qcf(x2)+BD = (592 dmg)
5 meters
1500 Max Mode and up/ 3rd Position/ Anywhere
cr. B (x2 to x3), Far B, qcf, hcb+AC(CC), qcf(x2)+BD = (609 to 601 dmg)
cr. B (x1-x2), cr. A, b~f+B(SC), qcf, hcb+AC(CC), qcf(x2)+BD = (631 to 622 dmg)
cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+AC(CC), qcf(x2)+B = (656 dmg)
cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC(CC), qcf(x2)+B = (686 dmg)
cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf, hcb+AC(CC), qcf(x2)+B = (638 dmg)
cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, delay qcf+A/C, df+B, qcf, hcb+AC(CC), qcf(x2)+B = (656 dmg)
cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), delay b~f+BD, qcf+A/C, dash dp+B (1 hit, SC) qcf, hcb+A/C(CC), qcf(x2)+B = (681 dmg)
1500 Max Mode and up/ 3rd Position/ Corner
cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC) qcf, hcb+A/C(CC), qcf(x2)+B = (693 dmg)
Misc
Meaty Jump Attack Set-ups:
Color Legend:
Blue (Safe Jump Set-up): None of the opponent’s non-super reversals are fast enough to punish the offensive character’s jump attack on wake-up.
Green (Pseudo Safe Jump Set-up): A set-up that can beat the defending characters’ fastest non-super reversal on wake-up. It is a safe jump against slower reversals.
Red (Won’t work): The opponent has a non-super reversal that can beat the offensive character’s jump attack on wake-up.
1. b~f+B at the corner- forward or neutral hop j. B: Only useful if the opponent does recovery rolls in the corner.
Safe Jump Set-up:
Xanadu, Joe, Kensou, Blue Mary
Pseudo Safe Jump Set-up:
Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Meitenkun, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Yuri, Antonov, Rock, Heidern
Won’t work:
Choi, K', Kula, Ryo
2. dp+B/D, dp+K at the corner- forward jump j. B or j. D:
Safe Jump Set-up:
Xanadu, Joe, Kensou, Blue Mary
Pseudo Safe Jump Set-up:
Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Meitenkun, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Antonov, Heidern
Won’t work:
Choi, K', Kula, Ryo, Yuri, Rock
3. dp+B/D, dp+K anywhere on screen - forward hyper jump j. D:
Safe Jump Set-up:
Xanadu, Joe, Kensou, Blue Mary
Pseudo Safe Jump Set-up:
Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Antonov, Heidern
Won’t work:
Choi, Meitenkun, K', Kula, Ryo, Yuri, Rock
4. qcf+A/C(x2) anywhere on screen - forward hyper jump j. B or j. D:
Safe Jump Set-up:
Xanadu, Joe, Kensou, Blue Mary
Pseudo Safe Jump Set-up:
Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Antonov, Heidern
Won’t work:
Choi, Meitenkun, K', Kula, Ryo, Yuri, Rock
Frame Data
Blue Mary KOFXIV Frama Data Link
Videos
Mary Combos ver.3.1 ➤ KOF14
Contributors
Amedo310
External Links
Twitter feed:
https://docs.google.com/spreadsheets/d/13__zMttExHJYETA4eCtObFypvZZJr1TDRsZZZHWjZIo/edit#gid=189594355
Discussion Threads
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